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GoF Design Patterns -

Could be difficult with existing classes with internal objects with circular references or which does not support copying. 16. Page 17. Logica Java Architects 



Design Patterns Elements of Reusable Object-Oriented Software

Design Patterns CD: Elements of Reusable Object-. Oriented Software. Peter Haggar Practical Java"" Programming Language Guide. David R. Hanson



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23 Patterns in 80 Minutes: a Whirlwind Java- centric Tour of the Gang-of-Four Design Patterns – Technically not a GoF pattern but close enough. Page 14. 14.



The Factory Method Design Pattern

java.sql. (Clients need to know to use the factory rather than a constructor.) Page 28.





The Effect of GoF Design Patterns on Stability: A Case Study

both capable of automatically identifying pattern occur- rences (of the GoF catalogue) in a given Java project. Both tools can be downloaded from the web.2.



The Observer Design Pattern

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The Observer Design Pattern

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Java-Design-Patterns.pdf

The patterns community that has grown over the decade-plus since the original GoF work is large and energetic. Grady. Booch and Celso Gonzalez have been 



Lecture 17: Design patterns

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The Factory Method Design Pattern

java.sql. (Clients need to know to use the factory rather than a constructor.) Page 28.





Design Patterns Elements of Reusable Object-Oriented Software

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1 Oct 2017 Simple ready-to-run code samples show how to implement design patterns by using object- oriented programming languages such as Java.



24 - All the GoF Patterns.pdf

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The idea to the book originated during the participation of a Java Architect training program taught at Logica Sverige. AB Karlstad office. During the course 





Design Pattern Implementation in Java and AspectJ

Design patterns aspect-oriented programming. 1. INTRODUCTION. The Gang-of-Four (GoF) design patterns [9] offer flexible solutions.



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11 May 2011 GoF: Gang of Four (Gamma Helm



[PDF] The GoF Design Patterns Reference

1 oct 2017 · In software engineering design patterns describe how to solve recurring Basic Java code for implementing the sample UML diagrams 1 



[PDF] 24 - All the GoF Patterns - CMU School of Computer Science

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[PDF] Design Patterns Elements of Reusable Object-Oriented Software

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[PDF] Design Patterns Elements of Reusable Object-Oriented Software

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[PDF] Les Design Pattern GoF - IGM

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[PDF] (Design Patterns)

Un design pattern traite un problème de conception récurrent Patrons de conception du GoF (1/3) Serveurs d'application (Java EE) 

  • What is GoF Design Patterns in java?

    The GoF Design Patterns are broken into three categories: Creational Patterns for the creation of objects; Structural Patterns to provide relationship between objects; and finally, Behavioral Patterns to help define how objects interact.
  • What is the command design pattern in GoF?

    The command design pattern is one of the twenty-three well-known GoF design patterns that describe how to solve recurring design problems to design flexible and reusable object-oriented software, that is, objects that are easier to implement, change, test, and reuse.
  • When would you use GoF adapter design pattern in java?

    Based on GoF The Adapter pattern is used to translate the interface of one class into another interface. This means that we can make classes work together that couldn't otherwise because of incompatible interfaces.
  • The Gang of Four (Gof) Patterns are a group of twenty three Design Patterns originally published in a seminal book entitled Design Patterns: Elements of Reusable Object-Oriented Software; the term 'Gang of Four' refers to the four authors.
ptg ptgC r e a t i o n al P a t t e r n s

Abstract Factory ( 8 7) P r o v i de an interface for creating families of r e l a t ed or d e p e n d e nt

o b j e c ts without specifying their c o n c r e te c l a s s e s .

Builder ( 9 7) S e p a r a te the construction of a c o m p l ex o b j e ct from its representation so

that the s a me construction p r o c e ss can create different r e p r e s e n t a t i o n s .

Factory Method ( 1 0 7) Define an interface f or creating an o b j e c t, b ut l et s u b c l a s s es d e -

c i de w h i ch c l a ss to instantiate. Factory M e t h od l e ts a c l a ss defer instantiation to s u b c l a s s e s .

Prototype ( 1 1 7) S p e c i fy t he kinds of o b j e c ts to c r e a te using a prototypical i n s t a n c e, a nd

create new o b j e c ts by c o p y i ng t h is prototype.

S i n g l e t on ( 1 2 7) Ensure a c l a ss only h as o ne i n s t a n c e, a nd provide a g l o b al point of

a c c e s s to it.

S t r u c t u r al P a t t e r n s

Adapter ( 1 3 9) Convert t he interface of a c l a ss into another interface c l i e n ts e x p e c t.

Adapter l e ts c l a s s es work t o g e t h er that c o u l d n 't o t h e r w i se b e c a u se of incompat-

i b le interfaces.

B r i d ge ( 1 5 1) D e c o u p le an abstraction from i ts implementation so that t he t wo c an vary

i n d e p e n d e n t l y .

C o m p o s i te ( 1 6 3) C o m p o se o b j e c ts into t r ee structures to r e p r e s e nt part-whole hierar-

c h i e s. C o m p o s i te l e ts c l i e n ts treat individual o b j e c ts a nd c o m p o s i t i o ns of o b j e c ts

uniformly.

Decorator ( 1 7 5) Attach additional r e s p o n s i b i l i t i es to an o b j e ct dynamically. Decorators

provide a flexible alternative to s u b c l a s s i ng for extending functionality.

F a c a de ( 1 8 5) Provide a unified interface to a set of interfaces in a s u b s y s t e m. Facade

defines a h i g h e r - l e v el interface that makes the subsystem e a s i er to u s e .

F l y w e i g ht ( 1 9 5) U se s h a r i ng to support l a r ge numbers of fine-grained o b j e c ts effi-

c i e n t l y .

P r o xy ( 2 0 7) P r o v i de a surrogate or p l a c e h o l d er for another o b j e ct to control a c c e ss to

it. ptgB e h a v i o r al P a t t e r n s Chain of Responsibility ( 2 2 3) Avoid coupling the sender of a request to its r e c e i v er by

g i v i ng more than one o b j e ct a c h a n ce to handle the r e q u e s t. C h a in the r e c e i v i ng

objects and pass the request along the chain until an object handles it. Command ( 2 3 3) Encapsulate a request as an o b j e c t, thereby letting you parameter- ize clients with different requests, queue or log requests, and support undoable operations. Interpreter ( 2 4 3) Given a language, define a represention for its grammar along with an interpreter that uses the representation to interpret s e n t e n c es in the language. Iterator ( 2 5 7) Provide a way to a c c e ss the elements of an aggregate object sequentially without e x p o s i ng its underlying representation. Mediator ( 2 7 3) Define an object that encapsulates how a set of o b j e c ts interact. Me-

diator promotes l o o se c o u p l i ng by k e e p i ng o b j e c ts from referring to e a ch o t h er

explicitly, and it lets you vary their interaction independently. Memento ( 2 8 3) Without violating encapsulation, capture and externalize an object's internal state so that the object can be restored to this state later. Observer ( 2 9 3) Define a one-to-many dependency between objects so that when one object changes state, all its dependents are notified and updated automatically. State ( 3 0 5) Allow an object to alter its behavior when its internal state changes. The o b j e ct w i ll appear to c h a n ge i ts c l a s s . Strategy ( 3 1 5) Define a family of algorithms, encapsulate each o n e, and make them

i n t e r c h a n g e a b l e. Strategy l e ts the algorithm vary independently from c l i e n ts that

use it.

Template Method ( 3 2 5) Define the s k e l e t on of an algorithm in an o p e r a t i o n, deferring

some steps to subclasses. Template Method l e ts subclasses redefine certain steps of an algorithm without changing the algorithm's structure. Visitor ( 3 3 1) Represent an operation to be performed on the elements of an object structure. Visitor l e ts you define a new operation without changing the c l a s s es of the elements on which it operates. ptgThis page intentionally left blank ptgD e s i g n Patterns ptgA d d i s o n - W e s l ey P r o f e s s i o n al C o m p u t i ng S e r i e s

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W i l l i am R. C h es wick /Steven M. Bellovin/Aviel D. Rubin, Firewalls and Internet Security, Second Edition: Repelling

the Wily Hacker D a v id A. Curry, UNIX® System Security: A Guide for Users and System Administrators S t e p h en C. Dewhurst, C++ Gotchas: Avoiding Common Problems in Coding and Design

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Oriented Software

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ptgD e s i g n Patterns E l e m e n t s of Reusable Object-Oriented Software

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J o h n V l i s s i d e s

Boston • San F r a n c i s co • New York • Toronto • Montreal London • Munich • P a r is • Madrid Capetown • Sidney • Tokyo • Singapore • Mexico City

ptgM a t e r i al f r om A Pattern Language: Towns/Buildings/Construction by C h r i s t o p h er A l e x a n d e r,

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Design Patterns : e l e m e n ts of reusable o b j e c t - o r i e n t ed software / Erich Gamma ... [et al.].

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ptgTo Karin - E.G.

To Sylvie

- R.H.

To Faith

-R.J.

To Dru Ann and Matthew

Joshua 24:15b

- J.v. ptgP r a i se for Design Patterns: Elements of Reusable

Object-Oriented Software

" T h is is one of the best written and wonderfully insightful books that I have r e ad in a g r e at l o ng while...this

b o ok e s t a b l i s h es the legitimacy of patterns in the b e st way: not by argument but by example."

- S t an L i p p m a n, C++ Report

" . . . t h is new b o ok by Gamma, Helm, Johnson, and Vlissides promises to have an important and lasting

impact on the d i s c i p l i ne of software design. B e c a u se Design Patterns bills i t s e lf as being c o n c e r n ed with

o b j e c t - o r i e n t ed software a l o n e, I fear that software developers outside the object community may i g n o re it.

This would be a shame. T h is b o ok has s o m e t h i ng for everyone who designs software. All software design-

ers use patterns; understanding better the reusable abstractions of our work can only make us better at i t . "

- Tom D e M a r c o, IEEE Software

" O v e r a l l, I think this b o ok r e p r e s e n ts an extremely valuable and unique contribution to the field because

it captures a wealth of object-oriented design experience in a compact and reusable form. T h is b o ok is

certainly one that I s h a ll turn to often in s e a r ch of powerful object-oriented design i d e a s; after a l l, that's

what r e u se is all about, isn't i t ? " - S a n j iv G o s s a i n, Journal of Object-Oriented Programming

" T h is much-anticipated b o ok lives up to its full year of advance buzz. The metaphor is of an architect's

pattern b o ok filled with t i m e - t e s t e d, usable designs. The authors have chosen 23 patterns from d e c a d es of

o b j e c t - o r i e n t ed e x p e r i e n c e. The b r i l l i a n ce of the b o ok l i es in the discipline represented by that number.

Give a c o py of Design Patterns to every g o od programmer you know who wants to be b e t t e r . " - L a r ry O ' B r i e n, Software Development

" T he s i m p le fact of the matter is that patterns have the potential to permanently a l t er the software

engineering field, catapulting it into the r e a lm of true elegant design. Of the b o o ks to d a te on this subject,

Design Patterns is far and away the best. It is a b o ok to be read, studied, internalized, and l o v e d. The b o ok

will forever change the way you view software." - S t e ve Bilow, Journal of Object-Oriented Programming

"Design Patterns is a powerful book. After a m o d e st investment of time with it, m o st C++ programmers

w i ll be a b le to s t a rt applying i ts " p a t t e r n s" to produce better software. T h is b o ok d e l i v e rs i n t e l l e c t u al

l e v e r a g e: c o n c r e te t o o ls that help us think and express ourselves more effectively. It may fundamentally

change the way you think about programming. - Tom Cargill, C++ Report ptgC o n t e n t s

P r e f a c e xi

F o r e w o r d xiii

Guide to Readers xv

1 Introduction 1

1 . 1 What Is a Design Pattern? 2

1 . 2 Design Patterns in Smalltalk MVC 4

1 . 3 Describing Design Patterns 6

1 . 4 The Catalog of Design Patterns 8

1 . 5 Organizing the Catalog 9

1 . 6 How Design Patterns Solve Design Problems 11

1 . 7 H o w t o Select a Design Pattern 28

1 . 8 H o w t o U s e a Design Pattern 29

2 A Case Study: Designing a D o c u m e n t Editor 33

2 . 1 Design Problems 33

2 . 2 Document Structure 35

2 . 3 Formatting 40

2.4 Embellishing the User Interface . 43

2 . 5 Supporting Multiple Look-and-Feel Standards 47

2 . 6 Supporting Multiple Window Systems 51

2 . 7 User Operations i 58

2 . 8 Spelling Checking and Hyphenation 64

v i i ptgv i i i CONTENTS

2 . 9 Summary 76

D e s i gn P a t t e rn C a t a l og 7 9

3 C r e a t i o n al P a t t e r ns 81

A b s t r a ct F a c t o ry 87

B u i l d er 97

F a c t o ry M e t h od 1 07

Prototype 1 17

S i n g l e t on 1 2 7

D i s c u s s i on of C r e a t i o n al Patterns 1 3 5

4 S t r u c t u r al P a t t e r ns 1 37

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