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Five Minute Design Patterns Doug Marttila Forest and the Trees May 30, 2009 Template Factory Singleton Iterator Adapter Façade Observer Command Strategy Decorator
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Forest and the Trees 2 Design Patterns WTF Not a framework 23 - not all applicable to Flash and Flex You’ve used them
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Forest and the Trees 3 Why Patterns Matter Common language CS is good for you Speed up your development Preexisting documentation Refine your solutions Explains the why
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Forest and the Trees 4 Best Practices? Not really in this presentation Beware patterns overload
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Forest and the Trees 5 Best Practices Encapsulate what varies Program to an interface (or super class) Favor composition over inheritance Inversion of Control ★ Hollywood principle
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Forest and the Trees 6 Categories of Patterns (Are these useful at all? Not so much.) Creational Structural Behavioral
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Forest and the Trees 7 Template Define the skeleton (or invariant parts) of an algorithm in a method, while deferring some steps to subclasses. Setup the big picture and leave the details to the person doing the work.
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Forest and the Trees 8 Factory Define an interface for creating an object, but let the subclasses decide which class to instantiate. The Factory method lets a class defer instantiation to subclasses
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Forest and the Trees 9 Singleton Singleton Pattern ensures a class has only one instance, and provides a global point of access to it.
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Forest and the Trees 10 Iterator The Iterator Pattern provides a way to access the elements of an aggregate object sequentially without exposing its underlying representation
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Forest and the Trees 11 Adapter The Adapter Pattern converts the interface of a class into another interface the clients expect. Adapter lets classes work together that couldn'totherwise because of incompatible interfaces.
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Forest and the Trees 12 Façade The Façade Pattern provides a unified interface to a set of interfaces in a subsystem. Facade defines a higher level interface that makes the subsystem easier to use. Principle of Least Knowledge - talk only to your immediate friends
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Forest and the Trees 13 Observer The Observer Pattern defines a one- to-many dependency between objects so that when one object changes state, all of its dependents are notified and updated automatically.
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Forest and the Trees 14 Command The Command Pattern encapsulates a request as an object, thereby letting you parameterize other objects with different requests, queue or log requests, and support undoable operations.
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Forest and the Trees 15 Strategy The Strategy Pattern defines a family of algorithms, encapsulates each one, and makes them interchangeable. Strategy lets the algorithm vary independently from the clients that use it.
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Forest and the Trees 16 Decorator - last one! The Decorator Pattern attaches additional responsibilities to an object dynamically. Decorators provide a flexible alternative to subclassing for extending functionality.
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Forest and the Trees 17 More Patterns!!! State Composite Bridge Proxy Interpreter Builder Abstract Factory Memento Prototype Visitor Mediator Chain of Responsibility Flyweight MVC
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Forest and the Trees 18 Resources Beerfug.com http://www.forestandthetrees.com/designPatterns/ Head First Design Patterns (the best) Java He GoF (dry, but what started it all) ActionScript 3 with Design Patterns (Lott, Patterson) ActionScript 3.0 Design Patterns (Sanders, Cumaranatunge)
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Forest and the Trees 19 Thank You! Doug Marttila forestandthetrees.com doug@forestandthetrees.com beerfug.com (first wednesday of every month, beer + code) (first wednesday of every month, beer + code)
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Forest and the Trees 20 FoT!
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