A Pattern is a solution to a problem in a context
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command模式
http://www.tracefact.net/Design-Pattern/Command.aspx
设计模式分类(结构型、创建型, 行为型)
http://www.cnblogs.com/justForMe/archive/2011/07/18/2109211.html
decorator 添加职责, 不改变接口
adaptor 接口适配转换, 改变接口
facade 使接口更简单(减少依赖的类)
facade模式与The Principle of Least Knowledge
The object itself
ß Objects passed in as a parameter to the method
ß Any object the method creates or instantiates
ß Any components of the object
总结设计模式有哪些原则?
单一职责(例如迭代模式中,迭代这一功能分离开来,因为迭代可能有中间状态要维护)
only talk to friend
等等
总结这些原则有助于说明为什么要用这些模式(head first 一书中有讲解)
格式:
模式名:
类图:
设计原则:
好处:
坏处:
应用例子(代码?):
http://blog.csdn.net/wwj_748/article/details/9747941 有很好的总结(head first这本书)
0 0
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