1. Difference Between Factory Pattern and Abstract Factory Pattern S.No
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Design Patterns Promote Reuse
Design Patterns Promote Reuse “A pattern describes a problem that occurs often, along with a tried solution to the problem” - Christopher Alexander, 1977 • Christopher Alexander’s 253 (civil) architectural patterns range from the creation of cities (2. distribution of towns) to particular building problems (232. roof cap) • A pattern language is an organized way of tackling an architectural problem using patterns Kinds of Patterns in Software • Architectural (“macroscale”) patterns • Model-view-controller • Pipe & Filter (e.g. compiler, Unix pipeline) • Event-based (e.g. interactive game) • Layering (e.g. SaaS technology stack) • Computation patterns • Fast Fourier transform • Structured & unstructured grids • Dense linear algebra • Sparse linear algebra • GoF (Gang of Four) Patterns: structural, creational, behavior The Gang of Four (GoF) • 23 structural design patterns • description of communicating objects & classes • captures common (and successful) solution to a category of related problem instances • can be customized to solve a specific (new) problem in that category • Pattern ≠ • individual classes or libraries (list, hash, ...) • full design—more like a blueprint for a design The GoF Pattern Zoo 1. Factory 13. Observer 14. Mediator 2. Abstract factory 15. Chain of responsibility 3. Builder Creation 16. Command 4. Prototype 17. Interpreter 18. Iterator 5. Singleton/Null obj 19. Memento (memoization) 6. Adapter Behavioral 20. State 21. Strategy 7. Composite 22. Template 8. Proxy 23. Visitor Structural 9. Bridge 10. Flyweight 11. -
Automating Testing with Autofixture, Xunit.Net & Specflow
Design Patterns Michael Heitland Oct 2015 Creational Patterns • Abstract Factory • Builder • Factory Method • Object Pool* • Prototype • Simple Factory* • Singleton (* this pattern got added later by others) Structural Patterns ● Adapter ● Bridge ● Composite ● Decorator ● Facade ● Flyweight ● Proxy Behavioural Patterns 1 ● Chain of Responsibility ● Command ● Interpreter ● Iterator ● Mediator ● Memento Behavioural Patterns 2 ● Null Object * ● Observer ● State ● Strategy ● Template Method ● Visitor Initial Acronym Concept Single responsibility principle: A class should have only a single responsibility (i.e. only one potential change in the S SRP software's specification should be able to affect the specification of the class) Open/closed principle: “Software entities … should be open O OCP for extension, but closed for modification.” Liskov substitution principle: “Objects in a program should be L LSP replaceable with instances of their subtypes without altering the correctness of that program.” See also design by contract. Interface segregation principle: “Many client-specific I ISP interfaces are better than one general-purpose interface.”[8] Dependency inversion principle: One should “Depend upon D DIP Abstractions. Do not depend upon concretions.”[8] Creational Patterns Simple Factory* Encapsulating object creation. Clients will use object interfaces. Abstract Factory Provide an interface for creating families of related or dependent objects without specifying their concrete classes. Inject the factory into the object. Dependency Inversion Principle Depend upon abstractions. Do not depend upon concrete classes. Our high-level components should not depend on our low-level components; rather, they should both depend on abstractions. Builder Separate the construction of a complex object from its implementation so that the two can vary independently. The same construction process can create different representations. -
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. -
Facet: a Pattern for Dynamic Interfaces
Facet: A pattern for dynamic interfaces Author: Eric Crahen SUNY at Buffalo CSE Department Amherst, NY 14260 201 Bell Hall 716-645-3180 <[email protected]> Context: Wherever it is desirable to create a context sensitive interface in order to modify or control the apparent behavior if an object. Problem: How can I modify the behavior of an existing object so that different behaviors are shown under different circumstances; and yet still maintain a clean separation between the policy (when each behavior is available) and implementation of each behavior allowing them to be developed independently of one another? Forces: Interfaces provide an essential level of abstraction to object oriented programming. Generally, objects are able define aspects of their function very well using interfaces. At times, this may not be enough. When dealing with two or more classes whose responsibilities are distinctly separate, but whose behavior is closely related, classes can begin to resist modularization. For example, adding security to an application means inserting code that performs security checks into numerous locations in existing classes. Clearly, these responsibilities are distinct; the original classes being responsible for the tasks they were designed to perform, and the security classes being responsible for providing access control. However, making those original classes secure means intermingling code that deals with security. When the classes dealing with security are changed many classes are going to be impacted. One method of adding new behavior to an existing class might be to simply create a subclass and embed that new behavior. In the security example, this would mean creating a subclass for each class that needs to be secure and adding calls to the security code. -
(MVC) Design Pattern Untuk Aplikasi Perangkat Bergerak Berbasis Java
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by Diponegoro University Institutional Repository Model-View-Controller (MVC) Design Pattern Untuk Aplikasi Perangkat Bergerak Berbasis Java Panji Wisnu Wirawan Program Studi Teknik Informatika, Universitas Diponegoro [email protected] Abstrak Design pattern merupakan salah satu teknik mendesain komponen perangkat lunak yang bisa digunakan kembali. MVC design pattern merupakan design pattern untuk komponen perangkat lunak yang memisahkan secara tegas antara model data, tampilan, dan kendali perangkat lunak. Artikel ini akan membahas MVC design pattern disertai kesesuaiannya dengan aplikasi perangkat bergerak berbasis Java. Bagian akhir artikel ini menunjukkan bagaimana MVC design pattern untuk aplikasi bergerak berbasis Java. Kata Kunci : MVC, design pattern , aplikasi perangkat bergerak berbasis Java ulang sehingga dapat meminimalkan usaha 1. Pendahuluan pengembangan aplikasi perangkat bergerak. Pada umumnya, aplikasi perangkat bergerak menggunakan Komponen perangkat lunak sudah semestinya GUI. Penggunaan MVC diharapkan bermanfaat untuk didesain dan diimplementasikan sehingga bisa pembuatan komponen perangkat lunak untuk aplikasi digunakan ulang ( reused ) pada perangkat lunak yang bergerak yang bisa digunakan ulang. [6] lain . Sebagai contoh penggunaan komponen perangkat lunak yang dapat digunakan ulang adalah Salah satu penelitian mengenai design pattern penggunaan text box , drop down menu dan untuk aplikasi perangkat bergerak berbasis Java telah sebagainya. dilakukan oleh Narsoo dan Mohamudally (2008). Narsoo dan Mohamudally (2008) melakukan Contoh lain dari komponen perangkat lunak identifikasi design pattern untuk mobile services adalah pola-pola tertentu untuk menyelesaikan menggunakan Java 2 Mobile Edition (J2ME). Mobile masalah yang disebut sebagai design pattern . Pola- services tersebut termasuk dalam behavioral pattern pola tersebut akan tetap sama untuk aplikasi yang yaitu add , edit , erase dan search . -
University of Vaasa
UNIVERSITY OF VAASA FACULTY OF TECHNOLOGY DEPARTMENT OF COMPUTER SCIENCE Arvi Lehesvuo A SOFTWARE FRAMEWORK FOR STORING USER WORKSPACES OF DESKTOP APPLICATIONS Master’s thesis in Technology for the degree of Master of Science in Technology submitted for inspection, Vaasa, June 30, 2012. Supervisor Prof. Jouni Lampinen Instructor M.Sc. Pasi Pelkkikangas 1 TABLE OF CONTENTS page ABBREVIATIONS 3 LIST OF FIGURES 4 TIIVISTELMÄ 5 ABSTRACT 6 1. INTRODUCTION 7 1.1. Company Introduction: Wapice Ltd 8 1.2. Professional Background Statement 9 1.3. The Scope of the Research 9 1.4. Research Questions 10 2. RESEARCH METHODOLOGY 12 2.1. Constructive Research Approach 12 2.2. Research Process as Applied in This Research 13 3. THEORY AND BACKGROUND OF THE STUDY 17 3.1. Introduction to the Subject 17 3.2. History of Object Oriented Programming 17 3.3. Most Central Elements in Object Oriented Programming 19 3.4. More Advanced Features of Object Oriented Programming 25 3.5. Software Design Patterns 27 3.6. Graphical User Interface Programming 34 4. DEVELOPING THE SOLUTION 39 4.1. Identifying the Solution Requirements 39 4.2. Designing Basic Structure for the Solution 43 4.3. Building the Solution as an External Software Component 47 4.4. Storing the User Data 48 4.5. Optimizing Construction for C# 51 2 5. EVALUATING PRACTICAL RELEVANCE OF THE DESIGN 54 5.1. Testing Design by applying it to Different GUI Design Models 54 5.2. Analyzing Results of the User Questionnaire 57 6. CONCLUSIONS AND FUTURE 61 6.1. Practical Contribution 62 6.2. -
Dependency Injection with Unity
D EPEN DEPENDENCY INJECTION WITH UNITY Over the years software systems have evolutionarily become more and more patterns & practices D ENCY complex. One of the techniques for dealing with this inherent complexity Proven practices for predictable results of software systems is dependency injection – a design pattern that I allows the removal of hard-coded dependencies and makes it possible to Save time and reduce risk on your NJECT assemble a service by changing dependencies easily, whether at run-time software development projects by or compile-time. It promotes code reuse and loosely-coupled design which incorporating patterns & practices, I leads to more easily maintainable and flexible code. Microsoft’s applied engineering ON guidance that includes both production The guide you are holding in your hands is a primer on using dependency quality source code and documentation. W I injection with Unity – a lightweight extensible dependency injection TH DEPENDENCY INJECTION container built by the Microsoft patterns & practices team. It covers The guidance is designed to help U software development teams: various styles of dependency injection and also additional capabilities N I of Unity container, such as object lifetime management, interception, Make critical design and technology TY and registration by convention. It also discusses the advanced topics of selection decisions by highlighting WITH UNITY enhancing Unity with your custom extensions. the appropriate solution architectures, technologies, and Microsoft products The guide contains plenty of trade-off discussions and tips and tricks for for common scenarios managing your application cross-cutting concerns and making the most out of both dependency injection and Unity. These are accompanied by a Understand the most important Dominic Betts real world example that will help you master the techniques. -
A Design Pattern Detection Tool for Code Reuse
DP-CORE: A Design Pattern Detection Tool for Code Reuse Themistoklis Diamantopoulos, Antonis Noutsos and Andreas Symeonidis Electrical and Computer Engineering Dept., Aristotle University of Thessaloniki, Thessaloniki, Greece [email protected], [email protected], [email protected] Keywords: Design Pattern Detection, Static Code Analysis, Reverse Engineering, Code Reuse. Abstract: In order to maintain, extend or reuse software projects one has to primarily understand what a system does and how well it does it. And, while in some cases information on system functionality exists, information covering the non-functional aspects is usually unavailable. Thus, one has to infer such knowledge by extracting design patterns directly from the source code. Several tools have been developed to identify design patterns, however most of them are limited to compilable and in most cases executable code, they rely on complex representations, and do not offer the developer any control over the detected patterns. In this paper we present DP-CORE, a design pattern detection tool that defines a highly descriptive representation to detect known and define custom patterns. DP-CORE is flexible, identifying exact and approximate pattern versions even in non-compilable code. Our analysis indicates that DP-CORE provides an efficient alternative to existing design pattern detection tools. 1 INTRODUCTION ecutable. As a result, developers cannot exploit the source code of other systems without first resolving Developers need to understand existing projects in or- their dependencies and executing them correctly. Sec- der to maintain, extend, or reuse them. However, un- ondly, pattern representations in most tools are not in- derstanding usually comes down to understanding the tuitive, thus resulting in black box systems that do not source code of a project, which is inherently difficult, allow the developer any control over the detected pat- especially when the original software architecture and terns. -
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................................... -
Principles of Programming Languages
David Liu Principles of Programming Languages Lecture Notes for CSC324 (Version 2.1) Department of Computer Science University of Toronto principles of programming languages 3 Many thanks to Alexander Biggs, Peter Chen, Rohan Das, Ozan Erdem, Itai David Hass, Hengwei Guo, Kasra Kyanzadeh, Jasmin Lantos, Jason Mai, Sina Rezaeizadeh, Ian Stewart-Binks, Ivan Topolcic, Anthony Vandikas, Lisa Zhang, and many anonymous students for their helpful comments and error-spotting in earlier versions of these notes. Dan Zingaro made substantial contributions to this version of the notes. Contents Prelude: The Study of Programming Languages 7 Programs and programming languages 7 Models of computation 11 A paradigm shift in you 14 Course overview 15 1 Functional Programming: Theory and Practice 17 The baseline: “universal” built-ins 18 Function expressions 18 Function application 19 Function purity 21 Name bindings 22 Lists and structural recursion 26 Pattern-matching 28 Higher-order functions 35 Programming with abstract syntax trees 42 Undefined programs and evaluation order 44 Lexical closures 50 Summary 56 6 david liu 2 Macros, Objects, and Backtracking 57 Object-oriented programming: a re-introduction 58 Pattern-based macros 61 Objects revisited 74 The problem of self 78 Manipulating control flow I: streams 83 Manipulating control flow II: the ambiguous operator -< 87 Continuations 90 Using continuations in -< 93 Using choices as subexpressions 94 Branching choices 98 Towards declarative programming 101 3 Type systems 109 Describing type systems 110 -
A Framework to Support Behavioral Design Pattern Detection from Software Execution Data
A Framework to Support Behavioral Design Pattern Detection from Software Execution Data Cong Liu1, Boudewijn van Dongen1, Nour Assy1 and Wil M. P. van der Aalst2;1 1Department of Mathematics and Computer Science, Eindhoven University of Technology, 5600MB Eindhoven, The Netherlands 2Department of Computer Science, RWTH Aachen University, 52056 Aachen, Germany Keywords: Pattern Instance Detection, Behavioral Design Pattern, Software Execution Data, General Framework. Abstract: The detection of design patterns provides useful insights to help understanding not only the code but also the design and architecture of the underlying software system. Most existing design pattern detection approaches and tools rely on source code as input. However, if the source code is not available (e.g., in case of legacy software systems) these approaches are not applicable anymore. During the execution of software, tremendous amounts of data can be recorded. This provides rich information on the runtime behavior analysis of software. This paper presents a general framework to detect behavioral design patterns by analyzing sequences of the method calls and interactions of the objects that are collected in software execution data. To demonstrate the applicability, the framework is instantiated for three well-known behavioral design patterns, i.e., observer, state and strategy patterns. Using the open-source process mining toolkit ProM, we have developed a tool that supports the whole detection process. We applied and validated the framework using software execution data containing around 1000.000 method calls generated from both synthetic and open-source software systems. 1 INTRODUCTION latter specifies how classes and objects interact. Many techniques have been proposed to detect design pat- As a common design practice, design patterns have tern instances. -
TH`ESE DE DOCTORAT Software Engineering Techniques For
THESE` DE DOCTORAT de L’UNIVERSITE´ DE NICE – SOPHIA ANTIPOLIS Sp´ecialit´e SYSTEMES` INFORMATIQUES pr´esent´ee par Matthias Jung pour obtenir le grade de DOCTEUR de l’UNIVERSITE´ DE NICE – SOPHIA ANTIPOLIS Sujet de la th`ese: Software Engineering Techniques for Support of Communication Protocol Implementation Soutenu le 3 Octobre 2000 devant le jury compos´e de: Pr´esident Dr. Walid Dabbous Directeur de Recherche, INRIA Rapporteurs Dr. Wolfgang Effelsberg Professeur, Universit´e de Mannheim Dr. B´eatrice Paillassa Maˆıtre de Conf´erence, ENSEEIHT Membre Invit´e Dr. Vincent Roca Charg´e de Recherche, INRIA Directeur de Th`ese Dr. Ernst W. Biersack Professeur, Institut Eur´ecom ii Acknowledgements Thanks to my supervisor Ernst Biersack for his trust and his honesty, his encouragement, and the many things I’ve learned during the last three years. Thanks to Stefan B¨ocking and the people from Siemens Research (ZT IK2) for their financial support, which gave me the opportunity to follow my PhD studies at Eur´ecom. Thanks to the members of my jury – Walid Dabbous, Wolfgang Effelsberg, B´eatrice Paillassa, and Vincent Roca – for the time they spent to read and comment my work. Thanks to Didier Loisel and David Tr´emouillac for their permanent cooperation and competent help concerning hardware and software administration. Thanks to Evelyne Biersack, Morsy Cheikhrouhou, Pierre Conti, and Yves Roudier for reading and correcting the french part of my dissertation. Thanks to the btroup members and to all people at Eur´ecom who contributed to this unique atmosphere of amity and inspiration. Thanks to Sergio for his open ear and for never running out of cookies.