Object-Oriented Software Engineering Practical

Object-Oriented Software Engineering Practical
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Object-Oriented Software Engineering Practical Software Development using UML and Java Chapter 6: Using Design Patterns 1 2 6.1 Introduction to Patterns The recurring aspects of designs are called design patterns. A pattern is the outline

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01
Object-Oriented Software Engineering Practical Software Development using UML and Java Chapter 6:
Using Design Patterns 1<br>
02
2 6.1 Introduction to Patterns The recurring aspects of designs are called design patterns.
A pattern is the outline of a reusable solution to a general problem encountered in a particular context
Many of them have been systematically documented for all software developers to use
A good pattern should
Be as general as possible
Contain a solution that has been proven to effectively solve the problem in the indicated context.
Studying patterns is an effective way to learn from the experience of others<br>
03
3 Pattern description Context:
The general situation in which the pattern applies
Problem:
A short sentence or two addressing the main difficulty being tackled.
Forces:
The issues or concerns to consider when solving the problem
Solution:
The recommended way to solve the problem in the given context.
Antipatterns: (Optional)
Solutions that are inferior or do not work in this context.
Related patterns: (Optional)
Patterns that are similar to this pattern.
References:
Who developed the pattern.<br>