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Hands-On Design Patterns with Java

Hands-On Design Patterns with Java

By : Dr. Edward Lavieri Jr.
2 (1)
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Hands-On Design Patterns with Java

Hands-On Design Patterns with Java

2 (1)
By: Dr. Edward Lavieri Jr.

Overview of this book

Java design patterns are reusable and proven solutions to software design problems. This book covers over 60 battle-tested design patterns used by developers to create functional, reusable, and flexible software. Hands-On Design Patterns with Java starts with an introduction to the Unified Modeling Language (UML), and delves into class and object diagrams with the help of detailed examples. You'll study concepts and approaches to object-oriented programming (OOP) and OOP design patterns to build robust applications. As you advance, you'll explore the categories of GOF design patterns, such as behavioral, creational, and structural, that help you improve code readability and enable large-scale reuse of software. You’ll also discover how to work effectively with microservices and serverless architectures by using cloud design patterns, each of which is thoroughly explained and accompanied by real-world programming solutions. By the end of the book, you’ll be able to speed up your software development process using the right design patterns, and you’ll be comfortable working on scalable and maintainable projects of any size.
Table of Contents (15 chapters)
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1
Section 1: Introducing Design Patterns
4
Section 2: Original Design Patterns
8
Section 3: New Design Patterns

Introduction to object-oriented programming

Object-Oriented Programming (OOP) has been around for a couple of decades now, and most software developers are familiar with at least one OOP language, such as C or Java. The introduction of OOP represented a significant computer programming paradigm shift from the prevailing procedural programming technique. With OOP programming, the focus is on objects, and the focus of procedural programming is on procedures. For example, a procedural programming approach to a bicycle management information system would focus on the procedures that the system might perform. The OOP approach would focus on the bicycle and model it as an object. With the physical bicycle represented as an OOP object, we can define characteristics of the object and what behaviors can be taken with respect to the bicycle object.

In this section, we will cover the basics...

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