CSCE 315 Lecture 26
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Design Patterns
Finally!
Based on architectural patterns of problems that have been solved before.
Design Patterns: Elements of Object-Oriented Software by the Gang of Four (have it)
Organization
Purposes: Creational, Structural, Behavioral (GoF organization)
Examples
- Factory Method
- Use a method that can be overridden to create an object of a certain class
- Adapter
- Create an intermediate interface that clients expect to work with another interface
- Composite
- Tree structure in which all nodes extend from a base node
- Iterator
- Access an aggregate object in an easy-to-use order
- Observer
- one-to-many dependency between abjects so that when data changes, dependant objects are notified and updated automatically