Easy Learning Design Patterns Java Practice: Reusable Object-Oriented Software

Experience about the design of object-oriented software, the design patterns allow designers to create more flexible, elegant, and ultimately reusable designs without having to rediscover the design solutions themselves.Each pattern describes the circumstances in which it is applicable, when it can be applied in view of other design constraints, and the consequences and trade-offs of using the pattern within a larger design. All patterns are compiled from real systems and are based on real-world examples. Each pattern also includes code that demonstrates how it may be implemented in object-oriented programming languages like Java1. Strategy Pattern Principle 2. Strategy Pattern Case3. Composition Pattern Principle4. Composition Pattern Case5. Singleton Pattern Principle6. Singleton Pattern Case7. Template Pattern Principle8. Template Pattern Case9. Factory Pattern Principle10. Factory Pattern Case11. Builder Pattern Principle12. Builder Pattern Case13. Adapter Pattern Principle14. Adapter Pattern Case15. Facade Pattern Principle16. Facade Pattern Case17. Decorator Pattern Principle18. Decorator Pattern Case19. Prototype Pattern Shallow Clone20. Prototype Pattern Deep Clone21. Bridge Pattern Principle22. FlyWeight Pattern Case23. Chain Pattern Principle24. Chain Pattern Case25. Command Pattern Case26. Iterator Pattern Case27. Mediator Pattern Case28. Memento Pattern Case29. Observer Pattern Case30. Visitor Pattern Case31. State Pattern Case32. Proxy Pattern Case

Author: yang hu

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