The Bridge Pattern

The Bridge Pattern decouples an abstraction from its implementation to enable the two to vary independently. It puts abstraction and implementation in separate class hierarchies. Instead of implementing the abstraction, the “implementation” uses it.

Let’s illustrate it. We want our software to draw maps which are constituted of different shapes (points, lines, polygons, etc.). We could create a Renderer interface with implementations for each shape:

The problem with this design is that we multiply implementations for each shape. To avoid multiplying classes (one of the pattern’s advantages), we can use the bridge pattern:

The bridge is Renderer/Shape

The code would look like:

class Shape {
  private Renderer renderer;
  private int radius;

  public Shape(Renderer renderer, int radius) {
    this.renderer = renderer;
    this.radius = radius;

  public void draw() {

// code using the bridge
FlashyRenderer renderer = new FlashyRenderer();
Shape point = new Point(renderer); // which sets the renderer in the class

renderer.updateColor(); // the body of this method may request the shape to re-draw

When to use it?

  • When we multiply classes having the same behavior on similar objects.
  • When abstractions and implementations must be extensible independently.
  • When the implementation must be selected or changed at run-time.
  • When the implementation has no impact on client code.

The Adapter Pattern

When I used to live in France and travel in the US, I had an adapter for my phone charger since the electrical outlets are different: shape, voltage, etc. The Adapter Pattern does the same. It aims to wrap an existing interface to conform it to a required interface.

Let’s consider this company with a CEO, a manager (the “adapter”) and a programmer:

interface CEO { // implementations: bossyCEO, micromanagerCEO, etc. 🙂
  public Demand command();

interface Programmer { // implementations: rebelliousProgrammer, etc.
  public void execute(Expectation cmd);

interface Manager { // implementations: terrorizedManager, angryManager, etc.
  public void hear(Demand demand);
  public void execute();

// adapter class
class SmartManager implements Manager {

  private Programmer programmer; // would not be private if CEO is micromanaging 🙂
  private Project project;

  public SmartManager(Programmer programmer) { // only one programmer 🙂
    this.programmer = programmer;

  public void hear(Demand demand) {
      discuss(programmer, demand);
      project = plan(demand);

  public void execute() {
    Expectation expectation = project.getPlan();

The adapter usually wraps the interface it adapts to transform the calls from the consumer interface.

This pattern may require the creation of temporary objects to handle the “adaptation” which impacts performance (time and resources). If it is the case, caching those temporary objects will help.

In our illustration, Project is a temporary object which was created by the plan(Demand demand) method. We could cache project if the CEO has the same demand.

private Map<Demand, Project> plans;

private Project plan(Demand demand) {
  project = plans.get(demand);
  if (project == null) {
     project = ... // create a new project
     plans.add(demand, project); // cache
  return project;

The Singleton Pattern

The Singleton Pattern provides only one instance of a class. It is useful when we want to centralize a certain behavior such as querying the database or writing in files.

First, we want to make sure we create only one instance. The basic pattern looks this way:

public class Singleton {

  private static final Singleton INSTANCE = new Singleton();

  private Singleton() {} // not possible to call the constructor from outside the class

  public static Singleton getInstance() {
    return INSTANCE;

There are problems with this though. It is possible to create more than one instance by using:

  1. the Reflection API
  2. Serialization. The JVM does not care about the private constructor when serializing/deserializing. To fix this, we just need to add the readResolve method:
protected Object readResolve() {
  return INSTANCE; // return the existing instance instead of creating a new one.

For Serializable classes, the readResolve method let us replace/resolve the object read from the stream before it is returned to the caller. By implementing the readResolve method, a class can directly control the types and instances of its own instances being deserialized.

Second, we want to guarantee a lazy initialization. We want to make sure we only create the instance when we need it. It can be as simple as:

publics static Singleton getInstance() {
  if (instance != null) {
    instance = new Singleton();
  return instance

Third, we want to guarantee thread safety. In the previous case, if there are multi-threads and they access the method at the same time, they may create their two instances (one for each thread). It is possible to create an inner static Singleton using a nested class:

class Singleton {

  private Singleton() {}

  // Nested class 
  private static class Builder {

     private static final Singleton INSTANCE = new Singleton();

     public Singleton getInstance() {
       return Builder.INSTANCE;

It is also possible to use enum instead of class. Using an Enum solves the issue with the Reflection API, but it does not allow you to persist an internal state through serialization despite the fact that all the enum are serializable. For example:

public enum Singleton {
  INSTANCE; // name of the enum
  Singleton() { // Constructor is always private
    // constructor if needed
    myState = "VALUE"; 

  private String myState;
  public void setValue(String myState) {
    this.myState = myState;

If you set the value of myState before serializing the enum, the deserialization will return to the default value set in the constructor which is here “VALUE.” This is a possible limitation for using enum (as well as the impossibility to create subclasses).

Good tips about using a singleton

  • When to use a singleton? For example, we want to create a class that manages displaying maps. Should I use a singleton or a regular class? It seems it could be a singleton. A few questions can help decide:
    • Does the instance access resources that are shared?
    • Should we limit the creation of this class to only one instance? (What if we want to create another map section?)
    • Is it worth the effort to make it thread safe?
  • How to handle resources in the Singleton? A good idea is to use the principle of dependency injection to be able to test the Singleton as well as making sure it is adaptable. Let’s illustrate it quickly with a singleton managing database connections:
enum dbConnector {
  ... // constructor

  public Connection getConnection() {
    DB database = new DB("Oracle"); // hardwire dependency
    return database.getConnection();

We can inject the dependency to the database:

enum dbConnector {
  ... // constructor

  public Connection getConnection(DatabaseManager dbMgr) {
    DB database = dbMgr.get("Oracle"); // the dependency is injected
    return database.getConnection();

The Prototype Pattern

The Prototype Pattern has purpose to simplify the creation of complex objects by copying them. An existing (partially or fully constructed) design is a Prototype. Let’s illustrate this with a Recipe object:

class Recipe {
  List<String> ingredients;
  List<String> utensils;
  int timeToPrepare;
  int timeToCook;


Let’s say we want to create a bunch of cake recipe. We want to create a basic recipe that can be completed later:

Recipe prototypeCake = new Recipe();

Now time for the most complex part of the pattern: cloning the prototype. It requires to deep copy every single property (when needed).

class Recipe {

   public static Recipe clone(Recipe toClone) {
      Recipe copy = new Recipe();
      copy.timeToPrepare = toClone.timeToPrepare;
      copy.timeToCook = toClone.timeToCook;

// The creation of other recipes becomes much easier
Recipe chocolateCake = Recipe.clone(prototypeCake);
Recipe strawberryCake = Recipe.clone(prototypeCake);
Recipe cheeseCake = Recipe.clone(prototypeCake);

The difficulty with cloning is the to figure out how to copy the whole tree of objects that is needed. What if the list of ingredients was not a list of String but of Ingredient objects?

List<Ingredient> ingredients;

class Ingredient {
  double quantity;
  String description;
  Quality quality;
  double price;

We would need to deep copy Ingredient, and Quality, etc… Another way to clone is to use Java’s serialization mechanism which allows to copy the whole tree of objects by values.

So now, we can customize the objects:


The Abstract Factory Pattern

“Abstract Factory” sounds barbarian… and I have seen a few variants. It was sometimes confusing and unclear.

The Abstract Factory pattern implements the dependency of injection principle for polymorphic objects. It reverses the responsibility to create objects from the object itself to another one called Factory. For example, we want to create a list of objects representing a mathematical operation.

// parent class
class Operation {
   public double operate(double x, double y);

A class can chain operations to sum up the results of each operation:

class Operator {
  public double perform(List<Operation> ops, double x, double y) {
    double res = 0;
    for (Operation op : ops) { // new style
       res += ops.operate(x, y)


Now we can have many different operations:

class Sum extends Operation {
   public double operate(double x, double y) {
     return x + y;

class Minus extends Operation {
   public double operate(double x, double y) {
     return x - y;

class Multiply extends Operation {
   public double operate(double x, double y) {
     return x * y;

class Divide extends Operation {
   public double operate(double x, double y) {
     return x / y;

These operations can be constructed following the abstract factory pattern. It is called “abstract” because it relies on at least an abstract parent that is implemented by concrete factories depending on what is needed to be created.

interface OperationFactory {
  Operation createOperation();

class SumFactory implements OperationFactory {
  Operation createOperation() {
     return new Sum();

class MinusFactory implements OperationFactory {


// we need something (constructor, provider class, or inner builder class, etc.) to construct the factories
class FactoryProvider {
  public OperationFactory getFactory(String type) {
    switch (type)
       case "sum" :
          return new SumFactory();
       case "minus" :
          return new MinusFactory();

The abstract factory pattern matches the factory polymorphism with the classes’ polymorphism.

It is obviously unnecessary in this case, but it would make more sense if we want to accomplish something more complex, such as creating different Operators with different Operations. Operator could perform operations by sub-operators. In that case, we may have something like:

interface OperatorFactory {

   Operator buildOperator();
   Operation buildOperation();
   Operator buildInterOperationOperator(); // operator performing an operation between different operations (other than simple sum as done previously), etc.
   Operation buildInterOperation();


class DistanceCalculatorFactory implements OperatorFactory...
class PowerFactory implements OperatorFactory...
class AbsoluteFactory implements OperatorFactory...

The Faceted Builder Pattern

The Faceted Builder Pattern is a sub pattern of the builder pattern. Its purpose is to clarify the construction of a complex object “fluently.” Let’s say we want to build a User object with its personal data (personal info, address, education and education). This pattern enables us to have this:

User user = new UserBuilder()
      .address("123 rue de la pomme")
      .elementary("Ecole Municipal de Paul Laffort")
      .middleschool("College Pourvoira")
      .highschool("Le Bac de Demain")

The idea is to define a UserBuilder class that will have three subclasses: UserInfoBuilder, UserAddressBuilder, UserEducationBuilder:

class User {
  // all fields here...
  private String firstname;
  private String lastname;

  User(UserBuilder builder) {
    this.firstname = builder.firstname();


class UserBuilder {
   public UserInfoBuilder called() { // return info builder to set info

   public UserAddressBuilder lives() { // same for address

   public UserEducationBuilder studied() { // same for education

   public User build() {
     return new User(this);

// since UserInfoBuilder extends UserBuilder, we can call lives()
// or studied() once we are done setting up the personal info
class UserInfoBuilder extends UserBuilder { 

   private String firstname;

   public UserInfoBuilder firstname(String firstname) {
      this.firstname = firstname;
   public UserInfoBuilder middlename(String ...) // same
   public UserInfoBuilder lastname(String ...) // same

class UserAddressBuilder extends UserBuilder {
   private String address;
   public UserAddressBuilder address(String address) {
      this.address = address;
   public UserAddressBuilder city(...) // same
   public UserAddressBuilder postalcode(...) // same

class UserEducationBuilder extends UserBuilder {
   public UserEducationBuilder elementary(...) {

That’s all!

The Design Pattern Gamma Categorization

Design patterns are usually categorized in three categories:

Creational Patterns

  • Manages construction of objects
  • Can be explicit (ex: constructors) or implicit (ex: Dependency Injection, reflection, etc.)
  • Single statement vs step-by-step process

Structural Patterns

  • Focuses on relationships between objects. They seek to define structures.

Behavioral Patterns

  • Focuses on communications between objects.
  • Deals with assigning responsibilities, encapsulating behavior, delegation, etc.

A pattern can belong to more than one category. A design pattern usually focuses on one main issue and proposes a solution that offers flexibility (easy to maintain and to improve) and reusability.