摘要:[Design Pattern] Summary of Design Pattern(to be continued)
Before Patterns
Design is not just what it looks like and feels like. design is how it works. - Steve Jobs
Design is to design a design to produce a design.
Selection is not design, design is a decision.
OOD Six Essentials
- Class, Object, Instance
- Interface
- Inheritance
- Polymorphism
- Composition
- Delegation
OOD Six Principle
- 模組化
- 少耦合多內聚
- 找出hot spot
- 多樣性原則
- Progamming to an Interface, not an Implementation
- Favor object composition over class inheritance
Design Patterns Intro
- 一再重複出現的東西、事件、現象、行為都可稱為模式
-
Each pattern is a three-part rule:context, problem, solution=> A pattern is a proven solution to a recurring problem in a specific context, and more.
- Context(內容-解決前)
- Problem(問題本身)
- Forces(作用力-問題的限制或特性)
- Solution(解決問題的方法)
- Resulting Context(解決後之內容-套用解決方法後的結果)
依據用途,設計模式可分為三大類
-
Creational Patterns (生成模式)
- Abstract Factory
- Builder
- Factory Method
- Prototype
- Singleton
-
Structural Patterns (結構模式)
- Adapter
- Bridge
- Composite
- Decorator
- Façade
- Flyweight
- Proxy
-
Behavioral Patterns (行為模式)
- Chain of Responsibility
- Command
- Interpreter
- Iterator
- Mediator
- Memento
- Observer
- State
- Strategy
- Template Method
- Visitor
依據內部關係,設計模式可分為另 外三大類
-
Abstract Coupling (抽象耦合)
- State
- Factory Method
- Observer
- Bridge
- Builder
- Command
- Iterator
- Visitor
- Interpreter
- Mediator
- Adapter
- Prototype
- Proxy
- Strategy
-
Recursive Structures (遞迴結構)
- Composite
- Chain of Responsibility
- Decorator
-
Other Patterns (其他)
- Abstract Factory
- Flyweight
- Singleton
- Template Method
- Memento
GoF書的23個設計模式
- 5個生成模式 – Abstract Factory, Builder, Factory Method, Prototype, Singleton
- 7個結構模式 – Adapter, Bridge, Composite, Decorator, Façade, Flyweight, Proxy
- 11個行為模式 – Chain of Responsibility, Command, Interpreter, Iterator, Mediator, Memento, Observer, State, Strategy, Template Method, Visitor
Other
參考資源
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