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Design Patterns: Elements of Reusable Object-Oriented Software (1994)

por Erich Gamma, Richard Helm (Autor), Ralph E. Johnson (Autor), John M. Vlissides (Autor)

Otros autores: Ver la sección otros autores.

Series: Addison-Wesley Professional Computing Series

MiembrosReseñasPopularidadValoración promediaMenciones
2,932203,398 (4.12)4
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.… (más)

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» Ver también 4 menciones

Mostrando 1-5 de 20 (siguiente | mostrar todos)
[I am only going to include 10 tech books, a represtative sample]

Compulsary reading. At the time, (when it first came out) this really affected me. I have always thought that IT is a backwards field, compared to making any other objects, and this is the first step in the right direction. ( )
  GirlMeetsTractor | Mar 22, 2020 |
A classic in the field of computer science, this book describes how object-oriented software can be used to develop meaningful (and reusable) classes. It is written by the so-called "gang of four" affiliated with a working group at the University of Illinois. It has achieved notoriety for its assistance in helping programmers write code more effectively in languages like C , SmallTalk, and (my current language) PHP. The book has started a large movement in identifying design principles that are inherent in all computer science problems.

The book reads like a catalog of class types. After an initial critique on the state of computer programming, it reads like a textbook and a reference manual to be used. It is academic, analytical, and brilliant. Obviously, the book is only for the serious programmer who aspires to master her/his trade. It is not for the casual programmer or even for the intermediate programmer. It does not hold the reader's metaphorical hand as the book is perused. Instead, it provides data and analysis like a research paper. Of course, in such a style, wisdom is distilled into compact sentences.

I'll be happy to put this book on my bookshelf at work and refer to it when designing software. ( )
  scottjpearson | Jan 25, 2020 |
Már majdnem harminc éves alapmű az objektum-orientált programozás témakörében, nem tudom, eddig miért nem olvastam el. Most könyvklub keretében feldolgozva alaposabb megismerésre is lehetőség nyílik.

Elsőre meglepődtem, mert valamiért úgy emlékeztem, hogy Java nyelvű példákat fogok látni, de a könyv és a nyelv kora ezt természetszerűleg megakadályozta. Ehelyett főleg korai C++ és néhány Smalltalk példán keresztül lehet megtanulni azokat a programozási mintákat, melyeket Gammaék évek munkája során kiérleltek. A minták nagy része ma is releváns, több is már annyira alapvető vagy egyenesen az újabb nyelvekbe beépült, hogy a mostani olvasónak az a benyomása, hogy minek ezt ennyire túlmagyarázni.

A könyv emellett is inkább referencia-jellegű munka, kritikusabban megfogalmazva eléggé száraz olvasmány.
Aki OOP-ben programozik, már csak egy interjún elhangzó lehetséges kérdések miatt is kötelező. ( )
  rics | May 26, 2019 |
It held my interest, but I find it hard to incorporate what seem like very abstract lessons like these into my actual programming practice. I guess I just don't think in OO. ( )
  Kenoubi | Sep 6, 2014 |
The classic book on design patterns in object oriented software design. There are newer books on the subject, but most are based on the original. ( )
  twistedmind | Jul 28, 2010 |
Mostrando 1-5 de 20 (siguiente | mostrar todos)
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» Añade otros autores (26 posible)

Nombre del autorRolTipo de autor¿Trabajo?Estado
Gamma, ErichAutorautor principaltodas las edicionesconfirmado
Helm, RichardAutorautor principaltodas las edicionesconfirmado
Johnson, Ralph E.Autorautor principaltodas las edicionesconfirmado
Vlissides, John M.Autorautor principaltodas las edicionesconfirmado
Booch, GradyPrefacioautor secundarioalgunas edicionesconfirmado
Debes iniciar sesión para editar los datos de Conocimiento Común.
Para más ayuda, consulta la página de ayuda de Conocimiento Común.
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Designing object-oriented software is hard, and designing reusable object-oriented software is even harder.
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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.

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