├── .DS_Store
├── Behavior
├── Command
│ ├── README.md
│ └── Source-code
│ │ ├── .idea
│ │ ├── .gitignore
│ │ ├── misc.xml
│ │ ├── modules.xml
│ │ └── uiDesigner.xml
│ │ ├── Command.iml
│ │ ├── out
│ │ └── production
│ │ │ └── Command
│ │ │ ├── ClientTest.class
│ │ │ ├── Command.class
│ │ │ ├── Document.class
│ │ │ ├── DocumentEditorCommand.class
│ │ │ └── DocumentInvoker.class
│ │ └── src
│ │ ├── ClientTest.java
│ │ ├── Command.java
│ │ ├── Document.java
│ │ ├── DocumentEditorCommand.java
│ │ └── DocumentInvoker.java
└── Iterator
│ ├── README.md
│ └── Source-code
│ ├── .idea
│ ├── .gitignore
│ ├── misc.xml
│ └── modules.xml
│ ├── Iterator.iml
│ ├── out
│ └── production
│ │ └── Iterator
│ │ ├── ClientTest.class
│ │ ├── Item.class
│ │ ├── ItemIterator.class
│ │ ├── Menu$MenuIterator.class
│ │ └── Menu.class
│ └── src
│ ├── ClientTest.java
│ ├── Item.java
│ ├── ItemIterator.java
│ └── Menu.java
├── Creational
├── Abstract-factory-method
│ ├── README.md
│ └── Source-code
│ │ ├── .idea
│ │ ├── .gitignore
│ │ ├── .name
│ │ ├── misc.xml
│ │ ├── modules.xml
│ │ ├── uiDesigner.xml
│ │ └── vcs.xml
│ │ ├── Source-code.iml
│ │ ├── out
│ │ └── production
│ │ │ └── Source-code
│ │ │ ├── ClientTest.class
│ │ │ ├── ElectronicDeviceAbstractFactory.class
│ │ │ ├── ElectronicDeviceFactory$1.class
│ │ │ ├── ElectronicDeviceFactory.class
│ │ │ ├── HighEndDeviceFactory.class
│ │ │ ├── HighEndLaptop.class
│ │ │ ├── HighEndPhone.class
│ │ │ ├── Laptop.class
│ │ │ ├── MidRangeDeviceFactory.class
│ │ │ ├── MidRangeLaptop.class
│ │ │ ├── MidRangePhone.class
│ │ │ ├── Phone.class
│ │ │ └── Segment.class
│ │ └── src
│ │ ├── ClientTest.java
│ │ ├── ElectronicDeviceAbstractFactory.java
│ │ ├── ElectronicDeviceFactory.java
│ │ ├── HighEndDeviceFactory.java
│ │ ├── HighEndLaptop.java
│ │ ├── HighEndPhone.java
│ │ ├── Laptop.java
│ │ ├── MidRangeDeviceFactory.java
│ │ ├── MidRangeLaptop.java
│ │ ├── MidRangePhone.java
│ │ ├── Phone.java
│ │ └── Segment.java
├── Builder
│ ├── README.md
│ └── Source-code
│ │ ├── .idea
│ │ ├── .gitignore
│ │ ├── misc.xml
│ │ ├── modules.xml
│ │ ├── uiDesigner.xml
│ │ └── vcs.xml
│ │ ├── Builder.iml
│ │ ├── out
│ │ └── production
│ │ │ └── Builder
│ │ │ ├── Builder.class
│ │ │ ├── ClientTest.class
│ │ │ ├── House.class
│ │ │ └── HouseBuilder.class
│ │ └── src
│ │ ├── Builder.java
│ │ ├── ClientTest.java
│ │ ├── House.java
│ │ └── HouseBuilder.java
├── Factory-method
│ ├── README.md
│ └── Source-code
│ │ ├── .idea
│ │ ├── .gitignore
│ │ ├── .name
│ │ ├── misc.xml
│ │ ├── modules.xml
│ │ └── vcs.xml
│ │ ├── Source-code.iml
│ │ ├── out
│ │ └── production
│ │ │ └── Source-code
│ │ │ ├── Candy.class
│ │ │ ├── CandyFactory$1.class
│ │ │ ├── CandyFactory.class
│ │ │ ├── CandyType.class
│ │ │ ├── ClientTest.class
│ │ │ ├── HardCandy.class
│ │ │ └── MintyCandy.class
│ │ └── src
│ │ ├── Candy.java
│ │ ├── CandyFactory.java
│ │ ├── CandyType.java
│ │ ├── ClientTest.java
│ │ ├── HardCandy.java
│ │ └── MintyCandy.java
├── Prototype
│ ├── README.md
│ └── Source-code
│ │ ├── .idea
│ │ ├── .gitignore
│ │ ├── .name
│ │ ├── misc.xml
│ │ ├── modules.xml
│ │ └── vcs.xml
│ │ ├── Source-code.iml
│ │ ├── out
│ │ └── production
│ │ │ └── Source-code
│ │ │ ├── ClientTest.class
│ │ │ └── User.class
│ │ └── src
│ │ ├── ClientTest.java
│ │ └── User.java
└── Singleton
│ ├── README.md
│ └── Source code
│ ├── .gradle
│ ├── 6.6.1
│ │ ├── executionHistory
│ │ │ ├── executionHistory.bin
│ │ │ └── executionHistory.lock
│ │ ├── fileChanges
│ │ │ └── last-build.bin
│ │ ├── fileHashes
│ │ │ ├── fileHashes.bin
│ │ │ └── fileHashes.lock
│ │ └── gc.properties
│ ├── buildOutputCleanup
│ │ ├── buildOutputCleanup.lock
│ │ ├── cache.properties
│ │ └── outputFiles.bin
│ ├── checksums
│ │ └── checksums.lock
│ ├── configuration-cache
│ │ └── gc.properties
│ └── vcs-1
│ │ └── gc.properties
│ ├── .idea
│ ├── .gitignore
│ ├── .name
│ ├── misc.xml
│ ├── modules.xml
│ └── vcs.xml
│ ├── Singleton.iml
│ └── src
│ ├── DoubleCheckLocking.java
│ ├── EagerInitialization.java
│ ├── LazyInitialization.java
│ └── ThreadSafe.java
├── LICENSE
├── README.md
└── Structural
├── .DS_Store
├── Adapter
├── README.md
└── Source-code
│ ├── .idea
│ ├── .gitignore
│ ├── .name
│ ├── misc.xml
│ ├── modules.xml
│ └── vcs.xml
│ ├── Source-code.iml
│ ├── out
│ └── production
│ │ └── Source-code
│ │ ├── BusinessAnalyst.class
│ │ ├── ClientTest.class
│ │ ├── Customer.class
│ │ └── Developer.class
│ └── src
│ ├── BusinessAnalyst.java
│ ├── ClientTest.java
│ ├── Customer.java
│ └── Developer.java
├── Composite
├── README.md
└── Source-code
│ ├── .idea
│ ├── .gitignore
│ ├── .name
│ ├── misc.xml
│ ├── modules.xml
│ └── vcs.xml
│ ├── Source-code.iml
│ ├── out
│ └── production
│ │ └── Source-code
│ │ ├── Boss.class
│ │ ├── BusinessAnalyst.class
│ │ ├── ClientTest.class
│ │ ├── Developer.class
│ │ ├── Employee.class
│ │ └── Leader.class
│ └── src
│ ├── Boss.java
│ ├── BusinessAnalyst.java
│ ├── ClientTest.java
│ ├── Developer.java
│ ├── Employee.java
│ └── Leader.java
├── Facade
├── .DS_Store
├── README.md
└── Source-code
│ ├── .DS_Store
│ ├── .idea
│ ├── .gitignore
│ ├── .name
│ ├── misc.xml
│ ├── modules.xml
│ └── vcs.xml
│ ├── Source-code.iml
│ ├── out
│ └── production
│ │ └── Source-code
│ │ ├── Chair.class
│ │ ├── ClientTest.class
│ │ ├── Furniture.class
│ │ ├── FurnitureFacade.class
│ │ ├── Table.class
│ │ └── Television.class
│ └── src
│ ├── Chair.java
│ ├── ClientTest.java
│ ├── Furniture.java
│ ├── FurnitureFacade.java
│ ├── Table.java
│ └── Television.java
└── Proxy
├── .DS_Store
├── README.md
└── Source-code
├── .DS_Store
├── .idea
├── .gitignore
├── .name
├── misc.xml
├── modules.xml
├── uiDesigner.xml
└── vcs.xml
├── Source-code.iml
├── out
└── production
│ └── Source-code
│ ├── ClientTest.class
│ ├── Image.class
│ ├── ProxyImage.class
│ └── RealImage.class
└── src
├── ClientTest.java
├── Image.java
├── ProxyImage.java
└── RealImage.java
/.DS_Store:
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https://raw.githubusercontent.com/doctor-blue/design-patterns/4ed48cc033aeca563e932713816a03c05c23e921/.DS_Store
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/Behavior/Command/README.md:
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1 | # Command Design pattern
2 |
3 | ## Khái niệm
4 |
5 | - Trong một số trường hợp chúng ta sẽ cần lưu lại một số lệnh ví dụ trong Word chúng ta có các hành động như undo/redo chẳng hạn.
6 |
7 | - Đối với Command nó cho phép chúng ta chuyển mệnh lệnh thành một đối tượng độc lập và nhờ đó chúng ta có thể lưu trữ lại những lệnh này và sử dụng nó tuỳ theo trường hợp. ví dụ như trên với lệnh undo/redo chẳng hạn. Nó như một class chung gian lưu trữ lại hành động và trạng thái ở tại một thời điểm nào đó.
8 |
9 | ## Các thành phần
10 |
11 | - Command : là một interface hoặc abstract class, chứa một phương thức trừu tượng thực thi (execute) một hành động (operation). Yêu cầu sẽ được đóng gói lại dưới dạng Command.
12 |
13 | - ConcreteCommand : là các implementation của Command. Định nghĩa một sự gắn kết giữa một đối tượng Receiver và một hành động. Thực thi execute() bằng việc gọi operation đang hoãn trên Receiver. Mỗi một ConcreteCommand sẽ phục vụ cho một loại yêu cầu riêng.
14 |
15 | - Client : Đại diện cho nơi sử dụng, nơi tiếp nhận yêu cầu của người dùng và đóng gói yêu cầu đó thành ConcreteCommand phù hợp.
16 |
17 | - Invoker : tiếp nhận ConcreteCommand từ Client và gọi execute() của ConcreteCommand để thực thi request.
18 |
19 | - Receiver : đây là thành phần thực sự xử lý business logic cho các yêu cầu. Trong phương execute() của ConcreteCommand chúng ta sẽ gọi method thích hợp trong Receiver.
20 |
21 | ## Một số tài liệu các bạn nên tham khảo thêm
22 | - https://sourcemaking.com/design_patterns/command
23 | - https://www.tutorialspoint.com/design_pattern/command_pattern.htm
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/Behavior/Command/Source-code/src/ClientTest.java:
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1 | public class ClientTest {
2 | public static void main(String[] args) {
3 | DocumentInvoker invoker = new DocumentInvoker();
4 |
5 | invoker.write("Hello");
6 | invoker.write("World");
7 | invoker.undo();
8 | invoker.read();
9 | invoker.redo();
10 | invoker.read();
11 |
12 | invoker.undo();
13 | invoker.undo();
14 | invoker.undo();
15 | invoker.undo();
16 | }
17 | }
18 |
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/Behavior/Command/Source-code/src/Command.java:
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1 | public interface Command {
2 | void undo();
3 | void redo();
4 | }
5 |
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/Behavior/Command/Source-code/src/Document.java:
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1 | import java.util.Stack;
2 |
3 | public class Document {
4 | private final Stack lines = new Stack<>();
5 |
6 | public void write(String line){
7 | lines.push(line);
8 | }
9 |
10 | public void read(){
11 | for (String line : lines){
12 | System.out.println(line);
13 | }
14 | }
15 | public void eraseLast(){
16 | if (!lines.isEmpty()){
17 | lines.pop();
18 | }
19 | }
20 | }
21 |
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/Behavior/Command/Source-code/src/DocumentEditorCommand.java:
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1 | public class DocumentEditorCommand implements Command{
2 | private Document document;
3 | private String text;
4 |
5 | public DocumentEditorCommand(Document document, String text) {
6 | this.document = document;
7 | this.text = text;
8 | document.write(text);
9 | }
10 |
11 | @Override
12 | public void undo() {
13 | document.eraseLast();
14 | }
15 |
16 | @Override
17 | public void redo() {
18 | document.write(text);
19 | }
20 | }
21 |
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/Behavior/Command/Source-code/src/DocumentInvoker.java:
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1 | import java.util.Stack;
2 |
3 | public class DocumentInvoker {
4 | private Stack undoCommands = new Stack<>();
5 | private Stack redoCommands = new Stack<>();
6 | private Document document = new Document();
7 |
8 | public void undo(){
9 | if (!undoCommands.isEmpty()){
10 | Command cmd = undoCommands.pop();
11 | cmd.undo();
12 | redoCommands.push(cmd);
13 |
14 | }else {
15 | System.out.println("Nothing to undo");
16 | }
17 | }
18 | public void redo(){
19 | if (!redoCommands.isEmpty()){
20 | Command cmd = redoCommands.pop();
21 | cmd.redo();
22 | undoCommands.push(cmd);
23 | }else {
24 | System.out.println("Nothing to redo");
25 | }
26 | }
27 |
28 | public void write(String text){
29 | Command cmd = new DocumentEditorCommand(document,text);
30 | undoCommands.push(cmd);
31 | redoCommands.clear();
32 | }
33 | public void read(){
34 | document.read();
35 | }
36 | }
37 |
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/Behavior/Iterator/README.md:
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1 | # Iterator design pattern
2 |
3 | ## Khái niệm
4 | - Nếu trong project của các bạn có quá nhiều cấu trúc dạng danh sách như cấu trúc cây, mảng, ngăn xếp, hàng đợi.... Và bạn muốn có một quy tắc chung cho chúng như đều có thêm sửa xoá chẳng hạn. Như vậy lúc này chúng ta có thể tìm tới Iterator.
5 |
6 | - Như vậy chúng ta có thể hiểu Iterator là mẫu sẽ cung cấp cho chúng ta một cách truy cập tuần tự tới các phần tử của một đối tượng tổng hợp. Chúng ta có thể truy xuất tới các tập hợp theo cùng một cách thức.
7 |
8 | ## Các thành phần
9 | - Aggregate : là một interface định nghĩa định nghĩa các phương thức để tạo Iterator.
10 | - ConcreteAggregate : cài đặt các phương thức của Aggregate, nó cài đặt interface tạo Iterator để trả về một thể hiện của ConcreteIterator thích hợp.
11 | - Iterator : là một interface hay abstract class, định nghĩa các phương thức để truy cập và duyệt qua các phần tử.
12 |
13 | - ConcreteIterator : cài đặt các phương thức của Iterator, giữ index khi duyệt qua các phần tử.
14 |
15 | - Client: Đại diện cho nơi sử dụng Iterator nó sẽ yêu cầu duyệt qua các phần tử có trong Iterator cũng như truy xuất tới các phần tử theo quy trình thích hợp.
16 |
17 | ## Tài liệu các bạn nên tham khảo thêm.
18 | - https://www.tutorialspoint.com/design_pattern/iterator_pattern.htm
19 | - https://sourcemaking.com/design_patterns/iterator
20 | - Một trang web tiếng việt rất hay về Java nói chung cũng như design pattern nói riêng mà các bạn nhất định phải xem: https://gpcoder.com/
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/Behavior/Iterator/Source-code/src/ClientTest.java:
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1 | public class ClientTest {
2 | public static void main(String[] args) {
3 | Menu menu = new Menu();
4 | menu.add(new Item("Structural","/struc"));
5 | menu.add(new Item("Creational","/create"));
6 | menu.add(new Item("Behavior","/behavior"));
7 |
8 | ItemIterator- iterator = menu.iterator();
9 | while (iterator.hasNext()){
10 | Item item = iterator.next();
11 | System.out.println(item.getTitle());
12 | }
13 | }
14 | }
15 |
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/Behavior/Iterator/Source-code/src/Item.java:
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1 | public class Item {
2 | private String title;
3 | private String url;
4 |
5 | public String getTitle() {
6 | return title;
7 | }
8 |
9 | public void setTitle(String title) {
10 | this.title = title;
11 | }
12 |
13 | public String getUrl() {
14 | return url;
15 | }
16 |
17 | public void setUrl(String url) {
18 | this.url = url;
19 | }
20 |
21 | public Item(String title, String url) {
22 | this.title = title;
23 | this.url = url;
24 | }
25 | }
26 |
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/Behavior/Iterator/Source-code/src/ItemIterator.java:
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1 | public interface ItemIterator {
2 | boolean hasNext();
3 | T next();
4 |
5 | }
6 |
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/Behavior/Iterator/Source-code/src/Menu.java:
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1 | import java.util.ArrayList;
2 | import java.util.List;
3 |
4 | public class Menu {
5 | private List
- menu = new ArrayList<>();
6 |
7 | public void add(Item item){
8 | menu.add(item);
9 | }
10 |
11 | public ItemIterator
- iterator(){
12 | return new MenuIterator();
13 | }
14 |
15 | class MenuIterator implements ItemIterator
- {
16 | private Integer currentPosition=0;
17 | @Override
18 | public boolean hasNext() {
19 | return currentPosition Hệ thống dễ dàng mở rộng vì việc khởi tạo và sử dụng tách biệt nhau.
14 | - So với Factory method thì khi quá lớn sẽ dễ dàng quản lý và mở rộng hơn.
15 | - Như đã nói thì sẽ dễ dàng xây dựng nên một module hay một hệ thống độc lập để xử dụng trong các module và hệ thống khác.
16 | ## Tài liệu các bạn nên tham khảo thêm
17 | - https://sourcemaking.com/design_patterns/abstract_factory
18 | - https://refactoring.guru/design-patterns/abstract-factory
19 |
20 | ## Note
21 | - Bên trên là phần lý thuyết ví dụ và thực hành các bạn có thể thấy ở [đây](https://youtu.be/bvmy8i_2rEA)
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1 | public class ClientTest {
2 | public static void main(String[] args) {
3 | ElectronicDeviceAbstractFactory highEndDeviceFactory = ElectronicDeviceFactory.getFactory(Segment.HIGH_END);
4 | Laptop highEndLap = highEndDeviceFactory.createLaptop();
5 | Phone highEndPhone = highEndDeviceFactory.createPhone();
6 |
7 | System.out.println(highEndLap.getSegment());
8 | System.out.println(highEndPhone.getSegment());
9 |
10 | System.out.println("=========================");
11 |
12 | ElectronicDeviceAbstractFactory midRangeDeviceFactory = ElectronicDeviceFactory.getFactory(Segment.MID_RANGE);
13 | Laptop midRangeLap = midRangeDeviceFactory.createLaptop();
14 | Phone midRangePhone = midRangeDeviceFactory.createPhone();
15 |
16 | System.out.println(midRangeLap.getSegment());
17 | System.out.println(midRangePhone.getSegment());
18 | }
19 | }
20 |
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1 | public abstract class ElectronicDeviceAbstractFactory {
2 | abstract Laptop createLaptop();
3 | abstract Phone createPhone();
4 | }
5 |
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1 | public class ElectronicDeviceFactory {
2 | public static ElectronicDeviceAbstractFactory getFactory(Segment segment){
3 | switch (segment){
4 | case HIGH_END:
5 | return new HighEndDeviceFactory();
6 | case MID_RANGE:
7 | return new MidRangeDeviceFactory();
8 | default:
9 | throw new UnsupportedOperationException("This device unsupported");
10 | }
11 | }
12 | }
13 |
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1 | public class HighEndDeviceFactory extends ElectronicDeviceAbstractFactory {
2 | @Override
3 | Laptop createLaptop() {
4 | return new HighEndLaptop();
5 | }
6 |
7 | @Override
8 | Phone createPhone() {
9 | return new HighEndPhone();
10 | }
11 | }
12 |
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1 | public class HighEndLaptop implements Laptop{
2 | @Override
3 | public String getSegment() {
4 | return "High-end Laptop";
5 | }
6 | }
7 |
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1 | public class HighEndPhone implements Phone{
2 | @Override
3 | public String getSegment() {
4 | return "High-end phone";
5 | }
6 | }
7 |
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1 | public interface Laptop {
2 | String getSegment();
3 | }
4 |
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1 | public class MidRangeDeviceFactory extends ElectronicDeviceAbstractFactory {
2 | @Override
3 | Laptop createLaptop() {
4 | return new MidRangeLaptop();
5 | }
6 |
7 | @Override
8 | Phone createPhone() {
9 | return new MidRangePhone();
10 | }
11 | }
12 |
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1 | public class MidRangeLaptop implements Laptop{
2 | @Override
3 | public String getSegment() {
4 | return "Mid-range Laptop";
5 | }
6 | }
7 |
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1 | public class MidRangePhone implements Phone {
2 | @Override
3 | public String getSegment() {
4 | return "Mid-range phone";
5 | }
6 | }
7 |
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1 | public interface Phone {
2 | String getSegment();
3 | }
4 |
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1 | public enum Segment {
2 | HIGH_END,MID_RANGE
3 | }
4 |
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/Creational/Builder/README.md:
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1 | # Builder Design Pattern
2 |
3 | ## Khái niệm
4 | - Bạn có cảm thấy khó chịu khi một class có quá nhiều thuộc tính mà trong số đó có những thuộc tính bắt buộc cần phải có còn một số thì không, trong trường hợp này chúng ta thường làm gì? Có phải chúng ta sẽ tạo nhiều constructor tùy theo từng trường hợp không? Nếu như vậy có phải nó sẽ cực kì nhiều constructor và code trở nên rắc rối dài dòng đến mức phát bực đúng không? Nếu vậy chúng ta sẽ cần dùng tới Builder.
5 | - Builder design pattern sẽ giúp chúng ta tạo những đối tượng phức tạp mà có nhiều thuộc tính một số trong số đó là bắt buộc còn một số lại không. Đối tượng sẽ được xây dựng từng bước từng bước một. Và sẽ khắc phục một số nhược điểm mà Factory method và Abstract Factory method khi có quá nhiều thuộc tính.
6 | ## Các thành phần của Builder
7 | - Product : chính là đối tượng chúng ta cần tạo, có nhiều thuộc tính phức tạp.
8 | - Builder : là abstract class hoặc interface khai báo phương thức dùng để tạo đối tượng.
9 | - ConcreteBuilder : kế thừa Builder và cài đặt chi tiết cách tạo ra đối tượng. Nó sẽ xác định và nắm giữ các thể hiện mà nó tạo ra, đồng thời nó cũng cung cấp phương thức để trả các các thể hiện mà nó đã tạo ra trước đó.
10 | - Client : Đại diện cho nơi mà chúng ta sẽ khởi tạo ra đối tượng.
11 |
12 | ## Tài liệu các bạn nên tham khảo thêm
13 | - https://sourcemaking.com/design_patterns/builder
14 | - https://refactoring.guru/design-patterns/builder
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1 | public interface Builder {
2 | Builder buildRoof(boolean hasRoof);
3 | Builder buildWalls(int walls);
4 | Builder buildPool(boolean hasPool);
5 | Builder buildDoors(int doors);
6 | Builder withColor(String color);
7 | House build();
8 |
9 | }
10 |
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1 | public class ClientTest {
2 | public static void main(String[] args) {
3 | House house1 = new HouseBuilder()
4 | .buildDoors(5)
5 | .buildRoof(true)
6 | .buildPool(true)
7 | .buildWalls(4)
8 | .build();
9 | System.out.println(house1);
10 | }
11 | }
12 |
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1 | public class House {
2 | private int walls;
3 | private int doors;
4 | private boolean hasPool;
5 | private boolean hasRoof;
6 | private String color;
7 |
8 | @Override
9 | public String toString() {
10 | return "House{" +
11 | "walls=" + walls +
12 | ", doors=" + doors +
13 | ", hasPool=" + hasPool +
14 | ", hasRoof=" + hasRoof +
15 | ", color='" + color + '\'' +
16 | '}';
17 | }
18 |
19 | public House(int walls, int doors, boolean hasPool, boolean hasRoof, String color) {
20 | this.walls = walls;
21 | this.doors = doors;
22 | this.hasPool = hasPool;
23 | this.hasRoof = hasRoof;
24 | this.color = color;
25 | }
26 |
27 | public int getWalls() {
28 | return walls;
29 | }
30 |
31 | public int getDoors() {
32 | return doors;
33 | }
34 |
35 | public boolean isHasPool() {
36 | return hasPool;
37 | }
38 |
39 | public boolean isHasRoof() {
40 | return hasRoof;
41 | }
42 |
43 | public String getColor() {
44 | return color;
45 | }
46 | }
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1 | public class HouseBuilder implements Builder{
2 | private int walls;
3 | private int doors;
4 | private boolean hasPool;
5 | private boolean hasRoof;
6 | private String color;
7 |
8 | @Override
9 | public Builder buildRoof(boolean hasRoof) {
10 | this.hasRoof = hasRoof;
11 | return this;
12 | }
13 |
14 | @Override
15 | public Builder buildWalls(int walls) {
16 | this.walls = walls;
17 | return this;
18 | }
19 |
20 | @Override
21 | public Builder buildPool(boolean hasPool) {
22 | this.hasPool = hasPool;
23 | return this;
24 | }
25 |
26 | @Override
27 | public Builder buildDoors(int doors) {
28 | this.doors = doors;
29 | return this;
30 | }
31 |
32 | @Override
33 | public Builder withColor(String color) {
34 | this.color = color;
35 | return this;
36 | }
37 |
38 | @Override
39 | public House build() {
40 | return new House(walls,doors,hasPool,hasRoof,color);
41 | }
42 | }
43 |
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/Creational/Factory-method/README.md:
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1 | # Factory Method
2 |
3 | ## Khái niệm
4 | - Factory Pattern là một trong những mẫu thiết kế thuộc nhóm Creational. Nhiệm vụ của nó là quản lý và trả về những đối tượng theo đúng những gì được yêu cầu, sẽ giúp việc khởi tạo đối tượng linh hoạt hơn.
5 | - Factory (Nhà máy) làm nhiệm vụ sản xuất hàng hóa thì Factory Patterns cũng vậy nhưng giúp chúng ta sản xuất đối tượng. Nó sẽ che giấu đi logic tạo ra những đối tượng đó giống như việc chúng ta chỉ có thể nhìn thấy nguyên liệu đi vào và sản phẩm đi ra từ nhà máy mà không thể biết sản phẩm phải trải qua những quy trình ra sao.
6 | ## Sử dụng Factory Pattern trong trường hợp nào ?
7 | - Được sử dụng trong trường hợp có một class cha với nhiều class con kế thừa và chúng ta cần tùy theo trường hợp mà khởi tạo một trong những class con đó.
8 | ## Các thành phần tạo nên một Factory Pattern
9 | - Super Class: môt supper class trong Factory Pattern có thể là một interface, abstract class hoặc cũng có thể là một class thông thường.
10 | - Sub Classes: các class con sẽ kế thừa từ class cha theo nghiệp vụ riêng của nó.
11 | - Factory Class: một class chịu tránh nhiệm khởi tạo các đối tượng class con dựa theo tham số đầu vào. (Lớp này là Singleton hoặc cung cấp một public static method cho việc truy xuất và khởi tạo đối tượng. Factory class sử dụng if-else hoặc switch-case để xác định class con đầu ra.)
12 |
13 | ## Tài liệu các bạn nên tham khảo thêm
14 | - https://refactoring.guru/design-patterns/factory-method
15 | - https://www.tutorialspoint.com/design_pattern/factory_pattern.htm
16 | ## Note:
17 | - Bên trên là phần lý thuyết ví dụ và thực hành các bạn có thể thấy ở [đây](https://youtu.be/HjBPCCdDHPo)
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/Creational/Factory-method/Source-code/src/Candy.java:
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1 | public interface Candy {
2 | public String getCandyName();
3 | }
4 |
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/Creational/Factory-method/Source-code/src/CandyFactory.java:
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1 | public class CandyFactory {
2 | private CandyFactory(){}
3 |
4 | public static Candy getCandy(CandyType candyType){
5 | switch (candyType){
6 | case MINTY_CANDY:
7 | return new MintyCandy();
8 | case HARD_CANDY:
9 | return new HardCandy();
10 | default:
11 | throw new IllegalArgumentException("This candy type is unsupported");
12 | }
13 | }
14 | }
15 |
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/Creational/Factory-method/Source-code/src/CandyType.java:
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1 | public enum CandyType {
2 | MINTY_CANDY,HARD_CANDY
3 | }
4 |
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/Creational/Factory-method/Source-code/src/ClientTest.java:
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1 | public class ClientTest {
2 | public static void main(String[] args) {
3 | Candy candy = CandyFactory.getCandy(CandyType.MINTY_CANDY);
4 | System.out.println(candy.getCandyName());
5 | }
6 | }
7 |
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/Creational/Factory-method/Source-code/src/HardCandy.java:
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1 | public class HardCandy implements Candy{
2 | @Override
3 | public String getCandyName() {
4 | return "Hard Candy";
5 | }
6 | }
7 |
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/Creational/Factory-method/Source-code/src/MintyCandy.java:
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1 | public class MintyCandy implements Candy{
2 | @Override
3 | public String getCandyName() {
4 | return "Minty Candy";
5 | }
6 | }
7 |
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/Creational/Prototype/README.md:
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1 | # Prototype Design Pattern
2 |
3 | ## Khái niệm
4 | - Bạn làm thế nào để tạo ra một đối tượng gần giống hoặc giống hoàn toàn với một đối tượng bạn đã tạo trước đó ? Nếu câu trả lời là object1 = object2 thì bạn đã sai sai hoàn toàn! Bạn nên thử làm như trên rồi đổi gì đó tại một đối tượng và xem lại đối tượng còn lại xem sao nhé.
5 |
6 | - Vậy chúng ta làm như nào trong trường hợp này ? Nếu câu trả lời là kế thừa class từ interface Cloneable và thêm nữa nếu bạn chưa từng biết đến Prototype thì bạn đang sử dụng Prototype một cách vô tình rồi đấy! thay vì dùng từ khóa new để và thêm đối số một cách thủ công chúng ta nên sử dụng Prototype để copy lại một đối tượng có sẵn. Như vậy chúng ta sẽ tiết kiếm được thời gian và tài nguyên khi khởi tạo một object.
7 |
8 | ## Các thành phần của Prototype
9 | - Prototype : khai báo một class, interface hoặc abtract class cho việc clone chính nó.
10 | - ConcretePrototype: class sẽ kế thừa Prototype và thực thi nhân bản chính bản thân nó cụ thể tại hàm clone(). Tất nhiên việc clone không cần thiết nếu tại Prototype chúng ta đã thực hiện clone chính nó rồi (với Prototype là class).
11 | - Client: Đại diện cho nơi sử dụng hay nơi gọi clone một object.
12 |
13 | ## Note
14 | - Các bạn nên tìm hiểu thêm về Clone object sử dụng interface Cloneable, tất nhiên mình cũng sẽ nói tổng quan về interface này trong video.
15 |
16 | ## Tài liệu các bạn nên tham khảo thêm
17 | - https://sourcemaking.com/design_patterns/prototype
18 | - https://refactoring.guru/design-patterns/prototype
19 |
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1 | # Default ignored files
2 | /shelf/
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1 | public class ClientTest {
2 | public static void main(String[] args) {
3 |
4 | User user1 = new User("van-tan","vantan@gmail.com",25);
5 | System.out.println(user1);
6 | User user2 = user1.clone();
7 | System.out.println(user2);
8 |
9 | System.out.println("==================");
10 | user1.setAge(30);
11 | System.out.println(user1);
12 | System.out.println(user2);
13 | }
14 | }
15 |
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/Creational/Prototype/Source-code/src/User.java:
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1 | public class User implements Cloneable {
2 | public String userName;
3 | public String email;
4 | public int age;
5 |
6 | public User(String userName, String email, int age) {
7 | this.userName = userName;
8 | this.email = email;
9 | this.age = age;
10 | }
11 |
12 | public String getUserName() {
13 | return userName;
14 | }
15 |
16 | @Override
17 | protected User clone() {
18 | try {
19 | return (User) super.clone();
20 | } catch (CloneNotSupportedException e) {
21 | e.printStackTrace();
22 | }
23 | return null;
24 |
25 | }
26 |
27 | public void setUserName(String userName) {
28 | this.userName = userName;
29 | }
30 |
31 | public String getEmail() {
32 | return email;
33 | }
34 |
35 | public void setEmail(String email) {
36 | this.email = email;
37 | }
38 |
39 | public int getAge() {
40 | return age;
41 | }
42 |
43 | public void setAge(int age) {
44 | this.age = age;
45 | }
46 |
47 | @Override
48 | public String toString() {
49 | return "User{" +
50 | "userName='" + userName + '\'' +
51 | ", email='" + email + '\'' +
52 | ", age=" + age +
53 | '}';
54 | }
55 | }
56 |
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/Creational/Singleton/README.md:
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1 | # Singleton
2 | ## Khái niệm
3 | - Là một trong nhóm Creational, nó sẽ đảm bảo duy nhất một thể thiện được tạo, hay còn có thể giải thích là xuyên suốt quá trình hoạt
4 | động của ứng dụng chỉ có duy nhất một đối tượng được tạo ra từ một class.
5 | ## Được sử dụng trong những trường hợp nào?
6 | - Đảm bảo chỉ có một thể hiện(instance) duy nhất của một class.
7 | - Có thể quản lý số lượng thể hiện của một lớp trong giới hạn ta muốn.
8 | ## Nguyên tắc để tạo lên một Singleton
9 | - Hàm tạo hay còn gọi là constructor có thể truy cập với private tức chỉ có thể truy xuất trong nội bộ của class.
10 | - Thể hiện của nó được đặt dạng ' private static final variable' để đảm bảo biến chỉ được khởi tạo trong class.
11 | - có một method 'public static' để trả về thể hiện được đề cập bên trên.
12 | ## Có những cách tạo ra Singleton theo từng trường hợp sử dụng
13 | - Trên thực tế chúng ta có rất nhiều cách để tạo ra một Singleton tuy nhiên mình sẽ chỉ giới thiệu những mẫu chính và thường gặp.
14 | - Gồm 4 trường hợp sau : Eager initialization, Lazy Initialization, Thread Safe, Double Check Locking.
15 | - Trên đây là lý thuyết sơ bộ về singleton và những trường hợp trên mình sẽ đề cập trong video trên kênh của mình mong các bạn sẽ quan tâm.
16 | ## Note:
17 | - Bên trên là phần lý thuyết ví dụ và thực hành các bạn có thể thấy ở [đây](https://youtu.be/UxdpuhF56NU)
18 |
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1 | #Tue Mar 09 20:19:09 ICT 2021
2 | gradle.version=6.6.1
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/Creational/Singleton/Source code/src/DoubleCheckLocking.java:
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1 | public class DoubleCheckLocking {
2 | private static volatile DoubleCheckLocking instance;
3 |
4 | private DoubleCheckLocking(){}
5 |
6 | public static DoubleCheckLocking getInstance(){
7 | if (instance == null){
8 | synchronized (DoubleCheckLocking.class){
9 | if (instance == null){
10 | instance = new DoubleCheckLocking();
11 | }
12 | }
13 | }
14 | return instance;
15 | }
16 | }
17 |
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/Creational/Singleton/Source code/src/EagerInitialization.java:
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1 | public class EagerInitialization {
2 | private static final EagerInitialization INSTANCE =new EagerInitialization();
3 | private EagerInitialization(){
4 |
5 | }
6 | public static EagerInitialization getInstance(){
7 | return INSTANCE;
8 | }
9 | }
10 |
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/Creational/Singleton/Source code/src/LazyInitialization.java:
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1 | public class LazyInitialization {
2 | private static LazyInitialization instance;
3 |
4 | private LazyInitialization(){
5 |
6 | }
7 | public static LazyInitialization getInstance(){
8 | if (instance == null){
9 | instance = new LazyInitialization();
10 | }
11 | return instance;
12 | }
13 |
14 | }
15 |
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1 | public class ThreadSafe {
2 | private static volatile ThreadSafe instance;
3 |
4 | private ThreadSafe(){}
5 |
6 | public static synchronized ThreadSafe getInstance(){
7 | if (instance == null){
8 | instance = new ThreadSafe();
9 | }
10 | return instance;
11 | }
12 |
13 |
14 | }
15 |
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196 |
197 | You may convey verbatim copies of the Program's source code as you
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206 | and you may offer support or warranty protection for a fee.
207 |
208 | 5. Conveying Modified Source Versions.
209 |
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211 | produce it from the Program, in the form of source code under the
212 | terms of section 4, provided that you also meet all of these conditions:
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214 | a) The work must carry prominent notices stating that you modified
215 | it, and giving a relevant date.
216 |
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220 | "keep intact all notices".
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235 | A compilation of a covered work with other separate and independent
236 | works, which are not by their nature extensions of the covered work,
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240 | used to limit the access or legal rights of the compilation's users
241 | beyond what the individual works permit. Inclusion of a covered work
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243 | parts of the aggregate.
244 |
245 | 6. Conveying Non-Source Forms.
246 |
247 | You may convey a covered work in object code form under the terms
248 | of sections 4 and 5, provided that you also convey the
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341 | unpacking, reading or copying.
342 |
343 | 7. Additional Terms.
344 |
345 | "Additional permissions" are terms that supplement the terms of this
346 | License by making exceptions from one or more of its conditions.
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350 | apply only to part of the Program, that part may be used separately
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354 | When you convey a copy of a covered work, you may at your option
355 | remove any additional permissions from that copy, or from any part of
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435 | 9. Acceptance Not Required for Having Copies.
436 |
437 | You are not required to accept this License in order to receive or
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439 | occurring solely as a consequence of using peer-to-peer transmission
440 | to receive a copy likewise does not require acceptance. However,
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444 | covered work, you indicate your acceptance of this License to do so.
445 |
446 | 10. Automatic Licensing of Downstream Recipients.
447 |
448 | Each time you convey a covered work, the recipient automatically
449 | receives a license from the original licensors, to run, modify and
450 | propagate that work, subject to this License. You are not responsible
451 | for enforcing compliance by third parties with this License.
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453 | An "entity transaction" is a transaction transferring control of an
454 | organization, or substantially all assets of one, or subdividing an
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468 | any patent claim is infringed by making, using, selling, offering for
469 | sale, or importing the Program or any portion of it.
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471 | 11. Patents.
472 |
473 | A "contributor" is a copyright holder who authorizes use under this
474 | License of the Program or a work on which the Program is based. The
475 | work thus licensed is called the contributor's "contributor version".
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477 | A contributor's "essential patent claims" are all patent claims
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509 | covered work in a country, or your recipient's use of the covered work
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526 | in the business of distributing software, under which you make payment
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529 | parties who would receive the covered work from you, a discriminatory
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535 |
536 | Nothing in this License shall be construed as excluding or limiting
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538 | otherwise be available to you under applicable patent law.
539 |
540 | 12. No Surrender of Others' Freedom.
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549 | the Program, the only way you could satisfy both those terms and this
550 | License would be to refrain entirely from conveying the Program.
551 |
552 | 13. Use with the GNU Affero General Public License.
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554 | Notwithstanding any other provision of this License, you have
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563 | 14. Revised Versions of this License.
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565 | The Free Software Foundation may publish revised and/or new versions of
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567 | be similar in spirit to the present version, but may differ in detail to
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569 |
570 | Each version is given a distinguishing version number. If the
571 | Program specifies that a certain numbered version of the GNU General
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573 | option of following the terms and conditions either of that numbered
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578 |
579 | If the Program specifies that a proxy can decide which future
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584 | Later license versions may give you additional or different
585 | permissions. However, no additional obligations are imposed on any
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587 | later version.
588 |
589 | 15. Disclaimer of Warranty.
590 |
591 | THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
592 | APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
593 | HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
594 | OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
595 | THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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597 | IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
598 | ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
599 |
600 | 16. Limitation of Liability.
601 |
602 | IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
603 | WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
604 | THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
605 | GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
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607 | DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
608 | PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
609 | EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
610 | SUCH DAMAGES.
611 |
612 | 17. Interpretation of Sections 15 and 16.
613 |
614 | If the disclaimer of warranty and limitation of liability provided
615 | above cannot be given local legal effect according to their terms,
616 | reviewing courts shall apply local law that most closely approximates
617 | an absolute waiver of all civil liability in connection with the
618 | Program, unless a warranty or assumption of liability accompanies a
619 | copy of the Program in return for a fee.
620 |
621 | END OF TERMS AND CONDITIONS
622 |
623 | How to Apply These Terms to Your New Programs
624 |
625 | If you develop a new program, and you want it to be of the greatest
626 | possible use to the public, the best way to achieve this is to make it
627 | free software which everyone can redistribute and change under these terms.
628 |
629 | To do so, attach the following notices to the program. It is safest
630 | to attach them to the start of each source file to most effectively
631 | state the exclusion of warranty; and each file should have at least
632 | the "copyright" line and a pointer to where the full notice is found.
633 |
634 |
635 | Copyright (C)
636 |
637 | This program is free software: you can redistribute it and/or modify
638 | it under the terms of the GNU General Public License as published by
639 | the Free Software Foundation, either version 3 of the License, or
640 | (at your option) any later version.
641 |
642 | This program is distributed in the hope that it will be useful,
643 | but WITHOUT ANY WARRANTY; without even the implied warranty of
644 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
645 | GNU General Public License for more details.
646 |
647 | You should have received a copy of the GNU General Public License
648 | along with this program. If not, see .
649 |
650 | Also add information on how to contact you by electronic and paper mail.
651 |
652 | If the program does terminal interaction, make it output a short
653 | notice like this when it starts in an interactive mode:
654 |
655 | Copyright (C)
656 | This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
657 | This is free software, and you are welcome to redistribute it
658 | under certain conditions; type `show c' for details.
659 |
660 | The hypothetical commands `show w' and `show c' should show the appropriate
661 | parts of the General Public License. Of course, your program's commands
662 | might be different; for a GUI interface, you would use an "about box".
663 |
664 | You should also get your employer (if you work as a programmer) or school,
665 | if any, to sign a "copyright disclaimer" for the program, if necessary.
666 | For more information on this, and how to apply and follow the GNU GPL, see
667 | .
668 |
669 | The GNU General Public License does not permit incorporating your program
670 | into proprietary programs. If your program is a subroutine library, you
671 | may consider it more useful to permit linking proprietary applications with
672 | the library. If this is what you want to do, use the GNU Lesser General
673 | Public License instead of this License. But first, please read
674 | .
675 |
--------------------------------------------------------------------------------
/README.md:
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1 | # Design Pattern
2 | Nếu bạn thực sự nghiêm túc muốn đi theo con đường trở thành một Developer giỏi một trong những kiến thức bạn phải có chính là Design Patterns
3 | ## Khái niệm
4 | - Design Patterns (mẫu thiết kế) là một kĩ thuật trong lập trình hướng đối tượng và được sử dụng thường xuyên trong các ngôn ngữ OOP như Java,C#,Kotlin... Nó cũng cấp cho ta các mẫu (Pattern) để giải quyết các vẫn đề thường gặp, tuy bạn có thể tự nghĩ ra nhưng nó có thể không phải là tối ưu. Design pattern sẽ giúp chúng ta giải quyết những vấn đề này được tối ưu nhất.
5 | - Design Patterns không phụ thuộc vào ngôn ngữ nào cả bạn có thể áp dụng với phần lớn những ngôn ngữ lập trình hiện nay.
6 | - Bạn nghiêm túc muốn trở thành một Dev giỏi thì không thể bỏ qua Design Pattern
7 | ## Tại sao chúng ta nên biết và sử dụng ?
8 | - Tái sử dụng lại code và dễ mở rộng
9 | - Là những giải pháp đã được tối ưu hóa và chúng ta có thể sử dụng tùy theo trường hợp mà không cần suy nghĩ.
10 | - Đồng thời tăng tốc độ phát triển và testing cho các nhà phát triển
11 | - Đương nhiên code sẽ trở nên dễ đọc và dễ hiểu kèm theo đó là dễ bảo trì nâng cấp về sau.
12 | - Tiết kiệm thời gian làm việc với code của các dev khác.
13 | ## Phân loại Design Patterns
14 | - Trong cuốn sách Design Patterns – Elements of Reusable Object-Oriented Software - của 4 tác giả Erich Gamma, Richard Helm, Ralph Johnson và John Vlissides có 23 mẫu được định nghĩa bên trong và chia thành 3 nhóm.
15 | ### Creational Patterns (Nhóm khởi tạo)
16 | - Bao gồm 5 mẫu : [Factory Method](https://github.com/doctor-blue/design-patterns/tree/master/Creational/Factory-method),
17 | [Abstract Factory](https://github.com/doctor-blue/design-patterns/tree/master/Creational/Abstract-factory-method),
18 | [Builder](https://github.com/doctor-blue/design-patterns/tree/master/Creational/Builder),
19 | [Prototype](https://github.com/doctor-blue/design-patterns/tree/master/Creational/Prototype),
20 | [Singleton](https://github.com/doctor-blue/design-patterns/tree/master/Creational/Singleton).
21 | - Cung cấp giải pháp giúp tạo ra object và che giấu logic tạo ra nó thay vì tạo một cách trực tiếp => giúp chương trình mềm dẻo hơn khi muốn tạo object nào và theo tình huống nào.
22 | ### Structural Patterns (Nhóm cấu trúc)
23 | - Bao gồm 7 mẫu :
24 | [Adapter](https://github.com/doctor-blue/design-patterns/tree/master/Structural/Adapter),
25 | Bridge,
26 | [Composite](https://github.com/doctor-blue/design-patterns/tree/master/Structural/Composite),
27 | Decorator,
28 | [Facade](https://github.com/doctor-blue/design-patterns/tree/master/Structural/Facade),
29 | Flyweight và
30 | [Proxy](https://github.com/doctor-blue/design-patterns/tree/master/Structural/Proxy).
31 | - Giúp ta thiết lập mối quan hệ giữa các đối tượng với nhau.
32 | ### Behavioral Patterns (Nhóm tương tác)
33 | - Bao gồm 11 mẫu: Interpreter, Template Method, Chain of Responsibility,
34 | [Command](https://github.com/doctor-blue/design-patterns/tree/master/Behavior/Command),
35 | [Iterator](https://github.com/doctor-blue/design-patterns/tree/master/Behavior/Iterator),
36 | Mediator, Memento, Observer, State, Strategy và Visitor
37 | - Cung cấp giải pháp để thực hiện các hành vi của đối tượng cũng như giữa các object với nhau.
38 | ## Note : Nếu các bạn muốn học Design Pattern tốt nhất các bạn cần nắm chắc được những kiến thức sau.
39 | - Lập trình hướng đối tượng cơ bản nhất : hiểu đối tượng là gì? thuộc tính, hàm ...
40 | - 4 Đặc tính cơ bản nhất của OOP: Kế thừa, Đa hình, Trừu tượng, Đóng gói.
41 | - Hiểu hai khái niệm về interface và abstract class, nắm được điểm giống và khác nhau giữa hai thứ này.
42 | # Kết
43 | - Hi vọng rằng thông qua repo và những video mình thực hiện sẽ đem đến cho các bạn một cái nhìn tổng quan về Design Pattern, để có thể góp phần giúp bạn xây dựng những ứng dụng tuyệt vời dễ dàng mở rộng, code dễ đọc dễ hiểu
44 | - Nếu các bạn yêu thích những bài viết như này các bạn hãy star repo cũng như theo dõi mình để có thể cập nhật những bài viết mới nhất của mình trong tương lai.
45 | - Và cuối cùng
46 | ```
47 | Code không chỉ cho máy đọc! Mà còn cả con người nữa hãy coi trọng người đọc vì
48 | tương lai người đọc code của bạn rất có thể là chính bạn.
49 | ```
50 | ## Note:
51 | - Mình cũng đã làm một video giới thiệu các bạn có thể thấy ở [đây](https://youtu.be/nZaAe4Xtpds)
52 | ## Donate
53 |
54 | [](https://www.paypal.me/doctorblue00)
55 |
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/Structural/Adapter/README.md:
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1 | # Adapter Design pattern
2 |
3 | ## Khái niệm
4 | - Khi bạn có hai đối tượng có sẵn và chẳng liên quan gì tới nhau vậy làm cách nào để chúng có thể giao tiếp được với nhau? Vậy trong thực tế chẳng hạn chúng ta có nguồn điện 220V và chúng ta có một thiết bị dùng điện 12V vậy chúng ta làm thế nào để thiết bị có thể chuyển đổi điện 220V về 12V? Có phải chúng ta cần một bộ chuyển đổi đúng không? Tương tự chúng ta cũng có thể tạo ra một bộ chuyển đổi giúp hai đối tượng, class chẳng liên quan gì tới nhau có thể giao tiếp được với nhau.
5 | - Adapter Pattern giữ vai trò trung gian giữa hai lớp, chuyển đổi interface của một hay nhiều lớp có sẵn thành một interface khác.Như vậy sẽ cho phép các lớp có các class, interface không liên quan tới nhau có thể giao tiếp được với nhau.
6 |
7 | ## Các thành phần
8 |
9 | - Adaptee: định nghĩa interface,class không tương thích, cần được tích hợp vào.
10 | - Adapter: lớp tích hợp, giúp interface,class không tương thích tích hợp được với interface,class đang làm việc. Thực hiện việc chuyển đổi giữa các interface, class không tương thích.
11 | - Target: một interface chứa các chức năng được sử dụng bởi Client.
12 |
13 | - Client: lớp sử dụng các đối tượng có interface Target.
14 |
15 | ## Các loại Adapter
16 | - Object Adapter – Composition : trong loại này, một lớp mới (Adapter) sẽ tham chiếu đến một (hoặc nhiều) đối tượng của lớp có sẵn với. Các bạn có thể hiểu Adaptee sẽ là một thuộc tích của Adapter.
17 |
18 | - Class Adapter – Inheritance: Ở dạng Adapter sẽ kế thừa từ cả Adapter và Target và thực hiện cài đặt những interface mà người dùng mong muốn (Target).
19 |
20 | ## Một số tài liệu tham khảo
21 | - https://sourcemaking.com/design_patterns/adapter
22 | - https://refactoring.guru/design-patterns/adapter
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/Structural/Adapter/Source-code/out/production/Source-code/Customer.class:
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/Structural/Adapter/Source-code/out/production/Source-code/Developer.class:
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1 | public class BusinessAnalyst implements Customer {
2 | private Developer developer;
3 |
4 | public BusinessAnalyst(Developer developer) {
5 | this.developer = developer;
6 | }
7 |
8 | @Override
9 | public void sendRequest(String request) {
10 | System.out.println("Reading request ...");
11 | System.out.println(request);
12 | String info = this.translate(request);
13 | System.out.println("Sending info ...");
14 | developer.receive(info);
15 | }
16 |
17 | private String translate(String request) {
18 | return "Create Zoom";
19 | }
20 | }
21 |
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1 | public class ClientTest {
2 | public static void main(String[] args) {
3 | Customer customer = new BusinessAnalyst(new Developer());
4 | customer.sendRequest("I want to work from home!");
5 | }
6 | }
7 |
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1 | public interface Customer {
2 | void sendRequest(String request);
3 | }
4 |
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1 | public class Developer {
2 |
3 | public void receive(String info){
4 | System.out.println("Retrieving information from Adapter ...");
5 | System.out.println(info);
6 | }
7 | }
8 |
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/Structural/Composite/README.md:
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1 | # Composite Design Pattern
2 |
3 | ## Khái niệm
4 |
5 | - Trong trường hợp các bạn có một nhóm đôi tượng có quan hệ với nhau và trong một số trường hợp bạn muốn cùng lúc xử lý những nhóm đối tượng này? Đúng vậy Composite sẽ giúp các bạn xử lý một nhóm đối tượng giống như cách chúng ta xử lý một object thông thường.
6 | - Composite là một sự tổng hợp các thành phần có quan hệ với nhau để tạo ra thành phần lớn hơn. Nó cho phép tương tác với tất cả đối tượng bên trong tương tự như nhau.
7 | - Để dễ hiểu các bạn có thể liên tưởng tới cấu trúc cây một gốc lại có nhiều node con và nột node con lại có nhưng node con bên trong hoặc các leaf (không thể có thêm nhánh bên trong). Hay cấu trúc một file của Linux hay Windows, một folder có thể có nhiều folder con hoặc file....
8 |
9 | ## Các thành phần
10 | - BaseComponent: là một interface hoặc abastract class quy định các method cần phải có cho tất cả các thành phần tham gia vào mẫu.
11 | - Leaf : là lớp thực hiện kế thừa từ BaseComponent và không có con(giống như file thì không thể chứa file hoặc folder khác vây).
12 | - Compostie: Lưu trữ các Leaf và cũng kế thừa từ BaseComponent. Chúng cài đặt các phương thức có trong BaseComponent và khi gọi sẽ gọi thực hiện tại các thành phần con (Mình sẽ nói rõ thêm phần này trong video).
13 | Client: Đại diện cho nơi sử dụng Composite.
14 |
15 | ## Tài liệu các bạn cần tham khảo thêm
16 | - https://sourcemaking.com/design_patterns/composite
17 | - https://refactoring.guru/design-patterns/composite
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1 | import java.util.ArrayList;
2 |
3 | public class Boss extends Employee {
4 | private ArrayList employeeList = new ArrayList();
5 |
6 | public Boss(int age, String name, double salary) {
7 | super(age, name, salary);
8 | }
9 |
10 | @Override
11 | public void add(Employee employee) {
12 | employeeList.add(employee);
13 | }
14 |
15 | @Override
16 | public void remove(Employee employee) {
17 | employeeList.remove(employee);
18 | }
19 |
20 | @Override
21 | public void print() {
22 | for (Employee employee : employeeList) {
23 | employee.print();
24 | }
25 | }
26 | }
27 |
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1 | public class BusinessAnalyst extends Employee{
2 | public BusinessAnalyst(int age, String name, double salary) {
3 | super(age, name, salary);
4 | }
5 |
6 | @Override
7 | public void add(Employee employee) {
8 |
9 | }
10 |
11 | @Override
12 | public void remove(Employee employee) {
13 |
14 | }
15 |
16 | @Override
17 | public void print() {
18 | System.out.println("==================");
19 | System.out.println("Name : " + this.name);
20 | System.out.println("Age: " + this.age);
21 | System.out.println("Salary: " + this.salary);
22 | System.out.println("==================");
23 | }
24 | }
25 |
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1 | public class ClientTest {
2 | public static void main(String[] args) {
3 | Developer dev1 = new Developer(30,"John",2000);
4 | Developer dev2 = new Developer(25,"Ana",1800);
5 |
6 | Leader leader = new Leader(45,"Sam",5000);
7 | leader.add(dev1);
8 | leader.add(dev2);
9 |
10 | BusinessAnalyst ba = new BusinessAnalyst(27,"Jame",2100);
11 |
12 | Boss boss = new Boss(60,"Tom",8000);
13 | boss.add(leader);
14 | boss.add(ba);
15 | boss.print();
16 |
17 | }
18 | }
19 |
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1 | public class Developer extends Employee {
2 | public Developer(int age, String name, double salary) {
3 | super(age, name, salary);
4 | }
5 |
6 | @Override
7 | public void add(Employee employee) {
8 |
9 | }
10 |
11 | @Override
12 | public void remove(Employee employee) {
13 |
14 | }
15 |
16 | @Override
17 | public void print() {
18 | System.out.println("==================");
19 | System.out.println("Name : " + this.name);
20 | System.out.println("Age: " + this.age);
21 | System.out.println("Salary: " + this.salary);
22 | System.out.println("==================");
23 | }
24 | }
25 |
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1 | public abstract class Employee {
2 | protected int age;
3 | protected String name;
4 | protected double salary;
5 |
6 | public Employee(int age, String name, double salary) {
7 | this.age = age;
8 | this.name = name;
9 | this.salary = salary;
10 | }
11 | public abstract void add(Employee employee);
12 | public abstract void remove(Employee employee);
13 | public abstract void print();
14 |
15 | public int getAge() {
16 | return age;
17 | }
18 |
19 | public void setAge(int age) {
20 | this.age = age;
21 | }
22 |
23 | public String getName() {
24 | return name;
25 | }
26 |
27 | public void setName(String name) {
28 | this.name = name;
29 | }
30 |
31 | public double getSalary() {
32 | return salary;
33 | }
34 |
35 | public void setSalary(double salary) {
36 | this.salary = salary;
37 | }
38 | }
39 |
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1 | import java.util.ArrayList;
2 | import java.util.List;
3 |
4 | public class Leader extends Employee {
5 |
6 | private ArrayList employeeList = new ArrayList();
7 |
8 | public Leader(int age, String name, double salary) {
9 | super(age, name, salary);
10 | }
11 |
12 | @Override
13 | public void add(Employee employee) {
14 | employeeList.add(employee);
15 | }
16 |
17 | @Override
18 | public void remove(Employee employee) {
19 | employeeList.remove(employee);
20 | }
21 |
22 | @Override
23 | public void print() {
24 | System.out.println("==================");
25 | System.out.println("Name : " + this.name);
26 | System.out.println("Age: " + this.age);
27 | System.out.println("Salary: " + this.salary);
28 | System.out.println("==================");
29 | for (Employee employee: employeeList) {
30 | employee.print();
31 | }
32 | }
33 | }
34 |
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1 | # Facade Design Pattern
2 |
3 | ## Khái niệm
4 | - Trong trường hợp bạn có nhiều hệ thống con và mỗi lần gọi tới những hệ thống này lại quá sức phức tạp và tốn nhiều thời gian. Vậy Facade sẽ giúp đỡ bạn trong việc này. Cũng giống như [Adapter](https://github.com/doctor-blue/design-patterns/tree/master/Structural/Adapter) Facade cung cấp cho chúng ta một lớp để làm chung gian giữa hai thành phần, nhưng khác nhau ở chỗ Adapter thì giúp chúng ta làm việc giữa hai mã nguồn, còn đối với Facade thì thì sẽ là thành phần bao bọc che giấu đi các hệ thống con để giúp giao tiếp với thành phần khác dễ dàng hơn.
5 | - Như vậy ta có thể hiệu Facade sẽ cung cấp một giao diện cho việc giao tiếp giữa các hệ thống con, giúp người dùng có thể giao tiếp với chúng một cách dễ dàng. Facade giúp che dấu đi xử lý logic phức tạp bên trong hệ thống con.
6 |
7 | ## Các thành phần
8 | - Facade: Là thành phần chung gian biết rõ chức năng của nhưng subsystems có thể thực hiện yêu cầu của client.
9 | - Subsystems: cài đặt các chức năng của hệ thống con, xử lý công việc được gọi bởi Facade. Các lớp này không cần biết Facade và không tham chiếu đến nó.
10 | - Client: đại diện cho nơi gọi tới và sử dụng Facade.
11 |
12 | ## Tài liệu các bạn cần tham khảo thêm
13 | - https://refactoring.guru/design-patterns/facade
14 | - https://sourcemaking.com/design_patterns/facade
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/Structural/Facade/Source-code/.idea/.gitignore:
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1 | # Default ignored files
2 | /shelf/
3 | /workspace.xml
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1 | Facade
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/Structural/Facade/Source-code/out/production/Source-code/Chair.class:
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/Structural/Facade/Source-code/out/production/Source-code/ClientTest.class:
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/Structural/Facade/Source-code/out/production/Source-code/Furniture.class:
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/Structural/Facade/Source-code/out/production/Source-code/FurnitureFacade.class:
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/Structural/Facade/Source-code/out/production/Source-code/Table.class:
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/Structural/Facade/Source-code/out/production/Source-code/Television.class:
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https://raw.githubusercontent.com/doctor-blue/design-patterns/4ed48cc033aeca563e932713816a03c05c23e921/Structural/Facade/Source-code/out/production/Source-code/Television.class
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/Structural/Facade/Source-code/src/Chair.java:
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1 | public class Chair implements Furniture{
2 | @Override
3 | public void make() {
4 | System.out.println("make a chair");
5 | }
6 | }
7 |
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/Structural/Facade/Source-code/src/ClientTest.java:
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1 | public class ClientTest {
2 | public static void main(String[] args) {
3 | FurnitureFacade facade = FurnitureFacade.getInstance();
4 | // facade.makeTableAndChair();
5 | facade.makeTVAndChair();
6 | }
7 | }
8 |
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/Structural/Facade/Source-code/src/Furniture.java:
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1 | public interface Furniture {
2 | void make();
3 | }
4 |
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/Structural/Facade/Source-code/src/FurnitureFacade.java:
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1 | public class FurnitureFacade {
2 | private static FurnitureFacade INSTANCE;
3 | private Furniture table;
4 | private Furniture chair;
5 | private Furniture tv;
6 |
7 | public FurnitureFacade() {
8 | this.table = new Table();
9 | this.chair = new Chair();
10 | this.tv = new Television();
11 | }
12 |
13 | public static FurnitureFacade getInstance(){
14 | if (INSTANCE == null)
15 | INSTANCE = new FurnitureFacade();
16 | return INSTANCE;
17 | }
18 |
19 | public void makeTableAndChair(){
20 | table.make();
21 | chair.make();
22 | }
23 | public void makeTVAndChair(){
24 | tv.make();
25 | chair.make();
26 | }
27 |
28 | }
29 |
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/Structural/Facade/Source-code/src/Table.java:
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1 | public class Table implements Furniture {
2 | @Override
3 | public void make() {
4 | System.out.println("Make a table");
5 | }
6 | }
7 |
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/Structural/Facade/Source-code/src/Television.java:
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1 | public class Television implements Furniture{
2 | @Override
3 | public void make() {
4 | System.out.println("make a TV");
5 | }
6 | }
7 |
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/Structural/Proxy/README.md:
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1 | # Proxy Design Pattern
2 |
3 | ## Khái niệm
4 | - Từ trước tới nay chắc hẳn các bạn đã nghe tới những thứ như tường lửa hay http proxy trong mạng máy tính (Giúp tăng tốc nhờ lưu đệm lại dữ liệu nâng cao trải nghiệm sử dụng cũng như chặn quảng cáo hoặc giới hạn thông tin được truy cập). Bạn hãy tưởng tượng như nó là một lớp bọc ngoài bảo vệ cho nội dung bên trong muốn truy cập tới nội dung cần phải thông qua proxy.
5 | - Như vậy chúng ta có thể định nghĩa Proxy chính là lớp trung gian lớp đại diện và khi muốn truy cập tới một đối tượng cần phải thông qua Proxy này. Proxy sẽ đại diện cho đối tượng thực thi những phương thức, tại đó chúng ta có thể định nghĩa lại cách thực hiện phương thức sao cho phù hợp.
6 |
7 | ## Các thành phần
8 | - Subject : là một interface định nghĩa các phương thực để giao tiếp với client xác định những phương thức chung cho RealSubject và Proxy để Proxy có thể được sử dụng bất cứ nơi nào mà RealSubject muốn.
9 |
10 | - Proxy : là một class sẽ thực hiện các bước kiểm tra và gọi tới đối tượng của class RealSubject để thực hiện các thao tác sau khi kiểm tra. Nó duy trì một tham chiếu đến RealSubject để Proxy có thể truy cập nó. Nó cũng thực hiện các giao diện tương tự như RealSubject để Proxy có thể được sử dụng thay cho RealSubject. Proxy cũng điều khiển truy cập vào RealSubject và có thể tạo hoặc xóa đối tượng này.
11 |
12 | - RealSubject : là một class service sẽ thực hiện các thao tác thực sự. Đây là đối tượng chính mà proxy đại diện.
13 |
14 | - Client : Đại diện cho nơi cần sử dụng RealSubject nhưng cần thông qua Proxy.
15 |
16 | ## Tài liệu các bạn cần tham khảo thêm
17 | - Các loại Proxy: https://www.javatpoint.com/proxy-pattern
18 | - https://sourcemaking.com/design_patterns/proxy
19 | - https://refactoring.guru/design-patterns/proxy
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/Structural/Proxy/Source-code/.idea/.gitignore:
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1 | # Default ignored files
2 | /shelf/
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/Structural/Proxy/Source-code/out/production/Source-code/Image.class:
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/Structural/Proxy/Source-code/out/production/Source-code/ProxyImage.class:
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/Structural/Proxy/Source-code/out/production/Source-code/RealImage.class:
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/Structural/Proxy/Source-code/src/ClientTest.java:
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1 | public class ClientTest {
2 | public static void main(String[] args) {
3 | ProxyImage proxyImage = new ProxyImage("https://abcd.com/dev.png");
4 |
5 | System.out.println("First time");
6 | proxyImage.load();
7 | System.out.println("Seconds time");
8 | proxyImage.load();
9 | }
10 | }
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/Structural/Proxy/Source-code/src/Image.java:
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1 | public interface Image {
2 | void load();
3 | }
4 |
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/Structural/Proxy/Source-code/src/ProxyImage.java:
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1 | public class ProxyImage implements Image{
2 | private String url;
3 | private RealImage realImage;
4 | public ProxyImage(String url) {
5 | this.url = url;
6 | }
7 |
8 | @Override
9 | public void load() {
10 | if (realImage == null){
11 | realImage = new RealImage(url);
12 | }else {
13 | System.out.println("Image already existed");
14 | }
15 | realImage.load();
16 | }
17 | }
18 |
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/Structural/Proxy/Source-code/src/RealImage.java:
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1 | public class RealImage implements Image{
2 | private String url;
3 |
4 | @Override
5 | public void load() {
6 | System.out.println("Load from "+this.url);
7 | }
8 |
9 | public RealImage(String url) {
10 | this.url = url;
11 | }
12 | }
13 |
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