Structural Design Patterns: Decorator, Adapter, Facade, Flyweight And
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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. -
APPLYING MODEL-VIEW-CONTROLLER (MVC) in DESIGN and DEVELOPMENT of INFORMATION SYSTEMS an Example of Smart Assistive Script Breakdown in an E-Business Application
APPLYING MODEL-VIEW-CONTROLLER (MVC) IN DESIGN AND DEVELOPMENT OF INFORMATION SYSTEMS An Example of Smart Assistive Script Breakdown in an e-Business Application Andreas Holzinger, Karl Heinz Struggl Institute of Information Systems and Computer Media (IICM), TU Graz, Graz, Austria Matjaž Debevc Faculty of Electrical Engineering and Computer Science, University of Maribor, Maribor, Slovenia Keywords: Information Systems, Software Design Patterns, Model-view-controller (MVC), Script Breakdown, Film Production. Abstract: Information systems are supporting professionals in all areas of e-Business. In this paper we concentrate on our experiences in the design and development of information systems for the use in film production processes. Professionals working in this area are neither computer experts, nor interested in spending much time for information systems. Consequently, to provide a useful, useable and enjoyable application the system must be extremely suited to the requirements and demands of those professionals. One of the most important tasks at the beginning of a film production is to break down the movie script into its elements and aspects, and create a solid estimate of production costs based on the resulting breakdown data. Several film production software applications provide interfaces to support this task. However, most attempts suffer from numerous usability deficiencies. As a result, many film producers still use script printouts and textmarkers to highlight script elements, and transfer the data manually into their film management software. This paper presents a novel approach for unobtrusive and efficient script breakdown using a new way of breaking down text into its relevant elements. We demonstrate how the implementation of this interface benefits from employing the Model-View-Controller (MVC) as underlying software design paradigm in terms of both software development confidence and user satisfaction. -
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................................... -
Design Patterns in Ocaml
Design Patterns in OCaml Antonio Vicente [email protected] Earl Wagner [email protected] Abstract The GOF Design Patterns book is an important piece of any professional programmer's library. These patterns are generally considered to be an indication of good design and development practices. By giving an implementation of these patterns in OCaml we expected to better understand the importance of OCaml's advanced language features and provide other developers with an implementation of these familiar concepts in order to reduce the effort required to learn this language. As in the case of Smalltalk and Scheme+GLOS, OCaml's higher order features allows for simple elegant implementation of some of the patterns while others were much harder due to the OCaml's restrictive type system. 1 Contents 1 Background and Motivation 3 2 Results and Evaluation 3 3 Lessons Learned and Conclusions 4 4 Creational Patterns 5 4.1 Abstract Factory . 5 4.2 Builder . 6 4.3 Factory Method . 6 4.4 Prototype . 7 4.5 Singleton . 8 5 Structural Patterns 8 5.1 Adapter . 8 5.2 Bridge . 8 5.3 Composite . 8 5.4 Decorator . 9 5.5 Facade . 10 5.6 Flyweight . 10 5.7 Proxy . 10 6 Behavior Patterns 11 6.1 Chain of Responsibility . 11 6.2 Command . 12 6.3 Interpreter . 13 6.4 Iterator . 13 6.5 Mediator . 13 6.6 Memento . 13 6.7 Observer . 13 6.8 State . 14 6.9 Strategy . 15 6.10 Template Method . 15 6.11 Visitor . 15 7 References 18 2 1 Background and Motivation Throughout this course we have seen many examples of methodologies and tools that can be used to reduce the burden of working in a software project. -
The Use of Design Pattern on Informatics Engineering Students Thesis
Advances in Intelligent Systems Research (AISR), volume 157 Mathematics, Informatics, Science, and Education International Conference (MISEIC 2018) The Use of Design Pattern on Informatics Engineering Students Thesis Alifah Diantebes Aindra, Aim Abdulkarim Eki Nugraha Oktarica Pratiwi Suryoningtyas, Department of Civil Education Department of Computer Science and Aji Prasetya Wibawa Universitas Pendidikan Indonesia Universitas Pendidikan Indonesia Department of Vocational Education Bandung, Indonesia Bandung, Indonesia Universitas Negeri Malang [email protected] [email protected] Malang, Indonesia [email protected], [email protected], [email protected] Abstract— University students should write a thesis to get the process of software development to reduce the development their undergraduate (Bachelor) degree is. Most Informatics process so that students can complete their thesis quickly. By engineering students of the Electrical Engineering reducing the development time of a software, it can also reduce Department in Universitas Negeri Malang use research and the costs during the production process [1]. One of these development method for their thesis. There are many solutions is to use design patterns for the development. The use solutions or methods in software engineering which aim to of a design pattern can reduce the development time, facilitate develop a good quality software. One of these solutions is communication between the development team, written source using design patterns. Several benefits of using the design code becomes more flexible and easy to reuse [2]. patterns are; decreasing time of production, having a Unlike the above mentioned, to implement or adapt the reusable and flexible code, and making people easier to design pattern, a proper and good preparation from the understand. -
A Design Pattern Generation Tool
Project Number: GFP 0801 A DESIGN PATTERN GEN ERATION TOOL A MAJOR QUALIFYING P ROJECT REPORT SUBMITTED TO THE FAC ULTY OF WORCESTER POLYTECHNIC INSTITUTE IN PARTIAL FULFILLME NT OF THE REQUIREMEN TS FOR THE DEGREE OF BACHELOR O F SCIENCE BY CAITLIN VANDYKE APRIL 23, 2009 APPROVED: PROFESSOR GARY POLLICE, ADVISOR 1 ABSTRACT This project determines the feasibility of a tool that, given code, can convert it into equivalent code (e.g. code that performs the same task) in the form of a specified design pattern. The goal is to produce an Eclipse plugin that performs this task with minimal input, such as special tags.. The final edition of this plugin will be released to the Eclipse community. ACKNOWLEGEMENTS This project was completed by Caitlin Vandyke with gratitude to Gary Pollice for his advice and assistance, as well as reference materials and troubleshooting. 2 TABLE OF CONTENTS Abstract ....................................................................................................................................................................................... 2 Acknowlegements ................................................................................................................................................................... 2 Table of Contents ..................................................................................................................................................................... 3 Table of Illustrations ............................................................................................................................................................. -
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............................................. -
Design Patterns
CSE 403: Software Engineering, Winter 2016 courses.cs.washington.edu/courses/cse403/16wi/ Design Patterns Emina Torlak [email protected] Outline • Overview of design patterns • Creational patterns • Structural patterns • Behavioral patterns 2 introoverview of design patterns What is a design pattern? 4 What is a design pattern? • A standard solution to a common programming problem • a design or implementation structure that achieves a particular purpose • a high-level programming idiom 4 What is a design pattern? • A standard solution to a common programming problem • a design or implementation structure that achieves a particular purpose • a high-level programming idiom • A technique for making code more flexible or efficient • reduce coupling among program components • reduce memory overhead 4 What is a design pattern? • A standard solution to a common programming problem • a design or implementation structure that achieves a particular purpose • a high-level programming idiom • A technique for making code more flexible or efficient • reduce coupling among program components • reduce memory overhead • Shorthand for describing program design • a description of connections among program components • the shape of a heap snapshot or object model 4 Why should you care? • You could come up with these solutions on your own … • But you shouldn't have to! • A design pattern is a known solution to a known problem. 5 Types of design patterns • Creational patterns • how objects are instantiated • Structural patterns • how objects / classes can -
Object-Oriented Design Patterns
Object-Oriented Design Patterns David Janzen EECS 816 Object-Oriented Software Development University of Kansas Outline • Introduction – Design Patterns Overview – Strategy as an Early Example – Motivation for Creating and Using Design Patterns – History of Design Patterns • Gang of Four (GoF) Patterns – Creational Patterns – Structural Patterns – Behavioral Patterns Copyright © 2006 by David S. 2 Janzen. All rights reserved. What are Design Patterns? • In its simplest form, a pattern is a solution to a recurring problem in a given context • Patterns are not created, but discovered or identified • Some patterns will be familiar? – If you’ve been designing and programming for long, you’ve probably seen some of the patterns we will discuss – If you use Java Foundation Classes (Swing), Copyright © 2006 by David S. 3 you have certaJiannzleyn. Aulls rieghdts rsesoervmed.e design patterns Design Patterns Definition1 • Each pattern is a three-part rule, which expresses a relation between – a certain context, – a certain system of forces which occurs repeatedly in that context, and – a certain software configuration which allows these forces to resolve themselves 1. Dick Gabriel, http://hillside.net/patterns/definition.html Copyright © 2006 by David S. 4 Janzen. All rights reserved. A Good Pattern1 • Solves a problem: – Patterns capture solutions, not just abstract principles or strategies. • Is a proven concept: – Patterns capture solutions with a track record, not theories or speculation 1. James O. Coplien, http://hillside.net/patterns/definition.html Copyright © 2006 by David S. 5 Janzen. All rights reserved. A Good Pattern • The solution isn't obvious: – Many problem-solving techniques (such as software design paradigms or methods) try to derive solutions from first principles. -
Object-Oriented Desgin Flyweight Pattern George Blankenship 1
Object-Oriented Desgin Flyweight Pattern CSCI 253 Object Oriented Design: Flyweight Pattern George Blankenship Flyweight Pattern George Blankenship 1 Overview Creational Patterns Structural Patterns Behavioral Patterns Singleton Composite Chain of Respons. Abstract factory Façade Command Factory Method Proxy Interpreter Prototype Flyweight Iterator Builder Mediator Adapter Memento Bridge Observer Decorator State Strategy Template Method Flyweight Pattern George Blankenship Visitor 2 The Elements of a Design Pattern • A pattern name • The problem that the pattern solves – Including conditions for the pattern to be applicable • The solution to the problem brought by the pattern – The elements (classes-objects) involved, their roles, responsibilities, relationships and collaborations – Not a particular concrete design or implementation • The consequences of applying the pattern – Time and space trade off – Language and implementation issues – Effects on flexibility, extensibility, portability Flyweight Pattern George Blankenship 3 George Blankenship 1 Object-Oriented Desgin Flyweight Pattern The Flyweight Pattern: The Problem Some applications benefit from using objects in their design but a naïve implementation is prohibitively expensive because of the large number of objects Column • use an object for each character in a text document editor Character h a l l o • use a layout object for each widget in a GUI Row Flyweight Pattern George Blankenship 4 Page Objects Flyweight Pattern George Blankenship 5 Page Classes Flyweight -
Design Patterns for Developing Dynamically Adaptive
Design Patterns for Developing Dynamically Adaptive Systems ∗ Andres J. Ramirez and Betty H.C. Cheng Michigan State University 3115 Engineering Building East Lansing, Michigan 48824 {ramir105, chengb}@cse.msu.edu ABSTRACT 1. INTRODUCTION As applications grow in size and complexity, and computing As applications grow in size, complexity, and heterogene- infrastructure continues to evolve, it becomes increasingly ity in response to growing computational needs, it is increas- difficult to build a system that satisfies all requirements and ingly difficult to build a system that satisfies all require- constraints that might arise during its lifetime. As a result, ments and design constraints that it will encounter during there is an increasing need for software to adapt in response its lifetime. Many of these systems are required to run con- to new requirements and environmental conditions after it tinuously, disallowing long downtimes where humans look has been deployed. Due to their high complexity, adaptive for places to modify the code. As a result, it is important programs are generally difficult to specify, design, verify, and to be able to adapt an application’s behavior at run time in validate. In addition, the current lack of reusable design ex- response to changing requirements and environmental condi- pertise that can be leveraged from one adaptive system to tions [21]. IBM proposed autonomic computing [16] to meet another further exacerbates the problem. To address this this need, where a system manages itself based on high-level problem, we studied over thirty adaptation-related research objectives from a systems administrator, thus promoting and project implementations available from the literature self-management and self-reconfiguration. -
Masquerading and Adaptation Design Patterns in Python (Pdf)
Click to Edit Title Masquerading and Adaptation Click to Edit DesignPresenter P atInformationterns in Python O’Reilly Open Source Convention July 26–30, 2004 Alex Martelli <[email protected]> July 26–30, 2004 Portland, OR STRAKT © 2004 AB Strakt 1 This talk's audience...: "fair" to "excellent" grasp of Python and OO development "none" to "good" grasp of Design Patterns in general want to learn more about: DPs, masquerading, adaptation, DPs for Python, DP/language issues © 2004 AB Strakt 2 STRAKT What we'll cover...: Design Patterns, including "myths and realities" the Holder and Wrapper Python idioms the Adapter DP the Facade DP the Currying DP and Python callback systems the Decorator DP the Protocol Adaptation proposal (PEP 246) ...and, iff time allows...: • the Proxy DP • the Bridge DP © 2004 AB Strakt 3 STRAKT Next up...: Design Patterns, myths and realities Holder and Wrapper Adapter Facade Currying Decorator Protocol Adaptation (PEP 246) Proxy Bridge © 2004 AB Strakt 4 STRAKT Design Patterns rich, thriving subculture of the OO development culture Gamma, Helms, Johnson, Vlissides, "Design Patterns", Addison-Wesley more introductory: Shalloway, Trott, "Design Patterns Explained" (AW) PLoP conferences & books © 2004 AB Strakt 5 STRAKT ...but also... Design Patterns risked becoming a "fad" or "fashion" recently • cause: the usual, futile search for Image has been scaled down. See full-size image. Remove Frame the "silver bullet"...! Back to Results www.avshop.com/productimages/ products/4514-300.jp • 277 x 300 pixels - 8k This image may be subject to copyright. let's not throwBelow the is the imagedesign in its origi nalpat contextterns on the page: www.avshop.com/ catalog/product.html?productid=451 out with the silver bullet! beam allows you to see clearly in the Catalog Quick Order darkest places.