Design Pattern Implementation in Java and Aspectj
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1 Design Pattern for Open Class (DRAFT) 2 Abstract Factory
1 Design Pattern for Open Class (DRAFT) Tanaka Akira <[email protected]> A design pattern describes a software architecture which is reusable and exten- sible. [GoF] is the book containing 23 design patterns for OOP languages like C++ and Java. [GoF] describes several trade offs of the patterns. In C++ and Java, a class is defined by only one module. However, there are languages which can define a class by two or more modules: Cecil, MultiJava, AspectJ, MixJuice, CLOS, Ruby, etc. Such class is called "open class" because it is extensible by modules implemented later [Chambers]. For languages with open class, more extensible and/or simpler design patterns exists. We studied design patterns with open class for each GoF design patterns. In this paper, we describe two patterns: the Abstract Factory pattern and the Visitor pattern. 2 Abstract Factory The Abstract Factory pattern is a design pattern for separating class names from the code which generates the object group of related classes for making them configurable. Following figure is the class diagram of the Abstract Factory pattern. Since the example described in [GoF] uses only one concrete factory for each binaries, the required concrete factory is selected statically. The example builds two binaries for Motif and Presentation Manager from a single source code. Two concrete factories are exist for Motif and Presentation Manager. When a binary is built, it is selected which concrete factory is linked. Such static selection can be implemented with the fewer number of classes by open class as following modules. • The module which defines Window and ScrollBar class and their methods which is independent to window systems. -
The Future of Embedded Software
The Future of Embedded Software Edward A. Lee Professor, Chair of EE, and Associate Chair of EECS UC Berkeley ARTEMIS 2006 Annual Conference Graz, Austria May 22-24, 2006 Why Embedded Software? Why Now? “Information technology (IT) is on the verge of another revolution. Driven by the increasing capabilities and ever declining costs of computing and communications devices, IT is being embedded into a growing range of physical devices linked together through networks and will become ever more pervasive as the component technologies become smaller, faster, and cheaper... These networked systems of embedded computers ... have the potential to change radically the way people interact with their environment by linking together a range of devices and sensors that will allow information to be collected, shared, and processed in unprecedented ways. ... The use of [these embedded computers] throughout society could well dwarf previous milestones in the information revolution.” National Research Council Report Embedded Everywhere Lee, Berkeley 2 The Key Obstacle to Progress: Gap Between Systems and Computing | Traditional dynamic systems theory needs to adapt to better account for the behavior of software and networks. | Traditional computer science needs to adapt to embrace time, concurrency, and the continuum of physical processes. Lee, Berkeley 3 The Next Systems Theory: Simultaneously Physical and Computational The standard model: Embedded software is software on small computers. The technical problem is one of optimization (coping with limited resources). The Berkeley model: Embedded software is software integrated with physical processes. The technical problem is managing time and concurrency in computational systems. Lee, Berkeley 4 Obstacles in Today’s Technology: Consider Real Time Electronics Technology Delivers Timeliness… … and the overlaying software abstractions discard it. -
Emery Berger Curriculum Vitae
College of Information and Computer Sciences Emery Berger University of Massachusetts Amherst [email protected] Amherst, MA 01003 http://www.emeryberger.com RESEARCH INTERESTS Design and implementation of programming languages, with a focus on automatically improving reliability, security, and performance. EDUCATION Ph.D., Computer Science, UNIVERSITY OF TEXAS AT AUSTIN, August 2002 Thesis: Memory Management for High-Performance Applications Advisor: Kathryn S. McKinley M.S., Computer Science, UNIVERSITY OF TEXAS AT AUSTIN, December 1991 B.S., Computer Science, UNIVERSITY OF MIAMI, May 1988 ACADEMIC EXPERIENCE Professor, UNIVERSITY OF MASSACHUSETTS AMHERST, 2014–present Visiting Researcher, UNIVERSITY OF WASHINGTON, 2018–9 Visiting Researcher, MICROSOFT RESEARCH, 2005, 2006, 2011, 2013, 2015, 2016, 2018–9 Associate Professor, UNIVERSITY OF MASSACHUSETTS AMHERST, 2008–2014 Associate Researcher, BARCELONA SUPERCOMPUTING CENTER, 2010–2013 Visiting Professor, UNIVERSITAT POLITÈCNICA DE CATALUNYA, 2008–2009 Assistant Professor, UNIVERSITY OF MASSACHUSETTS AMHERST, 2002–2008 Research Intern, MICROSOFT RESEARCH, Summer 2000 & 2001 Graduate Research Assistant, UNIVERSITY OF TEXAS AT AUSTIN, 1997–2002 PROFESSIONAL EXPERIENCE Systems Analyst, UNIVERSITY OF TEXAS AT AUSTIN, 1995–2000 Teacher, BENJAMIN FRANKLIN INTERNATIONAL SCHOOL, Barcelona, Spain, 1992–1994 Systems Analyst, APPLIED RESEARCH LABORATORIES: UT-AUSTIN, 1990–1992 Instructor, THE PRINCETON REVIEW, Austin, Texas, 1989–1990 Teaching Assistant, UNIVERSITY OF TEXAS AT AUSTIN, 1989–1990 -
Smart Execution of Distributed Application by Balancing Resources in Mobile Devices
ALMA MATER STUDIORUM - UNIVERSITÀ DI BOLOGNA SCUOLA DI INGEGNERIA E ARCHITETTURA DISI INGEGNERIA INFORMATICA TESI DI LAUREA in Reti di Calcolatori M Smart execution of distributed application by balancing resources in mobile devices and cloud-based avatars CANDIDATO: RELATORE: Giacomo Gezzi Chiar.mo Prof. Ing. Antonio Corradi CORRELATORE: Chiar.mo Prof. Cristian Borcea Anno Accademico 2014/2015 Sessione III 2 Abstract L’obiettivo del progetto di tesi svolto e` quello di realizzare un servizio di livello middleware dedicato ai dispositivi mobili che sia in grado di fornire il supporto per l’offloading di codice verso una infrastruttura cloud. In particolare il progetto si concentra sulla migrazione di codice verso macchine virtuali dedicate al singolo utente. Il sistema operativo delle VMs e` lo stesso utilizzato dal device mobile. Come i precedenti lavori sul computation offloading, il progetto di tesi deve garantire migliori per- formance in termini di tempo di esecuzione e utilizzo della batteria del dispositivo. In particolare l’obiettivo piu` ampio e` quello di adattare il principio di computation offloading a un contesto di sistemi distribuiti mobili, miglio- rando non solo le performance del singolo device, ma l’esecuzione stessa dell’applicazione distribuita. Questo viene fatto tramite una gestione di- namica delle decisioni di offloading basata, non solo, sullo stato del de- vice, ma anche sulla volonta` e/o sullo stato degli altri utenti appartenenti allo stesso gruppo. Per esempio, un primo utente potrebbe influenzare le decisioni degli altri membri del gruppo specificando una determinata richiesta, come alta qualita` delle informazioni, risposta rapida o basata su altre informazioni di alto livello. -
Andrew W. Appel, Curriculum Vitae
Case 1:17-cv-02989-AT Document 855-3 *SEALED* Filed 09/01/20 Page 1 of 56 IN THE UNITED STATES DISTRICT COURT FOR THE NORTHERN DISTRICT OF GEORGIA ATLANTA DIVISION DONNA CURLING, ET AL., Plaintiffs, v. Civil Action No. 1:17-CV-2989-AT BRAD RAFFENSPERGER, ET AL., Defendants. DECLARATION OF ANDREW W. APPEL IN SUPPORT OF MOTION FOR PRELIMINARY INJUNCTION ANDREW W. APPEL, declares, under penalty of perjury, pursuant to 28 U.S.C. § 1746, that the following is true and correct: 1. My name is Andrew W. Appel. 2. I am the Eugene Higgins Professor of Computer Science at Princeton University, where I have been on the faculty since 1986 and served as Department Chair from 2009-2015. I have also served as Director of Undergraduate Studies, Director of Graduate Studies, and Associate Chair in that department. I have served as Editor in Chief of ACM Transactions on Programming Languages and Systems, the leading journal in my field. In 1998 I was elected a Fellow of the 1 ny-1984930 v3 Case 1:17-cv-02989-AT Document 855-3 *SEALED* Filed 09/01/20 Page 2 of 56 Association for Computing Machinery, the leading scientific and professional society in Computer Science. 3. I previously provided a Declaration in support of the Curling Plaintiffs’ Reply in Support of their Motion for Preliminary Injunction on December 13, 2019 (Dkt. No. 681-3). My 2019 Declaration is attached as Exhibit A. I have reviewed my 2019 Declaration and my previous findings and analyses remain the same; accordingly, I incorporate by reference my prior Declaration in its entirety, subject to the additional opinions I offer here. -
The Command Dispatcher Pattern Benoit Dupire and Eduardo B Fernandez {[email protected], [email protected]}
The Command Dispatcher Pattern Benoit Dupire and Eduardo B Fernandez {[email protected], [email protected]} Department of Computer Science and Engineering. Florida Atlantic University Boca Raton, FL 33431 Can also be called: Command Evaluator Pattern. Intent This pattern increases the flexibility of applications by enabling their services to be changed, by adding, replacing or removing any command handlers at any point in time without having to modify, recompile or statically relink the application. By simulating the command-evaluation feature common in interpreted languages, this pattern supports the need for continual, incremental evolution of applications. Example Autonomous Underwater Vehicles (AUVs) are small, unmanned, untethered submersibles. There are numerous applications for AUVs, such as oceanographic surveys, operations in hazardous environments, underwater structure inspection and military operations. We implement the high level controller of this AUV as a Hierarchical Finite State Machine (Figure 1). A state of the Finite State Machine (FSM) represents a mode of the system, in which some tasks have to be executed, as described in the mission plan. The system takes transitions based on the results of these actions and the progression of the AUV. The system is programmed with high-level commands of the style "set depth 3" state1 state2 action 1.1 action 2.1 Figure 1: Simplified Finite State Machine for the AUV. The FSM must be able to fire any type of actions, without knowing anything about them. This problem is addressed by the Command Pattern [GOF95], which encapsulates an action as an object, thereby letting you parameterize clients with different actions. -
Design Case Study: Java Swing
Principles of Software Construction: Objects, Design, and Concurrency Part 2: Design case studies Design case study: Java Swing Charlie Garrod Chris Timperley 17-214 1 Administrivia • Reading due today: UML and Patterns 26.1 and 26.4 • Homework 4b due Thursday, October 17th https://commons.wikimedia.org/wiki/File:1_carcassonne_aerial_2016.jpg 17-214 2 Key concepts from Thursday • Observer design pattern • Introduction to concurrency – Not enough synchronization: safety failure – Too much synchronization: liveness failure • Event-based programming • Introduction to GUIs 17-214 3 GUI programming is inherently multi-threaded • Swing event dispatch thread (EDT) handles all GUI events – Mouse events, keyboard events, timer events, etc. • No other time-consuming activity allowed on the EDT – Violating this rule can cause liveness failures 17-214 4 Swing has many event listener interfaces • ActionListener • MouseListener • AdjustmentListener • TreeExpansionListener • FocusListener • TextListener • ItemListener • WindowListener • KeyListener • … class ActionEvent { int when; String actionCommand; int modifiers; Object source(); int id; … interface ActionListener { } void actionPerformed(ActionEvent e); } 17-214 5 Aside: lambdas vs. explicit class declarations? //static public void main… JFrame window = … JPanel panel = new JPanel(); window.setContentPane(panel); panel to hold the button JButton button = new JButton(“Click me”); button.addActionListener(new ActionListener() { public void actionPerformed(ActionEvent e) { System.out.println(“Button -
Design Pattern Interview Questions
DDEESSIIGGNN PPAATTTTEERRNN -- IINNTTEERRVVIIEEWW QQUUEESSTTIIOONNSS http://www.tutorialspoint.com/design_pattern/design_pattern_interview_questions.htm Copyright © tutorialspoint.com Dear readers, these Design Pattern Interview Questions have been designed specially to get you acquainted with the nature of questions you may encounter during your interview for the subject of Design Pattern. As per my experience good interviewers hardly plan to ask any particular question during your interview, normally questions start with some basic concept of the subject and later they continue based on further discussion and what you answer: What are Design Patterns? Design patterns represent the best practices used by experienced object-oriented software developers. Design patterns are solutions to general problems that software developers faced during software development. These solutions were obtained by trial and error by numerous software developers over quite a substantial period of time. What is Gang of Four GOF? In 1994, four authors Erich Gamma, Richard Helm, Ralph Johnson and John Vlissides published a book titled Design Patterns - Elements of Reusable Object-Oriented Software which initiated the concept of Design Pattern in Software development. These authors are collectively known as Gang of Four GOF. Name types of Design Patterns? Design patterns can be classified in three categories: Creational, Structural and Behavioral patterns. Creational Patterns - These design patterns provide a way to create objects while hiding the creation logic, rather than instantiating objects directly using new opreator. This gives program more flexibility in deciding which objects need to be created for a given use case. Structural Patterns - These design patterns concern class and object composition. Concept of inheritance is used to compose interfaces and define ways to compose objects to obtain new functionalities. -
Tree Visitors in Clojure Update the Java Visitor Pattern with Functional Zippers
Tree visitors in Clojure Update the Java Visitor pattern with functional zippers Skill Level: Intermediate Alex Miller ([email protected]) Senior Engineer Revelytix 20 Sep 2011 JVM language explorer Alex Miller has recently discovered the benefits of implementing the Visitor pattern using Clojure, a functional Lisp variant for the Java Virtual Machine. In this article, he revisits the Visitor pattern, first demonstrating its use in traversing tree data in Java programs, then rewriting it with the addition of Clojure's functional zippers. I’ve used trees of domain objects in my Java applications for many years. More recently, I’ve been using them in Clojure. In each case, I've found that the Visitor pattern is a reliable tool for manipulating trees of data. But there are differences in how the pattern works in a functional versus object-oriented language, and in the results it yields. About Clojure Clojure is a dynamic and functional programming language variant of Lisp, written specifically for the JVM. Learn more about Clojure on developerWorks: •"The Clojure programming language" •"Clojure and concurrency" •"Solving the Expression Problem with Clojure 1.2" •"Using CouchDB with Clojure" In this article, I revisit domain trees and the Visitor pattern for the Java language, Tree visitors in Clojure Trademarks © Copyright IBM Corporation 2011 Page 1 of 27 developerWorks® ibm.com/developerWorks then walk through several visitor implementations using Clojure. Being a functional language, Clojure brings new tricks to data query and manipulation. In particular, I've found that integrating functional zippers into the Visitor pattern yields efficiency benefits, which I explore. -
Design Patterns in PHP and Laravel — Kelt Dockins Design Patterns in PHP and Laravel
Design Patterns in PHP and Laravel — Kelt Dockins Design Patterns in PHP and Laravel Kelt Dockins [email protected] Design Patterns in PHP and Laravel Kelt Dockins Dolph, Arkansas USA ISBN-13 (pbk): 978-1-4842-2450-2 ISBN-13 (electronic): 978-1-4842-2451-9 DOI 10.1007/978-1-4842-2451-9 Library of Congress Control Number: 2016961807 Copyright © 2017 by Kelt Dockins This work is subject to copyright. All rights are reserved by the Publisher, whether the whole or part of the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfilms or in any other physical way, and transmission or information storage and retrieval, electronic adaptation, computer software, or by similar or dissimilar methodology now known or hereafter developed. Trademarked names, logos, and images may appear in this book. Rather than use a trademark symbol with every occurrence of a trademarked name, logo, or image we use the names, logos, and images only in an editorial fashion and to the benefit of the trademark owner, with no intention of infringement of the trademark. The use in this publication of trade names, trademarks, service marks, and similar terms, even if they are not identified as such, is not to be taken as an expression of opinion as to whether or not they are subject to proprietary rights. While the advice and information in this book are believed to be true and accurate at the date of publication, neither the authors nor the editors nor the publisher can accept any legal responsibility for any errors or omissions that may be made. -
Enterprise Development with Flex
Enterprise Development with Flex Enterprise Development with Flex Yakov Fain, Victor Rasputnis, and Anatole Tartakovsky Beijing • Cambridge • Farnham • Köln • Sebastopol • Taipei • Tokyo Enterprise Development with Flex by Yakov Fain, Victor Rasputnis, and Anatole Tartakovsky Copyright © 2010 Yakov Fain, Victor Rasputnis, and Anatole Tartakovsky.. All rights reserved. Printed in the United States of America. Published by O’Reilly Media, Inc., 1005 Gravenstein Highway North, Sebastopol, CA 95472. O’Reilly books may be purchased for educational, business, or sales promotional use. Online editions are also available for most titles (http://my.safaribooksonline.com). For more information, contact our corporate/institutional sales department: (800) 998-9938 or [email protected]. Editor: Mary E. Treseler Indexer: Ellen Troutman Development Editor: Linda Laflamme Cover Designer: Karen Montgomery Production Editor: Adam Zaremba Interior Designer: David Futato Copyeditor: Nancy Kotary Illustrator: Robert Romano Proofreader: Sada Preisch Printing History: March 2010: First Edition. Nutshell Handbook, the Nutshell Handbook logo, and the O’Reilly logo are registered trademarks of O’Reilly Media, Inc. Enterprise Development with Flex, the image of red-crested wood-quails, and related trade dress are trademarks of O’Reilly Media, Inc. Many of the designations used by manufacturers and sellers to distinguish their products are claimed as trademarks. Where those designations appear in this book, and O’Reilly Media, Inc. was aware of a trademark claim, the designations have been printed in caps or initial caps. While every precaution has been taken in the preparation of this book, the publisher and authors assume no responsibility for errors or omissions, or for damages resulting from the use of the information con- tained herein. -
Lecture 1 for Chapter 8, Object Design: Reusing Pattern Solutions
Object-Oriented Software Engineering Using UML, Patterns, and Java Chapter 8, Object Design: 8, Object Chapter Reuse and Patterns I and Patterns Reuse Object Design Object design is the process of adding details to the requirements analysis and making implementation decisions The object designer must choose among different ways to implement the analysis model with the goal to minimize execution time, memory and other measures of cost Requirements Analysis: Use cases, functional and dynamic model deliver operations for object model Object Design: Iterates on the models, in particular the object model and refine the models Object Design serves as the basis of implementation System Development as a Set of Activities System Problem Application objects Analysis Solution objects Design Custom objects - Object Design Off-the-Shelf Components - System Design Existing Machine Examples of Object Design Activities Identification of existing components Full definition of associations Full definition of classes (System Design => Service, Object Design => Subsystem interfaces/API) Choosing algorithms and data structures Identifying possibilities of reuse Detection of solution-domain classes Optimization Increase of inheritance Decision on control …… A More Detailed View of Object Design Activities Select Subsystem Specification Reuse Identifying missing Identifying components attributes & operations Specifying visibility Adjusting components Specifying types & signatures Identifying patterns Specifying constraints Specifying exceptions