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Learning Functional Programming in Scala Alvin Alexander
Learning Functional Programming in Scala Alvin Alexander A logical, step by step approach to learning functional programming Copyright Learning Functional Programming in Scala Copyright 2017 Alvin J. Alexander All rights reserved. No part of this book may be reproduced without prior written permission from the author. Disclaimer: This book is presented solely for educational purposes, and it’s also a work in progress. While best efforts have been used in prepar- ing this book, the author makes no representations or warranties of any kind and assume no liabilities of any kind with respect to the accuracy or completeness of the contents, and specifically disclaim any implied war- ranties of merchantability or fitness of use for a particular purpose. The author shall not be held liable or responsible to any person or entity with respect to any loss or incidental or consequential damages caused, or al- leged to have been caused, directly or indirectly, by the information or programs contained herein. Any use of this information is at your own risk. The advice and strategies contained herein may not be suitable for your situation. Version 0.1.1, published May 15, 2017 (The cover photo was taken on the Dalton Highway in Alaska, some- where between Fairbanks and Prudhoe Bay.) Contents 1 Changelog 1 2 Preface 3 3 Introduction (or, Why I Wrote This Book) 5 4 WhoThisBookisFor 11 5 Goals 15 6 Question Everything 23 7 Rules for Programming in this Book 33 8 One Rule for Reading this Book 39 9 What is “Functional Programming”? 41 10 What is This Lambda -
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. -
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. -
Gnu Smalltalk Library Reference Version 3.2.5 24 November 2017
gnu Smalltalk Library Reference Version 3.2.5 24 November 2017 by Paolo Bonzini Permission is granted to copy, distribute and/or modify this document under the terms of the GNU Free Documentation License, Version 1.2 or any later version published by the Free Software Foundation; with no Invariant Sections, with no Front-Cover Texts, and with no Back-Cover Texts. A copy of the license is included in the section entitled \GNU Free Documentation License". 1 3 1 Base classes 1.1 Tree Classes documented in this manual are boldfaced. Autoload Object Behavior ClassDescription Class Metaclass BlockClosure Boolean False True CObject CAggregate CArray CPtr CString CCallable CCallbackDescriptor CFunctionDescriptor CCompound CStruct CUnion CScalar CChar CDouble CFloat CInt CLong CLongDouble CLongLong CShort CSmalltalk CUChar CByte CBoolean CUInt CULong CULongLong CUShort ContextPart 4 GNU Smalltalk Library Reference BlockContext MethodContext Continuation CType CPtrCType CArrayCType CScalarCType CStringCType Delay Directory DLD DumperProxy AlternativeObjectProxy NullProxy VersionableObjectProxy PluggableProxy SingletonProxy DynamicVariable Exception Error ArithmeticError ZeroDivide MessageNotUnderstood SystemExceptions.InvalidValue SystemExceptions.EmptyCollection SystemExceptions.InvalidArgument SystemExceptions.AlreadyDefined SystemExceptions.ArgumentOutOfRange SystemExceptions.IndexOutOfRange SystemExceptions.InvalidSize SystemExceptions.NotFound SystemExceptions.PackageNotAvailable SystemExceptions.InvalidProcessState SystemExceptions.InvalidState -
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 -
Five Considerations for Software Developers
FiveFive ConsiderationsConsiderations forfor SoftwareSoftware DevelopersDevelopers Kevlin Henney [email protected] Presented at Jfokus, Stockholm, 30th January 2008. Kevlin Henney [email protected] [email protected] Curbralan Ltd http://www.curbralan.com Voice: +44 117 942 2990 Fax: +44 870 052 2289 Agenda • Introduction • Consideration 1: Economy • Consideration 2: Visibility • Consideration 3: Spacing • Consideration 4: Symmetry • Consideration 5: Emergence • Outroduction 2 What general qualities in a software architecture help to promote its success? We can of course focus on fitness for purpose, cost of change, organisational acceptance, and so on, but are there broad considerations that can be kept in mind when looking at the structural and developmental side of an architecture? Those involved in software have a lot to keep in mind as they negotiate the worlds inside and outside of their code and the relationship between them. For those interested in improving the state of their art there are many (many) sources of specific recommendations they can use to sharpen their practice. This talk takes a step back from the busy, overpopulated and often overwhelming world of such recommendations to focus on five general considerations that can inform more detailed recommendations and specific decisions. Introduction StructuralSoftwareStructural engineering engineering engineering is is theis the the science science science an and dand art art art of of designingof designing designing and and and making, making, making, with with with economyeconomy and and elegance, elegance, buildings,applications, buildings, bridges, bridges, bridges, frameworks, frameworks, frameworks, and and and other other other similar similar similar structuresstructures so so that that they they can can safely safely resist resist the the forces forces to to which which they they may may be be subjected. -
Declare Property Class Accept Null C
Declare Property Class Accept Null C Woesome and nontechnical Joshuah planned inveterately and pull-outs his frontiers sourly and daftly. Unquiet Bernard fly-by very instructively while Rick remains ectotrophic and chastened. Sometimes stereoscopic Addie unnaturalizes her acorns proportionally, but unlidded Cat invert heinously or orientalizes rancorously. Even experts are accepted types and positional parameters and references, and assigns to. Use HasValue property to check has value is assigned to nullable type sometimes not Static Nullable class is a. Thank you declare more freely, declare property class accept null c is useful to provide only one dispiriting aspect of. Here we're defining a suggest that extracts all non-nullable property keys from plant type. By disabling cookies to accept all? The car variable inside counter Person class shouldn't be declared type grass and. Use JSDoc type. Any class property name, null safe code token stream of properties and corresponds to accept a class! Why death concept of properties came into C The decline because not two reasons If the members of a class are private then select another class in C. JavaScript Properties of variables with null or undefined. Type cup type as should pickle the null value variable the pastry of the variable to which null. CS31 Intro to C Structs and Pointers. Using the New Null Conditional Operator in C 6 InformIT. Your extra bet is to get themselves the good group of initializing all variables when you disabled them. This class that null values can declare variables declared inside an exception handling is nullable context switches a varargs in. -
Bespoke Tools: Adapted to the Concepts Developers Know
Bespoke Tools: Adapted to the Concepts Developers Know Brittany Johnson, Rahul Pandita, Emerson Murphy-Hill, and Sarah Heckman Department of Computer Science North Carolina State University, Raleigh, NC, USA {bijohnso, rpandit}@ncsu.edu, {emerson, heckman}@csc.ncsu.edu ABSTRACT Such manual customization is undesirable for several rea- Even though different developers have varying levels of ex- sons. First, to choose among alternative tools, a developer pertise, the tools in one developer's integrated development must be aware that alternatives exist, yet lack of awareness environment (IDE) behave the same as the tools in every is a pervasive problem in complex software like IDEs [3]. other developers' IDE. In this paper, we propose the idea of Second, even after being aware of alternatives, she must be automatically customizing development tools by modeling able to intelligently choose which tool will be best for her. what a developer knows about software concepts. We then Third, if a developer's situation changes and she recognizes sketch three such \bespoke" tools and describe how devel- that the tool she is currently using is no longer the optimal opment data can be used to infer what a developer knows one, she must endure the overhead of switching to another about relevant concepts. Finally, we describe our ongoing ef- tool. Finally, customization takes time, time that is spent forts to make bespoke program analysis tools that customize fiddling with tools rather than developing software. their notifications to the developer using them. 2. WHAT IS THE NEW IDEA? Categories and Subject Descriptors Our idea is bespoke tools: tools that automatically fit D.2.6 [Software Engineering]: Programming Environments| themselves to the developer using them. -
An Analysis of the Dynamic Behavior of Javascript Programs
An Analysis of the Dynamic Behavior of JavaScript Programs Gregor Richards Sylvain Lebresne Brian Burg Jan Vitek S3 Lab, Department of Computer Science, Purdue University, West Lafayette, IN fgkrichar,slebresn,bburg,[email protected] Abstract becoming a general purpose computing platform with office appli- The JavaScript programming language is widely used for web cations, browsers and development environments [15] being devel- programming and, increasingly, for general purpose computing. oped in JavaScript. It has been dubbed the “assembly language” of the Internet and is targeted by code generators from the likes As such, improving the correctness, security and performance of 2;3 JavaScript applications has been the driving force for research in of Java and Scheme [20]. In response to this success, JavaScript type systems, static analysis and compiler techniques for this lan- has started to garner academic attention and respect. Researchers guage. Many of these techniques aim to reign in some of the most have focused on three main problems: security, correctness and dynamic features of the language, yet little seems to be known performance. Security is arguably JavaScript’s most pressing prob- about how programmers actually utilize the language or these fea- lem: a number of attacks have been discovered that exploit the lan- tures. In this paper we perform an empirical study of the dynamic guage’s dynamism (mostly the ability to access and modify shared behavior of a corpus of widely-used JavaScript programs, and an- objects and to inject code via eval). Researchers have proposed ap- alyze how and why the dynamic features are used. -
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 -
Platform SDK Developer's Guide
Platform SDK Developer's Guide Platform SDK 9.0.x 3/6/2020 Table of Contents Welcome to the Developer's Guide! 4 Introductory Topics 6 Introducing the Platform SDK 7 Architecture of the Platform SDK 12 Connecting to a Server 14 Configuring Platform SDK Channel Encoding for String Values 32 Using the Warm Standby Application Block 33 Using the Application Template Application Block 42 Using the Cluster Protocol Application Block 74 Event Handling 88 Setting up Logging in Platform SDK 100 Additional Logging Features 106 Log4j2 Configuration with the Application Template Application Block 116 Advanced Platform SDK Topics 132 Using Kerberos Authentication in Platform SDK 133 Secure connections using TLS 137 Quick Start 143 TLS and the Platform SDK Commons Library 147 TLS and the Application Template Application Block 160 Configuring TLS Parameters in Configuration Manager 167 Using and Configuring Security Providers 190 OpenSSL Configuration File 201 Use Cases 208 Using and Configuring TLS Protocol Versions 211 Lazy Parsing of Message Attributes 214 Log Filtering 218 Hide or Tag Sensitive Data in Logs 230 Profiling and Performance Services 237 IPv6 Resolution 243 Managing Protocol Configuration 248 Friendly Reaction to Unsupported Messages 252 Creating Custom Protocols 258 JSON Support 267 Working with Custom Servers 276 Bidirectional Messaging 282 Hide Message Attributes in Logs 287 Resources Releasing in an Application Container 289 Transport Layer Substitution 292 Server-Specific Overviews 301 Telephony (T-Server) 302 Introduction to TLib -
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