The objects interact with each other indirectly through a mediator object that controls and coordinates the interaction. They only refer to and know about their mediator object and have no explicit knowledge of each other. The essence of the Mediator Pattern is to "define an object that encapsulates how a set of objects interact".It promotes loose coupling by keeping objects from referring to each other explicitly, and it allows their interaction to be varied independently.
However, as more classes are added to a program, especially during maintenance and/or refactoring, the problem of communication between these classes may become more complex.
This makes the program harder to read and maintain.
This thread becomes active after a component becomes realized: either Worker Threads Keep GUIs Responsive If a task needs a relatively long time to complete, then performing that task in the event dispatch thread will cause the user interface to become unresponsive for the duration of the task - the GUI becomes "locked".
Since this is undesirable, such tasks are usually performed outside the event dispatch thread, on what is commonly referred to as a worker thread.
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Usually a program is made up of a large number of classes.
Logic and computation are distributed among these classes.
And it stops the objects from being reusable and makes them hard to test.
Tightly coupled objects are hard to implement, change, test, and reuse because they refer to and know about many different objects.
Mediator - defines the interface for communication between Colleague objects Concrete Mediator - implements the Mediator interface and coordinates communication between Colleague objects.