Objective-C设计模式探索:iOS开发进阶

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"设计模式Design Patterns for iOS高清.pdf" 设计模式是软件工程中的一种最佳实践,它们代表了在特定上下文中解决常见问题的经验总结。在iOS开发中,理解并应用设计模式能够提高代码的可读性、可维护性和复用性。这本书《Design Patterns for iOS》由Carlo Chung撰写,旨在帮助iOS开发者提升技能,通过Objective-C实现设计模式。 书中分为六个部分,深入探讨了多种设计模式: 1. **Part I: Getting Your Feet Wet** - **Chapter 1: Hello, Design Patterns!** 这一章介绍了设计模式的基本概念,解释了为什么设计模式对iOS开发者来说是重要的,并提供了一些基础的使用场景。 - **Chapter 2: A Case Study: Designing an App** 提供了一个实际案例,展示如何在应用开发过程中应用设计模式。 2. **Part II: Object Creation** - **Chapter 3: Prototype** 解释了原型模式,允许通过复制现有对象来创建新对象,减少了类的实例化过程中的复杂性。 - **Chapter 4: Factory Method** 工厂方法模式是一种创建型设计模式,它提供了创建对象的一个接口,但让子类决定实例化哪个类。 - **Chapter 5: Abstract Factory** 抽象工厂模式为一个家族相关的对象提供一个统一的创建接口,无需指定其具体类。 - **Chapter 6: Builder** 建造者模式将复杂的对象构建过程分步进行,使得构造过程和表示分离。 - **Chapter 7: Singleton** 单例模式确保一个类只有一个实例,并提供一个全局访问点。 3. **Part III: Interface Adaptation** - **Chapter 8: Adapter** 适配器模式允许两个不兼容的接口协同工作,将一个类的接口转换成客户端期望的另一个接口。 - **Chapter 9: Bridge** 桥接模式将抽象部分与其实现部分解耦,使得它们可以独立变化。 - **Chapter 10: Façade** 外观模式为复杂的子系统提供一个简单的接口,隐藏子系统的内部细节。 4. **Part IV: Decoupling of Objects** - **Chapter 11: Mediator** 中介者模式定义一个中介对象来封装一系列的对象交互,降低他们的耦合度。 - **Chapter 12: Observer** 观察者模式定义了对象间的一对多依赖关系,当一个对象的状态发生改变时,所有依赖于它的对象都会得到通知并自动更新。 5. **Part V: Abstract Collection** - **Chapter 13: Composite** 组合模式将对象组合成树形结构以表示“部分-整体”的层次结构,使得用户可以一致地对待单个对象和组合对象。 - **Chapter 14: Iterator** 迭代器模式提供一种方法顺序访问聚合对象的元素,而又不暴露其底层表示。 6. **Part VI: Behavioral Extension** - **Chapter 15: Visitor** 访问者模式表示一个作用于某对象结构中的各元素的操作,它可以在不改变各元素的类的前提下定义作用于这些元素的新操作。 - **Chapter 16: Decorator** 装饰器模式动态地给一个对象添加一些额外的职责,提供了扩展对象功能的一种方式,同时保持接口不变。 通过阅读本书,读者可以了解到如何在Objective-C编程环境中有效地使用这些设计模式,从而提升iOS应用程序的架构和设计质量。每个章节都提供了详细的解释、示例代码以及实践指导,有助于开发者将理论知识转化为实际项目中的应用。
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If you have ever bought any programming books, you might have noticed that there are two types of them: books that are too short to understand the topic and books that are too long making it inevitable that you get bored. We've tried hard to avoid both of these categories with Design Patterns Explained Simply. This book is fast and simple way to get the idea behind each of the 29 popular design patterns. The book is not tied to any specific programming language and will be good for you as long as you have a basic knowledge of OOP. Most chapters are available on the website, so you can check out the simplicity of the language in the book and the way materials are presented. Why should I read this book? It's simple. It's written in clear and simple language that makes it easy to read and understand. It's short. Yes, there are no useless demos or huge code listings — just clear and easy-to-understand descriptions with many graphical examples. When you finish reading this book, you'll have good reason to go to your boss and ask him for apromotion. Why? Because using design patterns will allow you to get your tasks done twice as fast, to write better code and to create efficient and reliable software architecture. How do I become a programming ninja? The main difference between a ninja and a novice is the knowledge of secret coding tricks, as well as the awareness of most pitfalls and the ability to avoid them. Design patterns were created as a bible for avoiding problems related to software design. Doesn’t that make it a true ninja’s handbook? Table of Contents Creational patterns Abstract Factory Builder Factory Method Object Pool Prototype Singleton Structural patterns Adapter Bridge Composite Decorator Facade Flyweight Private Class Data Proxy Behavioral patterns Chain of Responsibility Command Interpreter Iterator Mediator Memento Null Object Observer State Strategy Template Method Visitor