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設(shè)計模式:可復(fù)用面向?qū)ο筌浖幕A(chǔ)(英文版)

設(shè)計模式:可復(fù)用面向?qū)ο筌浖幕A(chǔ)(英文版)

定 價:¥38.00

作 者: (美)伽瑪 等著
出版社: 機械工業(yè)出版社
叢編項: 經(jīng)典原版書庫
標 簽: 面向?qū)ο?/td>

ISBN: 9787111095071 出版時間: 2004-01-01 包裝: 膠版紙
開本: 大32開 頁數(shù): 424 字數(shù):  

內(nèi)容簡介

  Capturing a wealth of experience about the design of object-oriented software, four top-notch designers present a catalog of simple and succinct solutions to commonly occurring design problems. Previously undocumented, these 23 patterns allow designers to create more flexible, elegant, and ultimately reusable designs without having to rediscover the design solutions themselves. The authors begin by describing what patterns are and how they can help you design object-oriented software. They then go on to systematically name, explain, evaluate, and catalog recurring designs in object-oriented systems. With Design Patterns: Elements of Reusable Object-Oriented Software as your guide, you will learn how these important patterns fit into the software development process, and how you can leverage them to solve your own design problems most efficiently. Each pattern describes the circumstances in which it is applicable, when it can be applied in view of other design constraints, and the consequences and trade-offs of using the pattern within a larger design. All patterns are compiled from real systems and are based on real-world examples. Each pattern also includes code that demonstrates how it may be implemented in object-oriented programming languages like C++ or Smalltalk.

作者簡介

暫缺《設(shè)計模式:可復(fù)用面向?qū)ο筌浖幕A(chǔ)(英文版)》作者簡介

圖書目錄

Preface
Foreword
Guide to Readers
1 Introduction
1.1 What Is a Design Pattern?
1.2 Design Patterns in Smalltalk MVC
1.3 Describing Design Patterns
1.4 The Catalog of Design Patterns
1.5 Organizing the Catalog
1.6 How Design Patterns Solve Design Problems
1.7 How to Select a Design Pattern
1.8 How to Use a Design Pattern
2 A Case Study: Designing a Document Editor
2.1 Design Problems
2.2 Document Structure
2.3 Formatting
2.4 Embellishing the User Interface
2.5 Supporting Multiple Look-and-Feel Standards
2.6 Supporting Multiple Window Systems
2.7 User Operations
2.8 Spelling Checking and Hyphenation
2.9 Summary
Design Pattern Catalog
3 Creational Patterns
Abstract Factory
Builder
Factory Method
Prototype
Singleton
Discussion of Creational Patterns
4 Structural Patterns
Adapter
Bridge
Composite
Decorator
Facade
Flyweight
Proxy
Discussion of Structural Patterns
5 Behavioral Patterns
Chain of Responsibility
Command
Interpreter
Iterator
Mediator
Memento
Observer
State
Strategy
Template Method
Visitor
Discussion of Behavioral Patterns
6 Conclusion
6.1 What to Expect from Design Patterns
6.2 A Brief History
6.3 The Pattern Community
6.4 An Invitation
6.5 A Parting Thought
A Glossary
B Guide to Notation
B.1 Class Diagram
8.2 Object Diagram
B.3 Interaction Diagram
C Foundation Classes
C.l List
C.2 Iterator
C.3 ListIterator
C.4 Point
C.5 Red
Bibliography
Index

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