Design patterns : elements of reusable object-oriented software


Design patterns : elements of reusable object-oriented software

Erich Gamma ... [et al.] ; [foreword by Grady Booch]

(Addison-Wesley professional computing series)

Addison-Wesley, c1995

大学図書館所蔵 件 / 68



Bibliography: p. 375-381

Includes index



Capturing a wealth of experience about the design of object-oriented software, four top-notch designers present a catalog of simple and succinct solutions to commonly occurring design problems. Previously undocumented, these 23 patterns allow designers to create more flexible, elegant, and ultimately reusable designs without having to rediscover the design solutions themselves. The authors begin by describing what patterns are and how they can help you design object-oriented software. They then go on to systematically name, explain, evaluate, and catalog recurring designs in object-oriented systems. With Design Patterns as your guide, you will learn how these important patterns fit into the software development process, and how you can leverage them to solve your own design problems most efficiently.


Preface. Foreword. Guide to Readers. 1. Introduction. What Is a Design Pattern? Design Patterns in Smalltalk MVC. Describing Design Patterns. The Catalog of Design Patterns. Organizing the Catalog. How Design Patterns Solve Design Problems. How to Select a Design Pattern. How to Use a Design Pattern. 2. A Case Study: Designing a Document Editor. Design Problems. Document Structure. Formatting. Embellishing the User Interface. Supporting Multiple Look-and-Feel Standards. Supporting Multiple Window Systems. User Operations. Spelling Checking and Hyphenation. Summary. Design Pattern Catalog. 3. Creational Patterns. Abstract Factory. Builder. Factory Method. Prototype. Singleton. Discussion of Creational Patterns. 4. Structural Pattern. Adapter. Bridge. Composite. Decorator. Facade. Flyweight. Proxy. Discussion of Structural Patterns. 5. Behavioral Patterns. Chain of Responsibility. Command. Interpreter. Iterator. Mediator. Memento. Observer. State. Strategy. Template Method. Visitor. Discussion of Behavioral Patterns. 6. Conclusion. What to Expect from Design Patterns. A Brief History. The Pattern Community. An Invitation. A Parting Thought. Appendix A: Glossary. Appendix B: Guide to Notation. Class Diagram. Object Diagram. Interaction Diagram. Appendix C: Foundation Classes. List. Iterator. ListIterator. Point. Rect. Bibliography. Index.

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