Gang of Four Design PatternsEven though the GoF Design Patterns book was published over 20 years ago, it still continues to be an Amazon best seller. The design patterns can be applied in any object oriented language. As a Java developer using the Spring Framework to develop enterprise class applications, you will encounter the GoF Design Patterns on a daily basis. The GoF Design Patterns are broken into three categories: Creational Patterns for the creation of objects; Structural Patterns to provide relationship between objects; and finally, Behavioral Patterns to help define how objects interact. John, appreciate your efforts in explaining GoF patterns in detail and also with great quality covering OO Design principles, etc. Your blog is one of the top best which covers these patterns. Could you please tell me exactly which patterns are being used in a simple spring application.
Apex Design Patterns by Anshul Verma, Jitendra Zaa
Design patterns represent the best practices used by experienced object-oriented software developers. Design patterns are solutions to general problems that software developers faced during software development. These solutions were obtained by trial and error by numerous software developers over quite a substantial period of time. According to these authors design patterns are primarily based on the following principles of object orientated design. Design patterns provide a standard terminology and are specific to particular scenario. For example, a singleton design pattern signifies use of single object so all developers familiar with single design pattern will make use of single object and they can tell each other that program is following a singleton pattern.
What is Gang of Four (GOF)?
In software engineering, a design pattern is a general repeatable solution to a commonly occurring problem in software design. A design pattern isn't a finished design that can be transformed directly into code., Design Patterns: Elements of Reusable Object-Oriented Software is a software engineering book describing software design patterns. The book is divided into two parts, with the first two chapters exploring the capabilities and pitfalls of object-oriented programming, and the remaining chapters describing 23 classic software design patterns.