Details




001    UPM-00013193588 
005    20171011112918.0 
020  ##  $a0201633612 (acid-free paper) 
020  ##  $a9780201633610 (acid-free paper) 
040  ##  $aCASM$erda 
090  ##  $aQA 76.64 $bD47 1995 
245  00  $aDesign patterns :$belements of reusable object-oriented software /$cErich Gamma ... [et al.] 
264  #1  $aReading, Mass. :$bAddison-Wesley,$cc1995. 
300  ##  $axv, 395 pages :$billustrations ;$c25 cm. 
490  1#  $aAddison-Wesley professional computing series. 
504  ##  $aIncludes bibliographical references (p. 375-381) and index. 
520  ##  $aFour software designers present a catalog of simple and succinct solutions to commonly occurring design problems, using Smalltalk and C++ in example code. 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 go on to systematically name, explain, evaluate, and catalog recurring designs in object-oriented systems.--From publisher description. 
505  0#  $a1. Introduction: What Is a Design Pattern?: Design Patterns in Smalltalk MVC -- Describing Design Patterns -- The Catalog of Design Patterns -- Organizing the Catalog -- How Design Patterns Solve Design Problems -- How to Select a Design Pattern -- How to Use a Design Pattern -- 2. A Case Study: Designing a Document Editor: Design Problems -- Document Structure -- Formatting. Embellishing the User Interface -- Supporting Multiple Look-and-Feel Standards -- Supporting Multiple Window Systems -- User Operations -- Spelling Checking and Hyphenation -- Summary -- Design Pattern Catalog -- 3. Creational Patterns: Abstract Factory: -- Builder -- Factory Method -- Prototype -- Singleton -- Discussion of Creational Patterns -- 4. Structural Pattern: Adapter -- Bridge. Composite -- Decorator -- Facade -- Flyweight -- Proxy -- Discussion of Structural Patterns. 
505  0#  $a5. Behavioral Patterns: Chain of Responsibility -- Command -- Interpreter -- Iterator -- Mediator -- Memento -- Observer. -- State -- Strategy -- Template Method -- Visitor -- Discussion of Behavioral Patterns -- 6. Conclusion: What to Expect from Design Patterns -- A Brief History -- The Pattern Community -- An Invitation -- A Parting Thought -- Appendix A: Glossary -- Appendix B: Guide to Notation -- Class Diagram -- Object Diagram -- Interaction Diagram -- Appendix C: Foundation Classes -- List. Iterator -- ListIterator. -- Point. Rect. 
541  ##  $aPhp5,865.00 (PerSimmonz) : Computer Science Dept. 
650  #0  $aObject-oriented programming (Computer science) 
650  #0  $aComputer software$xReusability. 
650  #0  $aSoftware patterns. 
650  #4  $aProgramas para computadoras$xReutilizaci?on. 
700  1#  $aGamma, Erich. 
830  #0  $aAddison-Wesley professional computing series. 
037  ##  $aCASM-27720$bPerSimmonz$cPhp5,865.00$nDPSM 
336  ##  $atext$2rdacontent 
337  ##  $aunmediated$2rdamedia 
338  ##  $avolume$2rdacarrier 
842  ##  $aBook 
905  ##  $aFO 
852  ##  $aUP$bCASM$hQA 76.64 D47 1995$pCASM0027720$rRegular Circulation$w1995$xCASM-27720 
041  0#  $aeng 

Accession Number Call Number Circulation Type Volume/Year Status(Due Date) Location
CASM-27720 QA 76.64 D47 1995 Regular Circulation / 1995 ON SHELF College of Arts and Sciences Library