Title: Imitation of Nature - A Practical Guide to Object-Oriented: Wangyong Wu, Wang Yonggang with Source: Electronic Industry Press ISBN: ISBN 7-121-00226-4 Pages: 432 Folio: 16 Publication date: November 2004 Price : 45 yuan unauthorized, no reproduced!
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brief introduction:
This book is a guide to an object-oriented technical system that tries to interpret the object-oriented technology system. This book is divided into 19 chapters. In order to introduce demand and use case analysis, object-oriented analysis, architectural analysis, object-oriented design, design mode, and coding skills, etc. Basically, in the time order, the full process of design and implementation of the FishGUI system is described. If the classic reading of the object-oriented master is called the main dishes in the object-oriented feast, then this guide can act as a sweet dish of the food or the dessert after the meal, the author is full of satisfaction. This book is suitable for all developers, managers, system analysts, testers, technical support staff, and majority of students, students.
Chapter 1 Demand Analysis: Pursuit of Perfect VS. tolerance
1.1 Development Diary: November 6, 2003
1.5 FishGUI Demand Analysis (2) 1.5 FishGUI Demand Analysis (3) 1.5 FishGUI Demand Analysis (4) 1.6 Demand 1.7 Summary
Chapter 2 Use Example Analysis: Underwater Mobilization VS. Walking in Cloud
2. Development Diary: November 10, 2003, Monday 2.2 Why use UML 2.3 Model Model 2.4 Modeling (1)
2.4 Modeling (2) 2.4 Modeling (3) 2.4 Modeling (4) 2.5 Summary
Chapter 3 Design Method: Process VS. Object-Orientation
3.1 Development Diary: November 13, 2003, Thursday 3.2 Method for Fishgui? 3.3 How to Measure Software Design Quality 3.4 Object-Oriented Design Method (1) 3.4 Object-Oriented Design Method (2)
3.4 Object-Oriented Design Method (3) 3.5 Framework and Class 3.6 Software Life Cycle Model 3.6 Software Life Cycle Model (2) Summary
Chapter 4 Model: Variation of VS. Eternal Road 4.1 Development Diary: November 14, 2003, Friday 4.2 Mode 4.3 Design Model 4.4 Summary
Chapter 5 Analysis Model: Substation VS. Software Class 5.1 Development Diary: November 17, 2003, Monday 5.2 Object-Oriented Thinking Ways 5.3 Object - Oriented Analysis 5.5 FiShgui Analysis Model 5.5 Summary
Chapter 6 Architecture Analysis: Function Decomposition VS. Object Analysis 6.1 Development Diary: November 20, 2003, Thursday 6.2 Architecture Analysis Basic Concept 6.4 Summary of the FishGUI System 6.4 Summary
Chapter 7 Objective Design: Community VS. Personality 7.1 Development Diary: November 24, 2003, Monday 7.2 Objects and Class 7.3 FishGUI Object-Oriented Design 7.4 Summary
Chapter 8 Exterior Mode: Unified Interface VS. Exposure Detail 8.1 Development Diary: December 1, 2003
Chapter 9 Observer Mode: Indirect Dependency VS. Directly Dependent 9.1 Development Diary: December 2, 2003, Tuesday 9.2 Bidirectional Dependence 9.3 Observer Mode 9.4 FishGUI System 9.5 Summary Chapter 10 Single Parts Mode: Implicit global variable VS. Explicit global variable 10.1 Development Diary: December 4, 2003, 10.2 Review of historical problems 10.3 Global variables - Programmer's heart is always painful 10.4 single piece (Sigleton) mode 10.5 Fishgui Single-piece mode 10.6 summary
Chapter 11 Composite Mode: Transparent vs. Security 11.1 Development Diary: December 8, 2003, Monday 11.2 Class Diagram and Object Figure 11. Inherited Tree Transparent and Security 11.4 Composite (Composite) Mode 11.5 FishGUI System Composite Mode 11.6 Summary
Chapter 12 Search: Inheritance VS. Template 12.1 Development Diary: December 11, 2003 12.2 About Protected A small problem 12.3 Implement only once, only 12.4 Container class 12.5 iterator mode 12.6 FishGUI The specific implementation of the iterator mode 12.7 Summary of the stability of the iterator travel 12.8 summary
Chapter 13 Creation Model: Factory Method VS. Abstract Factory 13.1 Development Diary: December 15, 2003, Monday 13.2 Creation mode 13.3 Factory Method mode 13.5 Abstract Factory (Abstract factory) Mode 13.5 Fishgui creation Model 13.6 Strategy Mode 13.7 Combination of Abstract Factory Models and Policy Mode in FishGUI 13.8 Object Creation and Delete 13.9 Summary
Chapter 14 Message: Generalized Message VS. Narrow Message 14.1 Development Diary: December 17, 2003, Wednesday 14.2 Messages 14.3 Message Processing Mode 14.4 Command (Command) Mode 14.5 MediaTOR Mode 14.6 Doglace (chain of Responsiblity) Mode 14.7 Observer mode 14.8 FishGUI message processing mode 14.9 Java and .NET message processing mode 14.10 Summary
Chapter 15 Template Method Mode: Positive dependence VS. Dependency 15.1 Development Diary: December 23, 2003, Template Method (Template Method) Mode 15.3 FishGUI Template Method 15.4 Summary
Chapter 16 MFC Message Map Mode: Map Table 16.1 Development Diary: December 25, 2003, Sproducts 16.3 MFC Message Map Matter 16.4 FishGUI Message Map Mode 16.5 to sum up
Chapter 17 Adapter Mode: Class Mode VS. Object Mode 17.1 Develop Diary: January 5, 2004, Monday 17.2 Mode and Object Mode 17.3 Adapter (Adapter) Mode 17.5 Adapter Mode 17.5 Summary of FishGUI
Chapter 18 MVC Mode: Three Kingdoms Romance VS. Three points 18.1 Development Diary: January 8, 2004, Thursday 18.2 "Refining Class" and "The Internal Connection 18.3 Model - View - Controller (MVC) Mode 18.4 FishGUI MVC Mode 18.5 Summary Chapter 19 C Coding Experience Talk: Theory VS. Practice 19.1 Development Diary: January 12, 2004 Type Conversion 19.6 Copy Construction Function and Assignment Operator Function 19.7 Data Members Initialization 19.8 Biography, Pointer and Biography 19.9 Operators Overload 19.10 Fiction Function 19.11 Summary
Appendix A FishGUI installation and use
Appendix B Fishgui Improvement
references
Http://act.it.sohu.com/book/serialize.php?id=425