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Design Patterns: Elements of Reusable Object-Oriented Software-Gamma Erich,Helm Richard,Johnson Ralph,Vlissides John,Grady Booch

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Ebook About
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.

Book Design Patterns: Elements of Reusable Object-Oriented Software Review :



Twenty Two years since the book's publication it remains incredibly relevant. In the beginning I was surprised the discussion in 1994 was this high level. The preface and introduction are awesome. For example, there was one discussion about dynamically typed languages versus statically typed lanugages... I was not even aware this was being discussed in 1994.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.
The book is quite old and c++ code there is dated, nobody writes like that anymore. But the concepts and approaches are timeless. So many times I saw code that should be refactored according to the patterns presented in the book. The book really is a good source of inspiration on how and why the code should be written differently. Modern software libraries and products are inherently complex and good architecture is a must to make them reusable and scalable. Among the cons I would highlight the dated c++ code, but overall I think c++ is not the best language to present patterns. The book is rather dry on theory, hence the reader has to be prepared to consume dry technical material. Another quite sad disadvantage is that the book doesn't introduce a reader to GRASP patterns (General Responsibility Assignment Software Patterns), which is a list of guidances. GoF (GoF is gang of four and GoF patterns are the patterns presented in the book) patterns have much more sense if one thinks of them in terms of GRASP.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.

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