Design Patterns: Elements of Reusable Object-Oriented Software 1st Edition, Kindle Edition
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From the Back Cover
Capturing a wealth of experience about the design of object-oriented software, four top-notch designers present a catalog of simple and succinct solutions to commonly occurring design problems. Previously undocumented, these 23 patterns allow designers to create more flexible, elegant, and ultimately reusable designs without having to rediscover the design solutions themselves.
The authors begin by describing what patterns are and how they can help you design object-oriented software. They then go on to systematically name, explain, evaluate, and catalog recurring designs in object-oriented systems. With Design Patterns as your guide, you will learn how these important patterns fit into the software development process, and how you can leverage them to solve your own design problems most efficiently.
Each pattern describes the circumstances in which it is applicable, when it can be applied in view of other design constraints, and the consequences and trade-offs of using the pattern within a larger design. All patterns are compiled from real systems and are based on real-world examples. Each pattern also includes code that demonstrates how it may be implemented in object-oriented programming languages like C++ or Smalltalk.
0201633612B07092001 --This text refers to an alternate kindle_edition edition.
About the Author
Dr. Erich Gamma is technical director at the Software Technology Center of Object Technology International in Zurich, Switzerland. Dr. Richard Helm is a member of the Object Technology Practice Group in the IBM Consulting Group in Sydney, Australia. Dr. Ralph Johnson is a faculty member at the University of Illinois at Urbana-Champaign's Computer Science Department.
John Vlissides is a member of the research staff at the IBM T. J. Watson Research Center in Hawthorne, New York. He has practiced object-oriented technology for more than a decade as a designer, implementer, researcher, lecturer, and consultant. In addition to co-authoring Design Patterns: Elements of Reusable Object-Oriented Software, he is co-editor of the book Pattern Languages of Program Design 2 (both from Addison-Wesley). He and the other co-authors of Design Patterns are recipients of the 1998 Dr. Dobb's Journal Excellence in Programming Award.
0201633612AB09122003 --This text refers to an alternate kindle_edition edition.
- ASIN : B000SEIBB8
- Publisher : Addison-Wesley Professional; 1st edition (October 31, 1994)
- Publication date : October 31, 1994
- Language : English
- File size : 18534 KB
- Simultaneous device usage : Up to 5 simultaneous devices, per publisher limits
- Text-to-Speech : Enabled
- Enhanced typesetting : Enabled
- X-Ray : Not Enabled
- Word Wise : Not Enabled
- Print length : 568 pages
- Lending : Not Enabled
- Best Sellers Rank: #60,291 in Kindle Store (See Top 100 in Kindle Store)
- Customer Reviews:
Top reviews from the United States
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In certain situations you see how this book changed the way the field of computer science developed. Before the writing of the book the authors originally called the Singleton pattern the Solitaire pattern. They changed it last minute (explained in the Conclusion) from Solitaire to Singleton, and that is a major part of why everybody calls it Singleton today.
Some people may have an issue with the age of book. When you read the introduction, they mention that C++ and Smalltalk are cutting edge programming languages. I know C++ pretty well, but I have never used Smalltalk. What I learned from the book was how Smalltalk was fundamental to creating the MVC (Model-View-Controller) framework. In a lot of places the authors point out situations where C++ programmers would implement a pattern one way, and Smalltalk programmers might use the pattern another way.
The book's examples are mostly about text writing programs, windowing, and drawing. These examples fit well for the patterns. You can also see how the current state of programming was much different. Text editors were creating huge innovations back then.
This book requires sophistication as a programmer. It will be a challenging book for pretty much anyone to understand completely. You need to have familiarity with the word choice as well. The authors assume you are well versed in their language. The glossary was pretty good in this book, I would recommend taking a look before you start.
The progression of the book is excellent. There is a lengthy introduction before getting to the patterns. This helps put the entire book in context and prepares you for the challenge to come. Each pattern is unique in subtle ways that the authors explain masterfully.
One hundred years from now this book will still work. The patterns are fundamental to software design itself. I wish most authors were this bold.
As a good companion book, I would recommend "Applying UML and Patterns: An Introduction to Object-Oriented Analysis and Design and Iterative Development" by Craig Larman. Larman's book gives a more gentle introduction to some of GoF patterns, explains why they are useful via GRASP guidelines and presents patterns via UML (and c# code if you like code more than diagrams) which is, in my view, much more accessible for developers who do not write code in c++. I agree that UML is outdated, but it gives a reader a good opportunity to grasp the ideas without constraints of a particular language. So two books work great together to introduce a reader to the world of good software engineering practices.
btw I recently (summer 2019) had several interviews in big tech companies in silicon valley and in 2 of them I was told that this book is a very much recommended reading for every software engineer.
While the psuedo code seems to be more tailored to C++ and qualifiers like “friend”, the author(s) do make an effort at keeping the psuedo code generic, so the patterns may be easily applied to other OOP languages like Java, C#, Python, etc.
I highly recommend this book along with Robert C. Martin’s “Clean Code” and Koopman’s “Better Embedded System Software” for any software engineer’s library!
However, we are way, way overdue for a new edition, one written using C++11/14 or modern Java for the examples. The C++98-based examples really date this book - lines and lines of code to illustrate what you'd do with a bit of STL in modern C++. The patterns themselves are still relevant, but I hope no one is taking the code examples too seriously.
This book provides a good share of wisdom about modern systems. Especially because not everything is up to date with modern standards. It teaches how the best practices about twenty years ago can withstand the judgement of time. Reading it helps understanding how big system have been made and how previous engineer designed software. Therefore reading this book can help communication in teams with various generations as well as with managers that were previously developers.
This book is not exactly for "reading": it's best use is practicing every case with a personal implementation.
Top reviews from other countries
- Programming languages. I do vast majority of my coding in Java, sometimes I code in another JVM languages. This book provides examples in C++ and/or Smalltalk. Even more, this book was written before Java was a thing! This has to have an impact on how easy to follow are some of the examples. If you write Java 8 code, I bet you know what is the difference between external and internal iterator. At the same time, C++ friends will probably be less obvious to you, and the concept of e.g. enum-based singletons will not be mentioned at all. If only someone could write this book once again, but focus on Java-centric point of view.
- GUI-based examples. For nearly all the patterns, there is a GUI-related example. I am deeply alergic to GUI development and would appreciate more examples relating to backend functionalities.
- Didn't we evolve since then? Many of these design patterns are explicitly targetting challenges around excessive memory utilisation and other past limitations. We can do better now. Same constraints still exist, but are applicable to a very different extent. I can see people blindly following some of these patterns today in the field, with very little reflection upon the actual problem they are trying to solve. Today good programming is frequently not about making the application consume less memory, but about making it easier to understand and change. The problems we are trying to solve have changed, therefore the solutions we apply need to change as well. Keep it in mind while reading this book - not all of that is of equal value today, as it was when this book was first published. This takes us swiftly to the next point, which is...
- The pattern catalogue. While many of these design patterns are still valuable these days, there may be others which are more valuable. Just compare and contrast the builder pattern, as described in this book vs the one described many years later by Joshua Bloch.
My recommendation - read this book if you haven't done it already. Learn all the good things, just don't forget the world has moved on since then.
I've re-read this book so many times in my career and watched as it's contents went from obscure, to fad and overused reference to where I think it should always have been, an accepted classic containing great wisdom.
Study it, learn from from it, implement things they way it suggests - then learn that it is not dogmatic. Simply use it to help shape your software solutions into recognisable forms that can be maintained and evolved over time.
Every team who use object-orientation should have a copy in the office to refer to.
If you want a softer read, there is a Head First book on design patterns - but I would still recommend having a copy of this book to refer to when you want to implement and adapt a pattern in real life.