java-design-patterns

时间: 2023-03-19 15:29:37 浏览: 52
Java设计模式是一种在Java编程语言中使用的软件设计模式,它提供了一种在软件开发中常见问题的解决方案。这些模式可以帮助开发人员更好地组织和管理代码,提高代码的可重用性和可维护性。Java设计模式包括创建型模式、结构型模式和行为型模式,每种模式都有其特定的用途和优点。常见的Java设计模式包括单例模式、工厂模式、适配器模式、观察者模式等。
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design patterns: elements of reusable object-oriented software pdf csdn

“设计模式:可重用的面向对象软件的基本元素(Design Patterns: Elements of Reusable Object-Oriented Software)”是一本由 Erich Gamma、Richard Helm、Ralph Johnson 和 John Vlissides 四人所著的经典书籍。该书于1994年首次出版,被誉为“软件设计模式圣经”。 该书讲述了一些经典的设计模式,包括面向对象编程中涉及到的对象、类、接口和继承等基本概念,并详细介绍了在实际应用中如何使用这些模式来解决常见的设计问题。 该书的主要内容包括:介绍了23种设计模式,其中分为创建型模式(Creational Patterns)、结构型模式(Structural Patterns)和行为型模式(Behavioral Patterns)三种类型;每个设计模式包括模式的定义、优点、结构以及应用场景等方面,以及一些常见的解决方案;此外,该书还特别强调了设计模式的重要性,并简要介绍了如何利用设计模式提高代码的可维护性和可重用性等方面。 该书的读者主要包括软件开发人员、软件架构师、系统设计师等技术人员,也适合经验较浅的Java、C++和C#等编程语言的初学者,读过该书后可以深刻理解并熟练运用设计模式来提高软件开发的效率和质量。 在CSDN(中文技术社区)上,设计模式是一门热门的技术,有很多人通过阅读“设计模式:可重用的面向对象软件的基本元素”这本书籍,来掌握设计模式的基础知识,并学习如何在实际项目中应用这些模式。该书也经常被提及在CSDN社区中的技术讨论中,并被认为是学习设计模式最权威的教材之一。

推荐几个练习Java的GitHub项目

您好,我可以为您推荐几个 Java 练习的 GitHub 项目。 1. Java-Design-Patterns:这是一个 Java 设计模式的练习项目,包含了 23 种设计模式的示例代码。 2. Java-Exercises:这是一个 Java 练习题的项目,包含了超过 100 道练习题,涵盖了 Java 的基础知识和常用算法。 3. Java-Projects:这是一个包含了多个 Java 项目的练习项目,可以帮助您练习使用 Java 进行实际项目开发的能力。 4. Java-Programming-Exercises:这是一个包含了超过 200 道 Java 练习题的项目,涵盖了 Java 的各个方面,包括基础语法、常用类库、面向对象编程、数据结构和算法等。 希望这些项目能帮助您提升 Java 的编程能力。

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### 回答1: 好的,这里是几个推荐的 Java 练习项目: 1. Java 练手项目:https://github.com/iluwatar/java-design-patterns 这个项目包含了各种 Java 设计模式的示例代码,可以帮助你更好地理解这些模式的原理和应用。 2. 基础 Java 练习:https://github.com/codingbat/codingbat-java 这个项目包含了许多简单的 Java 编程练习题,适合刚学 Java 的新手。 3. Java 面试练习:https://github.com/kdn251/interviews 这个项目包含了很多 Java 面试题,可以帮助你更好地准备 Java 面试。 4. Java 实战项目:https://github.com/tensorflow/tensorflow TensorFlow 是一个流行的机器学习框架,这个项目是用 Java 实现的,可以帮助你学习如何使用 Java 进行实际的项目开发。 希望这些项目能帮到你! ### 回答2: 以下是几个推荐的练习Java的GitHub项目: 1. "Java-Interview":这是一个包含了大量Java面试题的项目,你可以通过解答这些问题来提高自己的Java编程技能。项目地址:https://github.com/crossoverJie/Java-Interview 2. "Java-Algorithm":这个项目提供了一系列常见的算法和数据结构的Java实现,包括排序算法、查找算法等等。你可以通过参与这些算法的实现来加深对Java编程的理解。项目地址:https://github.com/GreyWolf-RJ/Java-Algorithm 3. "Java-Design-Patterns":这个项目涵盖了常用的设计模式的Java实现,通过学习和理解这些设计模式,你可以提高自己的Java编程思维和设计能力。项目地址:https://github.com/iluwatar/java-design-patterns 4. "Java-Projects":这个项目收集了一些简单的Java小项目,包括游戏、工具等等。通过完成这些小项目,你可以锻炼自己的Java编程能力和项目实战经验。项目地址:https://github.com/hackersMemory/Java-Projects 这些项目都可以帮助你巩固和提高自己的Java编程技能,建议你根据自己的兴趣和学习需求选择适合的项目进行练习。 ### 回答3: 推荐以下几个练习Java的GitHub项目: 1. Java编程练习题 - 这个项目包含了一系列的Java编程练习题,适合初学者练习基本的语法和逻辑思维。网址:https://github.com/Blankj/awesome-java-leetcode 2. Java设计模式 - 这个项目提供了常见的Java设计模式示例代码,可以帮助开发者学习和理解设计模式的应用。网址:https://github.com/iluwatar/java-design-patterns 3. Java数据结构与算法 - 这个项目包含了常见的数据结构和算法的Java实现代码,适合希望深入学习数据结构和算法的开发者。网址:https://github.com/TheAlgorithms/Java 4. Spring Boot实战 - 这个项目是一个使用Spring Boot框架开发的示例项目,可以帮助开发者熟悉和掌握Spring Boot的使用。网址:https://github.com/spring-projects/spring-boot 5. Java并发编程实战 - 这个项目提供了一系列的Java并发编程实例,适合开发者学习和理解多线程和并发编程的概念和技巧。网址:https://github.com/mercyblitz/java-concurrency-programming-action 这些项目都是在GitHub上公开的,你可以通过点击对应的网址进行访问和获取源代码。推荐根据自己的学习目标和兴趣选择适合自己的项目进行练习。
桥接模式是一种结构型设计模式,它的主要目的是将抽象部分与实现部分分离,使它们能够独立地变化。下面是一个Java桥接模式的示例: 首先定义一个抽象类Shape,它有一个DrawAPI的成员变量,表示它的实现。 java public abstract class Shape { protected DrawAPI drawAPI; protected Shape(DrawAPI drawAPI) { this.drawAPI = drawAPI; } public abstract void draw(); } 然后定义具体的形状类,比如Circle和Rectangle,它们继承自抽象类Shape,并实现了draw方法。 java public class Circle extends Shape { private int x, y, radius; public Circle(int x, int y, int radius, DrawAPI drawAPI) { super(drawAPI); this.x = x; this.y = y; this.radius = radius; } @Override public void draw() { drawAPI.drawCircle(radius, x, y); } } public class Rectangle extends Shape { private int x, y, width, height; public Rectangle(int x, int y, int width, int height, DrawAPI drawAPI) { super(drawAPI); this.x = x; this.y = y; this.width = width; this.height = height; } @Override public void draw() { drawAPI.drawRectangle(x, y, width, height); } } 最后定义一个DrawAPI接口,它有两个方法drawCircle和drawRectangle,表示画圆和画矩形的实现。 java public interface DrawAPI { void drawCircle(int radius, int x, int y); void drawRectangle(int x, int y, int width, int height); } 现在,我们可以使用不同的DrawAPI实现来创建不同的Shape对象,比如: java DrawAPI redDrawAPI = new RedDrawAPI(); Shape redCircle = new Circle(100, 100, 10, redDrawAPI); redCircle.draw(); DrawAPI greenDrawAPI = new GreenDrawAPI(); Shape greenRectangle = new Rectangle(50, 50, 100, 200, greenDrawAPI); greenRectangle.draw(); 这样就可以将形状的抽象部分和实现部分分离了。如果需要增加一种新的形状或者实现,只需要创建一个新的类实现Shape或者DrawAPI接口即可,不需要修改原有的代码。 完整的代码示例可以参考以下链接:https://github.com/iluwatar/java-design-patterns/tree/master/bridge
好的,我来给你提供一个简单的Java代码示例: java import java.io.*; import java.util.*; public class Book { private int id; private String name; private String author; private String publisher; private double price; private String category; private int quantity; private String shelfLocation; private Date purchaseDate; public Book(int id, String name, String author, String publisher, double price, String category, int quantity, String shelfLocation, Date purchaseDate) { this.id = id; this.name = name; this.author = author; this.publisher = publisher; this.price = price; this.category = category; this.quantity = quantity; this.shelfLocation = shelfLocation; this.purchaseDate = purchaseDate; } public int getId() { return id; } public String getName() { return name; } public String getAuthor() { return author; } public String getPublisher() { return publisher; } public double getPrice() { return price; } public String getCategory() { return category; } public int getQuantity() { return quantity; } public String getShelfLocation() { return shelfLocation; } public Date getPurchaseDate() { return purchaseDate; } public void setPrice(double price) { this.price = price; } public void setQuantity(int quantity) { this.quantity = quantity; } public void setShelfLocation(String shelfLocation) { this.shelfLocation = shelfLocation; } public void setPurchaseDate(Date purchaseDate) { this.purchaseDate = purchaseDate; } public String toString() { return "ID: " + id + ", Name: " + name + ", Author: " + author + ", Publisher: " + publisher + ", Price: " + price + ", Category: " + category + ", Quantity: " + quantity + ", Shelf Location: " + shelfLocation + ", Purchase Date: " + purchaseDate; } } public class BookManagementSystem { private List<Book> bookList; public BookManagementSystem() { bookList = new ArrayList<>(); } public void addBook(Book book) { bookList.add(book); } public void saveToFile(String fileName) { try (ObjectOutputStream oos = new ObjectOutputStream(new FileOutputStream(fileName))) { oos.writeObject(bookList); } catch (IOException e) { e.printStackTrace(); } } public void readFromFile(String fileName) { try (ObjectInputStream ois = new ObjectInputStream(new FileInputStream(fileName))) { bookList = (List<Book>) ois.readObject(); } catch (IOException | ClassNotFoundException e) { e.printStackTrace(); } } public void displayAllBooks() { for (Book book : bookList) { System.out.println(book); } } public void searchById(int id) { for (Book book : bookList) { if (book.getId() == id) { System.out.println(book); return; } } System.out.println("Book with ID " + id + " not found."); } public void searchByCategory(String category) { for (Book book : bookList) { if (book.getCategory().equalsIgnoreCase(category)) { System.out.println(book); } } } public void modifyBook(int id, double price, int quantity, String shelfLocation, Date purchaseDate) { for (Book book : bookList) { if (book.getId() == id) { book.setPrice(price); book.setQuantity(quantity); book.setShelfLocation(shelfLocation); book.setPurchaseDate(purchaseDate); return; } } System.out.println("Book with ID " + id + " not found."); } public static void main(String[] args) { BookManagementSystem system = new BookManagementSystem(); // add books system.addBook(new Book(1, "Head First Java", "Kathy Sierra and Bert Bates", "O'Reilly Media", 49.99, "Computer Science", 10, "A1", new Date())); system.addBook(new Book(2, "Clean Code", "Robert C. Martin", "Prentice Hall", 39.99, "Computer Science", 5, "B2", new Date())); system.addBook(new Book(3, "Design Patterns", "Erich Gamma, Richard Helm, Ralph Johnson, John Vlissides", "Addison-Wesley Professional", 55.99, "Computer Science", 8, "C3", new Date())); system.addBook(new Book(4, "The Pragmatic Programmer", "Andrew Hunt and David Thomas", "Addison-Wesley Professional", 44.99, "Computer Science", 12, "D4", new Date())); system.addBook(new Book(5, "Thinking in Java", "Bruce Eckel", "Prentice Hall", 59.99, "Computer Science", 7, "E5", new Date())); // save to file system.saveToFile("books.dat"); // read from file system.readFromFile("books.dat"); // display all books System.out.println("--- All Books ---"); system.displayAllBooks(); // search by ID System.out.println("--- Search by ID ---"); system.searchById(3); // search by category System.out.println("--- Search by Category ---"); system.searchByCategory("Computer Science"); // modify book System.out.println("--- Modify Book ---"); system.modifyBook(4, 49.99, 15, "D4", new Date()); System.out.println("--- All Books ---"); system.displayAllBooks(); } } 这个代码示例中,Book类表示图书信息,BookManagementSystem类表示了一个简单的图书管理系统,包含了图书信息录入、保存、读取、浏览、查询和修改等功能。 你可以根据自己的需求对代码进行修改和扩展。
实现根据ISBN二分查找,返回图书的书名、作者、出版社可以使用已经按ISBN排序的数组,或者使用二叉搜索树来实现。 下面是使用已经按ISBN排序的数组的例子: struct Book { int id; // 图书编号 char name[50]; // 图书名称 char author[50]; // 作者 char publisher[50]; // 出版社 float price; // 价格 long long isbn; // ISBN编号 }; struct Book books[100]; // 图书数组,假设最多存储100本书 // 二分查找 struct Book* binarySearch(long long isbn, int n) { int left = 0; int right = n - 1; while (left <= right) { int mid = (left + right) / 2; if (books[mid].isbn == isbn) { return &books[mid]; } else if (books[mid].isbn < isbn) { left = mid + 1; } else { right = mid - 1; } } return NULL; } // 示例代码 int main() { // 假设有10本书,按ISBN从小到大排序 books[0] = {1, "C++ Primer", "Stanley B. Lippman", "Addison-Wesley Professional", 59.99, 9780321714114}; books[1] = {2, "Java Concurrency in Practice", "Brian Goetz", "Addison-Wesley Professional", 49.99, 9780321349606}; books[2] = {3, "Effective C++", "Scott Meyers", "Addison-Wesley Professional", 54.99, 9780321334879}; books[3] = {4, "The C Programming Language", "Brian W. Kernighan and Dennis M. Ritchie", "Prentice Hall", 49.99, 9780131103627}; books[4] = {5, "Introduction to Algorithms", "Thomas H. Cormen, Charles E. Leiserson, Ronald L. Rivest, and Clifford Stein", "MIT Press", 84.99, 9780262033848}; books[5] = {6, "Design Patterns", "Erich Gamma, Richard Helm, Ralph Johnson, and John Vlissides", "Addison-Wesley Professional", 59.99, 9780201633610}; books[6] = {7, "Head First Design Patterns", "Eric Freeman and Elisabeth Robson", "O'Reilly Media", 59.99, 9780596007126}; books[7] = {8, "Clean Code", "Robert C. Martin", "Prentice Hall", 44.99, 9780132350884}; books[8] = {9, "Refactoring", "Martin Fowler", "Addison-Wesley Professional", 54.99, 9780201485677}; books[9] = {10, "Code Complete", "Steve McConnell", "Microsoft Press", 49.99, 9780735619678}; // 搜索ISBN为9780321714114的图书 struct Book* book = binarySearch(9780321714114, 10); if (book != NULL) { printf("书名:%s\n作者:%s\n出版社:%s\n", book->name, book->author, book->publisher); } else { printf("未找到图书\n"); } return 0; } 这个例子中,使用二分查找来搜索ISBN,如果找到了对应的图书,就返回图书的信息。 如果使用二叉搜索树来实现,可以把ISBN作为节点的关键字,每个节点包含图书的信息。搜索时,从根节点开始,如果搜索的ISBN小于节点的关键字就往左子树搜索,否则往右子树搜索。如果搜索到了对应的节点,就返回节点的信息。 这里就不提供二叉搜索树的具体实现代码了,因为二分查找已经足够简单高效。
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Learn how to implement design patterns in Java: each pattern in Java Design Patterns is a complete implementation and the output is generated using Eclipse, making the code accessible to all. The examples are chosen so you will be able to absorb the core concepts easily and quickly. This book presents the topic of design patterns in Java in such a way that anyone can grasp the idea. By giving easy to follow examples, you will understand the concepts with increasing depth. The examples presented are straightforward and the topic is presented in a concise manner. Key features of the book: Each of the 23 patterns is described with straightforward Java code. There is no need to know advanced concepts of Java to use this book. Each of the concepts is connected with a real world example and a computer world example. The book uses Eclipse IDE to generate the output because it is the most popular IDE in this field. This is a practitioner's book on design patterns in Java. Design patterns are a popular topic in software development. A design pattern is a common, well-described solution to a common software problem. There is a lot of written material available on design patterns, but scattered and not in one single reference source. Also, many of these examples are unnecessarily big and complex. Table of Contents Chapter 1: Introduction Chapter 2: Observer Patterns Chapter 3: Singleton Patterns Chapter 4: Proxy Patterns Chapter 5: Decorator Patterns Chapter 6: Template Method Patterns Chapter 7: Strategy Patterns (Or, Policy Patterns) Chapter 8: Adapter Patterns Chapter 9: Command Patterns Chapter 10: Iterator Patterns Chapter 11: Facade Patterns Chapter 12: Factory Method Patterns Chapter 13: Memento Patterns Chapter 14: State Patterns Chapter 15: Builder Patterns Chapter 16: Flyweight Patterns Chapter 17: Abstract Factory Patterns Chapter 18: Mediator Patterns Chapter 19: Prototype Patterns Chapter 20: Chain of Responsibility Patterns Chapter 21: Composite Patterns Chapter 22: Bridge Patterns (Or Handle/Body Patterns) Chapter 23: Visitor Patterns Chapter 24: Interpreter Patterns
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Written for the developer with previous programming and design experience, Applying UML and Patterns combines UML, software patterns, and Java to illustrate the author's own design strategy. Though author Craig Larman sometimes relies heavily on the jargon of software engineering, there's no doubt that his book contains some immediately useful ideas on software design, using the latest and greatest in software-engineering research. This book begins by outlining a basic process of software design using iterative, object-oriented techniques. The case study used for this text is a point-of-sale (POS) system, a helpful real-world example. The book constructs use case diagrams and basic conceptual and class models for this system. The author then adds sequence diagrams to show how the POS system will do its processing and collaboration diagrams to show how objects will interact with one another. The author uses standard UML diagrams to document the design. When it comes to refining class design, the author's experience with patterns really shines. His General Responsibility Assignment Software Patterns (GRASP) suggest guidelines for designing classes that work together effectively. Larman believes that the ability to assign responsibilities to classes effectively is one of the most important aspects of good object-oriented design. His patterns allow this to happen and provide an interesting contribution to the design process. (The author also introduces more widely used software patterns to enhance the design process.) When it comes to coding the design, Java is the programming language of choice for this text. Further chapters discuss how to refine an initial design using an iterative process of software engineering. While it's unlikely that readers will adopt Larman's approach to software design in its entirety, his guidelines--and application of patterns to class design, all documented using UML--make this a worthwhile text for the more experienced reader. --Richard

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