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Patterns in Java, Volume 1, A Catalog of Reusable Design Patterns Illustrated with UML
Download Patterns in Java, Volume 1, A Catalog of Reusable Design Patterns Illustrated with UML
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Amazon.com Review
Software design patterns let developers reuse tried-and-true designs in new projects. For the state of the art in object design, consider Patterns in Java, perhaps the best book that Java developers have at their disposal for getting leading-edge pattern expertise in a convenient and well-organized volume. The guide opens with background on pattern research, including the groundbreaking Design Patterns. This new title goes further, with 41 software patterns, all illustrated with UML diagrams and sample Java code. Early patterns, such as Delegation and Proxy, show how classes can work together without relying on inheritance. Next come creational patterns, such as the Factory and Builder patterns and the newer Object Pool pattern (which can be used to pool database connections for faster performance). Subsequent sections move on to partitioning patterns, such as the Layered Initialization, as well as structural patterns, such as the Adapter, Facade, and Flyweight patterns. A section on behavioral patterns mixes older patterns such as the Chain of Responsibility and the Strategy with newer designs such as the Little Language and Snapshot patterns. The book closes with seven newer patterns for designing distributed and multitasked systems. --Richard Dragan
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From the Back Cover
This is the best book on patterns since the Gang of Four's Design Patterns. The book manages to be a resource for three of the most important trends in professional programming: Patterns, Java, and UML.--Larry O'Brien, Founding Editor, Software Development Magazine Since the release of Design Patterns in 1994, patterns have become one of the most important new technologies contributing to software design and development. In this volume Mark Grand presents 41 design patterns that help you create more elegant and reusable designs. He revisits the 23 "Gang of Four" design patterns from the perspective of a Java programmer and introduces many new patterns specifically for Java. Each pattern comes with the complete Java source code and is diagrammed using UML. Patterns in Java, Volume 1 gives you: * 11 Behavioral Patterns, 9 Structural Patterns, 7 Concurrency Patterns, 6 Creational Patterns, 5 Fundamental Design Patterns, and 3 Partitioning Patterns * Real-world case studies that illustrate when and how to use the patterns * Introduction to UML with examples that demonstrate how to express patterns using UML The CD-ROM contains: * Java source code for the 41 design patterns * Trial versions of Together/J Whiteboard Edition from Object International (www.togetherj.com); Rational Rose 98 from Rational Software (www.rational.com); System Architect from Popkin Software (www.popkin.com); and OptimizeIt from Intuitive Systems, Inc.
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Product details
Series: Patterns in Java (Book 1)
Paperback: 480 pages
Publisher: Wiley (September 28, 1998)
Language: English
ISBN-10: 9780471258391
ISBN-13: 978-0471258391
ASIN: 0471258393
Product Dimensions:
7.5 x 1.2 x 9.2 inches
Shipping Weight: 2 pounds (View shipping rates and policies)
Average Customer Review:
3.4 out of 5 stars
31 customer reviews
Amazon Best Sellers Rank:
#8,798,033 in Books (See Top 100 in Books)
This book covers roughly the same territory as the GOF (Gamma, Helm, Johnson, Vlissides) book, only with simpler examples, in Java.I found it easier to read than GOF; it gave me with a better overall understanding of the topic in general, and of specific design patterns. Grand's book may be slightly less valuable as a reference, however, when you need to actually use one of the patterns.
Informative, even though author "invents" a few patterns that are not part of the known lists (e.g. the Gang of Four encyclopedia).
Very fast delivery as always! The books is very good too, very well detailed has a simple language. Recommended!
The help this offers is for students who haven't learned a lot of languages yet. For them, the effort of picking Java sense out of C++ or Smalltalk may defeat the rest of the pattern discussion. For them, Java code samples and references to familiar Java library elements can make all the difference.For the rest of us, this book has decidedly mixed value. The real problem is that Grand seems to equate the terms "desgin pattern" and "good idea". Design patterns are good ideas, at least in the right context, but not all good ideas are design patterns.For example, delegation of responsibility is a good idea. It's the basis of any system decomposition. I have trouble justifying that as a design pattern - you may as well say that passing function parameters is a design pattern. It's just too broad. At the other end of the spectrum, Grand points to "marker" interfaces, Java interfaces with identities but not content, as a design pattern. Again, this is a useful but language-dependent hack. Ada or C# would have done the same things with attributes, and C++ could have done the same using marker fields or values in the class. Language tricks aren't patterns.Still, many of Grand's patterns are good ideas. The "Object Pool", for example, is a common and useful pattern. It's closely related to two GoF patterns. It's like a Singleton, except there's more than one of them. It's like a Flyweight, except the units aren't distinguishable or shareable.One real annoyance is the tendency of this Volume I to refer to necessary information in Volume II. If the author is going to create independently saleable units of book, they should be independently readable. I do not appreciate the implicit plug for the author's other work.I use this book, but mostly for its bad examples. Think hard about whether this is the way to spend your budget for DP books.
I have read GOF book as well as this book(Vol1). This book is aim at Design Patterns with Java programmers in mind. One thing I like about this book is that it uses different example for each patterns. (The Gof book is based on SmallTalk & C++ and uses through out the book, the long-winded "Maze game" example which I lose interest quickly and hard to understand. I think The GOF book needs updating with different examples for each patterns and also with Java code.). One thing I found is typos and errors in this book. Also, author needs to be very clear and precise about what he is referring to in a pattern as there are several interacting classes around. Use the class name if he needs to. At times, I found that he is not clear..and I lost him.Other than that, it is probably the best book after GoF. Remember, if people can't see your point, they get's frustrated..
I was really excited for a Java-slanted version of the famous Design Patterns book. This should have been an easy home run but Grand let us down on the details. I went into this book knowing some about Patterns and was eager to learn more. However, after wasting my time hacking my way through incorrect diagrams and inconsistencies between code and text I am about ready to through the book out, learn C and read Gamma's book. I don't know who edited this book but they obviously didn't know much about UML or Code.You want detail examples: Chapter Eight (Chain of Responsibility GoF95). A pretty simple pattern made difficult because of the incorrect UML diagram in the context (association arrows going the wrong direction), and the incorrect text conflicting with the code. I figured the pattern out by comparing it to Gamma's example, it is really quite simple.The there are many more examples, especially frustrating on some of the more abstract patterns. Grand should have hired a better editor.If you buy this book and know little about patterns I suggest you also get Gamma's book and refer to it often.
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