Design Pattern: the basis for reusable Object-Oriented Software

Source: Internet
Author: User
Design Mode: the basis for reusable Object-Oriented Software

 

Author: [us] Erich Gamma/Richard helm/Ralph Johnson/John vlissides
Translator: Li /Ma Xiaoxing/CAI min/Liu Jianzhong
Press: Machinery Industry Press
Publishing year: 2000-9
Page: 254
Pricing: 35.00 RMB
Frame loading: 16-open
Books: computer science books
ISBN: 9787111075752

Douban: http://book.douban.com/subject/1052241/
Dangdang: http://product.dangdang.com/product.aspx? Product_id = 71052

 

Directory

Preface
Preface
Reader's Guide
Chapter 1 Introduction
1.1 What is the design model
1.2 Design Pattern in Smalltalk MVC
1.3 describe the design mode
1.4 Design Pattern Cataloguing
1.5 organize Cataloguing
1.6 how the design model solves design problems
1.7 How to select the design mode
1.8 How to Use the design model
Chapter 2 Case Study: design a document Editor
2.1 Design Problems
2.2 document structure
2.3 format
2.4 modify user interface
2.5 supports multiple visual standards
2.6 support for multiple window systems
2.7 user operations
2.8 spelling check and word breaking
Conclusion 2.9
Chapter 3 Creation Mode
3.1 abstract factory-object Creation Mode
3.2 builder-object Creation Mode
3.3 factory method (Factory method) -- Object Creation Mode
3.4 prototype-object Creation Mode
3.5 Singleton (single piece)-object Creation Mode
Chapter 4 Structure Mode
4.1 adapter-Object Schema
4.2 bridge-Object Schema
4.3 composite (composition)-object structure mode
4.4 decorator-Object Schema
4.5 facade (appearance)-Object Schema
4.6 flyweight-Object Schema
4.7 proxy-Object Schema
4.8 discussion on Structural Models
Chapter 5 behavior patterns
5.1 chain of responsibil ity (responsibility chain) -- Object Behavior Model
5.2 command-object behavior mode
5.3 interpreter (Interpreter) -- class behavior mode
5.4 iterator (iterator)-object behavior pattern
5.5 mediator-object behavior mode
5.6 memento-object behavior mode
5.7 observer (observer)-object behavior mode
5.8 state-object behavior mode
5.9 strategy-object behavior mode
5.10 template method-class behavior mode
5.11 visitor (visitor)-object behavior mode
5.12 discussion on behavior patterns
Chapter 6 conclusion
6.1 what will the design model bring?
6.2 A set of general design vocabulary
6.3 auxiliary means for document writing and learning
6.4 supplement to existing methods
6.5 reconstruction goals
A Brief History of 6.6 books
6.7 Mode
6.8 Alexander's Pattern Language
6.9 modes in Software
6.10 invite participants
6.11 parting feelings
Appendix A vocabulary
Appendix B symbolic Guide
Appendix C basic classes
References

 

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