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CORAK REKA BENTUK : Menyelam Dalam Corak Reka Bentuk Biasa

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DESIGN PATTERNS : A Deep Dive into Common Design Patterns

Apakah corak reka bentuk?

Corak reka bentuk ialah penyelesaian kepada masalah yang kompleks. Corak reka bentuk adalah mengenai mereka bentuk kelas dan antara muka anda dengan cara yang menyelesaikan masalah reka bentuk tertentu. Biasanya, semasa mereka bentuk sistem, kami menghadapi beberapa isu, dan untuk masalah tersebut, kami mempunyai satu set corak reka bentuk. Corak reka bentuk biasanya templat yang melibatkan kelas, antara muka dan perhubungan antara kelas tersebut.

Jenis corak reka bentuk:

Corak reka bentuk ciptaan:

Jenis corak ini berurusan dengan penciptaan objek dengan cara yang serasi dengan situasi yang diberikan.
Pada peringkat penciptaan, kami boleh menentukan cara bahagian tertentu sistem kami boleh dibuat secara berasingan atau digubah bersama, memastikan fleksibiliti dan keserasian.
Senarai corak reka bentuk yang termasuk dalam kategori ini ialah:

  • Singleton:Dalam corak reka bentuk ini, kami hanya mempunyai satu tika dan tika itu akan digunakan sepanjang aplikasi kami.

Kepentingan corak reka bentuk tunggal:

  1. pembina persendirian:Menandai pembina sebagai persendirian adalah sangat penting, kerana kami ingin memastikan bahawa hanya satu contoh kelas dibuat.
  2. Instance Statik Peribadi:Kami menggunakan pengubah suai akses peribadi, kerana kami ingin memastikan bahawa kami hanya mempunyai satu tika objek dalam memori kelas.
  3. Kaedah Statik Awam (Aksesor):Ini ialah pusat akses global kepada tika tunggal. Kaedah ini pada asasnya mencipta tika itu jika ia tidak wujud dan kembalikan tika yang sama jika ia sudah wujud.

Contoh corak reka bentuk Singleton

public class Singleton { // Private static instance of the class private static Singleton instance; private int count; // Private constructor to prevent instantiation private Singleton() { // initialization code } // Public static method to provide access to the instance public static synchronized Singleton getInstance() { if (instance == null) { instance = new Singleton(); } return instance; } // Example method public void getCount() { System.out.println("The value of count is: " + count); } public void increaseCount() { count++; } public void decreaseCount() { count--; } } public class Main { public static void main(String[] args) { // Get the single instance of Singleton Singleton singleton = Singleton.getInstance(); singleton.increaseCount(); singleton.getCount(); // Output: The value of count is: 1 // Get the same instance of Singleton Singleton anotherSingleton = Singleton.getInstance(); anotherSingleton.decreaseCount(); anotherSingleton.getCount(); // Output: The value of count is: 0 // Both singleton and anotherSingleton refer to the same instance } }
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  • Pembina:Dalam corak Pembina, kami menentukan cara untuk mencipta objek langkah demi langkah. Corak ini juga memberikan fleksibiliti, membenarkan versi berbeza bagi objek yang sama dibuat menggunakan proses pembinaan yang sama.

Keperluan utama corak pembina:

  1. Produk:Ia adalah objek kompleks yang sedang dibina.
  2. Antara Muka Pembina:Mentakrifkan kaedah untuk mencipta bahagian Produk yang berbeza. Kaedah ini biasanya mengembalikan objek pembina itu sendiri untuk membenarkan rantaian kaedah.
  3. Pembina Konkrit:Melaksanakan antara muka Pembina dan menyediakan pelaksanaan khusus untuk mencipta bahagian Produk.

Contoh corak pembina:
Contoh ini menunjukkan cara menggunakan Corak Reka Bentuk Pembina untuk membuat roti taburan coklat dengan menambahkan ramuan langkah demi langkah.

// Product Class class Bread { private String bread; private String spread; private String chiaSeeds; private String pumpkinSeeds; public void setBread(String bread) { this.bread = bread; } public void setSpread(String spread) { this.spread = spread; } public void setChiaSeeds(String chiaSeeds) { this.chiaSeeds = chiaSeeds; } public void setPumpkinSeeds(String pumpkinSeeds) { this.pumpkinSeeds = pumpkinSeeds; } @Override public String toString() { return "Bread with " + spread + ", topped with " + chiaSeeds + " and " + pumpkinSeeds; } } // Builder Interface interface BreadBuilder { BreadBuilder addBread(); BreadBuilder addChocolateSpread(); BreadBuilder addChiaSeeds(); BreadBuilder addPumpkinSeeds(); Bread build(); } // Concrete Builder class ChocolateBreadBuilder implements BreadBuilder { private Bread bread = new Bread(); @Override public BreadBuilder addBread() { bread.setBread("Whole grain bread"); return this; } @Override public BreadBuilder addChocolateSpread() { bread.setSpread("Chocolate spread"); return this; } @Override public BreadBuilder addChiaSeeds() { bread.setChiaSeeds("Chia seeds"); return this; } @Override public BreadBuilder addPumpkinSeeds() { bread.setPumpkinSeeds("Pumpkin seeds"); return this; } @Override public Bread build() { return bread; } } // Client Code public class Main { public static void main(String[] args) { // Create a builder and build the chocolate spread bread BreadBuilder builder = new ChocolateBreadBuilder(); Bread myBread = builder.addBread() .addChocolateSpread() .addChiaSeeds() .addPumpkinSeeds() .build(); // Output the result System.out.println(myBread); } }
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  • Kaedah Kilang:Dalam corak Kaedah Kilang, kami mentakrifkan cara untuk mencipta objek, tetapi kami membenarkan subkelas untuk menentukan jenis objek tertentu yang akan dicipta.

Keperluan utama corak kilang:

  1. Antara Muka Produk:Mentakrifkan antara muka biasa untuk semua produk.
  2. Produk Konkrit: Laksanakan antara muka Produk.
  3. Pencipta:Mengisytiharkan kaedah kilang.
  4. Pencipta Konkrit:Laksanakan kaedah kilang untuk mengembalikan produk konkrit yang berbeza.
// Product Interface interface Juice { void serve(); } // Concrete Product 1 class OrangeJuice implements Juice { @Override public void serve() { System.out.println("Serving Orange Juice."); } } // Concrete Product 2 class MangoJuice implements Juice { @Override public void serve() { System.out.println("Serving Mango Juice."); } } // Creator Abstract Class abstract class JuiceFactory { // Factory method public abstract Juice createJuice(); } // Concrete Creator 1 class OrangeJuiceFactory extends JuiceFactory { @Override public Juice createJuice() { return new OrangeJuice(); } } // Concrete Creator 2 class MangoJuiceFactory extends JuiceFactory { @Override public Juice createJuice() { return new MangoJuice(); } } // Client Code public class Main { public static void main(String[] args) { // Create an Orange Juice using its factory JuiceFactory orangeJuiceFactory = new OrangeJuiceFactory(); Juice orangeJuice = orangeJuiceFactory.createJuice(); orangeJuice.serve(); // Output: Serving Orange Juice. // Create a Mango Juice using its factory JuiceFactory mangoJuiceFactory = new MangoJuiceFactory(); Juice mangoJuice = mangoJuiceFactory.createJuice(); mangoJuice.serve(); // Output: Serving Mango Juice. } }
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Corak reka bentuk struktur

Corak reka bentuk ini tertumpu terutamanya pada cara kelas dan objek digubah untuk membentuk struktur yang lebih besar. Mereka menumpukan pada organisasi dan hubungan antara objek dan kelas, memudahkan struktur, meningkatkan fleksibiliti dan menggalakkan kebolehselenggaraan.

  • Corak penyesuai:Dalam corak ini, kami membenarkan objek dengan antara muka yang tidak serasi berfungsi bersama. Ia bertindak sebagai jambatan antara dua antara muka yang tidak serasi, membolehkan mereka berkomunikasi tanpa mengubah kod sedia ada mereka.

Keperluan Penting bagi corak penyesuai:

  1. Target Interface:It is an interface that will solve the problem (bridging the gap between the incompatible interfaces).
  2. Client:The class or code that interacts with the target interface.
  3. Adaptee:This is the interface which is not compatible with the current client requirements.
  4. Adapter:Implements the target interface and contains an instance of the adaptee. It translates requests from the target interface to the adaptee’s interface, making them compatible.
// Target Interface (Menu) interface Menu { void orderDish(String dish); } // Adaptee (Chef) class Chef { public void prepareDish(String dishName) { System.out.println("Chef is preparing " + dishName + "."); } } // Adapter (Waiter) class Waiter implements Menu { private Chef chef; public Waiter(Chef chef) { this.chef = chef; } @Override public void orderDish(String dish) { chef.prepareDish(dish); } } // Client Code public class Restaurant { public static void main(String[] args) { Chef chef = new Chef(); Menu waiter = new Waiter(chef); // Customer places an order via the waiter waiter.orderDish("Spaghetti Carbonara"); // Output: Chef is preparing Spaghetti Carbonara. } }
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  • Facade pattern:Simplifies the interaction with a complex system by providing a unified interface (facade). Instead of directly calling several different methods across various objects, the client interacts with the facade, which internally manages those operations.

Key essentials of the facade design pattern:

  1. Facade:It is an interface that wraps all the complex subsystem interfaces and delegates the complex tasks to the subsystems that actually perform the work.
  2. Subsystem Classes:These are the classes that acutally perform the work.

An example of facade design pattern:
The example illustrates the Facade Pattern which simplifies the process of washing, drying, and pressing clothes. It hides the complexity of interacting with multiple subsystems behind a single, unified interface.

// Subsystem Classes class WashingMachine { public void wash() { System.out.println("Washing clothes."); } } class Dryer { public void dry() { System.out.println("Drying clothes."); } } class Iron { public void press() { System.out.println("Pressing clothes."); } } // Facade Class class LaundryFacade { private WashingMachine washingMachine; private Dryer dryer; private Iron iron; public LaundryFacade(WashingMachine washingMachine, Dryer dryer, Iron iron) { this.washingMachine = washingMachine; this.dryer = dryer; this.iron = iron; } public void doLaundry() { System.out.println("Starting the laundry process..."); washingMachine.wash(); dryer.dry(); iron.press(); System.out.println("Laundry process complete."); } } // Client Code public class Main { public static void main(String[] args) { WashingMachine washingMachine = new WashingMachine(); Dryer dryer = new Dryer(); Iron iron = new Iron(); LaundryFacade laundryFacade = new LaundryFacade(washingMachine, dryer, iron); // Use the facade to do the laundry laundryFacade.doLaundry(); } }
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Behavioral design patterns

The patterns that fall under this category mainly deals with communication between objects and how they interact with each other.

  • Iterator pattern:In the Iterator Pattern, we define a way to sequentially access elements of a collection without needing to use conventional methods, such as for loops or direct indexing. Instead, the pattern provides a standard interface (usually methods like next() and hasNext()) to traverse the collection. This approach abstracts the iteration process, allowing the client to navigate through the collection without needing to understand its internal structure or use traditional iteration methods.

Key essentials of this pattern are:

  1. Iterator Interface:We define all the methods such as next(), hasNext(), and currentItem().These are used to traverse the collection.
  2. Concrete Iterator:This is the concrete implementation of the iterator interface.
  3. Aggregate Interface:In this interface,we define methods to create iterators.All the methods returns an instance of the Iterator.
  4. Concrete Aggregate:It's just a concrete implementation of the aggregate interface.

Example of iterator pattern:
This example demostrates a simple usecase of iterators a employees object using iterator pattern.

// Iterator Interface interface Iterator { boolean hasNext(); Object next(); } // Aggregate Interface interface Aggregate { Iterator createIterator(); } // Employee Class class Employee { public String Name; public int Age; public String Department; public int EmployeeId; public Employee(String name, int age, String department, int employeeId) { this.Name = name; this.Age = age; this.Department = department; this.EmployeeId = employeeId; } } // Concrete Aggregate class EmployeeCollection implements Aggregate { private Employee[] employees; public EmployeeCollection(Employee[] employees) { this.employees = employees; } @Override public Iterator createIterator() { return new EmployeeIterator(this.employees); } } // Concrete Iterator class EmployeeIterator implements Iterator { private Employee[] employees; private int position = 0; public EmployeeIterator(Employee[] employees) { this.employees = employees; } @Override public boolean hasNext() { return position < employees.length; } @Override public Object next() { return hasNext() ? employees[position++].Name : null; } } // Client Code public class Main { public static void main(String[] args) { // Creating employee array Employee[] employees = { new Employee("John", 28, "Engineering", 101), new Employee("Jane", 32, "Marketing", 102), new Employee("Tom", 25, "Sales", 103) }; // Creating employee collection and iterator EmployeeCollection employeeCollection = new EmployeeCollection(employees); Iterator iterator = employeeCollection.createIterator(); // Iterating through employees while (iterator.hasNext()) { System.out.println(iterator.next()); } } }
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  • Strategy pattern:In this pattern we define a family of algorithms, and at the runtime we choose the algorithm.Instead of implementing a single algorithm directly, the code receives runtime instructions on which algorithm to use from a family of algorithms. This pattern allows the algorithm to vary independently from the clients that use it.

Key essentials of this pattern are:

1.Strategy Interface:Defines the common interface for all supported algorithms.
2.Concrete Strategies:Implement the Strategy interface with specific algorithms.
3.Context:Uses a Strategy to execute the algorithm.

Example of strategy pattern:
Imagine we are building an encoding system where we may need to use different encoding algorithms depending on the situation. We will demonstrate this system using the Strategy Pattern.

// Strategy Interface interface EncoderStrategy { void encode(String string); } // Concrete Strategy for Base64 Encoding class Base64Encoder implements EncoderStrategy { @Override public void encode(String string) { // Implement Base64 encoding logic here System.out.println("This method uses Base64 encoding algorithm for: " + string); } } // Concrete Strategy for MD5 Encoding class MD5Encoder implements EncoderStrategy { @Override public void encode(String string) { // Implement MD5 encoding logic here System.out.println("This method uses MD5 encoding algorithm for: " + string); } } // Context Class class EncoderContext { private EncoderStrategy strategy; public void setEncoderMethod(EncoderStrategy strategy) { this.strategy = strategy; } public void encode(String string) { strategy.encode(string); } } // Usage public class Main { public static void main(String[] args) { EncoderContext context = new EncoderContext(); // Use Base64 encoding method context.setEncoderMethod(new Base64Encoder()); context.encode("A34937ifdsuhfweiur"); // Use MD5 encoding method context.setEncoderMethod(new MD5Encoder()); context.encode("89743297dfhksdhWOJO"); } }
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Explanation:

  1. Firstly, we define the interface for the
  2. Next, we create concrete implementations of the interfaces that we have defined.
  3. Finally, we use these implementations to observe how a change in the subject also updates its dependents.
  • Observer pattern:behavioral design pattern that establishes a one-to-many dependency between objects. This means that when one object (the subject) changes its state, all its dependent objects (observers) are notified and updated automatically. This pattern is particularly useful for implementing distributed event-handling systems in event-driven software.

Key essentials of this pattern are:

  1. Subject:It is an object which holds the state and informs the observers when it updates it's state.
  2. Observer:An interface or abstract class that defines the update method, which is called when the subject’s state changes.
  3. Concrete Subject:A class that implements the Subject interface and maintains the state of interest to observers.
  4. Concrete Observer:A class that implements the Observer interface and updates its state to match the subject’s state.

Example of observer pattern:
In a stock trading application, the stock ticker acts as the subject. Whenever the price of a stock is updated, various observers—such as investors and regulatory bodies—are notified of the change. This allows them to respond to price fluctuations in real-time.

import java.util.ArrayList; import java.util.List; // Observer interface interface Observer { void update(String stockSymbol, double stockPrice); } // Subject interface interface Subject { void register(Observer o); void remove(Observer o); void notify(); } // Concrete Subject class Stock implements Subject { private List observers; private String stockSymbol; private double stockPrice; public Stock() { observers = new ArrayList<>(); } public void setStock(String stockSymbol, double stockPrice) { this.stockSymbol = stockSymbol; this.stockPrice = stockPrice; notify(); } @Override public void register(Observer o) { observers.add(o); } @Override public void remove(Observer o) { observers.remove(o); } @Override public void notify() { for (Observer observer : observers) { observer.update(stockSymbol, stockPrice); } } } // Concrete Observer class StockTrader implements Observer { private String traderName; public StockTrader(String traderName) { this.traderName = traderName; } @Override public void update(String stockSymbol, double stockPrice) { System.out.println("Trader " + traderName + " notified. Stock: " + stockSymbol + " is now $" + stockPrice); } } // Usage public class Main { public static void main(String[] args) { Stock stock = new Stock(); StockTrader trader1 = new StockTrader("Niharika"); StockTrader trader2 = new StockTrader("Goulikar"); stock.register(trader1); stock.register(trader2); stock.setStock("Niha", 9500.00); stock.setStock("Rika", 2800.00); } }
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Explanation:

  • Firstly, we define the interface for the subject which is responsible for sending updates. Similarly, we also define an interface for the observer, which is responsible for receiving updates.
  • Next, we create concrete implementations of the interfaces that we have defined.
  • Finally, we use these implementations to observe how a change in the subject also updates its dependents.

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