Holub on Patterns - Allen Holub

Holub on Patterns

Learning Design Patterns by Looking at Code

(Autor)

Buch | Hardcover
432 Seiten
2004 | 1st ed.
Apress (Verlag)
978-1-59059-388-2 (ISBN)
64,52 inkl. MwSt
The existing books on design patterns take a catalog approach, where they show the individual design patterns in isolation.

Holub on Patterns: Learning Design Patterns by Looking at Code teaches you design patterns in exactly this way: by looking at computer programs and analyzing them in terms of the patterns that they use.
The existing books on design patterns take a catalog approach, where they show the individual design patterns in isolation. This approach is fundamentally flawed, because you can't see how the design patterns actually function in the real world. Most programmers learn by looking at computer programs.


Holub on Patterns: Learning Design Patterns by Looking at Code teaches you design patterns in exactly this way: by looking at computer programs and analyzing them in terms of the patterns that they use. Consequently, you learn how the patterns actually occur in the real world and how to apply the patterns to solve real problems.


This book also looks at the broader context of object-oriented (OO) design and how patterns solve commonplace OO design problems. It covers many of the principles of OO design—principles not covered by most books on Java—and shows you how to apply these principles to make your code easier to maintain and debug.

Allen Holub is a design consultant, programmer, educator, and author specializing in object-oriented design, Java, C++, and systems programming. He is a contributing editor for JavaWorld, and a popular columnist appearing in many computer magazines, including Dr. Dobb's Journal and Microsoft Systems Journal.

1 Preliminaries: 00 and Design Patterns 101.- 2 Programming with Interfaces, and a Few Creational Patterns.- 3 The Game of Life.- 4 Implementing Embedded SQL.- Appendix A Design-Pattern Quick Reference.- Creational Patterns.- Abstract Factory.- Builder.- Factory Method.- Prototype.- Singleton.- Structural Patterns.- Adapter.- Bridge.- Composite.- Decorator.- Facade.- Flyweight.- Proxy.- Behavioral Patterns.- Chain of Responsibility.- Command.- Interpreter.- Iterator.- Mediator.- Memento.- Observer (Publish/Subscribe).- State.- Strategy.- Template Method.- Visitor.

Zusatzinfo 108 Illustrations, black and white; XV, 432 p. 108 illus.
Verlagsort Berkley
Sprache englisch
Maße 178 x 235 mm
Themenwelt Mathematik / Informatik Informatik Programmiersprachen / -werkzeuge
Mathematik / Informatik Informatik Software Entwicklung
Informatik Theorie / Studium Compilerbau
Schlagworte Objektorientierte Programmierung • Softwareentwicklung
ISBN-10 1-59059-388-X / 159059388X
ISBN-13 978-1-59059-388-2 / 9781590593882
Zustand Neuware
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