本书结合设计实例从面向对象的设计中精选出23个设计模式, 总结了面向对象设计中*有价值的经验, 并且用简洁可复用的形式表达出来。本书分类描述了一组设计良好、 表达清楚的软件设计模式, 这些模式在实用环境下特别有用。 本书适合大学计算机专业的学生、研究生及相关人员参考。
AI Reading Assistant
Whole-book reading guide from stratified index samples; jump to passages in the text
AI guide
【One-Line Pitch】
A field-defining catalog of 23 reusable object-oriented design patterns, showing not just what each pattern looks like but when to apply it and what trade-offs it buys you. Best for developers and students who already know an OO language (C++ or Smalltalk) and want to design systems that survive change.
【Book Arc】
- **Opening (~0%–10%)**: Frames what a design pattern is, using Smalltalk MVC as the running example, and explains the two-axis catalog (purpose × scope) that organizes all 23 patterns.
- **Early (~10%–22%)**: Walks through the design problems patterns solve — finding objects, deciding granularity, programming to interfaces rather than implementations, and anticipating change — then introduces the running case study: a document editor (Lexi).
- **Early–Middle (~22%–35%)**: Covers the creational patterns (Abstract Factory, Builder, Factory Method, Prototype, Singleton), each with intent, structure, participants, collaborations, and effects.
- **Middle (~35%–55%)**: Moves into structural patterns (Adapter, Bridge, Composite, Decorator, Facade, Flyweight, Proxy), emphasizing how objects are composed and how abstraction is separated from implementation.
- **Late (~55%–85%)**: Treats behavioral patterns (Chain of Responsibility, Command, Interpreter, Iterator, Mediator, Memento, Observer, State, Strategy, Template Method, Visitor), focused on interaction and responsibility assignment.
- **Ending (~85%–100%)**: Wraps up with how patterns relate to one another and how to select and apply them in practice; the excerpts do not cover the closing chapters in detail.
【Key Takeaways】
- **Patterns are named solutions to recurring design problems**, not code to copy (Opening): each entry documents intent, applicability, structure, participants, and consequences so you can judge fit before implementing.
- **The catalog is organized by purpose and scope** (Opening): creational / structural / behavioral crossed with class-level vs. object-level, which makes the 23 patterns navigable rather than a flat list.
- **Program to an interface, not an implementation** (Early): the book's recurring theme — declaring variables against abstract types reduces coupling and enables the substitution patterns rely on.
- **Design for change** (Early): patterns exist to let one aspect of a system vary independently; the book maps common causes of redesign to the patterns that absorb them.
- **Creational patterns decouple clients from concrete classes** (Early–Middle): Abstract Factory, Factory Method, Builder, Prototype, and Singleton each hide instantiation in a different way, trading flexibility against complexity.
- **Structural patterns manage composition and wrapping** (Middle): Adapter converts interfaces, Bridge separates abstraction from implementation, Composite builds recursive trees, Decorator adds responsibilities dynamically, Facade simplifies subsystems, Flyweight shares state, Proxy controls access.
- **Behavioral patterns assign responsibility and control interaction** (Late): Command encapsulates requests (enabling undo/redo), Iterator abstracts traversal, Observer decouples model from views, Strategy and State vary algorithm or state, Visitor adds operations without changing element classes.
- **Patterns interact and overlap** (Late): the book stresses relationships among patterns and warns that choosing one often implies trade-offs elsewhere — selection is a design decision, not a lookup.
【Reading Tips】
- Read Chapter 1 carefully; it defines the vocabulary and the selection method that every later pattern entry assumes.
- Use the case study (document editor) as a thread — it reappears across patterns and shows how they combine in one realistic system.
- For each pattern, skim the sample code on first pass but deep-read the intent, applicability, and consequences sections; those are what you'll actually reuse.
- Treat the pattern catalog as a reference, not a novel — jump to entries as design problems arise, and revisit the relationships discussion at the end.
- If you're new to OO design, read with a language you know (C++ or Smalltalk) open beside you to test the structures mentally.
【Coverage Limits】
This guide is based on stratified excerpts covering roughly the first half of the book plus scattered later material; the closing chapters and several behavioral pattern details are only partially represented, so specifics there are inferred from the catalog structure rather than fully verified.
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哪些机制可以方便地实现,而哪些则 不能。若我们采用过程式语言,可能就要包括诸如“继承”、“封装”和“多态”的设计模式。 相应地,一些特殊的面向对象语言可以直接支持我们的某些模式,例如: C L O S支持多方法 (m u l t i - m e t h o d)概念,这就减少了 Vi s i t o r模式的必要...
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o r会实现完全的T X算法[ K n u 8 4 ],会考虑像色彩这样的东西,而以较 E 长的格式化时间作为代价。 C o m p o s i t o r- C o m p o s i t i o n类的分离确保了支持文档物理结构的代码和支持不同格式化算法 的代码之间的分离。我们能增加新的 C o m p o...
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要因为灵活性才使用工厂方法。它所遵 循的准则是,“用一个独立的操作创建对象,这样子类才能重定义它们的创建方式。”这条准 则保证了子类的设计者能够在必要的时候改变父类所实例化的对象的类。 2 ) 参数化工厂方法 该模式的另一种情况使得工厂方法可以创建多种产品。工厂方法采 用一个标识要被创建的对象种类的参数。工厂方法...
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对应的位图名 . . . . . .并且实现D r a w C o n t e n t s操作将这个位图绘制在窗口上: 第4章 结构型模式 1 0 9 下载 5. 参与者 • Component (Graphic) — 为组合中的对象声明接口。 — 在适当的情况下,实现所有类共有接口的缺省行为。 — 声明一个接口...
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的,也不考虑它们各自可能会如何演化。 这种方式不需要对两个独立设计的类中的任一个进行重新设计,就能够使它们协同工作。另 1 4 8 设计模式:可复用面向对象软件的基础 下载 对话框。 因此很自然地,应根据普遍性 ( g e n e r a l i t y )即从最特殊到最普遍的顺序来组织帮助信息。 而且,很明显,...
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t e Wi d g e t s以创建正确的窗口组件 , 并重定义 Wi d g e t C h a n g e d 以处理其变化。 3. 适用性 在下列情况下使用中介者模式 : • 一组对象以定义良好但是复杂的方式进行通信。产生的相互依赖关系结构混乱且难以理 解。 • 一个对象引用其他很多对象并且直接与这些对象...
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对象实施一些依赖于 其具体类的操作。 • 需要对一个对象结构中的对象进行很多不同的并且不相关的操作,而你想避免让这些操 作“污染”这些对象的类。 Vi s i t o r使得你可以将相关的操作集中起来定义在一个类中。 当该对象结构被很多应用共享时,用 Vi s i t o r模式让每个应用仅包含需要用到的操作。...
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7 ] 下载 附录B 图示符号指南 在本书中我们到处使用图表来说明重要的思想。某些图是非正式的,如从屏幕上拷贝下 来的对话框或示意性的对象树等。然而特别地,设计模式使用较为正式的图形符号以显示类 和对象间的关系和交互。本附录具体说明这些图形符号。 我们使用了三种不同的图形符号: 1) 类图描述各个类、它们的结构以...
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