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大话设计模式

大话设计模式
作者:程杰
副标题:Java溢彩加强版
出版社:清华大学出版社
出版年:2022-10
ISBN:9787302615538
行业:设计
浏览数:16

内容简介

《大话设计模式【Java溢彩加强版】》延续了前作轻松调侃的风格,采用了师生对话的方式展开讨论,其中穿插了大量“接地气”的类比案例,帮助大家迅速“开窍”,作者精心将本书图表制作成彩色三维形式,阅读起来你会发现,不仅仅是养眼,对一些流程、概念的解说,用彩色三维图表更为精准,学习体验有了质变。

在上一版出版至今的长达15年里,本书一直是国内原创计算机类图书畅销榜霸榜产品。不过本书前作确实存在一些不足和缺憾,有很大提升空间。

 此次升级对书中的大量细节做了更新,增补或者替换了更加便于理解的解读和案例。

 对原书中工厂方法模式的内容进行了彻底重写。

 对部分章节,如装饰模式、观察者模式、抽象工厂模式、单例模式等内容做了较大改动。

 对很多模式的讲解内容和代码样例做了完善,比如同一个商场收银程序的不断迭代升级在策略模式、装饰模式、工厂方法模式、抽象工厂模式章节中都有体现。

 增加了超过100页的全效PPT学习课件。

 全书的所有图表用颜色和立体效果进行了重新定义。

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作者简介

程杰,一个被读者誉为很适合写IT技术书的家伙。

著有 《大话数据结构》(霸榜12年,知乎推荐、B站解书常客。开创了一种适合中国人阅读的趣味讲解IT知识的风格与模式)。

作者参与过政府机构、证券、游戏、交通等多种行业的软件开发及项目管理工作,也曾做过软件培训的教师,目前从事教育类APP/微信小程序的开发与运营。因为有过两年半高中数学教学的独特经历,使得其书作当中处处以初学者视角考虑和分析问题,成为了当前很受欢迎的IT技术图书作者之一。

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目录

目 录

第0章 楔子 培训实习生—面向对象基础 ························1

0.1 培训实习生 ·······························1

0.2 类与实例 ··································2

0.3 构造方法 ··································4

0.4 方法重载 ··································6

0.5 属性与修饰符 ····························7

0.6 封装 ········································9

0.7 继承 ······································10

0.8 多态 ······································14

0.9 重构 ······································18

0.10 抽象类 ··································20

0.11 接口 ·····································22

0.12 集合 ·····································27

0.13 泛型 ·····································29

0.14 客套 ·····································31

第1章 代码无错就是优?—简单工厂模式 ······················32

1.1 面试受挫 ································32

1.2 初学者代码毛病 ·······················33

1.3 代码规范 ································34

1.4 面向对象编程 ··························34

1.5 活字印刷,面向对象 ·················35

1.6 面向对象的好处 ·······················37

1.7 复制 vs. 复用····························37

1.8 业务的封装 ·····························38

1.9 紧耦合 vs. 松耦合······················40

1.10 简单工厂模式 ·························42

1.11 UML类图 ······························43

第2章 商场促销—策略模式 ········································48

2.1 商场收银软件 ··························48

2.2 增加打折 ································49

2.3 简单工厂实现 ··························50

2.4 策略模式 ································53

2.5 策略模式实现 ··························55

2.6 策略与简单工厂结合 ·················57

2.7 策略模式解析 ··························58

第3章 电子阅读器 vs. 手机—单一职责原则 ···················60

3.1 阅读干吗不直接用手机? ···········60

3.2 手机不纯粹 ·····························60

XV

目 录

3.3 电子阅读器 vs. 手机···················61

3.4 单一职责原则 ··························62

3.5 方块游戏的设计 ·······················62

3.6 电子阅读器与手机的利弊 ···········65

第4章 考研求职两不误—开放-封闭原则 ························66

4.1 考研失败 ································66

4.2 开放-封闭原则 ·························67

4.3 何时应对变化 ··························69

4.4 两手准备,并全力以赴 ··············70

第5章 会修电脑不会修收音机?—依赖倒转原则 ·············72

5.1 MM请求修电脑 ························72

5.2 电话遥控修电脑 ·······················73

5.3 依赖倒转原则 ··························74

5.4 里氏代换原则 ··························77

5.5 修收音机 ································78

第6章 穿什么有这么重要?—装饰模式 ·························80

6.1 穿什么有这么重要? ·················80

6.2 小菜扮靓第一版 ·······················81

6.3 小菜扮靓第二版 ·······················83

6.4 装饰模式 ································85

6.5 小菜扮靓第三版 ·······················88

6.6 商场收银程序再升级 ·················91

6.7 简单工厂+策略+装饰模式实现 ·····92

6.8 装饰模式总结 ··························96

第7章 为别人做嫁衣—代理模式 ··································98

7.1 为别人做嫁衣! ·······················98

7.2 没有代理的代码 ······················100

7.3 只有代理的代码 ······················101

7.4 符合实际的代码 ······················102

7.5 代理模式 ·······························104

7.6 代理模式应用 ·························105

7.7 秀才让小六代其求婚 ················106

第8章 工厂制造细节无须知—工厂方法模式 ·················107

8.1 需要了解工厂制造细节吗? ·······107

8.2 简单工厂模式实现 ···················108

8.3 工厂方法模式实现 ···················109

8.4 简单工厂 vs. 工厂方法 ··············110

8.5 商场收银程序再再升级 ·············115

8.6 简单工厂+策略+装饰+工厂方法 ··116

XVI

大话设计模式 | 【Java溢彩加强版】

第9章 简历复印—原型模式 ······································120

9.1 夸张的简历 ····························120

9.2 简历代码初步实现 ···················121

9.3 原型模式 ·······························123

9.4 简历的原型实现 ······················125

9.5 浅复制与深复制 ······················126

9.6 简历的深复制实现 ···················129

9.7 复制简历 vs. 手写求职信 ···········130

第10章 考题抄错会做也白搭—模板方法模式 ···············132

10.1 选择题不会做,蒙呗! ············132

10.2 重复=易错+难改 ·····················133

10.3 提炼代码 ······························135

10.4 模板方法模式 ························138

10.5 模板方法模式的特点 ···············140

10.6 主观题,看你怎么蒙 ···············140

第11章 无熟人难办事?—迪米特法则 ························141

11.1 第一天上班 ···························141

11.2 无熟人难办事 ························142

11.3 迪米特法则 ···························144

第12章 牛市股票还会亏钱?—外观模式 ·····················145

12.1 牛市股票还会亏钱? ···············145

12.2 股民炒股代码 ························146

12.3 投资基金代码 ························147

12.4 外观模式 ······························149

12.5 何时使用外观模式 ··················150

第13章 好菜每回味不同—建造者模式 ························152

13.1 炒面没放盐 ···························152

13.2 建造小人一 ···························154

13.3 建造小人二 ···························155

13.4 建造者模式 ···························156

13.5 建造者模式解析 ·····················159

13.6 建造者模式基本代码 ···············160

第14章 老板回来,我不知道—观察者模式 ··················162

14.1 老板回来?我不知道! ············162

14.2 双向耦合的代码 ·····················163

14.3 解耦实践一 ···························165

14.4 解耦实践二 ···························167

14.5 观察者模式 ···························170

14.6 观察者模式的特点 ··················172

14.7 Java内置接口实现 ···················173

14.8 观察者模式的应用 ··················177

14.9 石守吉失手机后 ·····················178

第15章 就不能不换DB吗?—抽象工厂模式 ·················179

15.1 就不能不换DB吗? ·················179

15.2 最基本的数据访问程序 ············181

15.3 用了工厂方法模式的数据访问

程序 ····································182

15.4 用了抽象工厂模式的数据访问

程序 ····································185

15.5 抽象工厂模式 ························188

15.6 抽象工厂模式的优点与缺点 ······189

15.7 用简单工厂来改进抽象工厂 ······190

15.8 用反射+抽象工厂的数据访问

程序 ····································192

15.9 用反射+配置文件实现数据访问

程序 ····································194

15.10 商场收银程序再再再升级 ·······195

15.11 无痴迷,不成功····················198

第16章 无尽加班何时休—状态模式 ···························199

16.1 加班,又是加班! ··················199

16.2 工作状态 — 函数版 ·············200

16.3 工作状态 — 分类版 ·············201

16.4 方法过长是坏味道 ··················203

16.5 状态模式 ······························203

16.6 状态模式的好处与用处 ············205

16.7 工作状态 — 状态模式版 ·······206

第17章 在NBA我需要翻译—适配器模式 ·····················209

17.1 在NBA我需要翻译! ···············209

17.2 适配器模式 ···························210

17.3 何时使用适配器模式 ···············212

17.4 篮球翻译适配器 ·····················213

17.5 适配器模式的.NET应用 ···········216

17.6 扁鹊的医术 ···························217

第18章 如果再回到从前—备忘录模式 ························218

18.1 如果再给我一次机会…… ·········218

18.2 游戏存进度 ···························219

18.3 备忘录模式 ···························221

18.4 备忘录模式基本代码 ···············222

18.5 游戏进度备忘 ························224

大话设计模式 | 【Java溢彩加强版】

第19章 分公司=一部门—组合模式 ····························227

19.1 分公司不就是一部门吗? ·········227

19.2 组合模式 ······························229

19.3 透明方式与安全方式 ···············231

19.4 何时使用组合模式 ··················232

19.5 公司管理系统 ························233

19.6 组合模式好处 ························235

第20章 想走?可以!先买票—迭代器模式 ··················237

20.1 乘车买票,不管你是谁! ·········237

20.2 迭代器模式 ···························239

20.3 迭代器实现 ···························240

20.4 Java的迭代器实现 ···················243

20.5 迭代高手 ······························244

第21章 有些类也需计划生育—单例模式 ·····················245

21.1 类也需要计划生育 ··················245

21.2 判断对象是否是null ················246

21.3 生还是不生是自己的责任 ·········249

21.4 单例模式 ······························251

21.5 多线程时的单例 ·····················253

21.6 双重锁定 ······························254

21.7 静态初始化 ···························255

第22章 手机软件何时统一—桥接模式 ························257

22.1 凭什么你的游戏我不能玩 ·········257

22.2 紧耦合的程序演化 ··················258

22.3 合成/聚合复用原则 ·················262

22.4 松耦合的程序 ························263

22.5 桥接模式 ······························265

22.6 桥接模式基本代码 ··················267

22.7 我要开发“好”游戏 ···············268

第23章 烤羊肉串引来的思考—命令模式 ·····················269

23.1 吃烤羊肉串! ························269

23.2 烧烤摊 vs. 烧烤店 ···················270

23.3 紧耦合设计 ···························271

23.4 命令模式 ······························272

23.5 松耦合设计 ···························274

23.6 进一步改进命令模式 ···············276

23.7 命令模式的作用 ·····················278

第24章 加薪非要老总批?—职责链模式 ·····················279

24.1 老板,我要加薪! ··················279

24.2 加薪代码初步 ························280

24.3 职责链模式 ···························282

24.4 职责链的好处 ························284

24.5 加薪代码重构 ························284

24.6 加薪成功 ······························287

第25章 世界需要和平—中介者模式 ···························289

25.1 世界需要和平! ·····················289

25.2 中介者模式 ···························291

25.3 安理会作中介 ························293

25.4 中介者模式的优缺点 ···············295

第26章 项目多也别傻做—享元模式 ···························298

26.1 项目多也别傻做! ··················298

26.2 享元模式 ······························300

26.3 网站共享代码 ························302

26.4 内部状态与外部状态 ···············304

26.5 享元模式应用 ························306

第27章 其实你不懂老板的心—解释器模式 ··················309

27.1 其实你不懂老板的心 ···············309

27.2 解释器模式 ···························310

27.3 解释器模式的好处 ··················313

27.4 音乐解释器 ···························313

27.5 音乐解释器实现 ·····················315

27.6 料事如神 ······························319

第28章 男人和女人—访问者模式 ······························320

28.1 男人和女人! ························320

28.2 最简单的编程实现 ··················321

28.3 简单的面向对象实现 ···············322

28.4 用了模式的实现 ·····················324

28.5 访问者模式 ···························327

28.6 访问者模式基本代码 ···············328

28.7 比上不足,比下有余 ···············330

第29章 OOTV杯超级模式大赛—模式总结 ···················331

29.1 演讲任务 ······························331

29.2 报名参赛 ······························332

29.3 超模大赛开幕式 ·····················333

29.4 创建型模式比赛 ·····················337

29.5 结构型模式比赛 ·····················342

29.6 行为型模式一组比赛 ···············350

29.7 行为型模式二组比赛 ···············356

29.8 决赛 ····································361

29.9 梦醒时分 ······························365

29.10 没有结束的结尾 ···················366

参考文献···································································367

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读书文摘

策略模式(Strategy):它定义了算法的家族,分别封装起来,让它们之间可以互相替换,此模式让算法的变化,不会影响到使用算法的客户。 -Disign Pattern

单例模式(singleton),保证一个类仅有一个实例,并提供一个访问它的全局访问点。

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