Java Design Patterns Explained in 20 minutes

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This video explores the software design patterns Command, Factories, Iterator, Memento, Observer, and MVC in Java, with practical examples and detailed explanations.

Command Pattern:

Encapsulates a request as an object, allowing clients to be parameterized with different requests, queue or log requests, and support undoable operations.
Participants:
Command (interface)
ConcreteCommand (links Receiver to the action)
Client (creates ConcreteCommand)
Invoker (executes the command)
Receiver (performs the action)
Example: Managing operations of a bank account (deposit, withdrawal) with history and undo functionality.
Pros:
Separates invoker from receiver.
Allows adding commands without modifying the client.
Supports undo/redo, deferred execution, and command composition.
Cons:
Adds complexity due to the extra layer between invoker and receiver.
Factory Patterns:

Abstract the creation of objects, providing flexibility and code reuse.
Difference between creation methods and factories:
All factories use creation methods, but not all creation methods are factories.
Types: Simple Factory, Factory Method, Abstract Factory.
Simple Factory: Centralizes the creation of object variants in a class with a method that selects the object type to return based on parameters.
Example: Creating different types of average calculation strategies.
Factory Method: Allows alternative factories for different product families.
Example: Creating different citation styles (IEEE, APA).
Pros: Promotes low coupling, single responsibility, and easy addition of new products.
Cons: May increase code complexity due to interfaces and subclasses.
Iterator Pattern:

Provides a standardized way to sequentially traverse elements of a container.
Participants:
Iterator (interface)
ConcreteIterator (maintains iteration position)
Collection (interface to create Iterator)
ConcreteCollection (creates the ConcreteIterator)
Example: Iterating through a stack without destroying its content.
Java Implementation: Iterable and Iterator interfaces.
Memento Pattern:

Allows saving and restoring an object’s internal state without violating encapsulation.
Participants:
Originator (object whose state is captured)
Memento (stores the state)
Caretaker (stores Mementos)
Example: Managing states of a bank account and undoing transactions.
Pros: Captures snapshots of the state without breaking encapsulation.
Cons: Can consume a lot of memory if many Mementos are created.
Observer Pattern:

Automatically notifies dependent objects (observers) when an object (subject) changes its state.
Participants:
Subject (interface)
ConcreteSubject (concrete subject)
Observer (interface)
ConcreteObserver (concrete observer)
Java Implementation: Observable and Observer interfaces.
Example: Separating application logic from user interface in a shopping cart.
MVC Pattern (Model-View-Controller):

Separates business logic (model), user interface (view), and control flow (controller).
Model: Manages data and operations, without knowledge of the interface.
View: Displays model data and delegates actions to the controller.
Controller: Synchronizes user actions with the model and view.
Applicability: Web and mobile development, present in frameworks like AngularJS, React, Spring.
Example: Implementing a shopping cart with MVC in JavaFX.

Timestamps:
0:00 - Introduction
0:53 - History behind Design Patterns
1:23 - Observer Pattern
3:15 - Iterator Pattern
4:18 - Iterator with Stack
5:05 - MVC Pattern
6:47 - Command Pattern
8:00 - Example with a real project
11:24 - Invoker
12:02 - Memento Pattern
13:11 - Strategy Pattern
15:11 - Factory Pattern
15:21 - Simple Factory
15:46 - Factory Method
16:57 - Abstract Factory
19:07 - Iterator with Composite Pattern
19:49 - Conclusion

Links to documentation used in this video:
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