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4.7 Rating 65 Questions 35 mins read21 Readers

Java design patterns save developers from tackling the same problems over and over by providing them with a specific set of readily available solutions. This allows Java developers to focus more on logic development and less on writing the same code all over again.
Interestingly, design patterns are repeatable solutions to commonly occurring problems. They are almost similar for different programming languages. Java design patterns are important as they help to define the architecture of a software. Also, Java design patterns enhance reusability in Java by providing solutions that can be easily replicated across programs.
This is one of the most frequently asked Java Design Pattern Interview questions for experienced professionals.
Command, Factory Design, Observer, Singleton, and Structural design patterns are 5 of the most used design patterns in Java:
Expect to come across this important design patterns question in Java Design Pattern Interviews.
All Java design patterns can be classified into four types, namely behavioral, creational, structural, and miscellaneous.
Leave for the miscellaneous design patterns, the trio is collectively known as Gang of Four (GoF) design patterns.
The factory design pattern is one of the most popular Java design patterns that happens to be a creational design pattern. A creational Java design pattern offers the best way to instantiate an object in a particular scenario. Abstract Factory, Builder, Prototype, and Singleton are also creational design patterns in Java.
While working with the Java programming language, we usually need to develop code that doesn’t give away the logic for creating objects to the client. Among all the creational design patterns, we use the factory design pattern frequently for hiding the object creation logic from the client.
Design patterns can be simply understood as template solutions for recurring problems in software development. While different programming languages have different sets of design patterns, the end goal is the same; to facilitate writing code and developing programs. While certain design patterns are built into the programming language, others are universal.
A common and most important design patterns in Java for interview, don't miss this one.
Inversion of Control (IoC) is a design principle (some label it a pattern as well) that helps to decouple the dependencies among components and layers in a system. In other words, it helps to remove dependencies in the code. Dependency Injection (DI) is a typical example of IoC.
Let's understand it with a quick example. Suppose we have two classes X and Y that are bound by a dependency such that class B uses class A. We have the code:
public class Y{private X x; public Y() {this.x = new X(); } }
As you can see above, there is a dependency between X and Y. Had we followed the Inversion of Control principle, we would have avoided the use of new for assigning value to the dependent variable, i.e. x. Instead, we have written something like this if were to follow the IoC design principle:
public class Y{private IoCA x; public Y(IoCA x){this.x = x; } }
While design patterns are templates for developing solutions to commonly encountered problems in software development, design principles are rules that are followed when developing software.
Design Patterns vs Design Principles | ||
|---|---|---|
Parameter | Design Patterns | Design Principles |
Definition | Design patterns are templates that serve as quick fixes for commonly occurring issues in software development. | These are guidelines followed when developing software. |
Intended to | Minimize problems occurring while developing software. | Ensure developing robust, extensible, reliable, and efficient software. |
Type | Tested-and-trusted solutions | General guidelines |
Examples |
|
|
A complicated item is created utilizing small objects and a step-by-step process using a builder pattern. Other items are not dependent on this builder.
The Director class, which is optional, is used to ensure that the building steps are carried out with the appropriate data and by the appropriate builder. It has to do with delegation and validation.
Method chaining, also known as "Fluent Interface syntax," can be used to present the invocations of the steps of the Builder/Director pattern semantically.
Employee emp = new emp.Builder() .name(true) .rollno(true) .age(true) .build();
One of the most frequently asked Design Patterns in Java interview questions and answers, be ready for it.
The dependency injection (DI) design pattern facilitates loose coupling when dependencies are involved; note that it doesn’t eliminate program dependencies.
In the following scenario, we offer information sourced from an external file, such as an XML one. Our code becomes more decoupled as a result, making testing simpler. Here, we write the code as:
class Student{
Sname sname;
Student(Sname sname){
this.sname=sname;
}
public void setSname(Sname sname){
this.sname=sname;
}
}
In the above code, either the constructor or the setter method uses an external source, such as an XML file, to supply an instance of the Student class.
The adapter design pattern is an example of a structural design pattern that enables cooperation between different items. It serves as a barrier between two distinct objects. The adapter responds to a request from one object and alters it so that it may be recognized by another object.
Imagine you have an Animal class with the methods fly() and makeSound(). The Duck class also has a squeak() method. Let's say you don't have enough Duck items and want to substitute Animal objects in their place. We cannot directly use animals because they implement a distinct interface despite having some functionality that is similar. Thus, we shall employ the adapter pattern.
In the following case, Duck would be our client and Animal would be the adaptee.
// Java implementation of the Adapter pattern interface Animal { // birds implement Bird interface that allows // them to fly and make sounds adaptee interface public void fly(); public void makeSound(); } class Sparrow implements Animal { // a concrete implementation of animal public void fly() { System.out.println("Flying"); } public void makeSound() { System.out.println("Chirp Chirp"); } } interface Duck { // target interface // ducks dont fly they just make // squeaking sound public void squeak(); } class PlasticToyDuck implements Duck { public void squeak() { System.out.println("Squeak"); } } class AnimalAdapter implements Duck { // You need to implement the interface your // client expects to use. Animal animal; public AnimalAdapter(Animal animal) { // we need reference to the object we // are adapting this.animal = animal; } public void squeak() { // translate the methods appropriately animal.makeSound(); } } class Main { public static void main(String args[]) { Sparrow sparrow = new Sparrow(); Duck duck = new PlasticToyDuck(); // Wrap a bird in a birdAdapter so that it // behaves like toy duck Duck aniAdapter = new AnimalAdapter(sparrow); System.out.println("Sparrow..."); sparrow.fly(); sparrow.makeSound(); System.out.println("Duck..."); duck.squeak(); // toy duck behaving like a bird System.out.println("AnimalAdapterAdapter..."); aniAdapter.squeak(); } }
Output:

Factory design pattern is a creational design pattern. This is followed to shield the logic of object creation from the client. It is done by making use of factory classes and interfaces available in Java. Two important benefits of implementing the Factory Design Pattern are:
Let’s understand the Factory Design Pattern using the ShapeFactory class. We’ll use it to create three concrete classes, namely Rectangle, Square and Triangle. The Driver class would be passing the information to get the required object, i.e., rectangle, square, or triangle.
We’ll start with creating a Shape interface:
public interface Shape {void draw(); }
The next step is to create 3 concrete classes, which are Rectangle, Square, and Triangle. Each one of them will implement the Shape interface:
//Rectangle public class Rectangle implements Shape { @Override public void draw() {System.out.println("This is a Rectangle!"); } } //Square public class Square implements Shape { @Override public void draw() {System.out.println("This is a Square!"); } } //Triangle public class Triangle implements Shape { @Override public void draw() {System.out.println("This is a Triangle!"); } }
The next step is to create a class and a method for generating objects of the concrete classes. We can label the class as FactoryShape class and the method as getShapeDesign():
public class FactoryShape { public Shape getShapeDesign (String type) { if (type == null) {return null; } if (type.equalsIgnoreCase("TRIANGLE")) {return new Triangle(); } else if (type.equalsIgnoreCase("SQUARE")) {return new Square(); } else if (type.equalsIgnoreCase("RECTANGLE")) {returns new Rectangle(); } return null; } }
Now, we implement the Driver class and use the factory class to get the object of a specific shape:
public class Driver{ public static void main(String[] args) { FactoryShape factoryShape = new FactoryShape(); Shape triangle = factoryShape.getShape("TRIANGLE"); triangle.draw(); Shape rectangle = factoryShape.getShape("RECTANGLE"); rectangle.draw(); Shape square = factoryShape.getShape("SQUARE"); square.draw(); } }
Finally, we validate the output. The output would be:
Triangle Drawn Rectangle Drawn Square Drawn
Instead of creating an entirely new object using the new keyword, Java developers usually prefer leveraging the prototype design pattern. This is due to the virtue of performance. Prototype pattern is a commonly used creational design pattern in software development.
Creating an object using the new keyword is a resource-intensive process. Moreover, it also impacts the performance of the created object. Contrarily, the prototype design pattern uses cloning, where a duplicate object is created on the basis of the prototype of an existing object. The prototype pattern is followed for optimizing performance of a software, app or website.
It describes a higher-level interface that facilitates use of the subsystem. A facade design pattern applies to every abstract factory.
Advantage:
It shields end users from intricate system components.
For instance, let's use the Facade Design pattern to determine how much the franchise you want to buy will cost you.
UML Diagram:

//Franchises package FacadeDesignPattern; public interface Franchises { public void franchiseOptions(); public void franchiseCost(); } //KFC public class KFC implements Franchises { public void franchiseOptions() { System.out.println("KFC"); } public void franchiseCost() { System.out.println("Rs 3,00,00,000"); } } //McDonalds package FacadeDesignPattern; public class McDonalds implements Franchises { public void franchiseOptions() { System.out.println("McDonalds"); } public void franchiseCost() { System.out.println("Rs 90,00,000"); } } //Dominos package FacadeDesignPattern; public class Dominos implements Franchises { public void franchiseOptions() { System.out.println("Dominos"); } public void franchiseCost() { System.out.println("Rs 80,00,000"); } } //FranchiseServiceReg package FacadeDesignPattern; public class FranchiseServiceReg { private Franchises KFC; private Franchises McDonalds; private Franchises Dominos; public FranchiseServiceReg(){ KFC = new KFC(); McDonalds = new McDonalds(); Dominos = new Dominos(); } public void BuyKFCFranchise(){ KFC.franchiseOptions(); KFC.franchiseCost(); } public void BuyMcDonaldsFranchise(){ McDonalds.franchiseOptions(); McDonalds.franchiseCost(); } public void BuyDominosFranchise(){ Dominos.franchiseOptions(); Dominos.franchiseCost(); } } //Client package FacadeDesignPattern; import java.io.BufferedReader; import java.io.IOException; import java.io.InputStreamReader; public class Client { private static int choice; public static void main(String args[]) throws NumberFormatException, IOException{ do{ System.out.print("Welcome to Franchises Service Registration...!n"); System.out.print(" 1. KFC n"); System.out.print(" 2. McDonalds n"); System.out.print(" 3. Dominos n"); System.out.print(" 4. EXIT n"); System.out.print("Please Enter your Franchises franchiseOptions Number: "); BufferedReader br=new BufferedReader(new InputStreamReader(System.in)); choice=Integer.parseInt(br.readLine()); FranchiseServiceReg sp=new FranchiseServiceReg(); switch (choice) { case 1: { sp.BuyKFCFranchise(); } break; case 2: { sp.BuyMcDonaldsFranchise(); } break; case 3: { sp.BuyDominosFranchise(); } break; default: { System.out.println("Please Check the input and try again"); } return; } }while(choice!=4); } }
Output:
Welcome to Franchises Service Registration...! 1. KFC 2. McDonalds 3. Dominos 4. EXIT Please Enter your Franchises franchiseOptions Number: 1 KFC Rs 3,00,00,000
Both patterns make use of a dispatcher component together with Front controller and Helpers. The front controller assigns View Helpers the task of content retrieval in Service to worker. Additionally, the controller of duties including permission and authentication.
The content retrieval task is not given to helpers by the Controller in the dispatcher view. Views perform the majority of the work.
It identifies a family of functionalities, unifies them, and makes them interchangeable. The term "policy" also refers to the strategy pattern.
Advantage:
It is made to serve as a stand-in for sub-classes.
We'll use a calculator as an example. There are five separate tasks we must complete. The Calculator class will include all five of these operations, and the Strategy Design Pattern will be used to run the application.
UML Diagram:
//Calculator package StrategyPattern; public interface Calculator { public float calc(float a, float b); } //Add package StrategyPattern; public class add implements Calculator{ public float calc(float a, float b) { return a+b; } } //Sub package StrategyPattern; public class sub implements Calculator{ public float calc(float a, float b) { return a-b; } } //Mul package StrategyPattern; public class mul implements Calculator{ public float calc(float a, float b) { return a*b; } } //Div package StrategyPattern; public class div implements Calculator{ public float calc(float a, float b) { return a/b; } } //Mod package StrategyPattern; public class mod implements Calculator{ public float calc(float a, float b) { return a%b; } } //Query package StrategyPattern; public class Query { private Calculator calci; public Query(Calculator calci){ this.calci = calci; } public float executeStrategy(float num1, float num2){ return calci.calc(num1, num2); } } //Strategy package StrategyPattern; import java.io.BufferedReader; import java.io.IOException; import java.io.InputStreamReader; public class Strategy { public static void main(String[] args) throws NumberFormatException, IOException { BufferedReader br=new BufferedReader(new InputStreamReader(System.in)); System.out.print("Enter the first value: "); float value1=Float.parseFloat(br.readLine()); System.out.print("Enter the second value: "); float value2=Float.parseFloat(br.readLine()); Query query = new Query(new add()); System.out.println("Addition = " + query.executeStrategy(value1, value2)); query = new Query(new sub()); System.out.println("Subtraction = " + query.executeStrategy(value1, value2)); query = new Query(new mul()); System.out.println("Multiplication = " + query.executeStrategy(value1, value2)); query = new Query(new div()); System.out.println("Multiplication = " + query.executeStrategy(value1, value2)); query = new Query(new mod()); System.out.println("Multiplication = " + query.executeStrategy(value1, value2)); } }