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Design patterns: elements of reusable object-oriented software

By: Contributor(s): Material type: TextTextSeries: Addison-Wesley Professional Computing SeriesPublication details: Pearson Education 1995 DelhiDescription: xv, 395 p. Includes bibliography and indexISBN:
  • 9788131700075
Subject(s): DDC classification:
  • 005.12 G2D3
Summary: Four software designers present a catalogue 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 catalogue recurring designs in object-oriented systems.--From publisher description. https://trove.nla.gov.au/work/31203365?q=Design+patterns+%3A+elements+of+reusable+object-oriented+software&c=book&sort=holdings+desc&_=1575361502960&versionId=37847663
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Holdings
Item type Current library Collection Call number Status Date due Barcode Item holds
Book Book Ahmedabad General Stacks Non-fiction 005.12 G2D3 (Browse shelf(Opens below)) Available 200729
Total holds: 0

Preface
Foreword
Guide to readers
1. Introduction
1.1. What Is a Design Pattern?
1.2. Design Patterns in Smalltalk MVC
1.3. Describing Design Patterns
1.4. The Catalog of Design Patterns
1.5. Organizing the Catalog
1.6. How Design Patterns Solve Design Problems
1.7. How to Select a Design Pattern
1.8. How to Use a Design Pattern
2. A Case Study: Designing a Document Editor
2.1. Design Problems
2.2. Document Structure
2.3. Formatting
2.4. Embellishing the User Interface
2.5. Supporting Multiple Look-and-Feel Standards
2.6. Supporting Multiple Window Systems
2.7. User Operations
2.8. Spelling Checking and Hyphenation
2.9. Summary
Design Pattern Catalog
3. Creational Patterns
Abstract Factory
Builder
Factory Method
Prototype
Singleton
Discussion of Creational Patterns
4. Structural Patterns
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
6.1. What to Expect from Design Patterns
6.2. A Brief History
6.3. The Pattern Community
6.4. An Invitation
6.5. A Parting Thought
A Glossary
B Guide to Notation
B.1. Class Diagram
B.2. Object Diagram
B.3. Interaction Diagram
C Foundation Classes
C.1. List
C.2. Iterator
C.3. ListIterator
C.4. Point
C.5. Rect
Bibliography.

Four software designers present a catalogue 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 catalogue recurring designs in object-oriented systems.--From publisher description.

https://trove.nla.gov.au/work/31203365?q=Design+patterns+%3A+elements+of+reusable+object-oriented+software&c=book&sort=holdings+desc&_=1575361502960&versionId=37847663

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