design pattern java work book, e-book, JAVA
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Table of Contents
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Index
Design Patterns Java™ Workbook
By
Steven John Metsker
Publisher : Addison Wesley
Pub Date : March 25, 2002
ISBN : 0-201-74397-3
Pages : 496
Slots
Java programmers, you now have the resource you need to harness the considerable
power of design patterns. This unique book presents examples, exercises, and challenges
that will help you apply design pattern theory to real-world problems. Steve Metsker's
learn-by-doing approach helps you enhance your practical skills and build the confidence
you need to use design patterns effectively in mission-critical applications.
Design Patterns Java(TM) Workbook features the twenty-three foundational design
patterns introduced in the classic book Design Patterns (Addison-Wesley, 1995). In this
new, hands-on workbook, the patterns are organized into five major categories:
interfaces, responsibility, construction, operations, and extensions. Each category begins
with a chapter that reviews and challenges your ability to apply facilities built into Java.
These introductory sections are followed by chapters that explain a particular pattern in
detail, demonstrate the pattern in use with UML diagrams and Java code, and provide
programming problems for you to solve.
With this book you will build expertise in important areas such as:
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Solutions to the design pattern challenges appear in the back of the book, so you can
compare your own work to expert approaches. A brief guide to UML explains the
modeling notation, and an accompanying Web site provides all the code examples from
the book.
Through the instruction and exercises offered in Design Patterns Java(TM) Workbook,
you can fully understand the role of design patterns in Java application development, and
enhance your ability to put design patterns to work.
Copyright
Praise for Design Patterns Java™ Workbook
Foreword
Preface
Chapter 1. Introduction To Patterns
Why Patterns?
Why Design Patterns?
Why Java?
Why UML?
Why a Workbook?
The Organization of This Book
Welcome to Oozinoz!
Summary
Part I. Interface Patterns
Chapter 2. Introducing Interfaces
Ordinary Interfaces
Interfaces and Obligations
Placing Constants in Interfaces
Summary
BEYOND ORDINARY INTERFACES
Chapter 3. Adapter
Adapting in the Presence of Foresight
Class and Object Adapters
Unforeseen Adaptation
Recognizing Adapter
Summary
Chapter 4. Facade
Refactoring to Facade
Source Code Disclaimer
Facades, Utilities, and Demos
Summary
Chapter 5. Composite
An Ordinary Composite
Recursive Behavior in Composites
Trees in Graph Theory
Composites with Cycles
Consequences of Cycles
Summary
Chapter 6. Bridge
A Classic Example of Bridge: Drivers
Refactoring to Bridge
A Bridge Using the List Interface
Summary
Part II. Responsibility Patterns
Chapter 7. Introducing Responsibility
Ordinary Responsibility
Controlling Responsibility with Visibility
Summary
Beyond Ordinary Responsibility
Chapter 8. Singleton
Singletons and Threads
Recognizing Singleton
Chapter 9. Observer
A Classic Example: Observer in Swing
Model/View/Controller
Maintaining an Observable Object
Summary
Chapter 10. Mediator
A Classic Example: GUI Mediators
Summary
Chapter 11. Proxy
A Classic Example: Image Proxies
Image Proxies Reconsidered
Remote Proxies
Singleton Mechanics
Summary
Relational Integrity Mediators
Summary
Chapter 12. Chain of Responsibility
Varieties of Lookup
Refactoring to Chain of Responsibility
Anchoring a Chain
Chain of Responsibility without Composite
Summary
Chapter 13. Flyweight
Recognizing Flyweight
Immutability
Sharing Flyweights
Summary
Part III. Construction Patterns
Chapter 14. Introducing Construction
Ordinary Construction
Superclass Collaboration
Collaboration within a Class
Summary
Beyond Ordinary Construction
Chapter 15. Builder
Building from a Parser
Building under Constraints
Building a Counteroffer
Summary
Chapter 16. Factory Method
Recognizing Factory Method
A Classic Example of Factory Method: Iterators
Taking Control of Which Class to Instantiate
Factory Method in Parallel Hierarchies
Summary
Chapter 17. Abstract Factory
Abstract Factories for Families of Objects
Packages and Abstract Factories
Abstract Factories for Look-and-Feel
Summary
Chapter 18. Prototype
Prototypes as Factories
Extracting the Immutable Part of a Flyweight
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