
- •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
The Factory Design Pattern
In real life, factories are manufacturing units that produce multiple instances of a product (or flavors of a product). For instance, a car factory produces cars of specific types and models. The main responsibility of the factory is to keep producing cars of the required type and model. Here, one important thing to observe is that a car may have different variants and the car factory should be able to manufacture on demand the required variants of the same car.
Similarly, you can implement a factory that returns the required type of object(s) on demand in OOP. In this case, the factory decides which class(es) to instantiate to create the required object(s) and exactly how to create them.
Figure 5-2 shows the UML class diagram of the factory pattern. Client invokes ProductFactory to get an appropriate object from the product hierarchy. ProductFactory creates one of the Products from the Product hierarchy based on the provided information. Client uses the product object without knowing which actual product it is using or how ProductFactory created this product object.
|
Uses |
<<interface>> |
|
Client |
Product |
||
|
ProductFactory |
creates |
ConcreteProduct |
|
Uses
Figure 5-2. UML class diagram of factory design pattern
Let’s consider an example. In the FunPaint application, there are different types of shapes, such as Circle and Rectangle. Now, the Canvas object might not want to know about the concrete shape that gets created. Assume that the Canvas object receives a shape identifier from the front end based on which corresponding shape object needs to be created. Here, you can have a ShapeFactory that can create the required shape object and return it to the Canvas object. Listing 5-12 shows the implementation of this pattern.
Listing 5-12. Test.java
// Shape.java
public interface Shape { public void draw();
public void fillColor();
}
// Circle.java
public class Circle implements Shape { private int xPos, yPos; private int radius;
public Circle(int x, int y, int r) { xPos = x;
yPos = y;
radius = r;
System.out.println("Circle constructor");
}
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@Override
public void draw() { System.out.println("Circle draw()"); // draw() implementation
}
@Override
public void fillColor() {
// fillColor() implementation
}
}
// Rectangle.java
public class Rectangle implements Shape {
public Rectangle(int length, int height) { this.length = length;
this.height = height; System.out.println("Rectangle constructor");
}
private int length, height; @Override
public void draw() { System.out.println("Rectangle draw()"); // draw() implementation
}
@Override
public void fillColor() {
// fillColor() implementation
}
}
// ShapeFactory.java public class ShapeFactory {
public static Shape getShape(String sourceType) { switch(sourceType) {
case "Circle":
return new Circle(10, 10, 20); case "Rectangle":
return new Rectangle(10, 20);
}
return null;
}
}
// Canvas.java
import java.util.ArrayList; import java.util.Iterator;
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Chapter 5 ■ Object-Oriented Design Principles
public class Canvas {
private ArrayList<Shape> shapeList = new ArrayList<Shape>(); public void addNewShape(String shapeType) {
Shape shape = ShapeFactory.getShape(shapeType); shapeList.add(shape);
}
public void redraw() {
Iterator<Shape> itr = shapeList.iterator(); while(itr.hasNext()) {
Shape shape = itr.next(); shape.draw();
}
}
}
// Test.java public class Test {
public static void main(String[] args) { Canvas canvas = new Canvas(); canvas.addNewShape("Circle"); canvas.addNewShape("Rectangle"); canvas.redraw();
}
}
It prints the following:
Circle constructor Rectangle constructor Circle draw() Rectangle draw()
Let‘s analyze this implementation. You define a Shape interface, which defines two public methods, draw() and fillColor(). Classes Circle and Rectangle implement this interface and provide implementation of interface methods. Class Canvas maintains a list of shapes drawn on canvas, and it offers a method addNewShape() to allow the front-end of the application to create a new instance of requested shape. From the main() method, you invoke the addnewShape() method of Canvas class. In turn, this method calls the getShape() method of ShapeFactory class. The getShape() method examines the requested type of shape, creates a new instance based on the requested type, and returns it to Canvas.
The following insights may be drawn from the above example:
•The Canvas class does not need to know how to create concrete shape objects.
This transparency becomes very useful in case concrete object creation is expensive and complicated.
•The Canvas class does not need to know the exact concrete shape types. You can observe from the Canvas implementation that Canvas is only aware of the Shape interface. Therefore, if you add another concrete shape (say Square), you do not need to change the Canvas implementation.
Java SDK defines many such factories. For example, java.util.Calendar is an implementation of the factory design pattern. Listing 5-13 uses the Calendar class.
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Chapter 5 ■ Object-Oriented Design Principles
Listing 5-13. mainClass.java
import java.util.Calendar;
public class MainClass {
public static void main(String[] args) {
Calendar calendar = Calendar.getInstance(); System.out.println(calendar);
}
}
This program prints the following:
java.util.GregorianCalendar [...]
The output of Listing 5-13 contains all the fields of the calendar object (shown here as […] to save the space). There are many other examples in Java SDK where the factory pattern is used, including the following:
•createStatement() of java.sql.Connection interface, which creates a new Statement to communicate to database.
•createSocket() of java.rmi.server.RmiClientSocketFactory interface, which returns a new client Socket.
Differences Between Factory and Abstract Factory Design Patterns
Both factory design patterns and abstract factory design patterns belong to the creational design pattern category. As explained in preceding section, a factory design pattern creates (or manufactures) the requested type of object on demand. By contrast, the abstract factory is basically a factory of factories. In other words, the abstract factory design pattern introduces one more indirection to create a specified object. A client of the abstract factory design pattern first requests a proper factory from the abstract factory object, and then it requests an appropriate object from the factory object.
Another very important difference between these two patterns is their applicability: when you have only one type of object to be created, you can use a factory design pattern; when you have a family of objects to be created, you can use an abstract factory design pattern.
Let’s explore the abstract factory pattern by reference to its class diagram (Figure 5-3). Assume that there are two product hierarchies, ProductA and ProductB, along with their concrete product classes. You want to create either ConcreteProductA1 and ConcreteProductB1 (as a group) or ConcreteProductA2 and ConcreteProductB2. In this situation, you define an abstract ProductFactory with two subclasses, ProductFactory1 and ProductFactory2.
ProductFactory1 creates ConcreteProductA1 and ConcreteProductB1 and ProductFactory2 creates
ConcreteProductA2 and ConcreteProductB2. Hence, based on the requirement, you create a required factory object; the selected factory object gives you the required concrete product objects.
135

Chapter 5 ■ Object-Oriented Design Principles
|
|
Client |
|
|
|
ProductA |
|
|
ProductB |
||
|
uses |
|
uses |
uses |
|
|
|
|
|
||
|
|
|
|
|
|
ConcreteProductA1 |
ConcreteProductA2 |
ProductFactory |
ConcreteProductB1 |
ConcreteProductB2 |
|
|
|
+createProductA() |
|
|
|
|
|
+createProductB() |
|
|
|
|
ConcreteFactory1 |
ConcreteFactory2 |
|
||
|
creates |
|
|
creates |
|
Figure 5-3. UML class diagram for abstract factory design pattern
Let’s work out an example now. In Listing 5-12, you implemented the factory design pattern. Now, let’s assume that shapes can be of two types: DisplayFriendly and PrinterFriendly. Hence, now there are two flavors available for your Circle class (as well as for your Rectangle class, mutatis mutandis): DisplayFriendlyCircle and PrinterFriendlyCircle. Now, obviously you want to create only one type of objects: either display-friendly or
printer-friendly. Well, you’ve established that when you want to create a family of objects you should use the abstract factory design pattern. Listing 5-14 shows the implementation.
Listing 5-14. Test.java
// Shape.java
public interface Shape { public void draw();
}
// PrinterFriendlyShape.java
public interface PrinterFriendlyShape extends Shape {
}
// DisplayFriendlyShape.java
public interface DisplayFriendlyShape extends Shape {
}
// DisplayFriendlyCircle.java
public class DisplayFriendlyCircle implements DisplayFriendlyShape { private int xPos, yPos;
private int radius;
public DisplayFriendlyCircle(int x, int y, int r) { xPos = x;
yPos = y;
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Chapter 5 ■ Object-Oriented Design Principles
radius = r;
System.out.println("DisplayFriendlyCircle constructor");
}
@Override
public void draw() { System.out.println("DisplayFriendlyCircle draw()"); // draw() implementation
}
}
// DisplayFriendlyRectangle.java
public class DisplayFriendlyRectangle implements DisplayFriendlyShape { public DisplayFriendlyRectangle(int length, int height) {
this.length = length; this.height = height;
System.out.println("DisplayFriendlyRectangle constructor");
}
private int length, height; @Override
public void draw() { System.out.println("DisplayFriendlyRectangle draw()"); // draw() implementation
}
}
// PrinterFriendlyCircle.java
public class PrinterFriendlyCircle implements PrinterFriendlyShape{ private int xPos, yPos;
private int radius;
public PrinterFriendlyCircle(int x, int y, int r) { xPos = x;
yPos = y; radius = r;
System.out.println("PrinterFriendlyCircle constructor");
}
@Override
public void draw() { System.out.println("PrinterFriendlyCircle draw()"); // draw() implementation
}
}
// PrinterFriendlyRectangle.java
public class PrinterFriendlyRectangle implements PrinterFriendlyShape { public PrinterFriendlyRectangle(int length, int height) {
this.length = length; this.height = height;
System.out.println("PrinterFriendlyRectangle constructor");
}
private int length, height; @Override
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Chapter 5 ■ ObjeCt-Oriented design prinCiples
public void draw() { System.out.println("PrinterFriendlyRectangle draw()"); // draw() implementation
}
}
// ShapeFactory.java
public interface ShapeFactory {
public Shape getShape(String sourceType);
}
// DisplayFriendlyFactory.java
public class DisplayFriendlyFactory implements ShapeFactory { @Override
public Shape getShape(String sourceType) { switch(sourceType){
case "Circle":
return new DisplayFriendlyCircle(10, 10, 20); case "Rectangle":
return new DisplayFriendlyRectangle(10, 20);
}
return null;
}
}
// PrinterFriendlyFactory.java
public class PrinterFriendlyFactory implements ShapeFactory { @Override
public Shape getShape(String sourceType) { switch(sourceType) {
case "Circle":
return new PrinterFriendlyCircle(10, 10, 20); case "Rectangle":
return new PrinterFriendlyRectangle(10, 20);
}
return null;
}
}
// Test.java public class Test {
public static void main(String[] args) { Canvas canvas = new Canvas();
canvas.addNewShape("Circle", "DisplayFriendly"); canvas.addNewShape("Rectangle", "DisplayFriendly"); canvas.redraw();
}
}
138