1. Design modeDesign patterns are a set of reusable, most known, categorized purposes, code design experience Summary. Design patterns are used in order to reuse code, make code easier for others to understand, and ensure code reliability. There is no doubt that
The design pattern is a solution to one or more problems. I have always wanted to learn the design model. I have also read some materials. I have also read many people's analysis and descriptions of the design model in the garden. I forgot to read it. So this time, write some content in the learning process here as learning notes and learning experiences. For fut
Design mode:The most effective way to solve a class of problems, 23 design patterns in Java.Singleton design Mode (Singleton): Resolves a class that only has one object in memoryFor example, when you use the same configuration information object for multiple programs, you need to guarantee the uniqueness of the object.
Introduction to Design Patterns
Each pattern describes a recurring problem around us, as well as the core of the solution to the problem.--Christopher Alexander
The design pattern describes a general solution to a common problem in the software design process. Object-oriented des
Bookstore Management SystemThe bookstore management system can be said to be a more classic example of design patterns and design ideas.This series will be divided into several sections on this transmission management system.Bookstore management system will be divided into: Users, books, purchase, sales and inventory of five modules, in addition to public package
First, the overall design pattern is divided into three main categories :Create five types of models: Factory method mode, abstract Factory mode, singleton mode, builder mode, prototype mode.structure mode , a total of seven kinds: Adapter mode, adorner mode, proxy mode, appearance mode, bridging mode, combined mode, enjoy the meta-mode.There are 11 types of behavioral patterns : Strategy mode, template met
What are common design patterns in android ?, Android Design ModeBuilder Mode
The most obvious sign of the builder mode is the Build class, and the most common in Android is the construction of Dialog, and the construction of Notification is also the Standard builder mode.
The Builder mode is easy to understand. If the construction of a class requires many parame
independent of the customers who use it.5. Advantages and DisadvantagesPros: Scalability is good. When we add a new module to the export, do not need to change the original code, only need to add a new import and export behavior class, and then the client side by setting the different behavior to determine the different import and export results.Cons: Increase in codeTherefore, judging the use of design patterns
class should be based on the smallest interface;
B. An interface represents a role and should not be handed over to an interface to those different roles;
C. Customers should not be forced to rely on methods they do not need.
5. dimit's LawLaw of Demeter, dump)
Also called: Least Knowledge Principle, LKP)
A class needs to call a method of another class, which can be forwarded by a third party.
Reduces the relationship between classes, reduces the coupling between classes, and improves the cla
9th: Common Design Patterns 9.1 aggregation componentsConsider providing aggregation components for commonly used attribute domains.The aggregation component is used to model the concept of a high-level (physical object), rather than to model the system-level tasks.To make the name of the aggregation component correspond to well-known system entities, such as MessageQueue, Process, or EventLog, you can make
Classification of plant design and design patterns: The factory model is divided into three categories in Java and mode:1) Simple Factory mode (simply Factory): not conducive to the production of products;2) Factory method mode (Factory): Also known as the polymorphism plant;3) Abstract Factory mode (abstract Factory): Also known as the toolbox, producing product
diagram for FilterInputStream:As can be seen, InputStream class is an abstract component exists, and FileInputStream is a specific component, it implements the abstract components of all interfaces, FilterInputStream class is the decorative role, It implements all interfaces of the InputStream class and holds a reference to the InputStream object instance, Bufferedinputstream is the specific adorner implementation, the role of this adorner class is to make the InputStream read data stored in me
Java Singleton design pattern, there are many ways to implement, the following describes some of the more famous implementation methods
A Hungry man typeThis design pattern is simple, and there is no multi-threading security problem, which is generally used in practical development.
Class Hungerydemo{private Hungerydemo () {}private static final Hungerydemo instance = new Hungerydemo ();p ubli
(' Myctrl ', function () {});④ using the Controller:Ngcontroller directive: ng-controller= "Myctrl";⑤ in the controller's callback function, the $scope object is injected, specifying the model data: $scope. variable = value;⑥ Display:{{}}--ng directive:$scope scope control objects to connect model data to views;Initialize Data--nginit:$scope object;⑦ directive:Ng-click, Ng-dbclick, Ng-focus, Ng-blur;⑧ Note:Define model data, must inject $scope;In order to identify the variables and methods decl
: Interface high cohesion is internally highly dependent and isolated as much as possible. That is, the method of internal declaration of an interface is related to a sub-module, and is required by this submodule.
Interface design is limited: If you fully follow the principle of interface separation, there will be a problem, that is, the design of the interface will be less and less, so that the number
}Singletonlazy The object is not created immediately after it is loaded into the method area, it is not created until the GetInstance method is called. This way can save memory space, but there is also a thread security problem, when thread a execution to the judgment object is null, when thread B gets execution, thread B determines that the object is null, then thread a regain execution, create the object, thread B resumes, continue to create the object. Modify the code as follows, using a sync
Introduction to Design Patterns
Each pattern describes a problem that recurs around us, and the core of the solution to the problem.--Christopher Alexander
The design pattern describes a general solution to some common problems in the software design process. The object-oriented
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