Much of the literature on software design nowadays focuses on design patterns.
Design patterns are an attempt to make the principles of good object-oriented
design more explicit. Patterns are defined as "a recurrent solution to a problem." But
using them is not as simple as following a cookbook recipe. Applying a pattern can
be daunting, since the description in a book is usually somewhat abstract and you
have to figure out how exactly to use it in a situation that is different from the example
given in the book.
Chapter Contents
- 7.1 STRATEGY
- "Hello world" using Strategy
- 7.1.2 How Strategy is useful
- 7.2 ADAPTER
- 7.2.1 Adapter for beginners
- 7.2.2 Making one template engine look like another
- 7.2.3 Adapters with multiple classes
- 7.2.4 Adapting to a generic interface
- 7.3 DECORATOR
- 7.3.1 Resource Decorator
- 7.3.2 Decorating and redecorating
- 7.4 NULL OBJECT
- 7.4.1 Mixing dark and bright lights
- 7.4.2 Null Strategy objects
- 7.5 ITERATOR
- 7.5.1 How iterators work
- 7.5.2 Good reasons to use iterators
- 7.5.3 Iterators versus plain arrays
-
7.5.4 SPL iterators
-
7.5.5 How SPL helps us solve the iterator/array conflict
- 7.6 COMPOSITE
- 7.6.1 Implementing a menu as a Composite
- 7.6.2 The basics
- 7.6.3 A fluent interface
-
7.6.4 Recursive processing
-
7.6.5 Is this inefficient?
- 7.7 SUMMARY
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