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Design Patterns: Elements of Reusable Object-Oriented Software Design Patterns: Elements of Reusable Object-Oriented Software by Erich Gamma
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Design Patterns Quotes Showing 1-10 of 10
“A design that doesn’t take change into account risks major redesign in the future.”
Erich Gamma, Design Patterns: Elements of Reusable Object-Oriented Software
“that shows the flow of requests between objects. interface The set of all signatures defined by an object’s operations. The interface describes the set of requests to which an object can respond. metaclass Classes are objects in”
Erich Gamma, Design Patterns: Elements of Reusable Object-Oriented Software
“representation. C++ uses the term data member. interaction diagram A diagram that shows the flow of requests between objects. interface The set of all signatures”
Erich Gamma, Design Patterns: Elements of Reusable Object-Oriented Software
“Provide an interface for creating families of related or dependent objects without specifying their concrete classes.”
Erich Gamma, Design Patterns: Elements of Reusable Object-Oriented Software
“Un design pattern è uno schema risolutivo riusabile di un problema ricorrente di progettazione a oggetti.
Un design pattern attribuisce un nome a un problema di progettazione, astrae e identifica gli aspetti principali di una struttura progettuale utile per la creazione di un progetto a oggetti riusabile. Il design pattern identifica le classi e le istanze partecipanti, i loro ruoli e collaborazioni e la distribuzione di responsabilità.”
Erich Gamma Richard Helm Ralph Johnson and John Vlissides, H1 Genuine Special Design Patterns : Elements of Reusable Object-Oriented Software ( in English )
“Design patterns should not be applied indiscriminately. Often they achieve flexibility and variability by introducing additional levels of indirection, and that can complicate a design and/or cost you some performance. A design pattern should only be applied when the flexibility it affords is actually needed.”
Erich Gamma, Design Patterns: Elements of Reusable Object-Oriented Software
“Naming a pattern immediately”
Erich Gamma, Design Patterns: Elements of Reusable Object-Oriented Software
“Each pattern describes a problem which occurs over and over again in our environment, and then describes the core of the solution to that problem, in such a way that you can use this solution a million times over, without ever doing it the same way twice”
Erich Gamma, Design Patterns: Elements of Reusable Object-Oriented Software
“Creational class patterns defer some part of object creation to subclasses, while Creational object patterns defer it to another object. The Structural class patterns use inheritance to compose classes, while the Structural object patterns describe ways to assemble objects. The Behavioral class patterns use inheritance to describe algorithms and flow of control, whereas the Behavioral object patterns describe how a group of objects cooperate to perform a task that no single object can carry out alone.”
Erich Gamma, Design Patterns: Elements of Reusable Object-Oriented Software