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There are three types of design patterns: creation, structure, and behavior. Among them, the creation type is: 1. Singleton. Singleton mode: ensure that a class has only one instance, and provide a global access point to it. 2. Abstract Factory, Abstract Factory: provides an interface for creating a series of related or mutually dependent objects without specifying their specific classes. 3. Factory Method:
? In fact, you don't have to worry about where to put it. The dimit rule gives us a solution:
If a method is put in this class, that is, the relationship between classes is not added, and there is no negative impact on this class, it is placed in the class.
4. Attention to the dimit rule (iii) -- use serialization with caution
Serialization is used to sequence object memory data so that it can be transmitted through different media. However, if our software system model is c/s and the client
maintenance, or when a third-party library is used. Example code:
View code
// Unified Access to wages Public Interface Salery { String Getsalery ();} // The agent of the technical department, because the technical department does not have access to the company's salary, you need to set up an agent of the human resources department to get the salary Class Teckdepartmentproxy: salery { Private Hrdepartment AHR; Public String Getsalery (){ If (AHR =Null ) {AHR = N
This article gives you a brief introduction of the three most commonly used design patterns in PHP: Single-instance design patterns, factory design patterns, and observer design
-oriented and design patterns. Design patterns are best practices that have been summed up by predecessors in solving some similar problems. The following five books also apply to other object-oriented languages. If you know other excellent design
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
Simple Design Mode
Introduction
Gof (Gang of Four, which refers to Erich Gamma, Richard Helm, Ralph Johnson John vlissides)'s design patterns (published in 1995) this is the first time that we have elevated the design pattern to a theoretical level and standardized it. This
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 th
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 th
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?
Design Patterns-understanding of appearance patterns
Appearance mode: provides a consistent interface for a group of interfaces in the subsystem. This mode defines a high-level interface, making the subsystem easier to use.
In the data room charging system, the appearance mode is used to remove the coupling between the U layer and the B layer. According to the pr
This article continues to introduce23 Design Mode SeriesThe Observer pattern. definitionIn the process of software building, the internal structure of collection objects often varies, but for these collection objects, we want to allow external client code to transparently access the elements contained therein while not exposing its internal structure, and this "transparent traversal" also provides the possibility for the same algorithm to operate on a
What is a pattern
Before preparing for the final exam, the trouble and the pernicious, really idle to update the article, today and you talk about the design patterns in JavaScript.
First, what we need to know is that the pattern is a reusable solution, and the reverse pattern is a bad solution for a problem.
JS Anti-pattern Common examples
1. Passing strings to settimeout and setinterval, rather than f
(class or object combination).
Effect (Consequences)
It describes the effect of pattern application and the problem that the usage pattern should weigh. Although we do not always refer to pattern effects when we describe design decisions, they are important for evaluating the costs and benefits of design selection and understanding usage patterns.
I. Overview of the pattern
The Strategy mode (strategy pattern) is similar in shape to the state mode, but somewhat different in intent. The intention is to make these algorithms interchangeable and provide a way to select the most appropriate algorithm.
In my application of OOP design process Evolution (iii) This article applies to the Strategy model, in the book's rent calculation on a variety of situations, each type of
Context.getsystemservice to obtain a system service management object, it first obtains the corresponding Servicefetcher object from the Map collection based on the service name , and then calls The GetService function of the Servicefetcher object obtains the service management object created by the Servicefetcher object. In the getservice function of the Servicefetcher object, first from the list of cache arrays maintained by the context, find if the index of the Servicefetcher object already
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
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
Design patterns are divided into three main types: creation, structure and behavior. This article describes the observer patterns, template method patterns, command patterns, state patterns, and responsibility chain
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