* Grammatical fixes to command pattern * Update bridge pattern readme * Fixes to builder pattern grammar * Update chain of responsibility * Improvements to the composite example * Fixes to headings * Minor updates to decorator pattern * Update facade * Update factory example * Update factory method * Update flyweight * Interpreter explanation * Update iterator readme * Add explanation for mediator pattern * Grammatical fixes to memento * Grammar fixes for observer * Update explanation for the prototype pattern * Proxy pattern grammar fixes * Update singleton * Grammar fixes to state pattern * Grammar fixes for strategy * Grammar fixes, template method * Grammar fixes for visitor * Fix typo
218 lines
5.8 KiB
Markdown
218 lines
5.8 KiB
Markdown
---
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layout: pattern
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title: Bridge
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folder: bridge
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permalink: /patterns/bridge/
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categories: Structural
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language: en
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tags:
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- Gang of Four
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---
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## Also known as
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Handle/Body
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## Intent
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Decouple an abstraction from its implementation so that the two can vary independently.
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## Explanation
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Real-world example
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> Consider you have a weapon with different enchantments, and you are supposed to allow mixing
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> different weapons with different enchantments. What would you do? Create multiple copies of each
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> of the weapons for each of the enchantments or would you just create separate enchantment and set
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> it for the weapon as needed? Bridge pattern allows you to do the second.
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In Plain Words
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> Bridge pattern is about preferring composition over inheritance. Implementation details are pushed
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> from a hierarchy to another object with a separate hierarchy.
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Wikipedia says
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> The bridge pattern is a design pattern used in software engineering that is meant to "decouple an abstraction from its implementation so that the two can vary independently"
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**Programmatic Example**
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Translating our weapon example from above. Here we have the `Weapon` hierarchy:
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```java
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public interface Weapon {
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void wield();
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void swing();
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void unwield();
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Enchantment getEnchantment();
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}
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public class Sword implements Weapon {
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private final Enchantment enchantment;
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public Sword(Enchantment enchantment) {
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this.enchantment = enchantment;
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}
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@Override
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public void wield() {
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LOGGER.info("The sword is wielded.");
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enchantment.onActivate();
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}
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@Override
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public void swing() {
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LOGGER.info("The sword is swinged.");
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enchantment.apply();
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}
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@Override
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public void unwield() {
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LOGGER.info("The sword is unwielded.");
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enchantment.onDeactivate();
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}
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@Override
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public Enchantment getEnchantment() {
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return enchantment;
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}
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}
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public class Hammer implements Weapon {
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private final Enchantment enchantment;
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public Hammer(Enchantment enchantment) {
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this.enchantment = enchantment;
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}
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@Override
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public void wield() {
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LOGGER.info("The hammer is wielded.");
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enchantment.onActivate();
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}
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@Override
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public void swing() {
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LOGGER.info("The hammer is swinged.");
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enchantment.apply();
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}
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@Override
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public void unwield() {
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LOGGER.info("The hammer is unwielded.");
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enchantment.onDeactivate();
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}
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@Override
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public Enchantment getEnchantment() {
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return enchantment;
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}
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}
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```
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Here's the separate enchantment hierarchy:
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```java
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public interface Enchantment {
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void onActivate();
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void apply();
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void onDeactivate();
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}
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public class FlyingEnchantment implements Enchantment {
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@Override
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public void onActivate() {
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LOGGER.info("The item begins to glow faintly.");
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}
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@Override
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public void apply() {
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LOGGER.info("The item flies and strikes the enemies finally returning to owner's hand.");
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}
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@Override
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public void onDeactivate() {
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LOGGER.info("The item's glow fades.");
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}
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}
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public class SoulEatingEnchantment implements Enchantment {
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@Override
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public void onActivate() {
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LOGGER.info("The item spreads bloodlust.");
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}
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@Override
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public void apply() {
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LOGGER.info("The item eats the soul of enemies.");
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}
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@Override
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public void onDeactivate() {
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LOGGER.info("Bloodlust slowly disappears.");
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}
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}
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```
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Here are both hierarchies in action:
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```java
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LOGGER.info("The knight receives an enchanted sword.");
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var enchantedSword = new Sword(new SoulEatingEnchantment());
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enchantedSword.wield();
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enchantedSword.swing();
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enchantedSword.unwield();
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LOGGER.info("The valkyrie receives an enchanted hammer.");
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var hammer = new Hammer(new FlyingEnchantment());
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hammer.wield();
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hammer.swing();
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hammer.unwield();
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```
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Here's the console output.
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```
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The knight receives an enchanted sword.
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The sword is wielded.
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The item spreads bloodlust.
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The sword is swung.
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The item eats the soul of enemies.
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The sword is unwielded.
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Bloodlust slowly disappears.
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The valkyrie receives an enchanted hammer.
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The hammer is wielded.
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The item begins to glow faintly.
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The hammer is swung.
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The item flies and strikes the enemies finally returning to owner's hand.
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The hammer is unwielded.
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The item's glow fades.
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```
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## Class diagram
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## Applicability
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Use the Bridge pattern when
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* You want to avoid a permanent binding between an abstraction and its implementation. This might be the case, for example, when the implementation must be selected or switched at run-time.
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* Both the abstractions and their implementations should be extensible by subclassing. In this case, the Bridge pattern lets you combine the different abstractions and implementations and extend them independently.
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* Changes in the implementation of an abstraction should have no impact on clients; that is, their code should not have to be recompiled.
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* You have a proliferation of classes. Such a class hierarchy indicates the need for splitting an object into two parts. Rumbaugh uses the term "nested generalizations" to refer to such class hierarchies.
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* You want to share an implementation among multiple objects (perhaps using reference counting), and this fact should be hidden from the client. A simple example is Coplien's String class, in which multiple objects can share the same string representation.
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## Tutorial
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* [Bridge Pattern Tutorial](https://www.journaldev.com/1491/bridge-design-pattern-java)
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## Credits
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* [Design Patterns: Elements of Reusable Object-Oriented Software](https://www.amazon.com/gp/product/0201633612/ref=as_li_tl?ie=UTF8&camp=1789&creative=9325&creativeASIN=0201633612&linkCode=as2&tag=javadesignpat-20&linkId=675d49790ce11db99d90bde47f1aeb59)
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* [Head First Design Patterns: A Brain-Friendly Guide](https://www.amazon.com/gp/product/0596007124/ref=as_li_tl?ie=UTF8&camp=1789&creative=9325&creativeASIN=0596007124&linkCode=as2&tag=javadesignpat-20&linkId=6b8b6eea86021af6c8e3cd3fc382cb5b)
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