Gang of Four Design PatternsIn class-based programming , the factory method pattern is a creational pattern that uses factory methods to deal with the problem of creating objects without having to specify the exact class of the object that will be created. This is done by creating objects by calling a factory method—either specified in an interface and implemented by child classes, or implemented in a base class and optionally overridden by derived classes—rather than by calling a constructor. The Factory Method  design pattern is one of the "Gang of Four" design patterns that describe how to solve recurring design problems to design flexible and reusable object-oriented software, that is, objects that are easier to implement, change, test, and reuse. The Factory Method design pattern is used instead of the regular class constructor for keeping within the SOLID principle of programming, decoupling the construction of objects from the objects themselves. This has the following advantages and is useful for the following cases, among others: .
Making Architecture Matter - Martin Fowler Keynote
Gang of Four Design Patterns
Design patterns represent the best practices used by experienced object-oriented software developers. Design patterns are solutions to general problems that software developers faced during software development. These solutions were obtained by trial and error by numerous software developers over quite a substantial period of time. According to these authors design patterns are primarily based on the following principles of object orientated design. Design patterns provide a standard terminology and are specific to particular scenario. For example, a singleton design pattern signifies use of single object so all developers familiar with single design pattern will make use of single object and they can tell each other that program is following a singleton pattern. Design patterns have been evolved over a long period of time and they provide best solutions to certain problems faced during software development.
In software engineering, a design pattern is a general repeatable solution to a commonly occurring problem in software design. A design pattern isn't a finished design that can be transformed directly into code. It is a description or template for how to solve a problem that can be used in many different situations.
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Book Applying UML and Patterns
Adapter Pattern – Design Patterns (ep 8)
It seems that you're in Germany. We have a dedicated site for Germany. This means that the book will present you, thereader,withthenotationusedintheUMLandthestepsdescribedbytheUnifiedProcesswith particular reference to the Java environment including the classes and the syntax. The book itself is structured in three parts. Part 1 introduces object-oriented analysis and design and the Unified Process. The first part of the book is structured in the following manner: Chapter 2: Object -Oriented Analysis and Design This chapter surveys the most significant object-oriented design and analysis methods to emerge since the late s.