Java Design Patterns
Java Design Patterns
Java Design Patterns are reusable, well-tested solutions to common design problems in object-oriented programming. They act as templates that guide how to structure classes, create objects, and manage interactions in a clean and efficient way. Instead of reinventing solutions, developers follow these established patterns to write flexible, maintainable, and scalable Java applications. They also improve communication by giving developers a shared vocabulary. Overall, design patterns help produce high-quality, organized, and adaptable software. Design patterns in Java are generally grouped into three main categories,
1. Creational Design Patterns
These patterns deal with object creation mechanisms, improving flexibility and reuse.
- Singleton Ensures only one instance of a class exists, and provides a global access point.
- Factory Method Defines an interface for creating objects, but lets subclasses decide which object to create.
- Abstract Factory Provides a way to create families of related objects without specifying their concrete classes.
- Builder Separates complex object construction from its representation; helps create objects step-by-step.
- Prototype Creates new objects by copying an existing object (clone), useful when object creation is expensive.
2. Structural Design Patterns
These patterns deal with class and object composition—how classes work together.
- Adapter Allows incompatible interfaces to work together by converting one interface into another.
- Bridge Separates abstraction from implementation, allowing both to vary independently.
- Composite Treats individual objects and groups of objects uniformly (tree structures).
- Decorator Adds new functionality to an existing object dynamically without altering its structure.
- Facade Provides a simplified interface to a complex system of classes or libraries.
- Flyweight Reduces memory usage by sharing common object data instead of creating many similar objects.
- Proxy Provides a substitute or placeholder to control access to another object.
3. Behavioral Design Patterns
These patterns handle communication and interaction between objects.
- Strategy Defines a family of algorithms and allows switching between them at runtime.
- Observer Defines a one-to-many relationship; when one object changes, dependents get notified.
- Command Encapsulates a request or action as an object, useful for undo/redo operations.
- Chain of Responsibility Passes a request along a chain of handlers until one processes it.
- Iterator Provides a standard way to traverse elements of a collection without exposing internal structure.
- State Allows an object to change its behavior when its internal state changes.
- Mediator Defines an object that centralizes communication between multiple objects, reducing coupling.
- Memento Captures and restores an object’s state without exposing its internal structure.
- Template Method Defines the steps of an algorithm, allowing subclasses to override certain steps.
- Visitor Separates operations from the object structure they operate on, allowing adding new operations easily.

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