tailieunhanh - Absolute C++ (4th Edition) part 84

Absolute C++ (4th Edition) part 84. KEY BENEFIT: C++ programming concepts and techniques are presented in a straightforward style using understandable language and code. KEY TOPICS: C++ Basics; Flow of Control; Function Basics; Parameters and Overloading; Arrays; Structures and Classes; Constructors; Operator Overloading, Friends, and References; Strings; Pointers and Dynamic Arrays; Separate Compilation and Namespaces; Streams and File I/O; Recursion; Inheritance; Polymorphism and Virtual Functions; Templates; Linked Data Structures; Exception Handling; Standard Template Library; Patterns and UML. MARKET: Useful for both beginning and intermediate C++ programmers. . | 20 Patterns and UML Einstein argued that there must be simplified explanations of nature because God is not capricious or arbitrary. No such faith comforts the software engineer. Much of the complexity that he must master is arbitrary complexity. F. Brooks No Silver Bullet Essence and Accidents of Software Engineering IEEE Computer April 1987. Introduction Patterns and UML are two software design tools that apply no matter what programming language you are using as long as the language provides for classes and related facilities for object-oriented programming. This chapter presents a very brief introduction to these two topics. It contains no new details about the C language. A pattern in programming is very similar to a pattern in any other context. It is a kind of template or outline of a software task that can be realized as different code in different but similar applications. UML is a graphical language that is used for designing and documenting software created within the object-oriented programming framework. This chapter uses some material from all of the chapters that come before. However if you have read most but not all of the previous chapters you can still get all or most of the benefit from reading this chapter. Patterns I bid him look into the lives of men as though into a mirror and from others to take an example for himself. Terence Publius Terentius Afer 190-159 . Adelphoe pattern Patterns are design principles that apply across a variety of software applica- tions. To be useful the pattern must apply across a variety of situations. To be substantive the pattern must make some assumptions about the domain of applications to which it applies. For example the Iterator pattern applies to container classes of almost any kind. Recall that when we discussed iterators in Chapter 19 we first described them in the abstract as ways of cycling through a range of data in any kind of container. We then gave specific applications of Patterns 839 the .

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