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DESIGN PATTERNS

Titre :

DESIGN PATTERNS

Caractéristiques :


Auteur(s) :GAMMA
Editeur :ADDISON WESLEY
Parution :10/1994
Langue :Anglais Anglais
Nbre de pages :395
ISBN :978-0-201-63361-0
Reliure :Hardcover
Prix :61.00 € ttc
Disponibilité :Livraison sous 2 à 10 jours ouvrables.

Couverture :


DESIGN PATTERNS

Résumé :

About Design Patterns: Elements of Reusable Object-Oriented Software

Capturing a wealth of experience about the design of object-oriented software, four top-notch designers present a
catalog of simple and succinct solutions to commonly occurring design problems. Previously undocumented, these
23 patterns allow designers to create more flexible, elegant, and ultimately reusable designs without having to
rediscover the design solutions themselves.

The authors begin by describing what patterns are and how they can help you design object-oriented software.
They then go on to systematically name, explain, evaluate, and catalog recurring designs in object-oriented systems.
With Design Patterns as your guide, you will learn how these important patterns fit into the software development
process, and how you can leverage them to solve your own design problems most efficiently.

Each pattern describes the circumstances in which it is applicable, when it can be applied in view of other design
constraints, and the consequences and trade-offs of using the pattern within a larger design. All patterns are
compiled from real systems and are based on real-world examples. Each pattern also includes code that
demonstrates how it may be implemented in object-oriented programming languages like C++ or Smalltalk.

The authors are all renowned in the object-oriented software field. Dr. Erich Gamma is a Software Engineer at
Taligent, Inc., Cupertino, California. Dr. Richard Helm is Senior Technology Consultant with DMR Group,
Montreal, Canada. Dr. Ralph Johnson is a faculty member at the University of Illinois at Urbana-Champaign's
Computer Science Department. Dr. John Vlissides conducts his research at IBM's Thomas J. Watson Research
Center in Hawthorne, New York.

Quotes of Note

"This book is an important contribution to practicing object designers and developers! Have you ever tried to
describe an idea that you don't have a precise name for? It can be frustrating. Design Patterns organizes and
presents a catalog of proven design idioms for structuring, creating, and manipulating objects. Most importantly, it
names these design constructs, allowing teams to share a common vocabulary."
- Rebecca J. Wirfs-Brock, Director, Object Technology Services, Digitalk

"Design Patterns leaves the debates about code reuse behind and shows the real key to software reuse: reusable
design. You'll find yourself applying and reusing these patterns in your own designs in no time."
- Steve Vinoski, Software Architect

"...(Design Patterns) makes two important contributions. First, it shows the role that patterns can play in
architecting complex systems. Second, it provides a very pragmatic reference to a set of well-engineered patterns
that the practicing developer can apply to crafting his or her own specific applications."
- from the Foreword by Grady Booch, Chief Scientist, Rational

"Overall, I think this book (Design Patterns) represents 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. This book is
certainly one that I shall turn to often in search of powerful object-oriented design ideas; after all, that's what reuse
is all about, isn't it?"
- Journal of Object-Oriented Programming

"Design Patterns (Addison-Wesley), by Erich Gamma, Richard Helm, Ralph Johnson, and John Vlissides, is an
amazing string that will guide you through the design maze. This much-anticipated book lives up to its full year of
advance buzz. The metaphor (and, believe me, everyone and their dog will be presenting this metaphor to you over
the next year) is of an architect's pattern book filled with time-tested, usable designs. The authors have chosen 23
patterns from decades of object-oriented experience. The brilliance of the book lies in the discipline represented by
that number...Give a copy of Design Patterns to every good programmer you know who wants to be better. It's
Ariadne's string for the labyrinth of design."
- Software Development

"This (Design Patterns) is one of the best written and wonderfully insightful books that I have read in a great long
while. Although the idea of design patterns by itself often sounds simplistic - something experienced programmers
already do unconsciously and which they tend to pooh-pooh (or at least when I attempt to describe it) - this book
establishes the legitimacy of patterns in the best way: not by argument but by example."
- C++ Report

Table of Contents

Preface

Foreword

Guide to Readers

1. Introduction
What Is a Design Pattern? * Design Patterns in Smalltalk MVC * Describing Design Patterns * The Catalog of
Design Patterns * Organizing the Catalog * How Design Patterns Solve Design Problems * How to Select a
Design Pattern * How to Use a Design Pattern

2. A Case Study: Designing a Document Editor
Design Problems * Document Structure * Formatting * Embellishing the User Interface * Supporting Multiple
Look-and-Feel Standards * Supporting Multiple Window Systems * User Operations * Spelling Checking and
Hyphenation * Summary

Design Pattern Catalog

3. Creational Patterns
Abstract Factory * Builder * Factory Method * Prototype * Singleton * Discussion of Creational Patterns

4. Structural Pattern
Adapter * Bridge * Composite * Decorator * Facade * Flyweight * Proxy * Discussion of Structural Patterns

5. Behavioral Patterns
Chain of Responsibility * Command * Interpreter * Iterator * Mediator * Memento * Observer * State * Strategy
* Template Method * Visitor * Discussion of Behavioral Patterns

6. Conclusion
What to Expect from Design Patterns * A Brief History * The Pattern Community * An Invitation * A Parting
Thought

Appendix A. Glossary

Appendix B. Guide to Notation
Class Diagram * Object Diagram * Interaction Diagram

Appendix C. Foundation Classes
List * Iterator * ListIterator * Point * Rect

Bibliography

Index


Reviewed by Kevlin Henney

This is a rare book. I mean that in two senses; it is an excellent book on software development, which is rare and
it is rare that books cover design so specifically - there is often a lot of furious hand-waving that shrouds the
apparent magic in moving from stated requirements and analysis to final code.

Patterns were an idea originally captured in the domain of architecture and communities by Christopher Alexander
and colleagues in the seventies. They describe the essence of designs or configurations that `work', i.e. concepts
proven empiric-ally to be useful and aesthetic. We are talking about successful `meta-designs' and as such this
powerful idea is directly usable by OO practitioners.

The book documents, in well structured and well-written detail, a number of these successful design solutions. It is
arranged in purpose related groups as a catalogue of 23 patterns, fully explained with diagrams and bona fide
examples.

This is not a book of invention or fiction about programming and systems development; the patterns identified in
this book are real. You should find patterns that mirror solutions that you have adopted; some that reflect a
clearer view of problems you have tackled and a couple that inspire an `Aha! That's what I'm after!'

If you have even the slightest inclination towards considering yourself a serious OO developer, this book should
be on your shelf.



Improving Object-Oriented Designs
Review by Warren Young
Copyright (C) Dr. Dobb's Journal, October, 1996

Warren, who has been programming professionally for four years, can be contacted at
tangent@cyberport.com.

Object orientation is great. It promises more reusability, extensibility, and maintainability for your programs
than previous paradigms. The problem is, these features don't just accidentally appear in a program, and it's
even hard to purposefully program them in. Instead, you must design these features into your program.
Design Patterns, and Object-Oriented Design Heuristics will help you to improve and verify your
object-oriented designs.

A Quick Overview of Design Patterns

The notion of design patterns is a significant idea that has been making waves in the mainstream development
community for a couple of years. A design pattern is a way of documenting a generalized design problem
along with its solution and the consequences of using that solution. Another important feature of design
patterns is that they have names, allowing them to become part of your vocabulary. Language is a powerful
thing, and the size of your vocabulary influences the size of the ideas that you are capable of grasping. In this
manner, patterns can help you manage complexity.

Design Patterns

Design Patterns: Elements of Reusable Object-oriented Software, by Erich Gamma, Richard Helm,
Ralph Johnson, and John Vlissides, begins with a short chapter that explains the basics of design patterns. It
also covers pattern notation and introduces the rest of the book.

The next chapter is a case study that explores the design of an object-oriented document editor. The authors
use several of the book's patterns to build a flexible design for a program. Like the rest of the book's
examples, this one really adds value, because it isn't trivial or contrived. Apparently, the program they
describe, called "Lexi," actually exists.

The rest of the book proves the case for the usefulness of patterns with 23 patterns that can enhance almost
any design. Reading through these patterns was one of the single most enlightening experiences I've had in my
programming career. For one example, this book uses polymorphism in some of the most interesting and truly
useful ways that I've ever encountered. Until I read this book, I hadn't progressed much further than the
traditional uses of polymorphism, such as the canonical abstract Shape class designed to have derived classes
like Circle and Square. Sure, simple hierarchies like these are useful, but they're really only the beginning of
the paradigm's usefulness.

One of my favorite patterns of this type is the Composite pattern, which is used to express hierarchical data,
but in a much more flexible manner than a standard n-tree. The program from the first part of the book needs
a way to describe a "document" that includes text, graphics, and layout elements. Figure 1, for instance, is an
object model that illustrates how to use the Composite pattern to model the document. The notation is based
on that presented in James Rumbaugh et al.'s Object Modeling Technique and Design (Prentice Hall,
1991). The model is loosely based on one in the book.

Client is an object that has a reference to a Glyph object. (A glyph is anything that can describe a document.)
The Row and Column classes are the Composites in this design because they own other Glyphs&emdash;the
double arrow indicates "more than one object," and the diamond indicates ownership. So, you could build a
document that is a Column that contains many Rows, which in turn contains several Characters.

Let's say that future requirements require that Shape and Table classes be added to the Glyph hierarchy.
Since these new classes are Glyphs, the composite classes can contain them just as they held Characters and
Rows before. So, you could have documents that have Rows made of some Characters and a Shape; and
Columns made of Rows, a Table, and some more Rows.

The true value of any pattern goes beyond any real-world examples. Design patterns capture the essence of a
good design in a way that allows designers to reuse it in related applications. However, the authors' choice to
illustrate each pattern with a good, real-world example serves to make them provably useful and more
understandable.

Each pattern takes up about a dozen pages. The vital parts are the intended applications, structure, and
collaborations; you can see each of these parts in the earlier example. Each pattern also includes
implementation notes and source code (mostly C++, with some Smalltalk), which document design
experience that isn't immediately obvious from the other sections of the pattern. The "Consequences" section
documents the positive and negative results of using the pattern; between this and the "Intended Use" section,
you can decide if the pattern is applicable to a given problem. The "Known Uses" section is a nice touch that
documents uses of the pattern in real-world applications. Finally, each pattern directs you to other,
complementary patterns.

Object-Oriented Design Heuristics

Design patterns are all well and fine, argues Arthur Riel in Object-Oriented Design Heuristics, but they're
too long to be used for day-to-day designing. Instead, Riel presents 61 short "heuristics" that you can
memorize and begin to use reflexively in your designs. A heuristic is similar to a rule ("A class should capture
one, and only one, key abstraction."), but isn't intended to be inviolate. Instead, it acts as a guideline that
generally indicates the correct way to design something.

This book does for object-oriented design what Scott Meyers' Effective C++: 50 Specific Ways to
Improve Your Programs and Designs (Addison-Wesley, 1992) did for C++ programming. In fact, the
books are strikingly similar in their presentation. The heuristics are organized by topic, and the logic behind
each heuristic is explained in detail. Instead of code, though, Riel uses diagrams to illustrate his points so that
the book is language independent. However, Riel does include some C++ examples at the end of the book.

Individually, Riel's heuristics are simple design rules, simply explained, most of which you will quickly agree
with. In fact, many or even most of them you've probably heard before. The book is valuable because these
heuristics have been collected in one place and justified.

The justifications are important to new designers for obvious reasons. What is interesting is that they are also
important to more experienced designers, because these explanations form an informal "Consequences" list
similar to that in the Design Patterns book. This is important, because designers often have to make tradeoffs
based on conflicting physical and logical design requirements. Also, some of the design heuristics simply don't
apply to all situations. So, knowing the consequences of violating a heuristic helps you justify your decision.

Another valuable thing about the book is that Riel doesn't just run down his list of heuristics, explaining them
as he goes. He also takes the occasional side-road to cover some related topic. For example, he touches
indirectly on Smalltalk's Model-View-Controller architecture while covering the heuristics that govern
object-oriented architectures. He even goes a bit further afield sometimes, such as when he discusses the
differences between the Booch and Rumbaugh object-oriented design techniques when discussing the
association relationship between objects. It is relevant because your choice of methodology can affect the
kind of association relationships that you will discover during the design process.

Then, just when you were convinced that Riel is presenting heuristics as direct competitors to design patterns,
along comes the tenth chapter, which explains the relationship between design patterns and heuristics. In
addition to the expected discussion, Riel transforms a few of his heuristics into effective, useful design
patterns.

I can see how you can transform design patterns into heuristics, too, and the exercise reveals something
interesting. Heuristics are the little rules that make up good design practice, and patterns are examples of what
applying these rules can do for a design. (Both sets of ideas are broader than that, but this is where they
intersect.) So, heuristics offer good advice for everyday programming, and patterns offer broader
advice&emdash;a sort of designer's cookbook.

Conclusion

Both books are excellent, technically and otherwise. Design Patterns is a real eye-opener: If you've ever
read a programming book that was just filled with amazing tricks and tips, you'll feel a bit of déjà vu with this
analogue for designers. The advice in Object-Oriented Design Heuristics will improve your designs and
even provoke some thought in other areas. Together they form a powerful tag-team. If you do any
object-oriented design at all, you will profit from having both books nearby.


Design Patterns: Elements of Reusable Object-oriented Software
Erich Gamma, Richard Helm, Ralph Johnson, John Vlissides
Addison-Wesley Publishing, 1995

Object-Oriented Design Heuristics
Arthur J. Riel
Addison-Wesley Publishing, 1996

Table des matières :

Preface.


Foreword.


Guide to Readers.


1. Introduction.


What Is a Design Pattern?



Design Patterns in Smalltalk MVC.



Describing Design Patterns.



The Catalog of Design Patterns.



Organizing the Catalog.



How Design Patterns Solve Design Problems.



How to Select a Design Pattern.



How to Use a Design Pattern.



2. A Case Study: Designing a Document Editor.


Design Problems.



Document Structure.



Formatting.



Embellishing the User Interface.



Supporting Multiple Look-and-Feel Standards.



Supporting Multiple Window Systems.



User Operations.



Spelling Checking and Hyphenation.



Summary.



Design Pattern Catalog.


3. Creational Patterns.


Abstract Factory.



Builder.



Factory Method.



Prototype.



Singleton.



Discussion of Creational Patterns.



4. Structural Pattern.


Adapter.



Bridge.



Composite.



Decorator.



Facade.



Flyweight.



Proxy.



Discussion of Structural Patterns.



5. Behavioral Patterns.


Chain of Responsibility.



Command.



Interpreter.



Iterator.



Mediator.



Memento.



Observer.



State.



Strategy.



Template Method.



Visitor.



Discussion of Behavioral Patterns.



6. Conclusion.


What to Expect from Design Patterns.



A Brief History.



The Pattern Community.



An Invitation.



A Parting Thought.



Appendix A: Glossary.


Appendix B: Guide to Notation.


Class Diagram.



Object Diagram.



Interaction Diagram.



Appendix C: Foundation Classes.


List.



Iterator.



ListIterator.



Point.



Rect.



Bibliography.


Index.

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