You know you don't want to reinvent the wheel, so you look to Design Patterns: the lessons learned by those who've faced the same software design problems. With Design Patterns, you get to take advantage of the best practices and experience of others so you can spend your time on something more challenging. Something more fun. This book shows you the patterns that matter, when to use them and why, how to apply them to your own designs, and the object-oriented design principles on which they're based. Join hundreds of thousands of developers who've improved their object-oriented design skills through Head First Design Patterns.

If you've read a Head First book, you know what to expect: a visually rich format designed for the way your brain works. With Head First Design Patterns, 2E you'll learn design principles and patterns in a way that won't put you to sleep, so you can get out there to solve software design problems and speak the language of patterns with others on your team.


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First of all, I love those books, so great choise :-) "Head First Design Patterns" speaks only about design patterns, "Head First Object Oriented Analysis and Design" contains a lot more like requirements engineering, testing etc. So if you want to learn OOP, then I would suggest to choose the design patterns book first and then the other one.

Design patterns are powerful, and it's easy to see all kinds of ways they can be used in your current designs. Developers naturally love to create beautiful architectures that are ready to take on change from all directions.

Resist the temptation. If you have a practical need to support change in a design today, go ahead and employ a pattern to handle that change. However, if the reason is only hypothetical, don't add the pattern. It's only going to add complexity to your system, and you might never need it.

The beginner uses patterns everywhere. This is good. The beginner gets lots of experience with and practice using patterns. The beginner also thinks, "The more patterns I use, the better the design." The beginner will learn that this is not so, that all designs should be as simple as possible. Complexity and patterns should only be used where they are needed for practical extensibility.

Do you really want a junior developer using patterns everywhere? It's about as safe as encouraging them to "experiment" with a gas-powered chainsaw. The best way to learn to write simple code is to write simple code! Patterns, like all forms of compexity, should be avoided until they are absolutely necessary. That's the first thing beginners need to learn. Not the last thing.

The "Head First Design Patterns" book was really helpful for me few years ago when I was in college and starting to learn about design patterns. However, my main focus has always been towards back-end technologies (Java and PHP) and I've never really worked with JavaScript, so I don't really know how much these patterns are applicable in modern JS.

"The choice of programming language is important because it influences

 one's point of view. Our patterns assume Smalltalk/C++-level language features,

 and that choice determines what can and cannot be implemented easily. If we

 assumed procedural languages, we might have included design patterns called

 'Inheritance,' 'Encapsulation,' and 'Polymorphism.'"

You're not alone.


 At any given moment, somewhere in the world someone struggles with the same software design problems you have. You know you don't want to reinvent the wheel (or worse, a flat tire), so you look to Design Patterns--the lessons learned by those who've faced the same problems. With Design Patterns, you get to take advantage of the best practices and experience of others, so that you can spend your time on...something else. Something more challenging. Something more complex. Something more fun.


 You want to learn about the patterns that matter--why to use them, when to use them, how to use them (and when NOT to use them). But you don't just want to see how patterns look in a book, you want to know how they look "in the wild". In their native environment. In other words, in real world applications. You also want to learn how patterns are used in the Java API, and how to exploit Java's built-in pattern support in your own code.


 You want to learn the real OO design principles and why everything your boss told you about inheritance might be wrong (and what to do instead). You want to learn how those principles will help the next time you're up a creek without a design pattern.


 Most importantly, you want to learn the "secret language" of Design Patterns so that you can hold your own with your co-worker (and impress cocktail party guests) when he casually mentions his stunningly clever use of Command, Facade, Proxy, and Factory in between sips of a martini. You'll easily counter with your deep understanding of why Singleton isn't as simple as it sounds, how the Factory is so often misunderstood, or on the real relationship between Decorator, Facade and Adapter.


 With Head First Design Patterns, you'll avoid the embarrassment of thinking Decorator is something from the "Trading Spaces" show. Best of all, in a way that won't put you to sleep! We think your time is too important (and too short) to spend it struggling with academic texts.


 If you've read a Head First book, you know what to expect--a visually rich format designed for the way your brain works. Using the latest research in neurobiology, cognitive science, and learning theory, Head First Design Patterns will load patterns into your brain in a way that sticks. In a way that lets you put them to work immediately. In a way that makes you better at solving software design problems, and better at speaking the language of patterns with others on your team.

The original publication date of the book was October 21, 1994 with a 1995 copyright, and as of July 2010, the book was in its 38th printing. The book was first made available to the public at OOPSLA meeting held in Portland, Oregon, in October 1994. It has been highly influential to the field of software engineering and is regarded as an important source for object-oriented design theory and practice. More than 500,000 copies have been sold in English and in 13 other languages.

The term "design pattern" is somewhat vague, as every general reusable solution can be considered a design pattern. I've always noticed a tendency to apply the label on the solutions described in one of the notable books I've listed above, and more specifically the Gang of Four and Fowler books. Design patterns do not follow a unique development process, they are normal software solutions that happen to be immensely reusable and they are extremely hard to identify.

Yes, there is a well known book about design patterns: Design Patterns: Elements of Reusable Object-Oriented Software and the authors are often called "the Gang of Four" (GoF) and is referenced in almost all texts about design patterns.

Design Patterns: Elements of Reusable Object-Oriented Software is a software engineering book describing recurring solutions to common problems in software design. The book's authors are Erich Gamma, Richard Helm, Ralph Johnson and John Vlissides with a foreword by Grady Booch. The authors are often referred to as the Gang of Four, GoF, or Go4. The book is divided into two parts, with the first two chapters exploring the capabilities and pitfalls of object-oriented programming, and the remaining chapters describing 23 classic software design patterns. The book includes examples in C++ and Smalltalk.

Ward and Kent were amazed at the (admittedly spartan) elegance of the interface their users designed. They reported the results of this experiment at OOPSLA 87 in Orlando. They wrote up a panel position, and presented at Norm Kerth's workshop on Where do objects come from? They talked patterns until they were blue in the face, and got a lot of agreement, but without more concrete patterns nobody was signing up.

Meanwhile, Erich Gamma was busy writing and reflecting about object-oriented design in ET++ as part of his PhD thesis. Erich had realized that recurring design structures or patterns were important. The question really was how do you capture and communicate them.

Bruce Anderson gave a talk at TOOLS 90 at which ErichGamma was present; Erich liked the talk. Bruce gave a paper at EcoopOopsla90 (Ottawa) and ran a BOF called Toward an Architecture Handbook where he, Erich Gamma, Richard Helm, and others got into discussions about patterns. That was the first time that Richard and Erich met, and they realized they shared common ideas about the key ideas behind writing reusable OO software.

This book talks about how to implement commonly used patterns like Factory, Singleton, and Visitor in C++. It also talk about very C++-specific topics such as smart pointers, template metaprogramming, and policy-based class design.

pioneering work on policy-based design implemented via template metaprogramming. These ideas are articulated in his book Modern C++ Design and were first implemented in his programming library, Loki. He also implemented the "move constructors" concept in his MOJO library. He contributed to the C/C++ Users Journal under the byline "Generic"...

The most important design patterns are extensively discussed, such as the observer pattern, the decorator pattern, the factory pattern, the singleton pattern, the command pattern, the adapter and facade patterns, the template method pattern, the iterator and composite patterns, the state pattern, the proxy pattern, compound patterns.

I guess programming language eliminate the need of some design patterns. The problems these books address, how many of these are relevant to rust? To be more direct, which object-oriented Design Patterns I do not need to learn when using Rust and why? 006ab0faaa

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