Patterns for API Migration by Wrapping
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Component Design Recall: Problem with Subclassing
the gamedesigninitiative at cornell university Lecture 8 Component Design Recall: Problem with Subclassing Games have lots of classes Each game entity is different NPC Needs its own functionality (e.g. object methods) Human Orc Want to avoid redundancies Makes code hard to change Common source of bugs Human Human Orc Orc Warrior Archer Warrior Archer Might be tempted to subclass Common behavior in parents Redundant Behavior Specific behavior in children the gamedesigninitiative 2 Architecture Patterns at cornell university Recall: Problem with Subclassing Games have lots of classes Each game entity is different NPC Needs its own functionality (e.g. object methods) Warrior Archer Want to avoid redundancies Makes code hard to change Common source of bugs Human Orc Human Orc Warrior Warrior Archer Archer Might be tempted to subclass Common behavior in parents Redundant Behavior Specific behavior in children the gamedesigninitiative 3 Architecture Patterns at cornell university Alternative: Decorator Pattern New Functionality OriginalReference to Original Request Decorator Object Functionalitybase object Object the gamedesigninitiative 4 Architecture Patterns at cornell university Alternate: Delegation Pattern Original Reference to Request Delegate Object delegate Object Forward Request Inversion of the Decorator Pattern the gamedesigninitiative 5 Architecture Patterns at cornell university Issues with Static Typing Method in original class Original object class obj.request(arg1,…, argn) Original Reference to Request Delegate -
Game Architecture Revisited Recall: the Game Loop
the gamedesigninitiative at cornell university Lecture 8 Game Architecture Revisited Recall: The Game Loop Receive player input Process player actions Update 60 times/s Process NPC actions Interactions (e.g. physics) = 16.7 ms Cull non-visible objects Transform visible objects Draw Draw to backing buffer Display backing buffer the gamedesigninitiative 2 Architecture Revisited at cornell university The Game Loop Receive player input Process player actions Update Process NPC actions Interactions (e.g. physics) Almost everything is in loop Draw Except asynchronous actions Is enough for simple games How do we organize this loop? Do not want spaghetti code Distribute over programmers the gamedesigninitiative 3 Architecture Revisited at cornell university Model-View-Controller Pattern Controller Calls the • Updates model in methods of response to events • Updates view with model changes Model View • Defines/manages • Displays model the program data to the user/player • Responds to the • Provides interface controller requests for the controller the gamedesigninitiative 4 Architecture Revisited at cornell university The Game Loop and MVC Model: The game state Value of game resources Location of game objects Update View: The draw phase Rendering commands only Major computation in update Draw Controller: The update phase Alters the game state Vast majority of your code the gamedesigninitiative 5 Architecture Revisited at cornell university Application Structure Root Controller Ownership Subcontroller Subcontroller View Model Model -
Design Specification for Delegation and Incentives in Cardano
Engineering Design Specification for Delegation and Incentives in Cardano–Shelley AN IOHK TECHNICAL REPORT Philipp Kant Lars Brunjes¨ Duncan Coutts [email protected] [email protected] [email protected] [email protected] April 11, 2019 Abstract This document describes the requirements and design for a delegation and incentives mechanism to be used in the Shelley release of Cardano. List of Contributors Lars Brunjes,¨ Jared Corduan, Duncan Coutts, Philipp Kant, Dimitris Karakostas, Aggelos Kiayias, Elias Koutsoupias, Mario Larangeira, Damian Nadales, Aikaterini-Panagiota Stouka. Contents 1 Purpose 4 2 Requirements 5 2.1 Functional Requirements . .5 2.1.1 Proof of Eligibility . .5 2.1.2 Visibility of Delegation on the Blockchain . .5 2.1.3 Restricting Chain Delegation . .5 2.1.4 Cheap Re-Delegation . .5 2.1.5 Neutral Addresses . .5 2.2 Security Requirements . .6 2.2.1 Sybil Attack Protection at Stake Pool Level . .6 2.2.2 Address Non-malleability . .6 2.2.3 Public Spending Keys Should not be Disclosed Prematurely . .6 2.2.4 Mitigate Key Exposure . .6 2.2.5 Handle Inactive Stake Pools . .6 2.2.6 Avoid Hard Transition . .6 2.2.7 Change Delegation Without Spending Key . .7 2.3 Non-functional Requirements . .7 2.3.1 Asymptotic space and time complexity . .7 2.3.2 Minimise economic attacks . .7 2.4 Requirements to Preserve Existing Features . .7 2.4.1 Master Recovery Key . .7 1 2.4.2 Address Recognition . .7 2.4.3 Wallet should be Runnable on Independent Devices . .7 2.4.4 Maintain Privacy . -
Mastering JEE Design Patterns
"Charting the Course ... ... to Your Success!" Mastering JEE Design Patterns Course Summary Description Geared for experienced enterprise Java (JEE) developers, Mastering JEE Design Patterns is a lab- intensive Java / JEE design patterns training course which explores the many sophisticated JEE-oriented design patterns and how to use these patterns to develop solid, robust and reusable JEE applications. Technologies such as JPA and EJB3, as well as frameworks such as Spring, web services and rich interfaces, have significantly impacted previous generations of design patterns. Many of these technologies were heavily influenced by the very problems that previous design patterns addressed. While the basic patterns still ring true, the more advanced patterns have evolved into more robust solutions for secure, stable and scalable enterprise applications. Working in a hands-on environment, developers will explore key patterns in each of the different JEE layers and how they are used most effectively in building robust, reusable JEE applications. Objectives Working in a dynamic, interactive discussion and hands-on programming environment, let by our JEE expert team, students will explore the following pattern categories: Crosscutting Business Tier Presentation Tier Integration Tier Topics Introduction to Design Patterns Integration Tier Patterns “Gang of Four” Design Patterns Presentation Tier Patterns Base Patterns Crosscutting Patterns Business Tier Patterns Working with Patterns Audience This is an intermediate level Java EE (JEE) developer course, designed for experienced Java developers, new to JEE, that need to further extend their skills in web development and Struts. Prerequisites Attendees should have an extensive working knowledge in developing basic Java applications. Duration Five days Due to the nature of this material, this document refers to numerous hardware and software products by their trade names. -
Title: Foundation Patterns Authors: Dwight Deugo E-Mail: Deugo@Scs
Title: Foundation Patterns Authors: Dwight Deugo E-mail: [email protected] Address: School of Computer Science Carleton University 1125 Colonel By Drive Ottawa, Ontario, Canada, K1S 5B6 Telephone: (613) 520-2600 ext. 8438 (613) 520-4333 Fax: (613) 520-4334 Abstract: Many patterns depended on one important distinction: the distinction between an object's class and its type. For example, many patterns rely on interface inheritance, although, on examining their structures, most are described using implementation inheritance. The making of this implicit distinction gives evidence that there are patterns, fundamental to many, that live within other patterns and are at the foundation of good object-oriented principles. I give these patterns the name foundation patterns. I discuss two such foundation patterns: delegation and substitution, separating the two into their rightful positions, making clear what each patterns' role is in object-oriented design. Foundation Patterns Dwight Deugo [email protected] School of Computer Science Carleton University Introduction Although not mentioned, many patterns depend on one important distinction. This is the distinction between an object's class and its type. Stated another way, these patterns rely on interface inheritance rather than on implementation inheritance. Nevertheless, on examining their structures, most pattern descriptions use implementation inheritance. This is not surprising, since languages like Smalltalk and C++ do not explicitly support the notion of a type or a subtype within the language. Java is the exception to this, directly supporting interfaces and their inheritance, bringing attention to these well deserving topics. The making of this implicit distinction gives evidence that there are other patterns, fundamental to many, if not all patterns, which are either assumed and undocumented or still waiting to be discovered. -
Design Optimizations of Enterprise Applications – a Literature Survey
Design Optimizations of Enterprise Applications – A Literature Survey Willie (Phong) Tu Dept. of Computer Science, University of Calgary [email protected] Abstract Another dimension is the performance improvement for the single user versus multiple users, in other words, Software design patterns have been defined as scalability. The design optimization patterns noted here possible solutions to reoccurring problems. One aspect will focus on actual running time of operations for of the problems is performance. This can be arguably single user performance and multi-user scalability true in high volume enterprise applications. This paper improvements. will explore the current discussions and research in The organization of the findings is categorized utilization of software design patterns to optimize through the usage of an architectural pattern, which is enterprise applications. defined as layer [5]. The layers used are the primary three-layer architecture for information systems [10,21], which includes the data access layer, domain layer, and 1. Introduction presentation layer. Design optimization patterns that spans layers will be elaborated first, then a bottom up First, let’s define what is design optimization. In this approach starting with the data access layer, followed by context, design optimization is the improvement of an the domain layer, and finally the presentation layer. We application’s design and performance using software will then continue on with findings from different design patterns. Design improvements can be subjective, enterprise applications. After which, we will summarize thus the main qualifier is the utilization of software the current state in design optimizations of enterprise design patterns to improve the performance of an applications based on the findings. -
Enterprise Application Design Patterns: Improved and Applied
Enterprise Application Design Patterns: Improved and Applied Stuart Thiel A Thesis in The Department of Computer Science and Software Engineering Presented in Partial Fulfillment of the Requirements for the Degree of Master of Computer Science at Concordia University Montreal, Quebec, Canada January 2010 © Stuart Thiel, 2010 i CONCORDIA UNIVERSITY School of Graduate Studies This is to certify that the thesis prepared By: Stuart Thiel Entitled: Enterprise Application Design Patterns: Improved and Applied and submitted in partial fulfillment of the requirements for the degree of Master of Computer Science complies with the regulations of the University and meets the accepted standards with respect to originality and quality. Signed by the final examining committee: ______________________________________________Chair Dr. Nematollaah Shiri ______________________________________________Examiner Dr. Greg Butler ______________________________________________Examiner Dr. Yuhong Yan ______________________________________________Supervisor Dr. Patrice Chalin Approved by __________________________________________ Chair of Department or Graduate Program Director _____________________________________ Dr. Robin Drew, Dean Faculty of Engineering and Computer Science Date ______________________________________________ i ii Abstract Enterprise Application Design Patterns: Improved and Applied Stuart Thiel Providing developers with proper tools is of ever increasing importance as software integrates itself further into all aspects of our lives. Aside from conventional hardware and software tools, architectural and design patterns have been identified over the years as a means to communicate knowledge of known problems and their solutions. In this thesis, we present several refinements and additions to these patterns, building primarily on Martin Fowler’s Patterns of Enterprise Application Architecture (2003). We present a practical implementation approach to using these patterns and discuss a framework that we have developed to aid practitioners in following this methodology. -
Enabling White-Box Reuse in a Pure Composition Language
Enabling White-Box Reuse in a Pure Composition Language Diplomarbeit der Philosophisch-naturwissenschaftlichen Fakultat¨ der Universitat¨ Bern vorgelegt von Andreas Schlapbach Dezember 2002 Leiter der Arbeit: Prof. Dr. O. Nierstrasz Nathanael Scharli¨ Institut fur¨ Informatik und angewandte Mathematik i Abstract Inheritance is a key concept of object-oriented programming languages, features such as conceptual modeling and reusability are largely accredited to it. While many useful com- ponents have been, and will be, developed in this paradigm, the form of white-box reuse offered by inheritance has a fundamental flaw: reusing components by inheritance requires an understanding of the internals of the components. We can not treat components of object-oriented languages as black-box entities, inheritance breaks encapsulation and in- troduces subtle dependencies between base and extending classes. Component-oriented programming addresses this problem by shifting away from program- ming towards software composition. We build applications by scripting components. In- stead of overriding the internals of a component, we focus on composing its interfaces only. This form of black-box reuse leads to a flexible and extendible architecture with reusable components. In this master's thesis we propose a migration strategy from class inheritance { a white- box form of reuse { to component composition as a black-box form of reuse. We present a language extension that gives us the power of inheritance combined with the ease of scripting. It enables us to reuse Java components using inheritance in JPiccola { a small, pure and general composition language implemented on the Java platform { at a high level of abstraction. Using the services provided by the language extension we can seamlessly generate interfaces and subclasses from JPiccola. -
Workflow Patterns in Bindflow
Workflow Patterns implemented in BindFlow™ Jason Kleban BindFlow LLC Portions of the software described in this document are covered by U.S. Patent No. 8,051,427. Abstract We present an operating environment, called BindFlow™, and a companion program structure well suited for workflow programs which automate portions of real-world business processes. The flowchart logic of most business processes can be authored concisely using traditional programming techniques; however, the extended delays, overlapped execution, and hardware constraints in practical workflow scenarios severely complicate programs. We examine workflow programs as a mix of nondeterministic operations and deterministic transformations. Isolating a process’s deterministic transformations from its nondeterministic operations allows us to record every input into the process. Instances can be safely unloaded from memory, destroying state, because the record of the inputs is all that is required to rebuild the logical state of a process instance on demand. We introduce the BindFlow model and explore its ability to express the workflow patterns that have been recognized in the research by van der Aalst, Russell, ter Hofstede, et al., documented at http://www.workflowpatterns.com. 2 Pattern Implementation Quick Reference Control-Flow 20 Cancellation and Force Completion 53 Cancel Task 53 Basic 20 Cancel Case 54 Sequence 20 Cancel Region 55 Parallel Split 21 Cancel Multiple Instance Activity 56 Synchronization 22 Complete Multiple Instance Activity 57 Exclusive Choice 23 Iteration -
Contents Credits & Contacts
overload issue 68 august 2005 contents credits & contacts C++ Interface Classes - Noise Reduction Mark Radford 6 Overload Editor: Alan Griffiths [email protected] A Technique for Register Access in C++ [email protected] Pete Goodliffe 9 Contributing Editor: Mark Radford Investigating Java Class Loading [email protected] Roger Orr 14 Advisors: Software Project Management: Phil Bass Stakeholder Metrics to Agile [email protected] Projects Thaddaeus Frogley Tom Gilb 18 [email protected] Richard Blundell C-side Re-sort [email protected] Kevlin Henney 22 Pippa Hennessy [email protected] Advertising: Thaddaeus Frogley [email protected] Overload is a publication of the ACCU. For details of the ACCU and other ACCU publications and activities, see the ACCU website. ACCU Website: http://www.accu.org/ Information and Membership: Join on the website or contact David Hodge [email protected] Publications Officer: John Merrells [email protected] ACCU Chair: Ewan Milne [email protected] 3 overload issue 68 august 2005 Editorial: Size Does Matter he way that one goes about developing and delivering a software project depends critically on the scale of the project. There is no “one size fits all” Tapproach. As a trivial example to illustrate this, no one would consider writing a test harness for a “hello world” program. (Actually, I have tried this question out on some TDD proponents over the last year - and I have only found one that insists that they would do so.) Why shouldn’t one write a test harness for “hello world”? As in is an important decision and may need revision as a project all design questions it is a matter of trade-offs: there is a cost to progresses. -
Migrating Large Object-Oriented Applications Into Component-Based Ones Instantiation and Inheritance Transformation
GPCE’15 Migrating Large Object-oriented Applications into Component-based ones Instantiation and Inheritance Transformation Zakarea Alshara Abdelhak-Djamel Seriai Chouki Tibermacine Hinde Lilia Bouziane Christophe Dony Anas Shatnawi LIRMM, CNRS and University of Montpellier, France falshara, seriai, tibermacin, bouziane, dony, [email protected] Abstract architecture views, and it is easy to reuse their coarse-grained en- Large object-oriented applications have complex and numerous de- tities [5, 9]. Thus migrating these OO applications to CB ones pendencies, and usually do not have explicit software architectures. contributes to improve their maintainability, in addition to their Therefore they are hard to maintain, and parts of them are difficult reusability by feeding existing component repositories [12]. to reuse. Component-based development paradigm emerged for im- The migration process is composed of two main steps [1]: the proving these aspects and for supporting effective maintainability first step is CB architecture recovery where components and their and reuse. It provides better understandability through a high-level dependencies are identified. The second step is code transformation architecture view of the application. Thereby migrating object- where OO code is transformed into equivalent CB one. oriented applications to component-based ones will contribute to The step of CB architecture recovery was largely treated in the improve these characteristics (maintainability and reuse). In this literature [2–4, 7, 9]. Most of these works aim to identify compo- paper, we propose an approach to automatically transform object- nents as clusters of classes. They use clustering algorithms, among oriented applications to component-based ones. More particularly, other techniques, aiming at maximizing intra-component cohesion the input of the approach is the result provided by software ar- and minimize inter-component coupling to identify the architec- chitecture recovery: a component-based architecture description. -
Ios Design Patterns
iOS Design Patterns Jackie Myrose CSCI 5448 Fall 2012 Design Patterns A design pattern is a common solution to a software problem They are helpful for speeding up problem solving, ensuring that a developer doesn’t have to re-invent the wheel for every situation They also give developers a common vocabulary with which to get across high-level ideas with minimal explanation and full understanding Why iOS? Design patterns are everywhere in iOS Because iOS is a fairly specific platform, developers often face similar problems over and over, so there are a few design patterns that are extremely common in iOS In this presentation Singleton Delegate Model View Controller Observer Façade Command Template Method Singleton The singleton pattern is very simple but extremely powerful It is a very common pattern, but developers have to be careful not to overuse it Because abuse of the singleton pattern is common, some developers avoid the pattern altogether Singleton When a class is restricted to just one instantiation, that one object is called a singleton In some situations it can be problematic to have two instances of a class running, this should be the only reason to use the singleton pattern The next slide contains a basic example of creating a singleton in objective-c, however keep in mind that this code is not thread safe Singleton - code +(ExClass *) singleton{! " "static ExClass *sharedInstance = nil;! " "! " "if ( sharedInstance == nil){! " " "sharedInstance = [[ExClass alloc] init];! " "}! " "return sharedInstance;! }!