Introduction to Template Method Patterns Template method, as the name implies, is the general process of doing some tasks. If there are many self-introduction templates on the Web, the recommendation template, that is, the beginning and end of the content may be similar, and in the middle of the need for customers to modify the use. Design patterns originate from
Java design patterns cainiao series (I) Modeling and implementation of policy patterns
Reprinted please indicate the source: http://blog.csdn.net/lhy_ycu/article/details/39721563
Let's start to talk about Java design patterns today. Here we will explain it with uml graphics
Reprint: http://blog.csdn.net/u013142781/article/details/50825301
There are 23 kinds of Java Classic design patterns, which are divided into three categories: the creation mode (5 kinds), the structure pattern (7 kinds) and the behavior pattern (11 kinds).
Behavioral patterns are subdivided into 11 types: Policy mode, template method pattern, observer mode, ite
design patterns are divided into three main types: creation, structure and behavior. This article describes the structural pattern.The structure mode includes adapter mode, bridge mode, combination mode, decoration mode, appearance mode, enjoy meta-mode and proxy mode.Adapter Mode: transforms the interface of a class into another interface that the customer wants. The adapter mode makes it possible for thos
Design Patterns (3) -- Abstract Factory patterns (Absrtact Factory Pattern), absrtactpattern
Definition
The essence of the abstract factory mode is to provide interfaces to create a series of related or independent objects without specifying the specific classes of these objects.
Understanding
In software systems, there are often "a series of mutually dependen
Today in Terrylee Cnblog (http://terrylee.cnblogs.com) saw the design patterns related to the whole set of articles, beginners design patterns after reading each article to do some notes and excerpts. What is design mode and what is architecture?
Learning C # design patterns series notes (2) Observer patterns,
I. References
1. Head First Design Patterns (Chinese name: deep dive into Design Patterns)
2. Wikipedia, observer mode,
The structural design pattern solves the coupling problem between the modules from the structure of the program. The following seven modes are included:
Adapter mode: An excuse for the class can be matched to another interface
Combination mode: The combination of objects
Proxy mode: A Simple object instead of a complex object that will be called later
Appearance Mode: A class represents a subsystem
Enjoy meta mode: used to
sentence may not be easy-to-understand. To put it bluntly, it means the conventional rule. You only need to clearly describe whether the corresponding occasion is really suitable)5. pattern is a means to record the software architecture. (The meaning of this sentence is to tell you which modes are used in this software architecture, and my colleagues have stipulated that your modifications or extensions must follow the general direction of the mode, the steps against these
or after forwarding these requests. This ensures that additional functionality can be added externally without modifying the structure of a given object at run time. In object-oriented design, the extension of functionality to a given class is usually achieved through inheritance.Application Scenarios for Adorner mode:1, need to extend the functionality of a class.2, dynamic for an object to add functionality, but also can be dynamically revoked. (In
Design Patterns and concurrent producer-consumer patternsProducer-consumer mode is a classic multithreaded design pattern. It provides a good solution for collaboration between multiple threads.In producer-consumer mode, typically consists of two types of threads, that is, several producer threads and a number of consumer threads. Producer LineProcess is responsi
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2 , client-side code
static void Main (string[] args){Singleton Singleton2 = Singleton.getinstance ();Singleton Singleton3 = Singleton.getinstance ();if (Singleton2 ==singleton3){Console.WriteLine ("Instance Singleton2 is the same as instance Singleton3! ");}Console.readkey ();}
The singleton pattern can also be used without shackles, such as using the three-layer technology call class in a class:#region get its own singleton mode: UserInfo
Design Patterns-factory method patternsDr. Yan Hong's book "JAVA and patterns" describes the factory method patterns in this way: The Factory method mode is the class creation mode, also known as the Virtual Constructor mode or the Polymorphic Factory mode.The purpose of the factory method mode is to define a factory
. NET, it is often possible to take advantage of the characteristics of events and delegates to implement the observer pattern, which is a more elegant scenario.Iii. examplesWe now use events to implement the Observer pattern. We design a simple example of a credit card consumption that requires a debit to the user's account while the user is being charged, as well as an SMS alert.The credit card class is defined first, and when the consumption amount
.run(); }}The operation requires interaction, first of all, the requirement to enter the H1 model of the Hummer if there is a sound, as follows:-------H1型号悍马-------- H1型号的悍马是否需要喇叭声响?0-不需要 1-需要输入“0”后的运行结果如下所示:-------H1型号悍马-------- H1型号的悍马是否需要喇叭声响?0-不需要 1-需要0悍马H1发动... 悍马H1引擎声音是这样的... 悍马H1停车...-------H2型号悍马-------- 悍马H2发动... 悍马H2引擎声音是这样的... 悍马H2停车...The results of the operation after entering "1" are as follows:-------H1型号悍马-------- H1型号的悍马是否需要喇叭声响?0-不需要 1-需要 1悍马H1发动...悍马H1引擎声音是这样的...悍马H1鸣笛..
implementation is just a common Java class, as long as the basic needs of the singleton, you can do in the arbitrary implementation of some other functions, but static class does not. From the above summary, the basic can see the difference between the two, but, on the other hand, we finally realized that the singleton pattern, the interior is a static class to achieve, so, the two have a great correlation, but we consider the level of the problem is different. The combination of two ideas to c
I. Description of the pattern
There are a series of objects in my program, like we're going to have a bowl of rice, a cup of coffee (Coffee) ..., to take advantage of them, we have to generate them in the program according to the user's requirements, and then call the new operator one at a, This way the client will know the corresponding class information, the generated code is obviously not flexible. So we can not use the specific classes in the code, but just to show what we need, and then we
Category:
After learning about such a multi-mode model, many behavior patterns have also been designed during the learning process. What are the behavior patterns? One by one.
Iterator Mode
Http://blog.csdn.net/huo065000/article/details/24352437
Intermediary Mode
Http://blog.csdn.net/huo065000/article/details/22856883
Memorandum Mode
Http://blog.csdn.net/huo065000/articl
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