Design pattern intro

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Software

Published on April 8, 2014

Author: ssuser324e5a

Source: slideshare.net

設計模式簡介 Ted

設計模式源自建築學和人類學 • Christopher Alexander 認為建築系統中存在一種 著可以客觀度量以及描述美的方法 • 文化人類學的一個重要得分支,就是尋找描述 一種文化的行為和價值觀的模式

• 在優秀的設計中具備而在劣質的設計中不具備的是 甚麼? • 在劣質的設計中具備以及在優秀設計中不具備的是 甚麼? • 模式 : 在某一背景下某個問題的一種解決方案 • 每個模式都描述一個不斷重複的問題,並進而敘述 了解決方案的要素,但具體的方式又不會完全相同

• 模式的描述 • 名稱 • 目的 • 實作方法 • 限制和約束

為什麼要學習設計模式 • Reuse 解決方案 • 確立通用術語 • 提供觀察問題,設計過程和物件導向的更高視 角,避免我們過早處理細節

• 製作抽 的問題 • 模式有助於更高層次的思考

設計模式的其他好處 • 幫助開發人員個人的學習,提高團隊開發學習 風氣 • 程式碼容易修改和維護 • 加深對物件導向的理解

Facade • 定義一個更高層的介面,使子系統更加容易使 用 • 提供更簡單的方法與系統交流

• 意圖:希望剪化原有系統的使用方式 • 問題:只需要使用某個複雜系統的子集,或者需要以一種 特殊的方式與系統交流 • 解決方案:façade為原有系統的客戶提供了一個新的介面 • 參與者與協作者:為客戶提供一個簡化介面,更容易使用 • 效果:façade模式簡化了對所需子系統的使用過程,由於 façade並不提供完整的功能,客戶可能無法使用某些功 能 • 實作:定義一個或多個具備所需介面的新類別;讓新的類 別使用原有的系統

• Façade模式提出了一種通用方法,建立了新介面 供客戶使用, 客戶並不需要原有系統的所有功 能 • 追蹤系統的使用情況 • 改換系統

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