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JAVA設計模式(第二版 英文影印版)

JAVA設計模式(第二版 英文影印版)

定 價:¥75.00

作 者: (美)Steven John Metsker;William C. Wake
出版社: 人民郵電出版社
叢編項: 典藏原版書苑
標 簽: Java

ISBN: 9787115155696 出版時間: 2007-04-01 包裝: 精裝
開本: 16開 頁數(shù): 600 字數(shù):  

內容簡介

  本書可以讓讀者在親手實踐中深刻領會并全面掌握Java軟件項目中設計模式的巨大力量。本書采取學用結合的實用手冊形式,帶領讀者應用Java的最新特性,實踐23種原始模式的最佳做法。.Steve Metsker 和 Bill Wake憑借豐富的Java教學和編程經驗,在講解每一個模式時都輔以真實的Java程序、清晰的UML圖表和趣味盎然的練習,使讀者可以很快從理論過渡到實踐――學會如何改進新的代碼和重構已有代碼,使其簡潔、可管理且性能優(yōu)良。..如果您是Java程序員,既想節(jié)省時間,又想寫出更好的代碼,本書中的技術、技巧、清晰的講解、明快的示例會幫助您駕馭模式的力量,改進您所寫、所設計、所維護的每一個程序。本書適合有一定基礎,需要節(jié)省時間并改善代碼性能的Java程序員。...

作者簡介

  本書提供作譯者介紹Steven John Metsker 在設計模式、面向對象程序設計方法學等領域有廣泛的著述,致力于研究編寫結構清晰功能強大的軟件,在《Java Report》、《JOOP》、《Distributed Object Computing》和《Object Magazine》等雜志上發(fā)表了多篇著作。.William C. Wake是一位自由軟件顧問、指導和訓練師,有二十多年的編程經驗,著有《Refactoring Workbook》和《Extreme Programming Explored》等著作。...

圖書目錄

CHAPTER 1 INTRODUCTION 1
 Why Patterns? 1
 Why Design Patterns? 2
 Why Java? 3
 UML 4
 Challenges 4
 The Organization of This Book 5
 Welcome to Oozinoz! 6
 Summary 7
PART I INTERFACE PATTERNS 9
CHAPTER 2 INTRODUCING INTERFACES 11
 Interfaces and Abstract Classes 11
 Interfaces and Obligations 13
 Summary 15
 Beyond Ordinary Interfaces 16
CHAPTER 3 ADAPTER 17
 Adapting to an Interface 17
 Class and Object Adapters 21
 Adapting Data for a Jtable 25
 Identifying Adapters 30
 Summary 31
CHAPTER 4 FA?ADE 33
 Facades, Utilities, and Demos 33
 Refactoring to FACADE 35
 Summary 46
CHAPTER 5 COMPOSITE 47
 An Ordinary Composite 47
 Recursive Behavior in Composites 48
 Composites, Trees, and Cycles 50
 Composites with Cycles 56
 Consequences of Cycles 60
 Summary 60
CHAPTER 6 BRIDGE 63
 An Ordinary Abstraction: On the Way to BRIDGE 63
 From Abstraction to BRIDGE 66
 Drivers as BRIDGEs 68
 Database Drivers 69
 Summary 71
PART II RESPONSIBILITY PATTERNS 73
CHAPTER 7 INTRODUCING RESPONSIBILITY 75
 Ordinary Responsibility 75
 Controlling Responsibility with Visibility 77
 Summary 79
 Beyond Ordinary Responsibility 79
CHAPTER 8 SINGLETON 81
 SINGLETON Mechanics 81
 Singletons and Threads 83
 Recognizing SINGLETON 84
 Summary 86
CHAPTER 9 OBSERVER 87
 A Classic Example: OBSERVER in GUIs 87
 Model/View/Controller 92
 Maintaining an Observable Object 99
 Summary 101
CHAPTER 10 MEDIATOR 103
 A Classic Example: GUI Mediators 103
 Mediators of Relational Integrity 108
 Summary 116
CHAPTER 11 PROXY 117
 A Classic Example: Image Proxies 117
 Image Proxies Reconsidered 122
 Remote Proxies 125
 Dynamic Proxies 131
 Summary 136
CHAPTER 12 CHAIN OF RESPONSIBILITY 137
 An Ordinary Chain of Responsibility 137
 Refactoring to CHAIN OF RESPONSIBILITY 139
 Anchoring a Chain 142
 CHAIN OF RESPONSIBILITY without COMPOSITE 144
 Summary 144
CHAPTER 13 FLYWEIGHT 145
 Immutability 145
 Extracting the Immutable Part of a Flyweight 146
 Sharing Flyweights 148
 Summary 152
PART III CONSTRUCTION PATTERNS 153
CHAPTER 14 INTRODUCING CONSTRUCTION 155
 A Few Construction Challenges 155
 Summary 157
 Beyond Ordinary Construction 157
CHAPTER 15 BUILDER 159
 An Ordinary Builder 159
 Building under Constraints 162
 A Forgiving Builder 164
 Summary 165
CHAPTER 16 FACTORY METHOD 167
 A Classic Example: Iterators 167
 Recognizing FACTORY METHOD 168
 Taking Control of Which Class to Instantiate 169
 FACTORY METHOD in Parallel Hierarchies 171
 Summary 173
CHAPTER 17 ABSTRACT FACTORY 175
 A Classic Example: GUI Kits 175
 Abstract Factories and Factory Method 180
 Packages and Abstract Factories 184
 Summary 185
CHAPTER 18 PROTOTYPE 187
 Prototypes as Factories 187
Prototyping with Clones 189
Summary 192
CHAPTER 19 MEMENTO 193
 A Classic Example: Using Memento for Undo 193
 Memento Durability 201
 Persisting Mementos Across Sessions 201
 Summary 205
PART IV OPERATION PATTERNS 207
CHAPTER 20 INTRODUCING OPERATIONS 209
 Operations and Methods 209
 Signatures 211
 Exceptions 212
 Algorithms and Polymorphism 213
 Summary 214
 Beyond Ordinary Operations 215
CHAPTER 21 TEMPLATE METHOD 217
 A Classic Example: Sorting 217
 Completing an Algorithm 221
 TEMPLATE METHOD Hooks 224
 Refactoring to TEMPLATE METHOD 225
 Summary 228
CHAPTER 22 STATE 229
 Modeling States 229
 Refactoring to STATE 233
 Making States Constant 238
 Summary 240
CHAPTER 23 STRATEGY 241
 Modeling Strategies 241
 Refactoring to STRATEGY 244
 Comparing STRATEGY and STATE 248
 Comparing STRATEGY and TEMPLATE Method 249
 Summary 250
CHAPTER 24 COMMAND 251
 A Classic Example: Menu Commands 251
 Using COMMAND to Supply a Service 254
 COMMAND Hooks 255
 COMMAND in Relation to Other Patterns 257
 Summary 259
CHAPTER 25 INTERPRETER 261
 An INTERPRETER Example 261
 Interpreters, Languages, and Parsers 274
 Summary 275
PART V EXTENSION PATTERNS 277
CHAPTER 26 INTRODUCING EXTENSIONS 279
 Principles of Object-Oriented Design 279
 The Liskov Substitution Principle 280
 The Law of Demeter 281
 Removing Code Smells 283
 Beyond Ordinary Extensions 283
 Summary 285
CHAPTER 27 DECORATOR 287
 A Classic Example: Streams and Writers 287
 Function Wrappers 295
 DECORATOR in Relation to Other Patterns 303
 Summary 303
CHAPTER 28 ITERATOR 305
 Ordinary Iteration 305
 Thread-Safe Iteration 307
 Iterating over a Composite 313
 Summary 324
CHAPTER 29 VISITOR 325
 VISITOR Mechanics 325
 An Ordinary VISITOR 327
 VISITOR Cycles 333
 VISITOR Risks 338
 Summary 340
PART VI APPENDIXES 341
APPENDIX A DIRECTIONS 343
 Get the Most from This Book 343
 Understand the Classics 344
 Weave Patterns into Your Code 344
 Keep Learning 345
APPENDIX B SOLUTIONS 347
APPENDIX C OOZINOZ SOURCE 427
 Acquiring and Using the Source 427
 Building the Oozinoz Code 427
 Testing the Code with JUnit 428
 Finding Files Yourself 428
 Summary 429
APPENDIX D UML AT A GLANCE 431
 Classes 432
 Class Relationships 433
 Interfaces 435
 Objects 436
 States 437
Glossary 439
Bibliography 447
Index 449


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