Creational Patterns Csci 4448/5448: Object-Oriented Analysis & Design Lecture 25 — 04/12/2011
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Acceptor-Connector an Object Creational Pattern for Connecting and Initializing Communication Services
Acceptor-Connector An Object Creational Pattern for Connecting and Initializing Communication Services Douglas C. Schmidt [email protected] Department of Computer Science Washington University St. Louis, MO 63130, USA An earlier version of this paper appeared in a chapter in TRACKING the book Pattern Languages of Program Design 3, edited SATELLITES STATION by Robert Martin, Frank Buschmann, and Dirke Riehle pub- PEERS lished by Addison-Wesley, 1997. 1Intent STATUS INFO The Acceptor-Connector design pattern decouples connec- WIDE AREA NETWORK tion establishment and service initialization in a distributed COMMANDS BULK DATA system from the processing performed once a service is ini- TRANSFER tialized. This decoupling is achieved with three compo- nents: acceptors, connectors,andservice handlers. A con- GATEWAY nector actively establishes a connection with a remote ac- ceptor component and initializes a service handler to pro- cess data exchanged on the connection. Likewise, an ac- LOCAL AREA NETWORK ceptor passively waits for connection requests from remote GROUND connectors, establishing a connection upon arrival of such a STATION PEERS request, and initializing a service handler to process data ex- changed on the connection. The initialized service handlers Figure 1: The Physical Architecture of a Connection- then perform application-specific processing and communi- oriented Application-level Gateway cate via the connection established by the connector and ac- ceptor components. The Gateway transmits data between its Peers using the connection-oriented TCP/IP protocol [1]. In our exam- 2 Example ple network configuration, each service is bound to a con- nection endpoint designated by an IP host address and a TCP To illustrate the Acceptor-Connector pattern, consider the port number. -
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. -
Srm University Faculty of Engineering and Technology
SRM UNIVERSITY FACULTY OF ENGINEERING AND TECHNOLOGY SCHOOL OF COMPUTING DEPARTMENT OF SWE COURSE PLAN Course Code : CS0373 Course Title : DESIGN PATTERNS Semester : VII Course Time : July – December 2014 C Day Hour Timing Day 1 6 2.20 to 3.10 Day 3 5 1.30 to 2.20 Day 5 3,5 10.35 to 11.25 and 1.30 to 2.20 Location : S.R.M.E.C – University Building (12 th Floor) Faculty Details Sec. Name Office Office hour Mail id Ms. Cinza Susan University Monday to Friday [email protected] Abraham Building Required Text Books: TEXT BOOK 1Alan Shalloway, James Trott, “Design Patterns Explained: A New Perspective on Object- Oriented Design”,Addison-Wesley, 2005 2. Joshua Kerievsky, “Refactoring to Patterns”, Addison-Wesley, 2004 REFERENCE BOOKS 1. Erich Gamma, Richard Helm, Ralph Johnson, John Vlissides, “Design Patterns : Elements of Reusable Object-Oriented Software”, Addison-Wesley, 1995. 2. Eric Freeman, Elisabeth Freeman, Kathy Sierra, Bert Bates, “Head First Design Patterns”, O'Reilly Media, Inc., 2004. 3. Martin Fowler, Kent Beck, John Brant, William Opdyke, Don Roberts.“Refactoring: Improving the Design of Existing Code”, Addison-Wesley, 1999. Prerequisite : Software Engineering Principles Software Architecture Software Design Objectives This course introduces the students to 1. Understand and be able to apply incremental/iterative development 2. Understand common design patterns 3. Be able to identify appropriate design patterns for various problems 4. Be able to refactor poorly designed program by using appropriate design patterns. Assessment Details Cycle Test 1 : 10 Marks Cyle Test II : 10 Marks Model Exam : 20 Marks Surprise Test : 5 Marks Attendance : 5 Marks Test Schedule S.No. -
Learning Javascript Design Patterns
Learning JavaScript Design Patterns Addy Osmani Beijing • Cambridge • Farnham • Köln • Sebastopol • Tokyo Learning JavaScript Design Patterns by Addy Osmani Copyright © 2012 Addy Osmani. All rights reserved. Revision History for the : 2012-05-01 Early release revision 1 See http://oreilly.com/catalog/errata.csp?isbn=9781449331818 for release details. ISBN: 978-1-449-33181-8 1335906805 Table of Contents Preface ..................................................................... ix 1. Introduction ........................................................... 1 2. What is a Pattern? ...................................................... 3 We already use patterns everyday 4 3. 'Pattern'-ity Testing, Proto-Patterns & The Rule Of Three ...................... 7 4. The Structure Of A Design Pattern ......................................... 9 5. Writing Design Patterns ................................................. 11 6. Anti-Patterns ......................................................... 13 7. Categories Of Design Pattern ............................................ 15 Creational Design Patterns 15 Structural Design Patterns 16 Behavioral Design Patterns 16 8. Design Pattern Categorization ........................................... 17 A brief note on classes 17 9. JavaScript Design Patterns .............................................. 21 The Creational Pattern 22 The Constructor Pattern 23 Basic Constructors 23 Constructors With Prototypes 24 The Singleton Pattern 24 The Module Pattern 27 iii Modules 27 Object Literals 27 The Module Pattern -
Design Patterns. Introduction
DESIGN PATTERNS COURSE 1 OGANIZATION q Course q Each week 2 hours, Room 050A q Laboratory q Each odd/even school week, Room 050A q Presence q Course: minimum 50% q Laboratory: minimum 50% q Grade q Written exam 50% q Course activity 1%+ laboratory activity 24% q Presentation of a pattern 10% q Project 15% ORGANIZATION q Course & laboratories q available at http://staff.fmi.uvt.ro/~flavia.micota/ q Contact q e-mail: [email protected] q cab. 046B q Classroom q 1rcgcs COURSE CONTENT q Design patterns q Creational q Structural q Behavioral q Refactoring q Anti-patterns q Students presentations of a pattern WAY YOU CHOSE THIS COURSE? WAY YOU CHOSE THIS COURSE? q Some reasons from http://www.ida.liu.se/~chrke55/courses/SWE/bunus/DP01_1sli de.pdf q I could get some easy points. q Everybody is talking about so it must to be cool. q If I master this I can added it to my CV. q Increase my salary at the company. q Applying patterns is easier than thinking q A great place to pick up ideas to plagiarize. DESIGN CHALLENGES q Designing software with good modularity is hard! q Designs often emerge from a lot of trial and error q Are there solutions to common recurring problems? q A Design Pattern is a Tried and True Solution To a Common Problem q Basically, people, who have done this a lot, are making a suggestion! SOURCE CODE QUALITY q What characteristics should be respected in order to deliver a quality sorce code for a project? SOURCE CODE QUALITY q What characteristics should be respected in order to deliver a quality sorce code for a project? q Easy to read/understood – clear q Easy to modify – structured q Easy to reuse q Simple (complexity) q Easy to test q Implements patterns for standard problems SOURCE CODE QUALITY q What influence source code quality? q Development time q Costs q Programmer experience q Programmer abilities q Specifications clarity q Solution complexity q Requirements change rate, team, … PATTERNS q A pattern is a recurring solution to a standard problem, in a context. -
Designpatternsphp Documentation Release 1.0
DesignPatternsPHP Documentation Release 1.0 Dominik Liebler and contributors Jul 18, 2021 Contents 1 Patterns 3 1.1 Creational................................................3 1.1.1 Abstract Factory........................................3 1.1.2 Builder.............................................8 1.1.3 Factory Method......................................... 13 1.1.4 Pool............................................... 18 1.1.5 Prototype............................................ 21 1.1.6 Simple Factory......................................... 24 1.1.7 Singleton............................................ 26 1.1.8 Static Factory.......................................... 28 1.2 Structural................................................. 30 1.2.1 Adapter / Wrapper....................................... 31 1.2.2 Bridge.............................................. 35 1.2.3 Composite............................................ 39 1.2.4 Data Mapper.......................................... 42 1.2.5 Decorator............................................ 46 1.2.6 Dependency Injection...................................... 50 1.2.7 Facade.............................................. 53 1.2.8 Fluent Interface......................................... 56 1.2.9 Flyweight............................................ 59 1.2.10 Proxy.............................................. 62 1.2.11 Registry............................................. 66 1.3 Behavioral................................................ 69 1.3.1 Chain Of Responsibilities................................... -
Lecture 26: Creational Patterns
Creational Patterns CSCI 4448/5448: Object-Oriented Analysis & Design Lecture 26 — 11/29/2012 © Kenneth M. Anderson, 2012 1 Goals of the Lecture • Cover material from Chapters 20-22 of the Textbook • Lessons from Design Patterns: Factories • Singleton Pattern • Object Pool Pattern • Also discuss • Builder Pattern • Lazy Instantiation © Kenneth M. Anderson, 2012 2 Pattern Classification • The Gang of Four classified patterns in three ways • The behavioral patterns are used to manage variation in behaviors (think Strategy pattern) • The structural patterns are useful to integrate existing code into new object-oriented designs (think Bridge) • The creational patterns are used to create objects • Abstract Factory, Builder, Factory Method, Prototype & Singleton © Kenneth M. Anderson, 2012 3 Factories & Their Role in OO Design • It is important to manage the creation of objects • Code that mixes object creation with the use of objects can become quickly non-cohesive • A system may have to deal with a variety of different contexts • with each context requiring a different set of objects • In design patterns, the context determines which concrete implementations need to be present © Kenneth M. Anderson, 2012 4 Factories & Their Role in OO Design • The code to determine the current context, and thus which objects to instantiate, can become complex • with many different conditional statements • If you mix this type of code with the use of the instantiated objects, your code becomes cluttered • often the use scenarios can happen in a few lines of code • if combined with creational code, the operational code gets buried behind the creational code © Kenneth M. Anderson, 2012 5 Factories provide Cohesion • The use of factories can address these issues • The conditional code can be hidden within them • pass in the parameters associated with the current context • and get back the objects you need for the situation • Then use those objects to get your work done • Factories concern themselves just with creation, letting your code focus on other things © Kenneth M. -
8 Lecture 1 Introduction to the Class Diagram
ECE 573 1st Edition Exam # 1 Study Guide Lectures: 1 - 8 Lecture 1 Introduction to the Class diagram, Inheritance and Association Class Diagram The final code was supplemented with a diagram describing the relationships between classes. The intermediate classes of the code are related by objects. This is what is represented in a class diagram. The Class diagram basically consists of “a Class name”, “attributes” and “operation”. Given this basic graphical notation, it is possible to show the following kinds of relationships between classes: Inheritance Association Encapsulation Inheritance It is denoted using open triangle between Superclass and its Subclass. The triangle “points" to the superclass, and extends to the subclass (es). Inheritance fulfills the IS-A definitions. A derived class can be treated like a base class object under all circumstances. Association General binary relationships between classes. It is commonly represented as direct or indirect references between classes. Associations are shown by a line in the class diagram, with optional role names and multiplicities. Multiplicities can be i) I..u closed ii) I singleton range iii) 0..* entire nonnegative integer. An association may also be specialized by a particular class. This Association class may provide more attributes to describe the association. Encapsulations Encapsulation is a special kind of association, which is denoted using a diamond and extending line. There are two kinds of encapsulation i.e. Aggregation and Composition. Aggregation is a special form of association representing has-a and part-whole relationship. Distinguishes the whole (aggregate class) from its parts (component class). No relationship in the lifetime of the aggregate and the components (can exist separately). -
Creational Patterns
9. Creational Pattern Venkat Subramaniam CDP-1 Creational Patterns • Abstracts instantiation process • Makes system independent of how its objects are œ created œ composed œ represented • Encapsulates knowledge about which concrete classes the system uses • Hides how instances of these classes are created and put together Venkat Subramaniam CDP-2 Abstract Factory Provide an interface for creating families of related or dependent objects without specifying their concrete classes Venkat Subramaniam CDP-3 Example that would benefit from Abstract Factory ComputerModelA MemoryType A CPUTypeA ModemTypeA BuildComputer(ComputerModelA& comp) { comp.Add(new MemoryTypeA); comp.Add(new CPUTypeA); comp.Add(new ModemTypeA); } What if I want to build a Computer of Model B with Model B Memory,CPU and Modem? Venkat Subramaniam CDP-4 Using Abstract Factory ComputerFactory Client Computer createComputer() createMemory() createCPU() Computer Computer createModem() ModelA ModelB Memory CompFactoryB CompFactoryA createComputer() createComputer() Memory Memory createMemory() createMemory() ModelA ModelB createCPU() createCPU() createModem() createModem() Venkat Subramaniam CDP-5 Using Abstract Factory... BuildComputer(Computer& comp, ComputerFactory& compFactory) { comp.Add(compFactory.createMemory()) ; comp.Add(compFactory.createCPU()); comp.Add(compFactory.createModem()); } Venkat Subramaniam CDP-6 .hen to use Abstract Factory? • Use Abstract Factory when: œ system should be independent of how its products are created, composed and represented œ system should -
Java Design Patterns I
Java Design Patterns i Java Design Patterns Java Design Patterns ii Contents 1 Introduction to Design Patterns 1 1.1 Introduction......................................................1 1.2 What are Design Patterns...............................................1 1.3 Why use them.....................................................2 1.4 How to select and use one...............................................2 1.5 Categorization of patterns...............................................3 1.5.1 Creational patterns..............................................3 1.5.2 Structural patterns..............................................3 1.5.3 Behavior patterns...............................................3 2 Adapter Design Pattern 5 2.1 Adapter Pattern....................................................5 2.2 An Adapter to rescue.................................................6 2.3 Solution to the problem................................................7 2.4 Class Adapter..................................................... 11 2.5 When to use Adapter Pattern............................................. 12 2.6 Download the Source Code.............................................. 12 3 Facade Design Pattern 13 3.1 Introduction...................................................... 13 3.2 What is the Facade Pattern.............................................. 13 3.3 Solution to the problem................................................ 14 3.4 Use of the Facade Pattern............................................... 16 3.5 Download the Source Code............................................. -
Table of Contents
Table of Contents ± -—T^jTp^om Object-Oriented to Functional Programming 5 Chajava- an introduction 5 java programming paradigms 6 CO imperative programming CD Real-life imperative example Object-oriented paradigm 7 Objects and classes 7 Encapsulation 7 Abstraction 8 Inheritance 8 Polymorphism 9 Declarative programming 10 Functional programming 11 Working with collections versus working with streams 11 An introduction to Unified Modeling Language 12 Class relations 14 Generalization 15 Realization 15 Dependency 16 Association 16 Aggregation 16 Composition 17 Design patterns and principles 17 Single responsibility principle 18 Open/closed principle 20 Liskov Substitution Principle 20 Interface Segregation Principle 22 Dependency inversion principle 23 Summary 24 Chapter 2: Creational Patterns 27 Singleton pattern 27 Synchronized singletons 29 Synchronized singleton with double-checked locking mechanism 30 Lock-free thread-safe singleton 30 tu * y and lazy loacling 31 i he factory pattern 31 Simple factory pattern 32 Table of Contents Static factory 33 Simple factory with class registration using reflection 34 Simple factory with class registration using Product.newlnstance 35 Factory method pattern 36 Anonymous concrete factory 38 Abstract factory 38 Simple factory versus factory method versus abstract factory 40 Builder pattern 40 Car builder example 41 Simplified builder pattern 43 Anonymous builders with method chaining 44 Prototype pattern 45 Shallow clone versus deep clone Object pool pattern Summary аэоэсБ Chapter 3: Behavioral Patterns -
IC Coder's Club Design Patterns (In C++)
Andrew W. Rose Simple exercise You have been tasked to move this pile from A to B Simple exercise You have been tasked to move this pile from A to B You have three resources available to you: a) Bare hands b) A stack of timber c) A horse and cart Simple exercise You have been tasked to move this pile from A to B You have three resources available to you: a) Bare hands b) A stack of timber c) A horse and cart How do you achieve the task in the quickest, least-painful way, which won’t leave you up-to-your-neck in the produce you are moving, nor smelling of it? Software analogy a) Bare hands b) A stack of timber c) A horse and cart Software analogy a) Bare hands b) A stack of timber c) A horse and cart Do a task manually Software analogy a) Bare hands b) A stack of timber c) A horse and cart Design Do a task the tools manually yourself Software analogy a) Bare hands b) A stack of timber c) A horse and cart Benefit from Design Do a task someone the tools manually else’s yourself hard work Software analogy a) Bare hands b) A stack of timber c) A horse and cart Benefit from someone else’s This is the purpose of design patterns! hard work Motivation I will, in fact, claim that the difference between a bad programmer and a good one is whether he considers his code or his data structures more important: Bad programmers worry about the code; good programmers worry about data structures and their relationships.