
- •Contents at a Glance
- •Contents
- •About the Authors
- •About the Technical Reviewer
- •Acknowledgments
- •Introduction
- •Oracle Java Certifications: Overview
- •FAQ 1. What are the different levels of Oracle Java certification exams?
- •FAQ 4. Is OCPJP 7 prerequisite for other Oracle certification exams?
- •FAQ 5. Should I take the OCPJP 7 or OCPJP 6 exam?
- •The OCPJP 7 Exam
- •FAQ 7. How many questions are there in the OCPJP 7 exam?
- •FAQ 8. What is the duration of the OCPJP 7 exam?
- •FAQ 9. What is the cost of the OCPJP 7 exam?
- •FAQ 10. What are the passing scores for the OCPJP 7 exam?
- •FAQ 11. What kinds of questions are asked in the OCPJP 7 exam?
- •FAQ 12. What does the OCPJP 7 exam test for?
- •FAQ 13. I’ve been a Java programmer for last five years. Do I have to prepare for the OCPJP 7 exam?
- •FAQ 14. How do I prepare for the OCPJP 7 exam?
- •FAQ 15. How do I know when I’m ready to take the OCPJP 7 exam?
- •Taking the OCPJP 7 Exam
- •FAQ 16. What are my options to register for the exam?
- •FAQ 17. How do I register for the exam, schedule a day and time for taking the exam, and appear for the exam?
- •The OCPJP 7 Exam: Pretest
- •Answers with Explanations
- •Post-Pretest Evaluation
- •Essentials of OOP
- •FunPaint Application: An Example
- •Foundations of OOP
- •Abstraction
- •Encapsulation
- •Inheritance
- •Polymorphism
- •Class Fundamentals
- •Object Creation
- •Constructors
- •Access Modifiers
- •Public Access Modifier
- •Private Access Modifier
- •Protected and Default Access Modifier
- •Overloading
- •Method Overloading
- •Constructor Overloading
- •Overload resolution
- •Points to Remember
- •Inheritance
- •Runtime Polymorphism
- •An Example
- •Overriding Issues
- •Overriding: Deeper Dive
- •Invoking Superclass Methods
- •Type Conversions
- •Upcasts and Downcasts
- •Casting Between Inconvertible Types
- •Using “instanceof” for Safe Downcasts
- •Java Packages
- •Working with Packages
- •Static Import
- •Summary
- •Abstract Classes
- •Points to Remember
- •Using the “final” Keyword
- •Final Classes
- •Final Methods and Variables
- •Points to Remember
- •Using the “static” Keyword
- •Static Block
- •Points to Remember
- •Flavors of Nested Classes
- •Static Nested Classes (or Interfaces)
- •Points to Remember
- •Inner Classes
- •Points to Remember
- •Local Inner Classes
- •Points to Remember
- •Anonymous Inner Classes
- •Points to Remember
- •Enum Data Types
- •Points to Remember
- •Summary
- •Interfaces
- •Declaring and Using Interfaces
- •Points to Remember
- •Abstract Classes vs. Interfaces
- •Choosing Between an Abstract Class and an Interface
- •Object Composition
- •Composition vs. Inheritance
- •Points to Remember
- •Design Patterns
- •The Singleton Design Pattern
- •Ensuring That Your Singleton Is Indeed a Singleton
- •The Factory Design Pattern
- •Differences Between Factory and Abstract Factory Design Patterns
- •The Data Access Object (DAO) Design Pattern
- •Points to Remember
- •Summary
- •Generics
- •Using Object Type and Type Safety
- •Using the Object Class vs. Generics
- •Container Implementation Using the Object Class
- •Container Implementation Using Generics
- •Creating Generic Classes
- •Diamond Syntax
- •Interoperability of Raw Types and Generic Types
- •Generic Methods
- •Generics and Subtyping
- •Wildcard Parameters
- •Limitations of Wildcards
- •Bounded Wildcards
- •Wildcards in the Collections Class
- •Points to Remember
- •The Collections Framework
- •Why Reusable Classes?
- •Basic Components of the Collections Framework
- •Abstract Classes and Interfaces
- •Concrete Classes
- •List Classes
- •ArrayList Class
- •The ListIterator Interface
- •The LinkedList Class
- •The Set Interface
- •The HashSet Class
- •The TreeSet Class
- •The Map Interface
- •The HashMap Class
- •Overriding the hashCode() Method
- •The NavigableMap Interface
- •The Queue Interface
- •The Deque Interface
- •Comparable and Comparator Interfaces
- •Algorithms (Collections Class)
- •The Arrays Class
- •Methods in the Arrays Class
- •Array as a List
- •Points to Remember
- •Summary
- •Generics
- •Collections Framework
- •Processing Strings
- •String Searching
- •The IndexOf() Method
- •The regionMatches() Method
- •String Parsing
- •String Conversions
- •The Split() Method
- •Regular Expressions
- •Understanding regex Symbols
- •Regex Support in Java
- •Searching and Parsing with regex
- •Replacing Strings with regex
- •String Formatting
- •Format Specifiers
- •Points to Remember
- •Summary
- •Reading and Writing from Console
- •Understanding the Console Class
- •Formatted I/O with the Console Class
- •Special Character Handling in the Console Class
- •Using Streams to Read and Write Files
- •Character Streams and Byte Streams
- •Character Streams
- •Reading Text Files
- •Reading and Writing Text Files
- •“Tokenizing” Text
- •Byte Streams
- •Reading a Byte Stream
- •Data Streams
- •Writing to and Reading from Object Streams: Serialization
- •Serialization: Some More Details
- •Points to Remember
- •Summary
- •A Quick History of I/O APIs
- •Using the Path Interface
- •Getting Path Information
- •Comparing Two Paths
- •Using the Files Class
- •Checking File Properties and Metadata
- •Copying a File
- •Moving a File
- •Deleting a File
- •Walking a File Tree
- •Revisiting File Copy
- •Finding a File
- •Watching a Directory for Changes
- •Points to Remember
- •Summary
- •Introduction to JDBC
- •The Architecture of JDBC
- •Two-Tier and Three-Tier JDBC Architecture
- •Types of JDBC Drivers
- •Setting Up the Database
- •Connecting to a Database Using a JDBC Driver
- •The Connection Interface
- •Connecting to the Database
- •Statement
- •ResultSet
- •Querying the Database
- •Updating the Database
- •Getting the Database Metadata
- •Points to Remember
- •Querying and Updating the Database
- •Performing Transactions
- •Rolling Back Database Operations
- •The RowSet Interface
- •Points to Remember
- •Summary
- •Define the Layout of the JDBC API
- •Connect to a Database by Using a JDBC driver
- •Update and Query a Database
- •Customize the Transaction Behavior of JDBC and Commit Transactions
- •Use the JDBC 4.1 RowSetProvider, RowSetFactory, and RowSet Interfaces
- •Introduction to Exception Handling
- •Throwing Exceptions
- •Unhandled Exceptions
- •Try and Catch Statements
- •Programmatically Accessing the Stack Trace
- •Multiple Catch Blocks
- •Multi-Catch Blocks
- •General Catch Handlers
- •Finally Blocks
- •Points to Remember
- •Try-with-Resources
- •Closing Multiple Resources
- •Points to Remember
- •Exception Types
- •The Exception Class
- •The RuntimeException Class
- •The Error Class
- •The Throws Clause
- •Method Overriding and the Throws Clause
- •Points to Remember
- •Custom Exceptions
- •Assertions
- •Assert Statement
- •How Not to Use Asserts
- •Summary
- •Introduction
- •Locales
- •The Locale Class
- •Getting Locale Details
- •Resource Bundles
- •Using PropertyResourceBundle
- •Using ListResourceBundle
- •Loading a Resource Bundle
- •Naming Convention for Resource Bundles
- •Formatting for Local Culture
- •The NumberFormat Class
- •The Currency Class
- •The DateFormat Class
- •The SimpleDateFormat Class
- •Points to Remember
- •Summary
- •Introduction to Concurrent Programming
- •Important Threading-Related Methods
- •Creating Threads
- •Extending the Thread Class
- •Implementing the Runnable Interface
- •The Start( ) and Run( ) Methods
- •Thread Name, Priority, and Group
- •Using the Thread.sleep() Method
- •Using Thread’s Join Method
- •Asynchronous Execution
- •The States of a Thread
- •Two States in “Runnable” State
- •Concurrent Access Problems
- •Data Races
- •Thread Synchronization
- •Synchronized Blocks
- •Synchronized Methods
- •Synchronized Blocks vs. Synchronized Methods
- •Deadlocks
- •Other Threading Problems
- •Livelocks
- •Lock Starvation
- •The Wait/Notify Mechanism
- •Let’s Solve a Problem
- •More Thread States
- •timed_waiting and blocked States
- •waiting State
- •Using Thread.State enum
- •Understanding IllegalThreadStateException
- •Summary
- •Using java.util.concurrent Collections
- •Semaphore
- •CountDownLatch
- •Exchanger
- •CyclicBarrier
- •Phaser
- •Concurrent Collections
- •Apply Atomic Variables and Locks
- •Atomic Variables
- •Locks
- •Conditions
- •Multiple Conditions on a Lock
- •Use Executors and ThreadPools
- •Executor
- •Callable, Executors, ExecutorService, ThreadPool, and Future
- •ThreadFactory
- •The ThreadLocalRandom Class
- •TimeUnit Enumeration
- •Use the Parallel Fork/Join Framework
- •Useful Classes of the Fork/Join Framework
- •Using the Fork/Join Framework
- •Points to Remember
- •Summary
- •Using java.util.concurrent Collections
- •Applying Atomic Variables and Locks
- •Using Executors and ThreadPools
- •Using the Parallel Fork/Join Framework
- •Chapter 3: Java Class Design
- •Chapter 4: Advanced Class Design
- •Chapter 5: Object-Oriented Design Principles
- •Chapter 6: Generics and Collections
- •Chapter 7: String Processing
- •Chapter 8: Java I/O Fundamentals
- •Chapter 9: Java File I/O (NIO.2)
- •Chapter 10: Building Database Applications with JDBC
- •Chapter 11: Exceptions and Assertions
- •Chapter 12: Localization
- •Chapter 13: Threads
- •Chapter 14: Concurrency
- •OCPJP7 Exam (1Z0-804 a.k.a. Java SE 7 Programmer II) Topics
- •OCPJP 7 Exam (1Z0-805, a.k.a. Upgrade to Java SE 7 Programmer) Topics
- •Answers and Explanations
- •Answer Sheet
- •Answers and Explanations
- •Index

Chapter 5 ■ Object-Oriented Design Principles
Use inheritance when a subclass specifies a base class, so that you can exploit dynamic polymorphism. In other cases, use composition to get code that is easy to change and loosely coupled. In summary, favor composition over inheritance.
Points to Remember
Here are some design principles and terminological nuances you should have under your belt when you take the OCPJP 7 exam:
•Adhere to the OO design principle of “favor composition over inheritance.” Composition encourages you to follow another useful OO design principle: “program to an interface, not to an implementation.” This second injunction means that the functionality of a class should depend only on the interface of another abstraction and not on the specific implementation details of that abstraction. In other words, implementation of a class should not depend on the internal implementation aspects of the other class. Wherever suitable, composition is the technique of choice.
•In OOP, there are many terms related to composition, such as association and aggregation. Association is the most general form of a relationship between two objects, whereas composition and aggregation are special forms of association. In general, the terms aggregation and composition are used interchangeably. Although these two terms are very similar, they do have a subtle difference. In composition, the lifetime of the contained object and the container object is the same, whereas that is not the case with aggregation. For example, a computer object and a CPU object share a composition relationship, while a library object and a book object share an aggregation relationship.
Design Patterns
In the object-oriented world, the concepts behind design patterns are well established. As an object-oriented programming language developer and as a candidate for OCPJP 7 exam certification, you must know about design patterns and related concepts.
The literal meaning of design pattern in programming is a repeatable solution applicable to solve a generic design problem. Experienced programmers and designers learn from their experience and formulate solutions to frequently recurring design problems. Design patterns capture and replicate the experience of experienced software designers.
“Design patterns are descriptions of communicating objects and classes that are customized to solve a general design problem in a particular context.” —Design Patterns: Elements of Reusable Object-Oriented Software [Aside: This classic 1994 book popularized design patterns. Four authors (Erich Gamma, Richard Helm, Ralph Johnson, and John Vlissides) wrote this book and for this reason it became known as the “Gang of Four” (GoF) book. The patterns covered in this chapter are mostly GoF patterns.]
A clarification before we delve into various design patterns: design patterns are design solutions. They are not ready-made solutions like code in a library, which you can take off the shelf and use as needed when you program. Design patterns instead provide template solutions that need to be fine-tuned based on the given context.
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Chapter 5 ■ Object-Oriented Design Principles
Let’s consider an example of a design pattern to get an initial sense of the importance and usability of design patterns. In the FunPaint application, let’s assume that a class (say ShapeArchiver) is responsible for archiving information about all the drawn shapes. Similarly, another class (say Canvas) is responsible for displaying all drawn shapes. Whenever any change in shapes takes place, you need to inform these two classes as to the changed information. So, how you would like to implement this notification? Listing 5-5 shows a possible implementation.
Listing 5-5. Test.java
//Circle.java
//Circle class "informs" (i.e., "notifies") Canvas and ShapeArchiver whenever it gets "changed"
//by calling the update method of these two classes
public class Circle { private Point center;
public void setCenter(Point center) { this.center = center; canvas.update(this); shapeArchiver.update(this);
}
public void setRadius(int radius) { this.radius = radius; canvas.update(this); shapeArchiver.update(this);
}
private ShapeArchiver shapeArchiver;
public void setShapeArchiver(ShapeArchiver shapeArchiver) { this.ShapeArchiver = shapeArchiver;
}
protected Canvas canvas;
public void setCanvas(Canvas canvas) { this.canvas = canvas;
}
private int radius;
public Circle(int x, int y, int r) { center = new Point(x, y); radius = r;
}
public String toString() {
return "center = " + center + " and radius = " + radius;
}
}
// Point.java class Point {
private int xPos; private int yPos;
public Point(int x, int y) { xPos = x;
yPos = y;
}
public String toString() {
return "(" + xPos + "," + yPos + ")";
}
}
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Chapter 5 ■ Object-Oriented Design Principles
// ShapeArchiver.java public class ShapeArchiver {
public void update(Circle circle) { System.out.println("ShapeArchiver::update"); // update implementation
}
}
//Canvas.java public class Canvas {
public void update(Circle circle) { System.out.println("Canvas::update"); //update implementation
}
}
//Test.java
public class Test {
public static void main(String []s) {
Circle circle = new Circle(10, 10, 20); System.out.println(circle); circle.setCanvas(new Canvas()); circle.setShapeArchiver(new ShapeArchiver()); circle.setRadius(50); System.out.println(circle);
}
}
This program prints the following:
center = (10,10) and radius = 20 Canvas::update ShapeArchiver::update
center = (10,10) and radius = 50
Well, this implementation works as intended—but there is a problem. There is a tight coupling between the subject (Circle class) and both of the observers (ShapeArchiver and Canvas). Here are the consequences of a tightly coupled design:
•The subject class (Circle) knows about the specific observer classes. As a result, if you change observer classes, you need to change subject class, too. (Hmm, not so good.)
•If you want to add or remove an observer, you cannot do it without changing the subject.
•You cannot reuse either the subject or the observer classes independently.
Okay, there are some problems in the previous implementation. Is there a way to eliminate these problems? Check out the new implementation in Listing 5-6.
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Chapter 5 ■ Object-Oriented Design Principles
Listing 5-6. Test.java
// Circle.java
import java.util.Observable;
public class Circle extends Observable { private Point center;
public void setCenter(Point center) { this.center = center; setChanged(); notifyObservers();
}
public void setRadius(int radius) { this.radius = radius; setChanged(); notifyObservers();
}
private int radius;
public Circle(int x, int y, int r) { center = new Point(x, y); radius = r;
}
public String toString() {
return "center = " + center + " and radius = " + radius;
}
}
//Point.java class Point {
private int xPos; private int yPos;
public Point(int x, int y) { xPos = x;
yPos = y;
}
public String toString() {
return "(" + xPos + "," + yPos + ")";
}
}
//Canvas.java
import java.util.Observable; import java.util.Observer;
public class Canvas implements Observer { @Override
public void update(Observable arg0, Object arg1) { System.out.println("Canvas::update");
// actual update code elided ...
}
}
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Chapter 5 ■ Object-Oriented Design Principles
// ShapeArchiver.java import java.util.Observable; import java.util.Observer;
public class ShapeArchiver implements Observer{ @Override
public void update(Observable arg0, Object arg1) { System.out.println("ShapeArchiver::update"); // actual update code elided ...
}
}
// Test.java public class Test {
public static void main(String []s) {
Circle circle = new Circle(10, 10, 20); System.out.println(circle); circle.addObserver(new Canvas()); circle.addObserver(new ShapeArchiver()); circle.setRadius(50); System.out.println(circle);
}
}
This program prints the following:
center = (10,10) and radius = 20 ShapeArchiver::update Canvas::update
center = (10,10) and radius = 50
Well, the output is the same as for the previous version. Did you achieve anything better? Yes, you did. This new implementation is a loosely coupled implementation. The subject—Circle class—does not know about the concrete observer classes, and the observers do not know about the concrete subject. Consequently, both the subject and observers can now be used independently and changed independently. Furthermore, you can add and remove observers from the subject without changing the subject class.
This example is an implementation of the Observer design pattern. This design pattern is useful in cases in which you have a subject to be monitored by a couple of observers. These observers need to be informed whenever the subject gets changed. The Observer design pattern creates loose coupling between the subject and the observers.
Java supports an abstract class with the name Observable and an interface named Observer (both provided in the java.util package) to implement the Observer design pattern. The Circle class is extended from Observable, which tags the Circle class as a subject. The Canvas and ShapeArchiver classes implement the Observer interface, and hence implement the update() method. Whenever the state of subject is changed, you call the setChanged() method followed by notifyObservers(), which is implemented in the Observable class. The notifyObservers() method calls all observers registered earlier for that subject.
We hope that this example gives you a good handle on design patterns. In the rest of this chapter, we will explore in detail several more important design patterns.
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