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 interface for creating product objects and po
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 responsible for submitting user requests, and the consumer thread is responsible for the specific
Prototype mode: Create a new object through the prototype instance, no longer need to care about the type of the instance itself, as long as the method of cloning itself, you can use this method to obtain new objects, without having to go through new to create.Prototype patterns are available in the following ways: Simple form (new object), Shallow clone, deep cloneThe previous two methods are relatively simple, I directly with deep cloning to achieve
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 share objects, where each instance does not s
Python versionhttps://github.com/faif/python-patterns/blob/master/structural/mvc.py#!/usr/bin/env python#-*-coding:utf-8-*-"""*tl;dr80separates data in GUIs from the ways it is presented, and accepted."""classModel (object):def __iter__(self):RaiseNotimplementederrordefGet (Self, item):"""Returns a object with a. Items (), call method, iterates over key,value pairs of its information.""" RaiseNotimplementederror @propertydefItem_type (self):Rai
. the difference between equals and = = Earlier we saw that both the Clone object and the equals and = = of the original object return false, whether it is a shallow copy or a deep copy. So what is the relationship between equals and = =? For basic data types, = = compares their values. For non-primitive types of objects, = = comparison is their address in memory, such as the previous oldobject and newobject the same address, while the Equals method, if it does not overwrite the quilt class, it
Before understanding the differences, let's look at how the design patterns work and make better use of one of the two (MVC design and MVP. The (MVC design and MVP) model has been used for several years. A key problem to be solved is the main focus of object-oriented, separated user interfaces and business layers.
There are also some frameworks based on which Java struts, Ror, Microsoft Smart Client software factory (CAB), Microsoft Web client softwar
So far, I have finished learning several design patterns of the created model. Let's take a look at them.
It takes a short time. It is better to create a model that is relatively simple and will not be so smooth in the future. since there is no real practice in the project, so far, I think I have not mastered it, just a little understanding of the design model.
People speak English, so I also summarize the knowledge I know about the creation-type
the parent class, the post-condition (that is, the return value of the method) of the method is stricter than that of the parent class;
Dependency inversion principle:
Invert dependency to dependency Interface
Upper-layer modules should not depend on lower-layer modules. They all depend on an abstraction;
Parent classes cannot depend on child classes. They all depend on abstract classes;
Abstraction cannot depend on or depend on abstraction;
Interface isolation principle:
The dependence of a
void Decrator (person component) {this.component = component; public override void Show () {if (component!=null) {component. Show (); }}}///base. Show ();}} class Jonson:finery {public override void Show () {Console.WriteLine ("Jeans"); Base. Show (); }} class Shose:finery {public override void Show () {Console.WriteLine ("Bull Shoes"); Base. Show (); } }}* Each functional layer is loaded together, then the inner function is called by the topmost instance
Learning JavaScript design patterns: class inheritance and javascript Design Patterns
Before doing one thing, you must first understand the benefits of doing this thing, and believe that no one is willing to do things for no reason. In general, when designing a class, we actually want to reduce repetitive code and use inheritance to do this perfectly. With the Inheritance Mechanism, you can design the exist
One of cainiao's design patterns is thought preparation and cainiao's Design Patterns
As a cainiao, we always want to become a big bull one day. In fact, we have this idea. This shows that we are a group of progressive children.
First of all, I used the most common method in the previous column. It was the code written by a programmer. I wrote five APP tutorials, with three online apps, this is actually
Design Patterns notes-Abstract Factory patterns
Abstract:Design Pattern learning-abstract factory patternThis paper introduces the basic concepts of the abstract factory model and provides the C # Programming LanguageProgramExample
Abstract Factory mode provides an interface to the client, so that the client creates objects in multiple product families without specifying a specific type. This document c
I have only been studying programming for two years and have not done any big applications yet. I joined the C language and made several small games such as Russian. Sophomore contacts win api and DX and understands C ++. At that time, I really felt that C ++ had nothing to do. It was just a high-level C. But later, I gradually discovered the depth of object-oriented design. Write in C ++
Program It is really difficult. Unlike C, it adds functions to implement functions, but considers the maint
Object-oriented Thinking of design patterns, design patterns OO
[This article is my own learning notes. You are welcome to repost it, but please note the Source: http://blog.csdn.net/jesson20121020]
Object-oriented (OO) thinking:
1. Consider classes
Term2. Consider attributes
Cannot be separated from the specific application environment3. Consideration Method 4. Consideration of the relationship between c
. 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 changes, it triggers the Notify method to no
1. Adapter mode1) Class of Adapter mode 2) The adapter mode of the object 3) adapter mode for the interfaceThe adapter for the interface is this: sometimes we write an interface with multiple abstract methods, and when we write the implementation class of the interfaces, we must implement all the methods of the interface, which is obviously sometimes wasteful, because not all methods are needed, sometimes only some, here in order to solve this problem, We introduced an interface adapter patte
client loose coupling relationship, which makes the subsystem changes will not affect the client calling it, only need to adjust the appearance of the class.3, the modification of one subsystem has no effect on other subsystems, and the internal changes of the subsystem will not affect the appearance object.Disadvantages1, the client can not be very well restricted to use the subsystem class, if the client Access subsystem classes to do too many restrictions reduce variability and flexibility.2
type T, and the return value of the same method (overloaded or overridden) of the subclass is S, then the Richter substitution principle requires s to be less than or equal to T.
3. Dependency inversion principle (DIP):
The high-level module should not rely on the bottom low-layer module, both should rely on its abstraction;
Abstraction should not depend on details;
Detail should be dependent on abstraction.
The dependency of a PS object is passed in three waysOne, the construct
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