Three basic design patterns (three of the most common in all object-oriented design patterns):① Factory mode : Use factory methods or classes to generate objects instead of directly new in codeCreate a new factory.php under the Common directory:phpnamespace Common; class factory{ staticfunction createdatabase () {
Design pattern: The most effective way to solve a certain kind of problem.23 Design Patterns in Java.Singleton design Pattern: Solving a class that only has one object in memory.The Runtime () method is designed in a single-instance design pattern.Problem solved: Ensure that
Architectural Design Source: Scenario Analysis of design patterns (1) publish-subscribe
Author: poechant
Blog: blog.csdn.net/poechant
Email: zhongchao.ustc@gmail.com
Date: February 24Th, 2012
I have read only the original English (or photocopy) books and some documents on the Internet in terms of design
: This article mainly introduces the delegated design mode of common PHP design patterns. For more information about PHP tutorials, see. Mode definition
Delegation is a method to extend and reuse the functions of a class. The method is to write an additional class to provide additional functions, and use the original class instance to provide the original funct
If the classes are tightly coupled, it is difficult to reuse them separately because they depend on each other. Therefore, a single block system is generated. You cannot modify or remove a single class unless you understand the internal relationship or involve many classes. Dense mass of the entire system are hard to learn, transplant, and maintain.
Loose coupling enhances the possibility of reusing a single class and the entire system is easy to understand, transplant, modify
Design patterns are specific solution patterns (routines) that can be reused for specific problems in a specific situation that is constantly emerging. According to the three categories of creation, structure and behavior, this paper summarizes the main points of use of 24 kinds of design
1. four essential elements of a pattern:(1) pattern name;(2) problem;(3) solution;(4) consequences: the results and trade-offs of applying the pattern.
2. One person's pattern can be another person's primitive building block.
3. The design patterns in this book are descriptions of communicating objects and classes that are customized to solve a general design p
behavior that may change and make it open. It contains three meanings: first, the interface and abstract class are used to limit the boundaries of the extension. Public methods that do not exist in the interface or abstract class are not allowed; second, the parameter type and referenced object should try to use interfaces or abstract classes instead of implementation classes. Third, the abstraction layer remains stable and cannot be modified once determined.
2) metadata (metadata) controls
User Interface Design Patterns are solutions to common design challenges, such as navigating around a app, listing data or providing feedback to users.
Mobile apps and sites have unique UI design requirements because, compared to their desktop counterparts, they're used in smaller screens and, at least with today' s mo
design mode A book introduces design patterns to the software community, which is written by Erich Gamma, Richard Helm, Ralph Johnson, and John vlissides design (commonly known as "Gang of Four"). The core concepts behind the design patt
objects; The new object is used to re-use its existing functions by delegating methods that call existing objects. In short: Use the combination/aggregation relationship as much as possible, with less inheritance.7, Dimitri Law (least known principle) (Demeter Principle)Why is it called the least known principle, that is to say: an entity should be as small as possible interaction with other entities, so that the system function module is relatively independent. This means that a software entit
Six main principles:Single duty;Opening and closing principle;Dimitri Principle;The principle of the Richter replacement;dependency inversion principle;Interface Isolation principle23 Different design modes: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, e
copy behavior of the object, you should also override the Copywithzone: methodOverrides should ensure that no new objects are created, such as:-(ID) Copywithzone: (struct _nszone *) zone {return self}5) If memory management uses non-arc, also consider overriding the Retain methodIt is necessary to ensure that the single object release is destroyed once, and retain does not make any sense, such as:-(ID) retain{return self;}
Implementation of single-instance
Introduction to Design PatternsDesign Patterns are a set of reusable, most known, categorized purposes, code design experience Summary. Design patterns are used to reuse code, make code easier for others to understand, and ensure code reliability. There is no doubt that
The examples in the book are relatively easy to understand, but because it is written by foreigners, the habit of example is not very Chinese characteristics, may occasionally look awkward, there are language habits are not Chinese wind. Of course, after reading this book, you will be able to understand exactly what design patterns can solve for you, and what problems cannot be solved for you (such as not
language is:1 , the dependencies between the modules can occur through abstraction, and the implementation class cannot have direct dependencies between them, and their dependencies are generated by interfaces or abstract classes;2 , interface, or abstract class does not depend on the implementation class;3 , implementing class-dependent interfaces or abstract classes;a more streamlined definition is "interface-oriented programming" ------OOD one of the essence. Benefits of the dependency inver
When you are constantly trying to discover new features from your application, do you find that the solution you proposed and some previously implemented things are as follows?
When you are constantly trying to discover new features from your application, do you find that the solution you proposed is so similar to something you have previously implemented? If you are a programmer (even if you start for a short time), you may answer "yes ". It seems that you have used some previous code to solve
Design principle one : single principle of responsibility Definition: There should be only one reason for a class to cause it to change. Advantages: Reduce the complexity of the class, improve the readability of the class, improve the maintainability of the system. Example: Super Human public class Superman {public void Maintains world peace () {//Superman maintains world Peace}} Extension: public class Animal {Public void Breathe (String animal) {Sys
Why design patterns? Let's take a look at the six principles and use the design pattern principles.
Introduction
I don't like reading books very much, because I forgot to read ten lines of books, so I read the left teacher and copied it to improve my memory.
This is the http://www.cnblogs.com/zuoxiaolong/p/pattern1.html of o
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