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Design Pattern

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The Abstract Factory Design Pattern. One of the nice things about abstraction is that it lets you take care of the bigger picture and worry about the details later. Wouldn't it be great if we could do that when creating objects? It sure would be handy to be able to rely upon some other class to fill in the details for you. With the help of the Abstract Factory Pattern, we can.

The great advantage of this is that we don't have to worry about what kind of car we're building. Let's say that you are making various types of car, and each car has different types of components you need to worry about. Should the main car building program care what kind of car is being built?

That's nice, you say, but won't it get confusing with all kinds of different directions running around? A good analogy for this is a pasta maker. Index of /pages/PatronsDisseny. Huston Design Patterns. Untitled. Culture Code/ Software Craftsmanship (OCTO) Stratégie (patron de conception) Un article de Wikipédia, l'encyclopédie libre. Cet article peut contenir un travail inédit ou des déclarations non vérifiées(octobre 2014).

Vous pouvez aider en ajoutant des références ou en supprimant le contenu inédit. En génie logiciel, le patron stratégie est un patron de conception (design pattern) de type comportemental grâce auquel des algorithmes peuvent être sélectionnés à la volée au cours du temps d'exécution selon certaines conditions. Le patron de conception stratégie est utile pour des situations où il est nécessaire de permuter dynamiquement les algorithmes utilisés dans une application. Le patron stratégie est prévu pour fournir le moyen de définir une famille d'algorithmes, encapsuler chacun d'eux en tant qu'objet, et les rendre interchangeables. Ce patron laisse les algorithmes changer indépendamment des clients qui les emploient. Dès lors qu'un objet peut effectuer plusieurs traitements différents, dépendant d'une variable ou d'un état.

On peut donc écrire: Balazs Holczer. Holczer Balazs | Software Engineer. Design Patterns. In software engineering, a design pattern is a general repeatable solution to a commonly occurring problem in software design. A design pattern isn't a finished design that can be transformed directly into code. It is a description or template for how to solve a problem that can be used in many different situations. Uses of Design Patterns Design patterns can speed up the development process by providing tested, proven development paradigms.

Often, people only understand how to apply certain software design techniques to certain problems. In addition, patterns allow developers to communicate using well-known, well understood names for software interactions. Creational design patterns These design patterns are all about class instantiation. Structural design patterns These design patterns are all about Class and Object composition. Behavioral design patterns These design patterns are all about Class's objects communication.

Criticism Targets the wrong problem Lacks formal foundations. Builder Design Pattern in Java. Too Many Parameters in Java Methods, Part 3: Builder Pattern. Structural Patterns (comparison) – Design Patterns (ep 12) Strategy Pattern – Design Patterns (ep 1)