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概述

http://en.wikipedia.org/wiki/Software_design_pattern

 

Classification and list

Design patterns were originally grouped into the categories: creational patterns, structural patterns, and behavioral patterns, and described using the concepts of delegation, aggregation, and consultation. For further background on object-oriented design, see coupling and cohesion. For further background on object-oriented programming, see inheritance, interface, and polymorphism. Another classification has also introduced the notion of architectural design pattern that may be applied at the architecture level of the software such as the Model-View-Controller pattern.

NameDescriptionIn Design PatternsIn Code Complete[12]In POSA2[13]In PoEAA[14]
Creational patterns
Abstract factoryProvide an interface for creating families of related or dependent objects without specifying their concrete classes.YesYesNoNo
BuilderSeparate the construction of a complex object from its representation so that the same construction process can create different representations.YesNoNoNo
Factory methodDefine an interface for creating an object, but let subclasses decide which class to instantiate. Factory Method lets a class defer instantiation to subclasses.YesYesNoNo
Lazy initializationTactic of delaying the creation of an object, the calculation of a value, or some other expensive process until the first time it is needed.NoNoNoYes
MultitonEnsure a class has only named instances, and provide global point of access to them.NoNoNoNo
Object poolAvoid expensive acquisition and release of resources by recycling objects that are no longer in use. Can be considered a generalisation of connection pool and thread pool patterns.NoNoNoNo
PrototypeSpecify the kinds of objects to create using a prototypical instance, and create new objects by copying this prototype.YesNoNoNo
Resource acquisition is initializationEnsure that resources are properly released by tying them to the lifespan of suitable objects.NoNoNoNo
SingletonEnsure a class has only one instance, and provide a global point of access to it.YesYesNoNo
Structural patterns
Adapter or WrapperConvert the interface of a class into another interface clients expect. Adapter lets classes work together that couldn't otherwise because of incompatible interfaces.YesYesNoNo
BridgeDecouple an abstraction from its implementation so that the two can vary independently.YesYesNoNo
CompositeCompose objects into tree structures to represent part-whole hierarchies. Composite lets clients treat individual objects and compositions of objects uniformly.YesYesNoNo
DecoratorAttach additional responsibilities to an object dynamically keeping the same interface. Decorators provide a flexible alternative to subclassing for extending functionality.YesYesNoNo
FacadeProvide a unified interface to a set of interfaces in a subsystem. Facade defines a higher-level interface that makes the subsystem easier to use.YesYesNoNo
FlyweightUse sharing to support large numbers of fine-grained objects efficiently.YesNoNoNo
ProxyProvide a surrogate or placeholder for another object to control access to it.YesNoNoNo
Behavioral patterns
BlackboardGeneralized observer, which allows multiple readers and writers. Communicates information system-wide.NoNoNoNo
Chain of responsibilityAvoid coupling the sender of a request to its receiver by giving more than one object a chance to handle the request. Chain the receiving objects and pass the request along the chain until an object handles it.YesNoNoNo
CommandEncapsulate a request as an object, thereby letting you parameterize clients with different requests, queue or log requests, and support undoable operations.YesNoNoNo
InterpreterGiven a language, define a representation for its grammar along with an interpreter that uses the representation to interpret sentences in the language.YesNoNoNo
IteratorProvide a way to access the elements of an aggregate object sequentially without exposing its underlying representation.YesYesNoNo
MediatorDefine an object that encapsulates how a set of objects interact. Mediator promotes loose coupling by keeping objects from referring to each other explicitly, and it lets you vary their interaction independently.YesNoNoNo
MementoWithout violating encapsulation, capture and externalize an object's internal state so that the object can be restored to this state later.YesNoNoNo
Null objectAvoid null references by providing a default object.NoNoNoNo
Observer or Publish/subscribeDefine a one-to-many dependency between objects so that when one object changes state, all its dependents are notified and updated automatically.YesYesNoNo
SpecificationRecombinable business logic in a boolean fashionNoNoNoNo
StateAllow an object to alter its behavior when its internal state changes. The object will appear to change its class.YesNoNoNo
StrategyDefine a family of algorithms, encapsulate each one, and make them interchangeable. Strategy lets the algorithm vary independently from clients that use it.YesYesNoNo
Template methodDefine the skeleton of an algorithm in an operation, deferring some steps to subclasses. Template Method lets subclasses redefine certain steps of an algorithm without changing the algorithm's structure.YesYesNoNo
VisitorRepresent an operation to be performed on the elements of an object structure. Visitor lets you define a new operation without changing the classes of the elements on which it operates.YesNoNoNo
Concurrency patterns
Active ObjectDecouples method execution from method invocation that reside in their own thread of control. The goal is to introduce concurrency, by using asynchronous method invocation and a scheduler for handling requests.NoNoYesNo
BalkingOnly execute an action on an object when the object is in a particular state.NoNoNoNo
Binding PropertiesCombining multiple observers to force properties in different objects to be synchronized or coordinated in some way.[15]NoNoNoNo
Messaging patternThe messaging design pattern (MDP) allows the interchange of information (i.e. messages) between components and applications.NoNoNoNo
Double-checked lockingReduce the overhead of acquiring a lock by first testing the locking criterion (the 'lock hint') in an unsafe manner; only if that succeeds does the actual lock proceed.

Can be unsafe when implemented in some language/hardware combinations. It can therefore sometimes be considered an anti-pattern.

NoNoYesNo
Event-based asynchronousAddresses problems with the Asynchronous pattern that occur in multithreaded programs.[16]NoNoNoNo
Guarded suspensionManages operations that require both a lock to be acquired and a precondition to be satisfied before the operation can be executed.NoNoNoNo
LockOne thread puts a "lock" on a resource, preventing other threads from accessing or modifying it.[17]NoNoNoYes
Monitor objectAn object whose methods are subject to mutual exclusion, thus preventing multiple objects from erroneously trying to use it at the same time.NoNoYesNo
ReactorA reactor object provides an asynchronous interface to resources that must be handled synchronously.NoNoYesNo
Read-write lockAllows concurrent read access to an object but requires exclusive access for write operations.NoNoNoNo
SchedulerExplicitly control when threads may execute single-threaded code.NoNoNoNo
Thread poolA number of threads are created to perform a number of tasks, which are usually organized in a queue. Typically, there are many more tasks than threads. Can be considered a special case of the object pool pattern.NoNoNoNo
Thread-specific storageStatic or "global" memory local to a thread.NoNoYesNo
 

 

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