Design Patterns: Elements of Reusable Object-Oriented Software / Edition 1by Erich Gamma, Richard Helm, Ralph Johnson, John M. Vlissides
Pub. Date: 10/31/1994
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… See more details below
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 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.
Table of Contents
Guide to Readers.
What Is a Design Pattern?
Design Patterns in Smalltalk MVC.
Describing Design Patterns.
The Catalog of Design Patterns.
Organizing the Catalog.
How Design Patterns Solve Design Problems.
How to Select a Design Pattern.
How to Use a Design Pattern.
2. A Case Study: Designing a Document Editor.
Embellishing the User Interface.
Supporting Multiple Look-and-Feel Standards.
Supporting Multiple Window Systems.
Spelling Checking and Hyphenation.
Design Pattern Catalog.
3. Creational Patterns.
Discussion of Creational Patterns.
4. Structural Pattern.
Discussion of Structural Patterns.
5. Behavioral Patterns.
Chain of Responsibility.
Discussion of Behavioral Patterns.
What to Expect from Design Patterns.
A Brief History.
The Pattern Community.
A Parting Thought.
Appendix A: Glossary.
Appendix B: Guide to Notation.
Appendix C: Foundation Classes.
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