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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. -
Introductory Programming in C# Release 1.0
Introductory Programming in C# Release 1.0 Andrew N. Harrington and George K. Thiruvathukal May 29, 2012 CONTENTS 1 Context 1 1.1 Introduction to the Notes.........................................1 1.2 Comments on Miles Chapter 1......................................1 2 C# Data and Operations 3 2.1 Development Tools............................................3 2.2 Lab Exercise: Editing, Compiling, and Running............................5 2.3 Comments on Miles Simple Data....................................9 2.4 Division and Remainders.........................................9 2.5 Substitutions in Console.WriteLine................................... 10 2.6 Learning to Solve Problems....................................... 12 2.7 Lab: Division Sentences......................................... 15 2.8 Homework: Grade Calculation...................................... 18 3 Defining Functions of your Own 23 3.1 Syntax Template Typography...................................... 23 3.2 A First Function Definition....................................... 23 3.3 Multiple Function Definitions...................................... 25 3.4 Function Parameters........................................... 26 3.5 Multiple Function Parameters...................................... 29 3.6 Returned Function Values........................................ 30 3.7 Two Roles: Writer and Consumer of Functions............................. 32 3.8 Local Scope............................................... 33 3.9 Static Variables............................................. -
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................................... -
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. -
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............................................. -
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 -
Ultimate C#, .Net Interview Q&AE-Book
Register your resume: www.terrafirmajobs.com _________________________________________________ www.terrafirmajobs.com Ultimate C#, .Net Interview Q&AE-book Free E-books available with Terra Firma Java Interview Q&A Terra Firma’s Interview Kit Are you stressed at your Desk Restore the rhythm of your life IT Resume writing tips Heart-Care Tips To get these free e-books, email to: [email protected] with the title of the e-book. Copy Right Note You are permitted to freely distribute/print the unmodified version of this issue/e-book/article. We are not attempting to obtain commercial benefit from the valuable work of the authors and the Editor/Publisher claims the ‘fair use’ of copyrighted material. If you think that by publishing a particular material, your copyright has been violated, please let us know. The Editor/Publisher is not responsible for statements or opinions expressed herein nor do such statements necessarily express the views of Editor/Publisher. 1 More Career Tips: http://www.terrafirmajobs.com/ITpros/IT_resources.asp?id=4 ______________________________________________________________________________ Register your resume: www.terrafirmajobs.com _________________________________________________ Index Chapter Name Page 1) C# interview Questions and Answers. 4 1.1) Advance C# interview Questions 2) General Questions 17 2.1 ) General Questions 2.2 ) Methods and Property 2.3) Assembly Questions 2.4) XML Documentation Question 2.5) Debugging and Testing 3) ADO.net and Database Question 26 4) C#, DOT NET, XML, IIS Interview Questions 28 4.1 ) Framework. 4.2 ) COM 4.3 ) OOPS 4.4 ) C# Language Features 4.5 ) Access Specifier 4.6 ) Constructor / Destructor 4.7 ) ADO.net 4.8 ) ASP.net 4.8.1) Session. -
Design Pattern Driven Development of Model Transformations
DESIGN PATTERN DRIVEN DEVELOPMENT OF MODEL TRANSFORMATIONS by HUSEYIN ERGIN JEFF GRAY, COMMITTEE CHAIR JEFFREY CARVER RALF LAEMMEL RANDY SMITH EUGENE SYRIANI SUSAN VRBSKY A DISSERTATION Submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy in the Department of Computer Science in the Graduate School of The University of Alabama TUSCALOOSA, ALABAMA 2017 Copyright Huseyin Ergin 2017 ALL RIGHTS RESERVED ABSTRACT Model-Driven Engineering (MDE) is considered a well-established software development ap- proach that uses abstraction to bridge the gap between the problem space and the software implementation. These abstractions are represented by models that make the validation of the real system easier. In MDE, many problems are solved using model transformation, which is a paradigm that manipulates high-level models to translate, evolve, or simulate them. However, the development of a model transformation for a specific problem is still a hard task. The main reason is the lack of a development process where transformations must be designed before implemented. Design patterns provide experiential reuse to soft- ware engineers when faced with recurring problems. In the literature, design patterns have been used to generate partially reusable software designs in order to help developers. There are many design patterns focused development methodologies proposed. However, most of them specialize in object-oriented design patterns. Given the various contexts in which de- sign patterns have been applied, model transformations may also benefit from a patterns approach. Although several studies have proposed design patterns for model transforma- tion, there is still no accepted common language to express them or a methodology that places design patterns at the heart of the development of model transformations. -
The Rule of the Big Five
C++11: The Rule of the Big Five Resource Management The dynamic creation and destruction of objects was always one of the bugbears of C. It required the programmer to (manually) control the allocation of memory for the object, handle the object’s initialisation, then ensure that the object was safely cleaned-up after use and its memory returned to the heap. Because many C programmers weren’t educated in the potential problems (or were just plain lazy or delinquent in their programming) C got a reputation in some quarters for being an unsafe, memory-leaking language. C++ improved matters significantly by introducing an idiom known (snappily) as RAII/RRID – Resource Acquisition Is Initialisation / Resource Release Is Destruction*. The idiom makes use of the fact that every time an object is created a constructor is called; and when that object goes out of scope a destructor is called. The constructor/destructor pair can be used to create an object that automatically allocates and initialises another object (known as the managed object) and cleans up the managed object when it (the manager) goes out of scope. This mechanism is generically referred to as resource management. A resource could be any object that required dynamic creation/deletion – memory, files, sockets, mutexes, etc. Resource management frees the client from having to worry about the lifetime of the managed object, potentially eliminating memory leaks and other problems in C++ code. However, RAII/RRID doesn’t come without cost (to be fair, what does?) Introducing a ‘manager’ object can lead to potential problems – particularly if the ‘manager’ class is passed around the system (it is just another object, after all). -
NET Database Technologies
.NET Database Technologies Entity Framework in Enterprise Applications ORMs in Enterprise Applications l Key issues to consider: l Domain l Granularity of object storage/retrieval l Design of relationships to support storage/ retrieval patterns l Architecture l Isolate presentation/service layers from dependency on data layer l Code re-use l Testability En$ty Framework in Enterprise Applicaons 2 Domain Driven Design l Terminology and concepts of DDD can help with design of domain model with persistence in mind l Model elements correspond to domain classes l Thinking in terms of DDD elements helps clarify how classes should be related and be mapped to storage En$ty Framework in Enterprise Applicaons 3 DDD model elements l Entity l An Entity is defined by having an Identity and continuity l Unique within the system l Value Object l Has no Identity l Represent something by its attributes only l Should probably be immutable - you can create a new one instead of changing another one En$ty Framework in Enterprise Applicaons 4 DDD model elements l Aggregate l Group of things which belong together l Constituent objects make no sense without their parent object l Aggregate Root l Single entity which controls access to an aggregate l Entity which is dealt with by a Repository l Should not have relationships between entities in different aggregates which are not the roots En$ty Framework in Enterprise Applicaons 5 Finding aggregates l Identifying aggregates can help to: l Verify that relationships within the domain model are valid and establish their -
Design Patterns Chapter 3
A Brief Introduction to Design Patterns Jerod Weinman Department of Computer Science Grinnell College [email protected] Contents 1 Introduction 2 2 Creational Design Patterns 4 2.1 Introduction ...................................... 4 2.2 Factory ........................................ 4 2.3 Abstract Factory .................................... 5 2.4 Singleton ....................................... 8 2.5 Builder ........................................ 8 3 Structural Design Patterns 10 3.1 Introduction ...................................... 10 3.2 Adapter Pattern .................................... 10 3.3 Façade ......................................... 11 3.4 Flyweight ....................................... 12 3.5 Proxy ......................................... 13 3.6 Decorator ....................................... 14 4 Behavioral Design Patterns 20 4.1 Introduction ...................................... 20 4.2 Chain of Responsibility ................................ 20 4.3 Observer ........................................ 20 4.4 Visitor ......................................... 22 4.5 State .......................................... 25 1 Chapter 1 Introduction As you have probably experienced by now, writing correct computer programs can sometimes be quite a challenge. Writing the programs is fairly easy, it can be the “correct” part that maybe is a bit hard. One of the prime culprits is the challenge in understanding a great number of complex interactions. We all have probably experienced the crash of some application program -
The Impact of Flyweight and Proxy Design Patterns on Software Efficiency: an Empirical Evaluation
(IJACSA) International Journal of Advanced Computer Science and Applications, Vol. 10, No. 7, 2019 The Impact of Flyweight and Proxy Design Patterns on Software Efficiency: An Empirical Evaluation Muhammad Ehsan Rana1, Wan Nurhayati Wan Ab Rahman2 Masrah Azrifah Azmi Murad3, Rodziah Binti Atan4 Faculty of Computer Science and IT, Universiti Putra Malaysia 43400 Serdang, Selangor, Malaysia Abstract—In this era of technology, delivering quality There are three perspectives of quality attributes in Jim software has become a crucial requirement for the developers. McCall’s model, namely Product Revision, Product Transition, Quality software is able to help an organization to success and and Product Operations. Product revision is the ability or gain a competitive edge in the market. There are numerous enhancement of the ability for the software to change in quality attributes introduced by various quality models. Various accordance to user needs. Product transition on the other hand, researches and studies prove that the quality of the object- is the ability for the software to adapt itself to changing oriented software can be improved by using design patterns. The environments. Finally, product operation, which is the topic of main purpose of this research is to identify the relationships discussion of this research, is defined by the ability of the between the design patterns and software efficiency quality software to operate in accordance to the user demands and attribute. This research is focused on the impact of Flyweight without defects [1]. and Proxy Design Patterns on the efficiency of software. An example scenario is used to empirically evaluate the effectiveness Efficiency is “the state or quality of being efficient”, which of applied design refinements on efficiency of a system.