Design patterns Elements of Reusable Object Oriented Software |
1 Introduction ...................................................... 11
1.1 What Is a Design Pattern? ...................................... 12
1.2 Design Patterns in Smalltalk MVC ............................... 14
1.3 Describing Design Patterns ..................................... 16
1.4 The Catalog of Design Patterns ................................. 18
1.5 Organizing the Catalog ......................................... 21
1.6 How Design Patterns Solve Design Problems ...................... 23
1.7 How to Select a Design Pattern ................................. 42
1.8 How to Use a Design Pattern .................................... 44
2 A Case Study: Designing a Document Editor ......................... 46
2.1 Design Problems ................................................ 46
2.2 Document Structure ............................................. 47
2.3 Formatting ..................................................... 53
2.4 Embellishing the User Interface ................................ 56
2.5 Supporting Multiple Look-and-Feel Standards .................... 60
2.6 Supporting Multiple Window Systems ............................. 64
2.7 User Operations ................................................ 72
2.8 Spelling Checking and Hyphenation .............................. 77
2.9 Summary ........................................................ 90
Design Pattern Catalog .............................................. 93
3 Creational Patterns ............................................... 94
Abstract Factory ................................................... 99
Builder ........................................................... 110
Factory Method .................................................... 121
Prototype ......................................................... 133
Singleton ......................................................... 144
Discussion of Creational Patterns .................................. 153
esign Patterns: Elements of Reusable Object-Oriented Software
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4 Structural Patterns .............................................. 155
Adapter ........................................................... 157
Bridge ............................................................ 171
Composite ......................................................... 183
Decorator ......................................................... 196
Façade ............................................................ 208
Flyweight ......................................................... 218
Proxy ............................................................. 233
Discussion of Structural Patterns ................................. 246
5 Behavioral Patterns .............................................. 249
Chain of Responsibility ........................................... 251
Command ........................................................... 263
Interpreter ....................................................... 274
Iterator .......................................................... 289
Mediator .......................................................... 305
Memento ........................................................... 316
Observer .......................................................... 326
State ............................................................. 338
Strategy .......................................................... 349
Template Method ................................................... 360
Visitor ........................................................... 366
Discussion of Behavioral Patterns ................................. 382
6 Conclusion ....................................................... 388
6.1 What to Expect from Design Patterns ........................... 388
6.2 A Brief History ............................................... 392
6.3 The Pattern Community ......................................... 393
6.4 An Invitation ................................................. 395
6.5 A Parting Thought ............................................. 396
A Glossary ......................................................... 397
B Guide to Notation ................................................ 404
B.1 Class Diagram ................................................. 404
B.2 Object Diagram ................................................ 406
B.3 Interaction Diagram ........................................... 407
C Foundation Classes ............................................... 409
C.1 List .......................................................... 409
C.2 Iterator ...................................................... 412
C.3 ListIterator .................................................. 413 esign Patterns: Elements of Reusable Object-Oriented Software
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C.4 Point ......................................................... 413
C.5 Rect .......................................................... 414
Bibliography ....................................................... 416
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