Dependency Injection Design Pattern Decouples Dependent Objects So That They May Be Configured and Tested Independently
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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. -
Process Synchronisation Background (1)
Process Synchronisation Background (1) Concurrent access to shared data may result in data inconsistency Maintaining data consistency requires mechanisms to ensure the orderly execution of cooperating processes Producer Consumer Background (2) Race condition count++ could be implemented as register1 = count register1 = register1 + 1 count = register1 count- - could be implemented as register2 = count register2 = register2 - 1 count = register2 Consider this execution interleaving with ―count = 5‖ initially: S0: producer execute register1 = count {register1 = 5} S1: producer execute register1 = register1 + 1 {register1 = 6} S2: consumer execute register2 = count {register2 = 5} S3: consumer execute register2 = register2 - 1 {register2 = 4} S4: producer execute count = register1 {count = 6 } S5: consumer execute count = register2 {count = 4} Solution: ensure that only one process at a time can manipulate variable count Avoid interference between changes Critical Section Problem Critical section: a segment of code in which a process may be changing Process structure common variables ◦ Only one process is allowed to be executing in its critical section at any moment in time Critical section problem: design a protocol for process cooperation Requirements for a solution ◦ Mutual exclusion ◦ Progress ◦ Bounded waiting No assumption can be made about the relative speed of processes Handling critical sections in OS ◦ Pre-emptive kernels (real-time programming, more responsive) Linux from 2.6, Solaris, IRIX ◦ Non-pre-emptive kernels (free from race conditions) Windows XP, Windows 2000, traditional UNIX kernel, Linux prior 2.6 Peterson’s Solution Two process solution Process Pi ◦ Mutual exclusion is preserved? ◦ The progress requirements is satisfied? ◦ The bounded-waiting requirement is met? Assumption: LOAD and STORE instructions are atomic, i.e. -
Skalierbare Echtzeitverarbeitung Mit Spark Streaming: Realisierung Und Konzeption Eines Car Information Systems
Bachelorarbeit Philipp Grulich Skalierbare Echtzeitverarbeitung mit Spark Streaming: Realisierung und Konzeption eines Car Information Systems Fakultät Technik und Informatik Faculty of Engineering and Computer Science Department Informatik Department of Computer Science Philipp Grulich Skalierbare Echtzeitverarbeitung mit Spark Streaming: Realisierung und Konzeption eines Car Information Systems Bachelorarbeit eingereicht im Rahmen Bachelorprüfung im Studiengang Angewandte Informatik am Department Informatik der Fakultät Technik und Informatik der Hochschule für Angewandte Wissenschaften Hamburg Betreuender Prüfer: Prof. Dr.-Ing. Olaf Zukunft Zweitgutachter: Prof. Dr. Stefan Sarstedt Abgegeben am 1.3.2016 Philipp Grulich Thema der Arbeit Skalierbare Echtzeitverarbeitung mit Spark Streaming: Realisierung und Konzeption eines Car Information Systems Stichworte Echtzeitverarbeitung, Spark, Spark Streaming, Car Information System, Event Processing, Skalierbarkeit, Fehlertoleranz Kurzzusammenfassung Stream Verarbeitung ist mittlerweile eines der relevantesten Bereiche im Rahmen der Big Data Analyse, da es die Verarbeitung einer Vielzahl an Events innerhalb einer kurzen Latenz erlaubt. Eines der momentan am häufigsten genutzten Stream Verarbeitungssysteme ist Spark Streaming. Dieses wird im Rahmen dieser Arbeit anhand der Konzeption und Realisie- rung eines Car Information Systems demonstriert und diskutiert, wobei viel Wert auf das Er- zeugen einer möglichst generischen Anwendungsarchitektur gelegt wird. Abschließend wird sowohl das CIS als -
Unravel Data Systems Version 4.5
UNRAVEL DATA SYSTEMS VERSION 4.5 Component name Component version name License names jQuery 1.8.2 MIT License Apache Tomcat 5.5.23 Apache License 2.0 Tachyon Project POM 0.8.2 Apache License 2.0 Apache Directory LDAP API Model 1.0.0-M20 Apache License 2.0 apache/incubator-heron 0.16.5.1 Apache License 2.0 Maven Plugin API 3.0.4 Apache License 2.0 ApacheDS Authentication Interceptor 2.0.0-M15 Apache License 2.0 Apache Directory LDAP API Extras ACI 1.0.0-M20 Apache License 2.0 Apache HttpComponents Core 4.3.3 Apache License 2.0 Spark Project Tags 2.0.0-preview Apache License 2.0 Curator Testing 3.3.0 Apache License 2.0 Apache HttpComponents Core 4.4.5 Apache License 2.0 Apache Commons Daemon 1.0.15 Apache License 2.0 classworlds 2.4 Apache License 2.0 abego TreeLayout Core 1.0.1 BSD 3-clause "New" or "Revised" License jackson-core 2.8.6 Apache License 2.0 Lucene Join 6.6.1 Apache License 2.0 Apache Commons CLI 1.3-cloudera-pre-r1439998 Apache License 2.0 hive-apache 0.5 Apache License 2.0 scala-parser-combinators 1.0.4 BSD 3-clause "New" or "Revised" License com.springsource.javax.xml.bind 2.1.7 Common Development and Distribution License 1.0 SnakeYAML 1.15 Apache License 2.0 JUnit 4.12 Common Public License 1.0 ApacheDS Protocol Kerberos 2.0.0-M12 Apache License 2.0 Apache Groovy 2.4.6 Apache License 2.0 JGraphT - Core 1.2.0 (GNU Lesser General Public License v2.1 or later AND Eclipse Public License 1.0) chill-java 0.5.0 Apache License 2.0 Apache Commons Logging 1.2 Apache License 2.0 OpenCensus 0.12.3 Apache License 2.0 ApacheDS Protocol -
Angularjs Native Rich Clients with Eclipse RCP WEB APPS UNTIL NOW
Die Grundlagen Philipp Burgmer theCodeCampus / Weigle Wilczek GmbH ABOUT ME Philipp Burgmer Software Engineer / Consultant / Trainer Focus: Frontend, Web Technologies WeigleWilczek GmbH [email protected] ABOUT US WeigleWilczek / W11k Software Design, Development & Maintenance Consulting, Trainings & Project Kickoff Web Applications with AngularJS Native Rich Clients with Eclipse RCP WEB APPS UNTIL NOW JSF UI on Server A lot HTTP Requests Just to Update UI Hard to Use JS Libs / Scatters UI Logic GWT UI in Java / XML Hard to Use JS Libs / Scatters UI Logic "Java World" Instead of "Web World" Flex Clean Separation of Front- and Backend Based on Flash, Adobe Discontinues Developement MXML and ActionScript Instead of HTML and JavaScript WEB APPS FROM NOW ON Frontend Runs Completely in the Browser Stateful UI, Stateless Server Server Delivers Static Resources Server Delivers Dynamic Data HTML, CSS and JavaScript as UI Toolkit WHAT IS ANGULARJS? HTML Enhanced for Web Apps angularjs.com Client / Browser JS Framework Rich Browser Applications Brings Core Frontend Concepts and Features to the Browser Extends HTML Instead of Abstracting or Wrapping It angularjs.org Current Versions: 1.2.23 and 1.3.0-beta.19 License: MIT CORE CONCEPTS Model View Controller Modules Pattern Dependency Injection Two Way Data-Binding Services Directives Filter Goals Separation of Concerns Make It Easier to Write Clean Code Make It Easier to Write Testable Code Offer Concepts and Be Open for Extensions DEMO Two Way Data-Binding [ JS Bin | localhost ] Add Logic with a Controller -
Dependency Injection in Unity3d
Dependency Injection in Unity3D Niko Parviainen Bachelor’s thesis March 2017 Technology, communication and transport Degree Programme in Software Engineering Description Author(s) Type of publication Date Parviainen, Niko Bachelor’s thesis March 2017 Language of publication: English Number of pages Permission for web publi- 57 cation: x Title of publication Dependency Injection in Unity3D Degree programme Degree Programme in Software Engineering Supervisor(s) Rantala, Ari Hämäläinen, Raija Assigned by Psyon Games Oy Abstract The objective was to find out how software design patterns and principles are applied to game development to achieve modular design. The tasks of the research were to identify the dependency management problem of a modular design, find out what the solutions offered by Unity3D are, find out what the dependency injection pattern is and how it is used in Unity3D environment. Dependency management in Unity3D and the dependency injection pattern were studied. Problems created by Unity3D’s solutions were introduced with examples. Dependency in- jection pattern was introduced with examples and demonstrated by implementing an ex- ample game using one of the available third-party frameworks. The aim of the example game was to clarify if the use of dependency injection brings modularity in Unity3D envi- ronment and what the cost of using it is. The principles of SOLID were introduced with generic examples and used to assist depend- ency injection to further increase the modularity by bringing the focus on class design. Dependency injection with the help of SOLID principles increased the modularity by loosely coupling classes even though slightly increasing the overall complexity of the architecture. -
Singleton Pattern: Motivation • Sometimes Need an Object That Is Unique – There Will Only Be a Single Instance of the Class
Singleton Pattern: Motivation • Sometimes need an object that is unique { There will only be a single instance of the class • Could be done with a global variable, BUT { Such an instance would exist for the duration of the program { If the instance were resource-intensive, this could be a problem { It would be better to create such an object only on an as-needed basis 1 Singleton Pattern: Defined • Singleton Pattern (177): Ensures a class has only one instance, and provides a global point of access to it. • The class manages a single instance of itself. • No other classes can create an instance of a singleton on their own. { I.e., another class cannot execute newInstance = new SingletonClass() • The singleton provides the means for other classes to access the instance. • Class diagram: • The question is: How to implement this so that we can insure that no more than one instance can be created? 2 Singleton Pattern: Implementation • We know that if we have a public constructor for a class, instances can be created by any other classes • But if we make the constructor private, only objects of the class could call the constructor, but then how could a first object of the class be created? { I.e., The only way to create an object of the class is to already have an object of the class (chicken and egg problem) • The trick is to have a private constructor but a static method that creates instances of the class { Since we're dealing with a singleton, the static method will include code that insures that only a single instance of the class will be created • Sample code: public class Singleton { private static Singleton uniqueInstance; private Singleton() { } public static Singleton getInstance() { if (uniqueInstance == null) uniqueInstance = new Singleton(); return uniqueInstance; } .. -
From Zero to 1000 Tests in 6 Months
From Zero to 1000 tests in 6 months Or how not to lose your mind with 2 week iterations Name is Max Vasilyev Senior Developer and QA Manager at Solutions Aberdeen http://tech.trailmax.info @trailmax Business Does Not Care • Business does not care about tests. • Business does not care about internal software quality. • Business does not care about architecture. • Some businesses don’t care so much, they even don’t care about money. Don’t Tell The Business Just do it! Just write your tests, ask no one. Honestly, tomorrow in the office just create new project, add NUnit package and write a test. That’ll take you 10 minutes. Simple? Writing a test is simple. Writing a good test is hard. Main questions are: – What do you test? – Why do you test? – How do you test? Our Journey: Stone Age Started with Selenium browser tests: • Recording tool is OK to get started • Boss loved it! • Things fly about on the screen - very dramatic But: • High maintenance effort • Problematic to check business logic Our Journey: Iron Age After initial Selenium fever, moved on to integration tests: • Hook database into tests and part-test database. But: • Very difficult to set up (data + infrastructure) • Problematic to test logic Our Journey: Our Days • Now no Selenium tests • A handful of integration tests • Most of the tests are unit-ish* tests • 150K lines of code in the project • Around 1200 tests with 30% coverage** • Tests are run in build server * Discuss Unit vs Non-Unit tests later ** Roughly 1 line of test code covers 2 lines of production code Testing Triangle GUI Tests GUI Tests Integration Tests Integration Tests Unit Tests Unit Tests Our Journey: 2 Week Iterations? The team realised tests are not optional after first 2-week iteration: • There simply was no time to manually test everything at the end of iteration. -
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. -
Stream-Based Verification with Junit
Stream-Based Verification with JUnit Strombasierte Verifikation mit JUnit Masterarbeit Im Rahmen des Studiengangs Vorgelegt von Ausgegeben und betreut von Informatik Denis-Michael Lux Prof. Dr. Martin Leucker der Universität zu Lübeck mit Unterstützung von Malte Schmitz, M.Sc. Dipl.-Inf. Daniel Thoma Lübeck, den 14. Juni 2019 Selbstständigkeitserklärung Der Verfasser versichert an Eides statt, dass er die vorliegende Arbeit selbständig, ohne fremde Hilfe und ohne Benutzung anderer als der angegebenen Hilfsmittel angefertigt hat. Die aus fremden Quellen (einschließlich elektronischer Quellen) direkt oder indirekt über- nommenen Gedanken sind ausnahmslos als solche kenntlich gemacht. Die Arbeit ist in gle- icher oder ähnlicher Form oder auszugsweise im Rahmen einer anderen Prüfung noch nicht vorgelegt worden. Ort/Datum Unterschrift des Verfassers Contents Introduction 1 1 Unit Testing and Mocking in JUnit 3 1.1 Unit Testing ................................... 4 1.2 The JUnit Testing Framework ......................... 4 1.3 Assertions .................................... 8 1.4 Mocks and Stubs ................................ 10 2 Stream Runtime Verification 13 2.1 Runtime Verfication .............................. 13 2.2 Stream Processing ............................... 14 2.3 Temporal Stream-based Specification Language (TeSSLa) .......... 20 3 TeSSLa-Based Monitoring and Mocking in JUnit 25 3.1 Application Code Instrumentation ...................... 25 3.2 Monitors for Test Cases and Test Suites .................... 28 3.3 Class and Interface -
Is 18 Factoriessingleton.Pdf
Vincenzo Gervasi, Laura Semini Ingegneria del Software Dipartimento di Informatica Università di Pisa “Each pattern describes a problem which occurs over and over again in our environment, and then describes the core of the solution to that problem, in such a way that you can use this solution a million times over, without ever doing it the same way twice” ▪ -- Christopher Alexander A Pattern Language, 1977 C. Alexander ha definito i design patterns studiando tecniche per migliorare il processo di progettazione di edifici e aree urbane Ogni pattern è una regola in tre parti, che esprime una relazione tra ▪ Un contesto ▪ Un problema ▪ Una soluzione DEF: “una soluzione a un problema in un contesto” I pattern possono essere applicati a diverse aree, compreso lo sviluppo software analysis design Architetural implementation Detailed • coding maintenance • unit testing • integration • system testing Sono 23 design pattern suddivisi in base al loro scopo Creazionali: ▪ propongono soluzioni per creare oggetti Comportamentali: ▪ propongono soluzioni per gestire il modo in cui vengono suddivise le responsabilità delle classi e degli oggetti Strutturali: ▪ propongono soluzioni per la composizione strutturale di classi e oggetti Factory: a class whose sole job is to easily create and return instances of other classes Creational patterns abstract the object instantiation process. ▪ They hide how objects are created and help make the overall system independent of how its objects are created and composed. ▪ They make it easier to construct