Common Java design patterns-adapter patterns
The Adapter mode is introduced to solve the incompatibility mismatch problem.
Definition:
The adapter mode converts the excuse of a class into another interface that the customer expects, so that the classes that originally cannot work together due to interface incompatibili
Chapter 1 of design patterns-Abstract Factory patterns (Java implementation)"The last time was my fault. The author of bribery asked me to talk about it first. However, my wife and adults have a lot to do with me, this time, let me add the application scenarios that have not been completed last time." (After that, I to
Chapter 1 of design patterns-factory method patterns (Java implementation)"I come first", "No, husband, I come first !". I heard a few people from far away. Oh no, it's the factory method model and the abstract factory model. The couple are quarreling. nimei is not eating, not all come first (the world of food ~). "Abs
Structure mode, a total of seven kinds: Adapter mode, adorner mode, proxy mode, appearance mode, bridging mode, combined mode, enjoy the meta-mode.First, the adapter mode:The adapter pattern transforms the interface of a class into another interface that the client expects, in order to eliminate compatibility issues with classes caused by mismatched interfaces. There are three main categories: The adapter mode of the class, the adapter mode of the object, and the adapter mode of the interface. F
As the name implies, multiple cases are compared to a singleton pattern, which can have more than one finite instance, such as the following, can only have two instances.Import java.util.ArrayList;Import Java.util.Random;Class Multition{Private final static int max_number=2;private static arraylistprivate static int index=0;Private String Currentmultitioninfo;Static{for (int i=0;i{Index=i;Amultitionarraylist.add (New Multition ());}}Private Multition (){Currentmultitioninfo= "The current object
implementation is just a common Java class, as long as the basic needs of the singleton, you can do in the arbitrary implementation of some other functions, but static class does not. From the above summary, the basic can see the difference between the two, but, on the other hand, we finally realized that the singleton pattern, the interior is a static class to achieve, so, the two have a great correlation, but we consider the level of the problem is
explanations. the figure above shows the inheritance relationship of the class. A represents the four objects mentioned above, and Interface A represents an Interface named A. I believe everyone is familiar with the Interface, interfaces play an important role in java. proxy A indicates A class named ProxyA, which implements the interface. database A indicates A class named DbA and implements interface. however, the
(Chinese translation: Design Patterns-Reusable object-oriented software elements) mentioned in a total of 23 Design patterns. These patterns can be categorized into three main categories: the creation pattern (creational
The factory class pattern provides the pattern of creating a single class, while the builder pattern is to centralize the various products to manage, to create composite objects, so-called composite objects that refer to a class that has different properties, in fact the builder pattern is the combination of the previous abstract factory pattern and the last Test. Let's look at the code:As before, a sender interface, two implementation classes MailSender and Smssender. Finally, the Builder class
(String Person: This. Getfriends ()) {List.add (person); } //frend.setfriends (list); returnfrend; } Catch(clonenotsupportedexception e) {e.printstacktrace (); return NULL; } }} PackageChenyang;Importjava.util.ArrayList;Importjava.util.List;/*** Text of the test class * *@author65245 **/ Public classText { Public Static voidMain (string[] args) {//1. Create a direct assignment to the collectionPerson person =NewPerson (); ListNewArraylist(); List.add ("Hello"); List.add
Seven major design principles:1. Single Duty principle: one class is responsible for a duty.2, the Richter replacement principle: Subclasses can extend the function of the parent class, but cannot change the original function of the parent class.3, dependency inversion principle: The high-level module should not rely on the lower layer module, both should rely on its abstraction; abstraction should not depend on detail; detail should depend on abstrac
What is the design pattern? In the process of Learning Object-oriented, we will always come into contact with the pattern from time to time! As our predecessors have mentioned, the design model is a summary of people's experience! In software development, we always encounter some reusable components,CodeSo that we can focus on Object-Oriented Reusable Technology. With the development of Reusable Technology,
Common design Patterns in Javadesign Pattern: pattern is a solution to the problem, it has been applied to a practical environment. And can be applied to other environments.Classification of design Patterns:
Distributed programming model,
User interface mode,
Data Model pattern three major categories.
privatized, other programs can no longer create the class object;2, create an object of this class in a class;3, define a method that returns the object so that other programs can get this type of object by means of the method. (Effect: controllable).How to describe things and how to describe them.Add the above three steps when you need to guarantee that the object of the thing is unique in memory.a hungry man: A single class enters the object, it has already created the object.Lazy Type: The s
Classification of plant design and design patterns: The factory model is divided into three categories in Java and mode:1) Simple Factory mode (simply Factory): not conducive to the production of products;2) Factory method mode (Factory): Also known as the polymorphism plant;3) Abstract Factory mode (abstract Factory):
patterns and code, although they are different, but work together to make people's design can be reused, There are some characteristics of unity in ideology, so the thought of design pattern can be applied in frame design.There are significant differences between frameworks and design
Bookstore Management SystemThe bookstore management system can be said to be a more classic example of design patterns and design ideas.This series will be divided into several sections on this transmission management system.Bookstore management system will be divided into: Users, books, purchase, sales and inventory of five modules, in addition to public package
kind of complex control flow which is difficult to track when the program is running, which can be divided into behavior class pattern and behavior object pattern.
The behavior pattern uses the inheritance mechanism to dispatch behavior between classes.
The Behavior object pattern uses object aggregation to assign behavior.
Some behavioral object patterns describe how a set of peer objects work together to accomplish a task that nei
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