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TitleJava Design Patterns [electronic resource] : A Hands-On Experience with Real-World Examples / by Vaskaran Sarcar
ImprintBerkeley, CA : Apress : Imprint: Apress, 2019
Edition 2nd ed
Connect tohttps://doi.org/10.1007/978-1-4842-4078-6
Descript XXXIII, 500 p. 128 illus. online resource

SUMMARY

Get hands-on experience implementing 26 of the most common design patterns using Java and Eclipse. In addition to Gang of Four (GoF) design patterns, you will also learn about alternative design patterns, and understand the criticisms of design patterns with an overview of anti-patterns. For each pattern you will see at least one real-world scenario, a computer-world example, and a complete implementation including output. This book has three parts. The first part covers 23 Gang of Four (GoF) design patterns. The second part includes three alternative design patterns. The third part presents criticisms of design patterns with an overview of anti-patterns. You will work through easy-to-follow examples to understand the concepts in depth and you will have a collection of programs to port over to your own projects. A Q&A session is included in each chapter and covers the pros and cons of each pattern. The last chapter presents FAQs about the design patterns. The step-by-step approach of the book helps you apply your skills to learn other patterns on your own, and to be familiar with the latest version of Java and Eclipse. What You'll Learn: Work with each of the design patterns Implement design patterns in real-world applications Choose from alternative design patterns by comparing their pros and cons Use the Eclipse IDE to write code and generate output Read the Q&A session in each chapter with pros and cons for each design pattern


CONTENT

Part I: Gang of Four Patterns -- Chapter 1: Singleton Pattern -- Chapter 2: Prototype Pattern -- Chapter 3: Builder Pattern -- Chapter 4: Factory Method Pattern -- Chapter 5: Abstract Factory Pattern -- Chapter 6: Proxy Pattern -- Chapter 7: Decorator Pattern -- Chapter 8: Adapter Pattern -- Chapter 9: Facade Pattern -- Chapter 10: Flyweight Pattern -- Chapter 11: Composite Pattern -- Chapter 12: Bridge Pattern -- Chapter 13: Visitor Pattern -- Chapter 14: Observer Pattern -- Chapter 15: Strategy (Policy) Pattern -- Chapter 16: Template Pattern -- Chapter 17: Command Pattern -- Chapter 18: Iterator Pattern -- Chapter 19: Memento Pattern -- Chapter 20: State Pattern -- Chapter 21: Mediator Pattern -- Chapter 22: Chain of Responsibility Pattern -- Chapter 23: Interpreter Pattern -- Part II: Additional Design Patterns -- Chapter 24: Simple Factory Pattern -- Chapter 25: Null Object Pattern -- Chapter 26: MVC Pattern -- Part III: Final Discussions on Design Patterns -- Chapter 27: Criticisms of Design Patterns -- Chapter 28: Anti-Patterns: Avoid the Common Mistakes -- Chapter 29: FAQs -- Appendix A: A Brief Overview of GoF Design Patterns -- Appendix B: Winning Notes and the Road Ahead -- Appendix C: Bibliography.-


Java (Computer program language) Computer science Java. http://scigraph.springernature.com/things/product-market-codes/I29070 Programming Techniques. http://scigraph.springernature.com/things/product-market-codes/I14010 Programming Languages Compilers Interpreters. http://scigraph.springernature.com/things/product-market-codes/I14037



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