目 录 第0章 楔子 培训实习生—面向对象基础 ························1 0.1 培训实习生 ·······························1 0.2 类与实例 ··································2 0.3 构造方法 ··································4 0.4 方法重载 ··································6 0.5 属性与修饰符 ····························7 0.6 封装 ········································9 0.7 继承 ······································10 0.8 多态 ······································14 0.9 重构 ······································18 0.10 抽象类 ··································20 0.11 接口 ·····································22 0.12 集合 ·····································27 0.13 泛型 ·····································29 0.14 客套 ·····································31 第1章 代码无错就是优?—简单工厂模式 ······················32 1.1 面试受挫 ································32 1.2 初学者代码毛病 ·······················33 1.3 代码规范 ································34 1.4 面向对象编程 ··························34 1.5 活字印刷,面向对象 ·················35 1.6 面向对象的好处 ·······················37 1.7 复制 vs. 复用····························37 1.8 业务的封装 ·····························38 1.9 紧耦合 vs. 松耦合······················40 1.10 简单工厂模式 ·························42 1.11 UML类图 ······························43 第2章 商场促销—策略模式 ········································48 2.1 商场收银软件 ··························48 2.2 增加打折 ································49 2.3 简单工厂实现 ··························50 2.4 策略模式 ································53 2.5 策略模式实现 ··························55 2.6 策略与简单工厂结合 ·················57 2.7 策略模式解析 ··························58 第3章 电子阅读器 vs. 手机—单一职责原则 ···················60 3.1 阅读干吗不直接用手机? ···········60 3.2 手机不纯粹 ·····························60 XV 目 录 3.3 电子阅读器 vs. 手机···················61 3.4 单一职责原则 ··························62 3.5 方块游戏的设计 ·······················62 3.6 电子阅读器与手机的利弊 ···········65 第4章 考研求职两不误—开放-封闭原则 ························66 4.1 考研失败 ································66 4.2 开放-封闭原则 ·························67 4.3 何时应对变化 ··························69 4.4 两手准备,并全力以赴 ··············70 第5章 会修电脑不会修收音机?—依赖倒转原则 ·············72 5.1 MM请求修电脑 ························72 5.2 电话遥控修电脑 ·······················73 5.3 依赖倒转原则 ··························74 5.4 里氏代换原则 ··························77 5.5 修收音机 ································78 第6章 穿什么有这么重要?—装饰模式 ·························80 6.1 穿什么有这么重要? ·················80 6.2 小菜扮靓第一版 ·······················81 6.3 小菜扮靓第二版 ·······················83 6.4 装饰模式 ································85 6.5 小菜扮靓第三版 ·······················88 6.6 商场收银程序再升级 ·················91 6.7 简单工厂+策略+装饰模式实现 ·····92 6.8 装饰模式总结 ··························96 第7章 为别人做嫁衣—代理模式 ··································98 7.1 为别人做嫁衣! ·······················98 7.2 没有代理的代码 ······················100 7.3 只有代理的代码 ······················101 7.4 符合实际的代码 ······················102 7.5 代理模式 ·······························104 7.6 代理模式应用 ·························105 7.7 秀才让小六代其求婚 ················106 第8章 工厂制造细节无须知—工厂方法模式 ·················107 8.1 需要了解工厂制造细节吗? ·······107 8.2 简单工厂模式实现 ···················108 8.3 工厂方法模式实现 ···················109 8.4 简单工厂 vs. 工厂方法 ··············110 8.5 商场收银程序再再升级 ·············115 8.6 简单工厂+策略+装饰+工厂方法 ··116 XVI 大话设计模式 | 【Java溢彩加强版】 第9章 简历复印—原型模式 ······································120 9.1 夸张的简历 ····························120 9.2 简历代码初步实现 ···················121 9.3 原型模式 ·······························123 9.4 简历的原型实现 ······················125 9.5 浅复制与深复制 ······················126 9.6 简历的深复制实现 ···················129 9.7 复制简历 vs. 手写求职信 ···········130 第10章 考题抄错会做也白搭—模板方法模式 ···············132 10.1 选择题不会做,蒙呗! ············132 10.2 重复=易错+难改 ·····················133 10.3 提炼代码 ······························135 10.4 模板方法模式 ························138 10.5 模板方法模式的特点 ···············140 10.6 主观题,看你怎么蒙 ···············140 第11章 无熟人难办事?—迪米特法则 ························141 11.1 第一天上班 ···························141 11.2 无熟人难办事 ························142 11.3 迪米特法则 ···························144 第12章 牛市股票还会亏钱?—外观模式 ·····················145 12.1 牛市股票还会亏钱? ···············145 12.2 股民炒股代码 ························146 12.3 投资基金代码 ························147 12.4 外观模式 ······························149 12.5 何时使用外观模式 ··················150 第13章 好菜每回味不同—建造者模式 ························152 13.1 炒面没放盐 ···························152 13.2 建造小人一 ···························154 13.3 建造小人二 ···························155 13.4 建造者模式 ···························156 13.5 建造者模式解析 ·····················159 13.6 建造者模式基本代码 ···············160 第14章 老板回来,我不知道—观察者模式 ··················162 14.1 老板回来?我不知道! ············162 14.2 双向耦合的代码 ·····················163 14.3 解耦实践一 ···························165 14.4 解耦实践二 ···························167 14.5 观察者模式 ···························170 14.6 观察者模式的特点 ··················172 14.7 Java内置接口实现 ···················173 14.8 观察者模式的应用 ··················177 14.9 石守吉失手机后 ·····················178 第15章 就不能不换DB吗?—抽象工厂模式 ·················179 15.1 就不能不换DB吗? ·················179 15.2 最基本的数据访问程序 ············181 15.3 用了工厂方法模式的数据访问 程序 ····································182 15.4 用了抽象工厂模式的数据访问 程序 ····································185 15.5 抽象工厂模式 ························188 15.6 抽象工厂模式的优点与缺点 ······189 15.7 用简单工厂来改进抽象工厂 ······190 15.8 用反射+抽象工厂的数据访问 程序 ····································192 15.9 用反射+配置文件实现数据访问 程序 ····································194 15.10 商场收银程序再再再升级 ·······195 15.11 无痴迷,不成功····················198 第16章 无尽加班何时休—状态模式 ···························199 16.1 加班,又是加班! ··················199 16.2 工作状态 — 函数版 ·············200 16.3 工作状态 — 分类版 ·············201 16.4 方法过长是坏味道 ··················203 16.5 状态模式 ······························203 16.6 状态模式的好处与用处 ············205 16.7 工作状态 — 状态模式版 ·······206 第17章 在NBA我需要翻译—适配器模式 ·····················209 17.1 在NBA我需要翻译! ···············209 17.2 适配器模式 ···························210 17.3 何时使用适配器模式 ···············212 17.4 篮球翻译适配器 ·····················213 17.5 适配器模式的.NET应用 ···········216 17.6 扁鹊的医术 ···························217 第18章 如果再回到从前—备忘录模式 ························218 18.1 如果再给我一次机会…… ·········218 18.2 游戏存进度 ···························219 18.3 备忘录模式 ···························221 18.4 备忘录模式基本代码 ···············222 18.5 游戏进度备忘 ························224 大话设计模式 | 【Java溢彩加强版】 第19章 分公司=一部门—组合模式 ····························227 19.1 分公司不就是一部门吗? ·········227 19.2 组合模式 ······························229 19.3 透明方式与安全方式 ···············231 19.4 何时使用组合模式 ··················232 19.5 公司管理系统 ························233 19.6 组合模式好处 ························235 第20章 想走?可以!先买票—迭代器模式 ··················237 20.1 乘车买票,不管你是谁! ·········237 20.2 迭代器模式 ···························239 20.3 迭代器实现 ···························240 20.4 Java的迭代器实现 ···················243 20.5 迭代高手 ······························244 第21章 有些类也需计划生育—单例模式 ·····················245 21.1 类也需要计划生育 ··················245 21.2 判断对象是否是null ················246 21.3 生还是不生是自己的责任 ·········249 21.4 单例模式 ······························251 21.5 多线程时的单例 ·····················253 21.6 双重锁定 ······························254 21.7 静态初始化 ···························255 第22章 手机软件何时统一—桥接模式 ························257 22.1 凭什么你的游戏我不能玩 ·········257 22.2 紧耦合的程序演化 ··················258 22.3 合成/聚合复用原则 ·················262 22.4 松耦合的程序 ························263 22.5 桥接模式 ······························265 22.6 桥接模式基本代码 ··················267 22.7 我要开发“好”游戏 ···············268 第23章 烤羊肉串引来的思考—命令模式 ·····················269 23.1 吃烤羊肉串! ························269 23.2 烧烤摊 vs. 烧烤店 ···················270 23.3 紧耦合设计 ···························271 23.4 命令模式 ······························272 23.5 松耦合设计 ···························274 23.6 进一步改进命令模式 ···············276 23.7 命令模式的作用 ·····················278 第24章 加薪非要老总批?—职责链模式 ·····················279 24.1 老板,我要加薪! ··················279 24.2 加薪代码初步 ························280 24.3 职责链模式 ···························282 24.4 职责链的好处 ························284 24.5 加薪代码重构 ························284 24.6 加薪成功 ······························287 第25章 世界需要和平—中介者模式 ···························289 25.1 世界需要和平! ·····················289 25.2 中介者模式 ···························291 25.3 安理会作中介 ························293 25.4 中介者模式的优缺点 ···············295 第26章 项目多也别傻做—享元模式 ···························298 26.1 项目多也别傻做! ··················298 26.2 享元模式 ······························300 26.3 网站共享代码 ························302 26.4 内部状态与外部状态 ···············304 26.5 享元模式应用 ························306 第27章 其实你不懂老板的心—解释器模式 ··················309 27.1 其实你不懂老板的心 ···············309 27.2 解释器模式 ···························310 27.3 解释器模式的好处 ··················313 27.4 音乐解释器 ···························313 27.5 音乐解释器实现 ·····················315 27.6 料事如神 ······························319 第28章 男人和女人—访问者模式 ······························320 28.1 男人和女人! ························320 28.2 最简单的编程实现 ··················321 28.3 简单的面向对象实现 ···············322 28.4 用了模式的实现 ·····················324 28.5 访问者模式 ···························327 28.6 访问者模式基本代码 ···············328 28.7 比上不足,比下有余 ···············330 第29章 OOTV杯超级模式大赛—模式总结 ···················331 29.1 演讲任务 ······························331 29.2 报名参赛 ······························332 29.3 超模大赛开幕式 ·····················333 29.4 创建型模式比赛 ·····················337 29.5 结构型模式比赛 ·····················342 29.6 行为型模式一组比赛 ···············350 29.7 行为型模式二组比赛 ···············356 29.8 决赛 ····································361 29.9 梦醒时分 ······························365 29.10 没有结束的结尾 ···················366 参考文献···································································367