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Learning PHP Design Patterns - Helion

Learning PHP Design Patterns
ebook
Autor: William Sanders
ISBN: 978-14-493-4487-0
stron: 362, Format: ebook
Data wydania: 2013-02-11
Księgarnia: Helion

Cena książki: 126,65 zł (poprzednio: 147,27 zł)
Oszczędzasz: 14% (-20,62 zł)

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Tagi: PHP - Programowanie | Wzorce projektowe

Build server-side applications more efficiently—and improve your PHP programming skills in the process—by learning how to use design patterns in your code. This book shows you how to apply several object-oriented patterns through simple examples, and demonstrates many of them in full-fledged working applications.

Learn how these reusable patterns help you solve complex problems, organize object-oriented code, and revise a big project by only changing small parts. With Learning PHP Design Patterns, you’ll learn how to adopt a more sophisticated programming style and dramatically reduce development time.

  • Learn design pattern concepts, including how to select patterns to handle specific problems
  • Get an overview of object-oriented programming concepts such as composition, encapsulation, polymorphism, and inheritance
  • Apply creational design patterns to create pages dynamically, using a factory method instead of direct instantiation
  • Make changes to existing objects or structure without having to change the original code, using structural design patterns
  • Use behavioral patterns to help objects work together to perform tasks
  • Interact with MySQL, using behavioral patterns such as Proxy and Chain of Responsibility
  • Explore ways to use PHP’s built-in design pattern interfaces

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Spis treści

Learning PHP Design Patterns eBook -- spis treści

  • Learning PHP Design Patterns
  • Dedication
  • Preface
    • Audience
    • Assumptions This Book Makes
    • Contents of This Book
    • Conventions Used in This Book
    • Using Code Examples
    • Safari Books Online
    • How to Contact Us
    • Acknowledgments
  • I. Easing into the Fundamentals of Design Patterns
    • 1. PHP and Object-Oriented Programming
      • Entering into Intermediate and Advanced Programming
      • Why Object-Oriented Programming?
        • Making Problem Solving Easier
        • Modularization
      • Classes and Objects
        • Single Responsibility Principle
        • Constructor Functions in PHP
      • The Client as a Requester Class
      • What About Speed?
        • The Speed of Development and Change
        • The Speed of Teams
      • Whats Wrong with Sequential and Procedural Programming?
        • Sequential Programming
        • Procedural Programming
        • Pay Me Now or Pay Me Later
    • 2. Basic Concepts in OOP
      • Abstraction
        • Abstract Classes
        • Abstract Properties and Methods
        • Interfaces
        • Interfaces and Constants
        • Type Hinting: Almost Data Typing
      • Encapsulation
        • Everyday Encapsulation
        • Protecting Encapsulation through Visibility
          • Private
          • Protected
          • Public
        • Getters and Setters
      • Inheritance
      • Polymorphism
        • One Name with Many Implementations
        • Built-In Polymorphism in Design Patterns
      • Easy Does It
    • 3. Basic Design Pattern Concepts
      • The MVC Loosens and Refocuses Programming
      • Basic Principles of Design Patterns
        • The First Design Pattern Principle
        • Using Interface Data Types in Code Hinting
        • Abstract Classes and Their Interfaces
        • The Second Design Pattern Principle
        • Basic Composition Using a Client
        • Delegation: The IS-A and HAS-A Difference
      • Design Patterns as a Big Cheat Sheet
        • Organization of Design Patterns
          • Creational patterns
          • Structural patterns
          • Behavioral patterns
          • Class category
          • Object category
      • Choosing a Design Pattern
        • What Causes Redesign?
        • What Varies?
        • What Is the Difference Between Design Patterns and Frameworks?
    • 4. Using UMLs with Design Patterns
      • Why Unified Modeling Language (UML)?
      • Class Diagrams
      • Participant Symbols
      • Relationship Notations
        • Acquaintance Relations
        • Aggregation Relationship
        • Inheritance and Implementation Relations
        • Creates Relations
        • Multiple Relations
      • Object Diagrams
      • Interaction Diagrams
      • The Role of Diagrams and Notations in Object-Oriented Programming
      • Tools for UMLs
      • Other UMLs
  • II. Creational Design Patterns
    • 5. Factory Method Design Pattern
      • What Is the Factory Method Pattern?
      • When to Use the Factory Method
      • A Minimalist Example
        • Factory Work
          • The Product
        • The Client
      • Accommodating Class Changes
        • Adding Graphic Elements
        • Coordinating Products
        • Changing the Text Product
        • Changing the Graphic Product
        • Adding New Products and Parameterized Requests
        • One Factory and Multiple Products
        • The New Factories
        • The New Products
        • The Client with Parameters
        • Helper Classes
        • File Diagram
        • Product Changes: Leave the Interface Alone!
    • 6. Prototype Design Pattern
      • What Is the Prototype Design Pattern?
      • When to Use the Prototype Pattern
      • The Clone Function
        • Constructor Does Not Relaunch with Clone
        • The Constructor Function Should Do No Real Work
      • A Minimalist Prototype Example
        • Studying Fruit Flies
          • The abstract class interface and concrete implementation
          • The Client
      • Adding OOP to the Prototype
        • The Modern Business Organization
        • Encapsulation in the Interface
        • The Interface Implementations
        • The Organizational Client
        • Making Changes, Adding Features
        • Dynamic Object Instantiation
          • Variables to objects
      • The Prototype in PHP Land
  • III. Structural Design Patterns
    • 7. The Adapter Pattern
      • What Is the Adapter Pattern?
      • When to Use the Adapter Pattern
      • The Adapter Pattern Using Inheritance
        • A Minimal Example of a Class Adapter: The Currency Exchange
          • Enter the euro
          • Creating a euro adapter
      • The Adapter Pattern Using Composition
        • From Desktop to Mobile
          • Just the desktop
            • Adapting to mobile
          • The Client class as participant
        • Adapters and Change
    • 8. Decorator Design Pattern
      • What Is the Decorator Pattern?
      • When to Use the Decorator Pattern
      • Minimalist Decorator
        • The Component Interface
        • The Decorator Interface
        • Concrete Component
        • Concrete Decorators
          • Maintenance
          • Video
          • Database
        • The Client
      • What About Wrappers?
        • Primitives in Wrappers
        • Built-in Wrappers in PHP
        • Design Pattern Wrappers
      • Decorators with Multiple Components
        • Multiple Concrete Components
        • Concrete Decorators with Multiple States and Values
        • The Developer Dating Service
          • Component interface
          • Concrete components
          • Decorator with component methods
          • Concrete decorators
          • The Client
      • HTML User Interface (UI)
        • The Client Class Passing HTML Data
        • From a Variable Name to an Object Instance
        • Adding a Decoration
  • IV. Behavioral Design Patterns
    • 9. The Template Method Pattern
      • What Is the Template Method Pattern?
      • When to Use the Template Method
      • Using the Template Method with Images and Captions: A Minimal Example
        • The Abstract Class
        • The Concrete Class
      • The Client
      • The Hollywood Principle
      • Using the Template Method with Other Design Patterns
        • The Clients Reduced Workload
        • The Template Method Participants
      • The Factory Method Participants
      • The Hook in the Template Method Design Pattern
        • Setting Up the Hook
        • Implementing the Hook
        • The Client and Tripping the Hook
          • Setting the Boolean with comparison operators
          • The Client class
      • The Small and Mighty Template Method
    • 10. The State Design Pattern
      • What Is the State Pattern?
      • When to Use the State Pattern?
      • The State Machine
      • Light On, Light Off: The Minimal State Design Pattern
        • Context Is King
          • State instances in the Context class
          • Calling the state methods: Context trigger methods
          • Setting the current state
          • The state getters
          • The Context class summary
        • The States
          • OnState
          • OffState
        • The Client Request through the Context
      • Adding States
        • Changing the Interface
        • Changing the States
          • OffState
          • OnState
          • BrighterState
          • BrightestState
        • Updating the Context Class
        • An Updated Client
      • The Navigator: More Choices and Cells
        • Setting Up a Matrix Statechart
        • Setting Up the Interface
        • The Context
        • The States
          • Cell1State
          • Cell2State
          • Cell3State
          • Cell4State
          • Cell5State
          • Cell6State
          • Cell7State
          • Cell8State
          • Cell9State
        • The Client Picks a Path
      • The State Pattern and PHP
  • V. MySQL and PHP Design Patterns
    • 11. A Universal Class for Connections and a Proxy Pattern for Security
      • A Simple Interface and Class for MySQL
        • The Pregnant Interface
        • Universal MySQL Connection Class and Static Variables
        • Easy Client
      • The Protection Proxy for Login
        • Setting Up Login Registration
        • Implementing the Login Proxy
          • The login form and the Client
          • The Proxy at work
          • The real subject
      • The Proxy and Real-World Security
    • 12. The Flexibility of the Strategy Design Pattern
      • Encapsulating Algorithms
        • Differentiating the Strategy from the State Design Pattern
        • No Conditional Statements, Please
        • A Family of Algorithms
      • A Minimalist Strategy Pattern
        • The Client and the Trigger Scripts
        • The Context Class and Strategy Interface
        • The Concrete Strategies
          • DataEntry
          • DisplayData
          • SearchData
          • UpdateData
          • DeleteRecord
          • Connection interface and class
      • Expanded Strategy Pattern with Data Security and Parameterized Algorithms
        • A Data Security Helper Class
        • Adding a Parameter to an Algorithm Method
        • The Survey Table
        • Data Entry Modules
        • The Client Calls for Help
        • The Minor but Major Change in Context Class
        • The Concrete Strategies
          • DataEntry
          • DisplayAll
          • SearchData
          • UpdateData
          • DeleteRecord
      • The Flexible Strategy Pattern
    • 13. The Chain of Responsibility Design Pattern
      • Passing the Buck
      • The Chain of Responsibility in a MySQL Help Desk
        • Building and Loading the Response Table
          • InsertData.php
          • UpdateData.php
        • The Help Desk Chain of Responsibility
          • HTML Data Entry, Client and Request Participants
          • Handler interface and concrete handlers
      • Automated Chain of Responsibility and Factory Method
        • The Chain of Responsibility and Date-Driven Requests
        • Factory Method Finishes Job
          • The Creator and HungerFactory
          • The product and individual countries
          • Helpers, resources, and style
      • Ease of Update
    • 14. Building a Multidevice CMS with the Observer Pattern
      • Built-In Observer Interfaces
      • When to Use the Observer Pattern
      • Using SPL with the Observer Pattern
        • SplSubject
        • SplObserver
        • SplObjectStorage
        • The SPL Concrete Subject
        • The SPL Concrete Observer
        • The SPL Client
      • Free Range PHP and the Observer Pattern
        • The Abstract Subject Class and ConcreteSubject Implementation
        • Observer and Multiple Concrete Observers
          • ConcreteObserverDT (Desktop implementation)
          • ConcreteObserverTablet (Tablet implementation)
          • ConcreteObserverPhone (Smartphone implementation)
        • The Client
      • Making a Simple CMS
        • CMS Utilities
          • CMS table
          • CMS data entry and update
        • The Multiple Device Observer
          • Two HTML UI documents
          • The sniffer client
          • The Subject classes
          • Multiple concrete observers
            • The mobile phone observer
            • Tablet observer
            • Desktop view
      • Thinking OOP
  • Index
  • About the Author
  • Colophon
  • Copyright

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