Design Pattern Explained 读书笔记二——设计模式序言

设计模式的由来:

20 世纪 90 年代初,一些聪明的开发者偶然接触到 Alexander(Christopher Alexander 的建筑师) 有关模式的工作。他们非常想知道,在建筑学成立的理论,是否在软件设计中也适用。 
● 软件中是否存在不断反复出现、能够以某种同样方式解决的问题? 
● 是否可能用模式方法来设计软件,即先找出模式,然后依据这些模式 
创建特定的解决方式?

GoF 自己并没有创造书中的模式,认识到这一点非常重要。

相反。他们仅仅是 
将软件界已经存在的、反映了(针对各种详细问题的)优秀设计经验的模式识别出来。

模式的描写叙述应该包含 4 项:

● 模式的名称 
● 模式的目的。即要解决的问题 
● 实现方法 
● 为了实现该模式必须考虑的限制和约束因素 
更为详细的学习一个设计模式,应该考虑下面要点:

名称 :每一个模式都有惟一的用于标识的名称 
意图 :模式的目的 
问题: 模式要解决的问题 
解决方式 : 模式如何为问题提供适合其所处环境的一个解决 方案 
參与者和协作者: 模式所涉及的实体 
效果: 使用模式的效果。研究模式中起作用的各种因素 
实现 :模式的实现方式 注意:实现仅仅是模式的详细体现,而不能视为模式本身 
一般性结构: 显示模式典型结构的标准图






本文转自mfrbuaa博客园博客,原文链接:XXXXXXXX,如需转载请自行联系原作者

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If you have ever bought any programming books, you might have noticed that there are two types of them: books that are too short to understand the topic and books that are too long making it inevitable that you get bored. We've tried hard to avoid both of these categories with Design Patterns Explained Simply. This book is fast and simple way to get the idea behind each of the 29 popular design patterns. The book is not tied to any specific programming language and will be good for you as long as you have a basic knowledge of OOP. Most chapters are available on the website, so you can check out the simplicity of the language in the book and the way materials are presented. Why should I read this book? It's simple. It's written in clear and simple language that makes it easy to read and understand. It's short. Yes, there are no useless demos or huge code listings — just clear and easy-to-understand descriptions with many graphical examples. When you finish reading this book, you'll have good reason to go to your boss and ask him for apromotion. Why? Because using design patterns will allow you to get your tasks done twice as fast, to write better code and to create efficient and reliable software architecture. How do I become a programming ninja? The main difference between a ninja and a novice is the knowledge of secret coding tricks, as well as the awareness of most pitfalls and the ability to avoid them. Design patterns were created as a bible for avoiding problems related to software design. Doesn’t that make it a true ninja’s handbook? Table of Contents Creational patterns Abstract Factory Builder Factory Method Object Pool Prototype Singleton Structural patterns Adapter Bridge Composite Decorator Facade Flyweight Private Class Data Proxy Behavioral patterns Chain of Responsibility Command Interpreter Iterator Mediator Memento Null Object Observer State Strategy Template Method Visitor

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