11-20101115 - Introduction to OO Program Design Software...

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Introduction to OO Program Design Software College of SCU Instructor: Shu Li Email: [email protected]
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2 Unit 2.3 Advanced Class Design 2.3.4 Design Patterns 2.3.5 Singleton Pattern 2.3.6 Strategy Pattern
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3 Reference <<Design Patterns: Elements of Reusable Object- Oriented Software>> ISBN 0-201-63361-2 << - K -e >> M x - <<Head First Design Patterns >> << M x - >> ISBN: 7-5641-0165-2
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4 History Patterns originated as an architectural concept by Christopher Alexander. The Timeless Way of Building
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5 Alexander’s Pattern
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6 Alexander’s Pattern.
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7 Alexander’s Pattern. . Patterns describe a solution so that it can be applied many times without ever being the same.
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8 History In 1980s, Kent Beck and Ward Cunningham began experimenting with the idea of applying patterns to programming.
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9 History Design patterns gained popularity in computer science after the book <<Design Patterns: Elements of Reusable Object-Oriented Software>> by Erich Gamma, Richard Helm, Ralph Johnson, and John Vlissides (Gang of Four or GoF ) was published in 1994.
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10 Design Pattern Design patterns describe practical solutions to common design problems that occur repeatedly in software development. A design pattern description consists of: Pattern name A description of the problem that the pattern addresses A description of the solution (for instance: class structure) A discussion of the consequences of using the pattern
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11 Classification Creational Patterns ( o ) deal with object creation mechanisms Structural Patterns ( o ) describe how classes and objects can be combined to form larger structures. Behavioral Patterns ( o ) identify common communication patterns between objects and realize these patterns.
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12 23 Design Patterns Creational Patterns ( n ) Abstract Factory ( n ) Prototype ( n ) Singleton ( n ) Builder ( n ) Factory Method ( n ) Structural Patterns ( n ) Adapter ( n ) Bridge ( n ) Composite ( n ) Decorator ( n ) Façade ( n ) Flyweight ( n ) Proxy ( n ) Behavioral Patterns ( n ) Chain of Responsibility ( n ) Command ( n ) Iterator ( n ) Mediator ( n ) Memento ( n ) Observer ( n ) State ( n ) Strategy ( n ) Visitor ( n ) Template Method ( n ) Interpreter ( n )
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13 2.3 Advanced Class Design 2.3.4 Design Patterns 2.3.5 Singleton Pattern 2.3.6 Strategy Pattern
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14 One of a Kind In some applications, there are classes that should only be instantiated once. For instance: system clock of an operating system; one accounting system in a company; object used for logging; catalog of a library system
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15 Answer These Questions? How could you create a single object? New MyClass();
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11-20101115 - Introduction to OO Program Design Software...

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