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Design patterns : elements of reusable object-oriented software / Erich Gamma [and others].

Contributor(s): Gamma, Erich.
Material type: TextTextSeries: Addison-Wesley professional computing series: Publisher: Reading, Mass. : Addison-Wesley, ©1995Description: xv, 395 pages : illustrations ; 25 cm.Content type: text Media type: unmediated Carrier type: volumeISBN: 0201633612; 9780201633610.Subject(s): Object-oriented programming (Computer science) | Computer software -- Reusability | Software patterns | Langages à objets (Informatique) | Logiciels -- Réutilisation | Logiciels -- Modèles de conception | Architecture logicielle | Génie logiciel | Computer software -- Reusability | Object-oriented programming (Computer science) | Software patterns | Object-georiënteerd programmeren | Hergebruik | Objektorientierte Programmierung | Softwareentwicklung | Softwarewiederverwendung | Entwurfsmuster | Computacao (metodologia e tecnicas) | Programacao de computadores | Programmation orientée objets (informatique) | Logiciels -- Réutilisation | Object-oriented programming -- Design patterns | objektum-orientált programozás -- tervezési minták | Computer software | Object-orientated programming (Computer science)Additional physical formats: Online version:: Design patterns.Online resources: The Class of 1924 Book Fund Home Page
Contents:
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.
Summary: Four software designers present a catalog of simple and succinct solutions to commonly occurring design problems, using Smalltalk and C++ in example code. 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 go on to systematically name, explain, evaluate, and catalog recurring designs in object-oriented systems.--From publisher description.
Item type Current location Collection Call number Copy number Status Date due Barcode Item holds
Kirkland Campus
General QA 76.64 .D47 1995 lcc Available 30579003980957
Total holds: 0

Includes bibliographical references (pages 375-381) and index.

Four software designers present a catalog of simple and succinct solutions to commonly occurring design problems, using Smalltalk and C++ in example code. 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 go on to systematically name, explain, evaluate, and catalog recurring designs in object-oriented systems.--From publisher description.

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.