
This is the Title of the Book, eMatter Edition
Copyright © 2007 O’Reilly & Associates, Inc. All rights reserved.
Bring on the Patterns
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If after finishing Part III, you’re keen to learn more about design patterns, you should
definitely purchase a copy of GoF. The theory in that book is language agnostic, but
the examples focus on C++ and Smalltalk.
Here’s an excerpt from GoF that introduces the concept of design patterns. It should
give you a feel for the tone of the book (while also giving the present text an opportu-
nity to pay homage to its groundbreaking work):
[Design patterns are] descriptions of communicating objects and classes that are cus-
tomized to solve a general design problem in a particular context.
A design pattern names, abstracts, and identifies the key aspects of a common design
structure that make it useful for creating reusable object-oriented design. The design
pattern identifies the participating classes and instances, their roles and collabora-
tions, and the distribution of responsibilities. Each design pattern focuses on a particu-
lar object-oriented design problem or issue. It describes when it applies, whether it can
be applied in view of other object-oriented design constraints, and the consequences
and trade-offs of its use.
If you know Java (or are willing to learn a little), you might also try Applying UML
and Patterns: An Introduction to Object-Oriented Analysis ...