* #1842 Setting up project and creating example classes. Issues running site and deploy * #1842 Added unit tests * #1842 Improved example * #1842 Added UML class diagram * #1842 Added comments to Genre class * #1842 Improved readability of lambda function * #1842 Started working on the README and created initial UML * #1842 Added example to README * #1842 Replaced prints with LOGGER * #1842 Fixed typo in README * #1842 Testing commit account * #1842 Adding documentation to App class * #1842 Improved documentation * #1842 Added documentation to AppTest * #1842 Fixing latex formating issue * #1842 Improving the intent description * #1842 Removed override methods from the UML diagram for clarity * #1842 Renamed the SCI_FI enum * #1842 Updated the currying pom.xml * #1842 Removed unneeded comment * #1842 Improving documentation and README * Added review changes. * Fixing build issues and added javadoc comments to functional interfaces. * Removing code smells * Removed unnecessary toString method * Using lombok to reduce boiler plate. * Fixed frontmatter. * Removing function name code smell * Fixed README typo * Added book_creator test to improve coverage Co-authored-by: Hugo Kat <u7286091@anu.edu.au>
Design patterns implemented in Java
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Introduction
Design patterns are the best, formalized practices a programmer can use to solve common problems when designing an application or system.
Design patterns can speed up the development process by providing tested, proven development paradigms.
Reusing design patterns help prevent subtle issues that cause major problems, and it also improves code readability for coders and architects who are familiar with the patterns.
Getting started
This site showcases Java Design Patterns. The solutions have been developed by experienced programmers and architects from the open-source community. The patterns can be browsed by their high-level descriptions or by looking at their source code. The source code examples are well commented and can be thought of as programming tutorials on how to implement a specific pattern. We use the most popular battle-proven open-source Java technologies.
Before you dive into the material, you should be familiar with various Software Design Principles.
All designs should be as simple as possible. You should start with KISS, YAGNI, and Do The Simplest Thing That Could Possibly Work principles. Complexity and patterns should only be introduced when they are needed for practical extensibility.
Once you are familiar with these concepts you can start drilling down into the available design patterns by any of the following approaches
- Search for a specific pattern by name. Can't find one? Please report a new pattern here.
- Using tags such as
Performance,Gang of FourorData access. - Using pattern categories,
Creational,Behavioral, and others.
Hopefully, you find the object-oriented solutions presented on this site useful in your architectures and have as much fun learning them as we had while developing them.
How to contribute
If you are willing to contribute to the project you will find the relevant information in our developer wiki. We will help you and answer your questions in the Gitter chatroom.
License
This project is licensed under the terms of the MIT license.