Most programmers learn by looking at computer programs. This book teaches you design patterns in exactly this way: by looking at computer programs and analyzing them in terms of the patterns that they use. Consequently, you learn how the patterns actually occur in the real world, and how to apply the patterns to solve real problems. This book also looks at the broader context of OO design and how the patterns solve commonplace OO design problems. It covers many of the principles of OO design-principles not covered by most books on Java-and shows you how to apply these principles to make your code easier to maintain and debug.
Auflage
Sprache
Verlagsort
Verlagsgruppe
Springer-Verlag Berlin and Heidelberg GmbH & Co. KG
Zielgruppe
Für Beruf und Forschung
Professional/practitioner
Illustrationen
108
108 s/w Abbildungen
XV, 432 p. 108 illus.
Maße
Höhe: 235 mm
Breite: 191 mm
Dicke: 24 mm
Gewicht
ISBN-13
978-1-4302-5361-7 (9781430253617)
DOI
10.1007/978-1-4302-0725-2
Schweitzer Klassifikation
Allen Holub is a design consultant, programmer, educator, and author specializing in object-oriented design, Java, C++, and systems programming. He is a contributing editor for JavaWorld, and a popular columnist appearing in many computer magazines, including Dr. Dobb's Journal and Microsoft Systems Journal.
1 Preliminaries: 00 and Design Patterns 101.- 2 Programming with Interfaces, and a Few Creational Patterns.- 3 The Game of Life.- 4 Implementing Embedded SQL.- Appendix A Design-Pattern Quick Reference.- Creational Patterns.- Abstract Factory.- Builder.- Factory Method.- Prototype.- Singleton.- Structural Patterns.- Adapter.- Bridge.- Composite.- Decorator.- Facade.- Flyweight.- Proxy.- Behavioral Patterns.- Chain of Responsibility.- Command.- Interpreter.- Iterator.- Mediator.- Memento.- Observer (Publish/Subscribe).- State.- Strategy.- Template Method.- Visitor.