LLD HLD
LLD HLD
maintainable, flexible, and scalable software. They are particularly important in object-
oriented design and can be applied to Java development. Here’s a simple breakdown of each
principle with examples in Java:
Definition: A class should have only one reason to change, meaning it should only
have one job or responsibility.
Why it's important: It makes the code easier to maintain and less prone to bugs
because changes in one responsibility don't affect others.
Example:
java
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// Bad Example (violating SRP)
public class UserService {
public void addUser(User user) {
// logic to add user
}
In the bad example, the UserService class has two responsibilities: adding users and
generating reports. In the good example, each class has a single responsibility.
Example:
java
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// Bad Example (violating OCP)
public class PaymentProcessor {
public void processPayment(String paymentType) {
if (paymentType.equals("CreditCard")) {
// process credit card payment
} else if (paymentType.equals("PayPal")) {
// process PayPal payment
}
}
}
In the bad example, to add new payment methods, you'd have to modify the
PaymentProcessor class. In the good example, you can easily extend the system by creating
new classes (like ApplePayPayment) without changing the existing code.
Example:
java
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// Bad Example (violating LSP)
public class Bird {
public void fly() {
System.out.println("Flying...");
}
}
In the bad example, Ostrich cannot fly, so it breaks the expectation of the Bird class. In the
good example, both Sparrow and Ostrich override move() appropriately, following the
principle.
Example:
java
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// Bad Example (violating ISP)
public interface Worker {
void work();
void eat();
}
@Override
public void eat() {
// eating
}
}
@Override
public void eat() {
throw new UnsupportedOperationException("Robot can't eat");
}
}
@Override
public void eat() {
// eating
}
}
In the bad example, RobotWorker is forced to implement eat(), even though robots don’t
eat. The good example separates the interfaces into smaller, more focused ones, so classes
only implement what they need.
Example:
java
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// Bad Example (violating DIP)
public class LightBulb {
public void turnOn() {
System.out.println("Light is ON");
}
@Override
public void turnOff() {
System.out.println("Light is OFF");
}
}
In the bad example, the Switch class directly depends on the LightBulb class. In the good
example, the Switch depends on the Switchable interface, allowing for flexibility in
switching different devices (e.g., a fan or a TV) without changing the Switch class.
Applying these principles will lead to cleaner, more modular, and maintainable code! Let me
know if you need more details or examples.
2/2
4o
You said:
ChatGPT
Good question! In the Liskov Substitution Principle (LSP) example, implementing a fly()
method must ensure that only birds that can actually fly use it. Here's a better approach using
Java:
To avoid forcing all Bird subclasses to implement fly(), you can separate the behavior into
its own interface for flying birds:
Example Code
java
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// General Bird Class
public class Bird {
public void move() {
System.out.println("This bird is moving...");
}
}
@Override
public void fly() {
System.out.println("Sparrow is flying high!");
}
}
1. Separate Concerns: The Flyable interface ensures that only birds capable of flying
implement the fly() method.
2. Avoiding Unsupported Behaviors: Non-flying birds like Ostrich don't need to deal
with a fly() method they can’t support.
3. LSP Compliance: Both Sparrow and Ostrich are substitutable for the Bird type
without causing unexpected behavior.
Key Benefits
You keep your code modular and maintainable.
Future additions (like Penguin) are simpler to implement and don't break existing
logic.
4o
You said:
ChatGPT
The instanceof operator in Java checks whether an object is an instance of a specific class
or implements a specific interface. In the given code, the instanceof operator ensures that
we only call the fly() method on objects that implement the Flyable interface.
java
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if (sparrow instanceof Flyable) {
((Flyable) sparrow).fly();
}
1. instanceof Flyable:
o It checks if the sparrow object implements the Flyable interface.
o This ensures that the fly() method exists for the object and can be safely
called.
2. ((Flyable) sparrow).fly();:
o If the check is true, the object is cast to the Flyable interface, allowing us to
call the fly() method.
o Casting tells the compiler that this object should be treated as a Flyable type,
enabling us to access fly().
Not all Bird objects can fly (e.g., Ostrich), so it’s necessary to ensure that we’re
only calling fly() on birds that support it.
Without this check, trying to call fly() on a non-flying bird would result in a
ClassCastException or a compile-time error.
What happens without instanceof?
java
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Bird ostrich = new Ostrich();
((Flyable) ostrich).fly(); // Will throw a ClassCastException at runtime
This would fail at runtime because Ostrich does not implement the Flyable interface. Using
instanceof prevents such errors by ensuring that the cast is only attempted on compatible
objects.
Best Practices
instanceof is useful for safety, but heavy use of it can indicate a need for better
design.
For example, polymorphism can often eliminate the need for instanceof checks. In
this case, the move() method on Bird provides polymorphic behavior for both flying
and non-flying birds without requiring manual checks.
Design Patterns :
Design patterns are proven solutions to common software design problems. They are
categorized into three main types:
Focus: Deal with object creation mechanisms, trying to create objects in a manner suitable to
the situation.
1. Singleton: Ensures a class has only one instance and provides a global point of access
to it.
2. Factory Method: Defines an interface for creating an object but allows subclasses to
alter the type of objects that will be created.
3. Abstract Factory: Provides an interface for creating families of related or dependent
objects without specifying their concrete classes.
4. Builder: Separates the construction of a complex object from its representation so that
the same construction process can create different representations.
5. Prototype: Creates a new object by copying an existing object (prototype) rather than
instantiating a new one.
Focus: Deal with the composition of classes or objects to form larger structures.
1. Chain of Responsibility: Passes a request along a chain of handlers until one of them
handles it.
2. Command: Encapsulates a request as an object, allowing for parameterization and
queuing of requests.
3. Interpreter: Defines a grammar for a language and interprets sentences in that
language.
4. Iterator: Provides a way to sequentially access elements in a collection without
exposing its underlying representation.
5. Mediator: Reduces coupling between objects by introducing a mediator object that
handles communication.
6. Memento: Captures and restores an object's internal state without violating
encapsulation.
7. Observer: Establishes a dependency between objects such that when one changes
state, all its dependents are notified.
8. State: Allows an object to alter its behavior when its internal state changes.
9. Strategy: Defines a family of algorithms and lets the client choose one at runtime.
10. Template Method: Defines the skeleton of an algorithm in a superclass, allowing
subclasses to override specific steps.
11. Visitor: Separates an algorithm from the object structure on which it operates, adding
new operations without modifying the objects.
3. Behavioral Design Patterns
Behavioral patterns focus on how objects communicate and interact, ensuring flexibility in
how tasks are executed. Let’s explore some of the most commonly used behavioral patterns
with examples in Java.
Suppose you are building a shopping cart system where users can pay using different
methods like Credit Card or PayPal. Without the Strategy Pattern, you might write a large,
monolithic checkout method with multiple conditional statements to handle each payment
type.
// Main
public class Main {
public static void main(String[] args) {
ShoppingCart cart = new ShoppingCart();
cart.checkout("CREDIT_CARD", 100); // Paid $100 using Credit Card.
cart.checkout("PAYPAL", 200); // Paid $200 using PayPal.
cart.checkout("BITCOIN", 300); // Invalid payment method!
}
}
2. Tight Coupling:
o The ShoppingCart class is tightly coupled with all payment methods, making it
harder to maintain.
3. Code Duplication:
o If other areas of the application need similar logic, the conditions will be repeated.
4. Testing Complexity:
o Each conditional branch must be tested, making testing cumbersome.
1. Each payment method is encapsulated in its own class, adhering to the Single Responsibility
Principle.
2. New payment methods can be added without modifying the client code, adhering to the
Open/Closed Principle.
3. The client dynamically selects the payment method at runtime.
java
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// Strategy Interface
public interface PaymentStrategy {
void pay(int amount);
}
// Concrete Strategies
public class CreditCardPayment implements PaymentStrategy {
private String cardNumber;
@Override
public void pay(int amount) {
System.out.println("Paid $" + amount + " using Credit Card: " +
cardNumber);
}
}
@Override
public void pay(int amount) {
System.out.println("Paid $" + amount + " using PayPal: " + email);
}
}
// Context Class
public class ShoppingCart {
private PaymentStrategy paymentStrategy;
// Main
public class Main {
public static void main(String[] args) {
ShoppingCart cart = new ShoppingCart();
// Using PayPal
cart.setPaymentStrategy(new PayPalPayment("user@example.com"));
cart.checkout(200); // Paid $200 using PayPal: user@example.com
}
}
1. Open/Closed Principle:
o Adding a new payment method (e.g., Bitcoin) only requires creating a new class
implementing PaymentStrategy. The ShoppingCart remains unchanged.
2. Separation of Concerns:
o Each payment method is encapsulated in its own class, making the code easier to
understand and maintain.
3. Reusability:
o The PaymentStrategy interface and its implementations can be reused in other
parts of the application.
4. Flexibility:
o The payment method can be changed dynamically at runtime.
Let’s say we need to add a new payment method, Bitcoin. Without changing existing code,
we can do this:
java
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// New Concrete Strategy
public class BitcoinPayment implements PaymentStrategy {
private String walletAddress;
@Override
public void pay(int amount) {
System.out.println("Paid $" + amount + " using Bitcoin: " +
walletAddress);
}
}
// Main
public class Main {
public static void main(String[] args) {
ShoppingCart cart = new ShoppingCart();
// Using Bitcoin
cart.setPaymentStrategy(new BitcoinPayment("1A2b3C4D5E6F"));
cart.checkout(300); // Paid $300 using Bitcoin: 1A2b3C4D5E6F
}
}
Summary
Without Strategy: The code is tightly coupled, violates the Open/Closed Principle, and is
harder to maintain.
With Strategy: The code is flexible, extensible, and easier to maintain, and adheres to SOLID
principles.
Observer Pattern
The Observer Pattern is a behavioral design pattern used when you need to notify multiple
objects (observers) about changes .in the state of another object (subject). It ensures a one-to-
many relationship between objects.
Why Do We Need the Observer Pattern?
1. Dynamic Communication: When the state of one object changes, multiple dependent
objects should be notified without tightly coupling them.
2. Decoupling: The subject doesn’t need to know the specifics of its observers, just that they
need to be notified of updates.
3. Real-time Updates: Ideal for use cases like UI components reacting to data changes, event-
driven systems, or live updates.
Imagine a Stock Market Application where you track the price of a stock and notify
multiple users (via email, SMS, app notifications) about price changes.
Without the Observer Pattern, you might hardcode the notifications like this:
java
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public class Stock {
private String symbol;
private double price;
1. Tight Coupling:
o The Stock class is tightly coupled with all notification types (email, SMS, push
notifications).
o Adding a new notification method (e.g., Slack alerts) requires modifying the Stock
class.
3. Limited Reusability:
o Notifications are embedded in the Stock class, making it harder to reuse or extend.
4. Scalability Issues:
o As the number of users or notification methods grows, the Stock class becomes
bloated and harder to manage.
The Observer Pattern separates the notification logic from the Stock class. Observers (e.g.,
EmailNotifier, SMSNotifier) are independent and dynamically attach/detach themselves
to/from the Stock.
Code Example
java
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import java.util.ArrayList;
import java.util.List;
// Subject Interface
interface Subject {
void attach(Observer observer);
void detach(Observer observer);
void notifyObservers();
}
// Observer Interface
interface Observer {
void update(double price);
}
// Concrete Subject
class Stock implements Subject {
private String symbol;
private double price;
private List<Observer> observers = new ArrayList<>();
@Override
public void attach(Observer observer) {
observers.add(observer);
}
@Override
public void detach(Observer observer) {
observers.remove(observer);
}
@Override
public void notifyObservers() {
for (Observer observer : observers) {
observer.update(price);
}
}
}
// Concrete Observers
class EmailNotifier implements Observer {
@Override
public void update(double price) {
System.out.println("Email: Stock price updated to $" + price);
}
}
// Main
public class Main {
public static void main(String[] args) {
Stock googleStock = new Stock("GOOGL", 1500);
// Attach observers
googleStock.attach(emailNotifier);
googleStock.attach(smsNotifier);
googleStock.attach(pushNotifier);
// Detach an observer
googleStock.detach(smsNotifier);
googleStock.setPrice(1700);
// Output:
// GOOGL price updated to $1700
// Email: Stock price updated to $1700
// Push Notification: Stock price updated to $1700
}
}
1. Decoupling:
o The Stock class has no knowledge of specific observers. It just notifies them.
2. Open/Closed Principle:
o Adding a new notification method (e.g., SlackNotifier) doesn’t require modifying the
Stock class.
3. Dynamic Behavior:
o Observers can be added or removed at runtime.
4. Scalability:
o Supports an arbitrary number of observers.
Summary
Tight coupling between Stock and Loose coupling; Stock only knows the Observer
Without Observer With Observer
notifications interface.
Observer Pattern
Purpose: Defines a one-to-many dependency between objects so that when one object
changes state, all its dependents are notified.
Example: Notifications (email, SMS, push) when an event occurs.
Implementation:
java
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// Subject Interface
public interface Subject {
void attach(Observer observer);
void detach(Observer observer);
void notifyObservers();
}
// Concrete Subject
public class WeatherStation implements Subject {
private List<Observer> observers = new ArrayList<>();
private String weather;
@Override
public void attach(Observer observer) {
observers.add(observer);
}
@Override
public void detach(Observer observer) {
observers.remove(observer);
}
@Override
public void notifyObservers() {
for (Observer observer : observers) {
observer.update(weather);
}
}
}
// Observer Interface
public interface Observer {
void update(String weather);
}
// Concrete Observers
public class PhoneDisplay implements Observer {
@Override
public void update(String weather) {
System.out.println("Phone Display: Weather updated to " + weather);
}
}
// Main
public class Main {
public static void main(String[] args) {
WeatherStation station = new WeatherStation();
Observer phone = new PhoneDisplay();
Observer tv = new TVDisplay();
station.attach(phone);
station.attach(tv);
Key Points:
The WeatherStation (Subject) notifies its observers when its state changes.
Observers (PhoneDisplay, TVDisplay) respond dynamically to changes.
Implementation:
java
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// Command Interface
public interface Command {
void execute();
void undo();
}
// Concrete Commands
public class LightOnCommand implements Command {
private Light light;
public LightOnCommand(Light light) {
this.light = light;
}
@Override
public void execute() {
light.turnOn();
}
@Override
public void undo() {
light.turnOff();
}
}
@Override
public void execute() {
light.turnOff();
}
@Override
public void undo() {
light.turnOn();
}
}
// Receiver
public class Light {
public void turnOn() {
System.out.println("Light is ON");
}
// Invoker
public class RemoteControl {
private Command command;
// Main
public class Main {
public static void main(String[] args) {
Light light = new Light();
remote.setCommand(lightOn);
remote.pressButton(); // Light is ON
remote.pressUndo(); // Light is OFF
remote.setCommand(lightOff);
remote.pressButton(); // Light is OFF
remote.pressUndo(); // Light is ON
}
}
Key Points:
The Decorator Pattern is a structural design pattern that allows you to dynamically add new
behavior or responsibilities to an object without modifying its original code or using
inheritance. Instead of changing the object’s base class, you "wrap" the object with decorators
that add new functionality.
Why is it used?
How it works
Real-Life Examples
// Component
interface Coffee {
String getDescription();
double getCost();
@Override
@Override
return 50.0;
@Override
return "Latte";
@Override
return 100.0;
@Override
return "Espresso";
@Override
return 120.0;
}
// Decorator
this.coffee = coffee;
@Override
return coffee.getDescription();
@Override
return coffee.getCost();
super(coffee);
}
@Override
@Override
super(coffee);
@Override
@Override
super(coffee);
@Override
@Override
// Usage
Output:
Order: Latte, Milk, Sugar
Hi, Coffee latte = new Latte(); latte = new Milk(latte); latte = new Sugar(latte);
System.out.println("Order: " + latte.getDescription()); System.out.println("Total Cost: " +
latte.getCost()); In the 2nd line is not it latte will be now the object of the Milk but we are passing
it in sugar that is taking input as coffee ? How this all working ?
ChatGPT said:
ChatGPT
This is a great question, and it goes straight to the core of how polymorphism and
composition work in object-oriented programming! Let’s break it down step by step to see
how latte is updated and remains compatible with the Coffee interface throughout.
Code Context
java
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Coffee latte = new Latte(); // Step 1
latte = new Milk(latte); // Step 2
latte = new Sugar(latte); // Step 3
Line-by-Line Explanation
Here, you create an object of the class Latte, which implements the Coffee interface:
java
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class Latte implements Coffee { ... }
Type: The type of latte is Coffee (the interface), but the actual object is an instance of
Latte.
Polymorphism: Since Latte implements Coffee, the object latte can be referenced using
the Coffee interface.
This means you can call methods defined in the Coffee interface (like getDescription()
and getCost()) on the latte object.
Here, you wrap the existing latte object with a Milk decorator:
java
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public class Milk extends CoffeeDecorator { ... }
java
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public Milk(Coffee coffee) {
super(coffee);
}
The current latte object (of type Latte, implementing Coffee) is passed into the Milk
constructor:
o super(coffee); assigns the Latte object to the coffee field in
CoffeeDecorator.
o Now, the Milk object wraps the Latte object.
Polymorphism in Action:
Here, you wrap the Milk object (which already wraps the Latte object) with a Sugar
decorator:
java
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public class Sugar extends CoffeeDecorator { ... }
java
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public Sugar(Coffee coffee) {
super(coffee);
}
The latte object (now pointing to a Milk object) is passed into the Sugar constructor.
Now, latte points to a Sugar object, which wraps a Milk object, which in turn wraps the
original Latte object.
1. Dynamic Composition:
o Each decorator (like Milk and Sugar) wraps another object of type Coffee.
o This chain can go on indefinitely, as long as the object being wrapped implements
Coffee.
2. Polymorphism at Play:
o Each decorator class (Milk, Sugar) implements the Coffee interface. This ensures
that the object remains compatible with Coffee at every step, regardless of the
actual concrete class (like Latte, Milk, or Sugar).
3. Delegation:
o When you call latte.getCost() or latte.getDescription() on the Sugar
object, it:
1. Calls the wrapped Milk object’s getCost() or getDescription()
method.
2. The Milk object, in turn, delegates the call to the wrapped Latte object.
3. The Latte object finally provides the base cost or description.
The decorators (Milk, Sugar) take a Coffee object as input, and they themselves implement
the Coffee interface. This makes them compatible with one another:
At every step, the latte variable refers to an object that implements the Coffee interface,
even if the actual object changes (e.g., Latte → Milk → Sugar).
java
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Coffee latte = new Latte(); // Base object
latte = new Milk(latte); // Wrap with Milk
latte = new Sugar(latte); // Wrap with Sugar
markdown
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Sugar
└── Milk
└── Latte
1. Sugar.getCost():
o Adds 5.0 to the result of Milk.getCost().
2. Milk.getCost():
o Adds 10.0 to the result of Latte.getCost().
3. Latte.getCost():
o Returns 100.0.
scss
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100.0 (Latte) + 10.0 (Milk) + 5.0 (Sugar) = 115.0
Summary
Polymorphism: Every decorator and base coffee implements the Coffee interface, ensuring
compatibility at all levels.
Dynamic Wrapping: Each decorator dynamically wraps another object implementing the
Coffee interface, creating a chain.
Delegation: Each decorator delegates method calls (getCost() or getDescription()) to
the wrapped object.
java
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BufferedReader br = new BufferedReader(new FileReader("file.txt"));
2. GUI Frameworks:
o Adding scrollbars, borders, or colors to UI elements dynamically.
The Factory Design Pattern is a creational design pattern that provides a way to create
objects without specifying their exact class. Instead of instantiating objects directly using
new, you use a factory class or method that decides which object to create based on certain
inputs or conditions.
Imagine you're building a drawing application where users can create different shapes (e.g.,
Circle, Rectangle, Square).
java
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Shape shape = new Circle();
Shape shape = new Rectangle();
Shape shape = new Square();
What if the type of shape is determined dynamically (e.g., based on user input or a
configuration file)? Hardcoding classes would be inconvenient and require changes in
multiple places.
java
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public class ShapeFactory {
public Shape getShape(String shapeType) {
if (shapeType == null) {
return null;
}
switch (shapeType.toLowerCase()) {
case "circle":
return new Circle();
case "rectangle":
return new Rectangle();
case "square":
return new Square();
default:
throw new IllegalArgumentException("Unknown shape type: " +
shapeType);
}
}
}
Output:
css
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Drawing a Circle.
Drawing a Rectangle.
Drawing a Square.
1. Java Libraries:
o java.util.Calendar.getInstance()
o java.sql.Connection (retrieved using a factory in JDBC).
2. Frameworks:
o Spring Framework uses factories to create and manage beans.
3. Real-Life Applications:
o Payment gateways (e.g., creating CreditCardPayment, PayPalPayment, etc.).
o Notification systems (e.g., creating SMSNotification, EmailNotification,
etc.).
Think of a car factory that produces only one type of car, such as electric cars:
java
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public class CarFactory {
public Car createCar(String type) {
switch (type.toLowerCase()) {
case "tesla": return new Tesla();
case "rivian": return new Rivian();
default: throw new IllegalArgumentException("Unknown car
type.");
}
}
}
Now, imagine there are multiple types of car factories, such as electric car factories and
gasoline car factories.
java
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public interface CarFactory {
Car createCar(String type);
}
1. The Abstract Factory doesn’t directly create objects (e.g., Tesla or Ford).
Instead, it creates factories (e.g., ElectricCarFactory or GasolineCarFactory).
2. Those factories, in turn, create the actual objects (e.g., Tesla, Ford).
Visual Representation
Example:
Real-Life Applications
2. Database Connections:
o Abstract Factory: DatabaseFactory.
o Concrete Factories: MySQLFactory, PostgreSQLFactory.
o Products: Database connections, queries, etc.