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Part 1: General-Purpose Design Patterns
Chapter 1: Null Object
Chapter 2: Manager
Chapter 3: Product Trader
Chapter 4: Type Object
Chapter 5: Sponsor-Selector
Chapter 6: Extension Object
Part 2: Variations on Design Patterns
Chapter 7: Acyclic Visitor
Chapter 8: Default and Extrinsic Visitor
Chapter 9: State Patterns
Part 3: Architectural Patterns
Chapter 10: Recursive Control
Chapter 11: Bureaucracy
Part 4: Distribution Patterns
Chapter 12: Acceptor and Connector
Chapter 13: Bodyguard
Chapter 14: Asynchronous Completion Token
Chapter 15: Object Recovery
Chapter 16: Patterns for Logging Diagnostic Messages
Part 5: Persistence Patterns
Chapter 17: Serializer
Chapter 18: Accessing Relational Databases
Part 6: User Interface Patterns
Chapter 19: A Pattern Language for Developing Form-Style Windows
Part 7: Programming Patterns
Chapter 20: Double-Checked Locking
Chapter 21: External Polymorphism
Part 8: Domain-Specific Patterns
Chapter 22: Business Patterns of Association Objects
Chapter 23: A Pattern Language of Transport Systems (Point and Route)
Chapter 24: The Points and Deviations Pattern Language of Fire Alarm Systems
Part 9: Process Patterns
Chapter 25: The Selfish Class
Chapter 26: Patterns for Evolving Frameworks
Chapter 27: Patterns for Designing in Teams
Chapter 28: Patterns for System Testing
Part 10: Patterns on Patterns
Chapter 29: A Pattern Language for Pattern Writing
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