a well-written and concise article. Transferred from: http://dev.yesky.com/378/2012378.shtml
Because [GOF95] is the first of a book on software patterns and is one of the most popular books in oo design theory, some people often use the term design pattern to refer to any type of schema, design, or program implementation that directly deals with software. Others emphasize the partitioning of three different levels of
Why do you want to learn design patterns
Getting started with software architecture and design is about understanding and mastering design patterns.
Design patterns have become a "standard term" for software developers
Learning Design Patterns is a shortcut to personal improvement
No need to reinvent wheels . Learning
The basis of reusable object-oriented software-design mode, with its reusable design intention, ingenious logical thinking by the vast number of object-oriented program design is sought after. But many programmers often turn the question of thinking into what patterns they encounter. This kind of confucianism、the thinking has seriously influenced the artistry of the program design in some degree, and solidified the idea of the programmer, which violat
Design Mode----Design Mode Summary (end)
From the study of design patterns to the study of visitor patterns, the learning process of my design patterns has ended. This process lasted for several months and it was almost a snail bait crawling J. The design pattern is like Zhang Wuji's "jiuyang magic", which is very powerful. He shows object-oriented concepts a
Php design patterns-summary, php design patterns --. Notes on php design patterns-summary, php design patterns-1. general definitions of the introduction of design patterns are not mentioned. I just want to talk about the design patterns
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, iterative sub mode, responsibility chain mode, C
on the structure of head first design patterns. It can also be called the study notes of this book, but it is more about the gradual explanation of the original book, we strive to join in more personal thoughts and opinions, hoping that they will eventually resonate with everyone.
Several heroes and their predecessors have already written articles on the Design Pattern series in the garden. I have absorbed too many excellent articles from them. I wou
Interaction designers often meet this scenario: after a bit of brooding and struggling, the need for PD is quickly completed. Of course, the process is submitted to the visual designer. But in the visual design process, found that some user behavior and operation path, in the demo did not involve, Of course, the visual designer will be back to rework. This is the only way to make sure that the problem is fully designed.
If the interaction designer can fully master the interaction design princip
Common java design patterns, java Design Patterns
1. Factory design model.
Reference: http://www.cnblogs.com/zhouqiang/archive/2012/07/20/2601365.html
There are three types: Simple Factory, Factory Method, and Abstract Factory)
Simple Factory:
1. Similar Products Abstract The interface IProduct. The specific product implements this interface. 2. Define the Factory class and provide a static getPro
Understanding of Java design patterns and Java Design PatternsWhat is the design pattern? Design pattern is a set of summary of code Design experiences that are repeatedly used, known to most people, classified and catalogued.In essence, it is a combination of inheritance and interfaces. Why do we need a design model? The design pattern is used to make code reusable, make it easier for others to understand, ensure code reliability, and improve work ef
):def __init__(self): Self.name='Processserver'self.state=state.newdefboot (self):Print('booting the {}'. Format ( self) self.state=state.runningdefKill (Self, restart=True):Print('killing {}'. Format ( self) self.state= Stae.restartifRestartElseState.zobmiedefcreate_process (self, user, name):Print("trying to create process ' {} ' for user ' {} '". Format (name, user)classWindowsServer:PassclassNetworkserver:PassclassOperatingSystem:def __init__(self): Self.fs=fileserver () self.ps=Processserve
(String Person: This. Getfriends ()) {List.add (person); } //frend.setfriends (list); returnfrend; } Catch(clonenotsupportedexception e) {e.printstacktrace (); return NULL; } }} PackageChenyang;Importjava.util.ArrayList;Importjava.util.List;/*** Text of the test class * *@author65245 **/ Public classText { Public Static voidMain (string[] args) {//1. Create a direct assignment to the collectionPerson person =NewPerson (); ListNewArraylist(); List.add ("Hello"); List.add
The factory class pattern provides the pattern of creating a single class, while the builder pattern is to centralize the various products to manage, to create composite objects, so-called composite objects that refer to a class that has different properties, in fact the builder pattern is the combination of the previous abstract factory pattern and the last Test. Let's look at the code:As before, a sender interface, two implementation classes MailSender and Smssender. Finally, the Builder class
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
This article and the author of the original text has a certain deviation, which added a part of the personal view, please check the author's original text. ***
Original Connection Http://www.dofactory.com/Patterns/PatternCommand.aspx
Command mode intent:
GOF in the Book of Design Patterns: "Encapsulate a request as an object so that you can parameterize the client with different requests, queue or log re
;}}
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
(Abstractprototype theprototype) {internalprototype = Theprototype; } public void Someimportantoperation () {//During Some Important operation, imagine we need/to instantiate An object-but we don't know which.
We use//The predefined prototype object, and ask it to clone itself. AbstrActprototype x;
x = Internalprototype.cloneyourself (); Now we have two instances of the class which as as a prototype}}///
C # support for prototyping patterns
To correctly use state and policy patterns in Java applications, developers need to be aware of the differences between the two patterns. Although the structure of the state and policy patterns is very similar, they also follow the open and closed principle, representing the solid design principles of the ' O ', but their intentions are completely different. The
The iterative sub-pattern, also called the cursor pattern, is the behavior pattern of the object. Iterative sub-patterns can sequentially access an element in a cluster without exposing the aggregated interior representation (internal representation).Aggregation and Java Aggregation Multiple objects are collectively called aggregates (Aggregate), and clustered objects are container objects that can contain a set of objects. Aggregation relies on abst
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