Design Patterns Explained: A New Perspective on Object-Oriented Design (2001)

Preface. From Object Orientation to Patterns to True Object Orientation. From Artificial Intellegence to Patterns to True Object Orientation. I. AN INTRODUCTION TO OBJECT-ORIENTED SOFTWARE DEVELOPMENT. 1. The Object-Oriented Paradigm. Before The Object-Oriented Paradigm: Functional Decomposition. The Problem of Requirements. Dealing With Changes: With Functional Decomposition. Dealing with Changing RequirementS. The Object-Oriented Paradigm. Special Object Methods. Summary. 2. The UML - The Unified Modeling Language. Overview. What is the UML? Why Use the UML? The Class Diagram. Interaction Diagrams. Summary. II. THE LIMITATIONS OF TRADITIONAL OBJECT-ORIENTED DESIGN. 3. A Problem that Cries Out for Flexible Code. Overview. Extracting Information from a CAD/CAM System. Understand the Vocabulary. Describe the Problem. The Essential Challenges and Approaches. Summary. 4. A Standard Object-Oriented Solution. Overview. Solving With Special Cases. Summary. Supplement: C++ Code Examples. III. DESIGN PATTERNS. 5. An Introduction to Design Patterns. Overview. Design Patterns Arose from Architecture and Anthropology. Moving from Architectural to Software Design Patterns. Why Study Design Patterns. Other Advantages to Studying Design Patterns. Summary. 6. The Facade Pattern. Overview. Introducing the Facade Pattern. Learning the Facade Pattern. Field Notes: The Facade Pattern. Relating the Facade Pattern to the CAD/CAM Problem. Summary. 7. The Adapter Pattern. Overview. Introducing the Adapter Pattern. Learning the Adapter Pattern. Field Notes: The Adapter Pattern. Relating the Adapter Pattern to the CAD/CAM Problem. Summary. Supplement: C++ Code Examples 8. Expanding Our Horizons. Overview. Objects the Old Way and the New Way. Encapsulation the Old Way and the New Way. Find What is Varying and Encapsulate It. Commonality / Variability and Abstract Classes. Summary. 9. The Bridge Pattern. Overview. Introducing the Bridge Pattern. An Observation about Using Design Patterns. Learning the Bridge Pattern: An Example. The Bridge Pattern In Retrospect. Field Notes: Using the Bridge Pattern. Summary. 10. The Abstract Factory Pattern. Overview. Introducing the Abstract Factory Pattern. Learning the Abstract Factory Pattern: An Example. Learning the Abstract Factory: Implementing It. Field Notes: The Abstract Factory. Relating the Abstract Factory Pattern to the CAD/CAM Problem. Summary. Supplement: C++ Code Examples. IV. PUTTING IT ALL TOGETHER: THINKING IN PATTERNS. 11. How Do Experts Design? Section Overview. Overview. Building by Adding Distinctions. Summary. 12. Solving the CAD/CAM Problem with Patterns. Overview. Review of the CAD/CAM Problem. Thinking in Patterns. Thinking in Patterns: Step 1. Thinking in Patterns: Step 2A. Thinking in Patterns: Step 2B. Thinking in Patterns: Step 2D (Facade). Thinking in Patterns: Step 2D (Adapter). Thinking in Patterns: Step 2D (Abstract Factory). Thinking in Patterns: Step 3. Comparison with the Previous Solution. Summary. 13. The Principles and Strategies of Design Patterns. Overview. The Open-Closed Principle. The Principle of Designing from Context. The Principle of Containing Variation. Summary. V. HANDLING VARIATIONS WITH DESIGN PATTERNS. 14. The Strategy Pattern. Overview. An Approach to Handling New Requirements. Initial Requirements of the Case Study. Handling New Requirements. The Strategy Pattern. Field Notes: Using the Strategy Pattern. Summary. 15. The Decorator Pattern. Overview. A Little More Detail. The Decorator Pattern. Applying the Decorator Pattern to the Case Study. Another Example: Input / Output. Field Notes: Using the Decorator Pattern. Summary. Supplement: C++ Code Examples. 16. The Singleton Pattern and the Double-Checked Locking Pattern. Overview . Introducing the Singleton Pattern. Applying the Singleton Pattern to the Case Study. A Variant: The Double-Checked Locking Pattern. Field Notes: Using the Singleton and Double-Checked Locking Patterns. Summary. Supplement: C++ Code Examples. 17. The Observer Pattern. Overview. Categories of Patterns. More Requirements for the Case Study. The Observer Pattern. Applying the Observer to the Case Study. Field Notes: Using the Observer Pattern. Summary. Supplement : C++ Code Examples. 18. The Template Method Pattern. Overview. More Requirements for the Case Study. The Template Method Pattern. Applying the Template Method to the Case Study. Field Notes: Using the Template Method Pattern. Summary. 19. The Factory Method Pattern. Overview. More Requirements for the Case Study. The Factory Method Pattern. Field Notes: Using the Factory Method Pattern. Summary. 20. The Analysis Matrix. Overview. In the Real World: Variations. Case Study in Variation: An International E-Tail System. Field Notes. Summary. VI. ENDINGS AND BEGINNINGS. 21. Design Patterns Reviewed From Our New Perspective of Object-Oriented Design. Overview. A Summary of Object-Oriented Principles. How Design Patterns Encapsulate Implementations. Commonality / Variability Analysis and Design Patterns. Decomposing a Problem Domain Into Responsibilities. Relationships Within a Pattern. Patterns and Contextual Design. Field Notes. Summary. 22. Bibliography. Design Patterns Explained: The Web Site Companion. Recommended Reading on Design Patterns and Object Orientation. Recommended Reading for Java Programmers. Recommended Reading for C++ Programmers. Recommended Reading for Cobol Programmers. Recommended Reading on eXtreme Programming. Recommended Reading on General Programming. Personal Favorites. Index.