IC Coder's Club Design Patterns (In C++)
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Design and Performance of a Modular Portable Object Adapter for Distributed, Real-Time, and Embedded CORBA Applications
Design and Performance of a Modular Portable Object Adapter for Distributed, Real-Time, and Embedded CORBA Applications Raymond Klefstad, Arvind S. Krishna, and Douglas C. Schmidt g fklefstad, krishnaa, schmidt @uci.edu Electrical and Computer Engineering Dept. University of California, Irvine, CA 92697, USA Abstract of distributed computing from application developers to mid- dleware developers. It has been used successfully in large- ZEN is a CORBA ORB designed to support distributed, real- scale business systems where scalability, evolvability, and in- time, and embedded (DRE) applications that have stringent teroperability are essential for success. memory constraints. This paper discusses the design and per- Real-time CORBA [5] is a rapidly maturing DOC middle- formance of ZENs portable object adapter (POA) which is ware technology standardized by the OMG that can simplify an important component in a CORBA object request broker many challenges for DRE applications, just as CORBA has (ORB). This paper makes the following three contributions for large-scale business systems. Real-time CORBA is de- to the study of middleware for memory-constrained DRE ap- signed for applications with hard real-time requirements, such plications. First, it presents three alternative designs of the as avionics mission computing [6]. It can also handle ap- CORBA POA. Second, it explains how design patterns can be plications with stringent soft real-time requirements, such as applied to improve the quality and performance of POA im- telecommunication call processing and streaming video [7]. plementations. Finally, it presents empirical measurements ZEN [8] is an open-source Real-time CORBA object re- based on the ZEN ORB showing how memory footprint can quest broker (ORB) implemented in Real-time Java [9]. -
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. -
Zend Framework 3 Cookbook
Table of Contents Introduction 1.1 About the authors 1.2 Configuration zend-config for all your configuration needs 2.1 Manage your application with zend-config-aggregator 2.2 Data Manipulation Convert objects to arrays and back with zend-hydrator 3.1 Scrape Screens with zend-dom 3.2 Paginating data collections with zend-paginator 3.3 Log and Feeds Logging PHP applications 4.1 Discover and Read RSS and Atom Feeds 4.2 Create RSS and Atom Feeds 4.3 Authentication and Authorization Manage permissions with zend-permissions-rbac 5.1 Manage permissions with zend-permissions-acl 5.2 Web Services Implement JSON-RPC with zend-json-server 6.1 Implement an XML-RPC server with zend-xmlrpc 6.2 Implement a SOAP server with zend-soap 6.3 2 Security Context-specific escaping with zend-escaper 7.1 Filter input using zend-filter 7.2 Validate input using zend-validator 7.3 Validate data using zend-inputfilter 7.4 End-to-end encryption with Zend Framework 3 7.5 Deployment and Virtualization Create ZPKs the Easy Way 8.1 Using Laravel Homestead with Zend Framework Projects 8.2 Copyright Copyright note 9.1 3 Introduction Zend Framework 3 Cookbook During the year 2017, Matthew Weier O'Phinney and Enrico Zimuel started a series of blog posts on the offical Zend Framework blog covering its components. Zend Framework is composed by 60+ components covering a wide range of functionality. While the framework has typically been marketed as a full-stack MVC framework, the individual components themselves typically work independently and can be used standalone or within other frameworks. -
Servant Documentation Release
servant Documentation Release Servant Contributors February 09, 2018 Contents 1 Introduction 3 2 Tutorial 5 2.1 A web API as a type...........................................5 2.2 Serving an API.............................................. 10 2.3 Querying an API............................................. 28 2.4 Generating Javascript functions to query an API............................ 31 2.5 Custom function name builder...................................... 38 2.6 Documenting an API........................................... 38 2.7 Authentication in Servant........................................ 43 3 Cookbook 51 3.1 Structuring APIs............................................. 51 3.2 Serving web applications over HTTPS................................. 54 3.3 SQLite database............................................. 54 3.4 PostgreSQL connection pool....................................... 56 3.5 Using a custom monad.......................................... 58 3.6 Basic Authentication........................................... 60 3.7 Combining JWT-based authentication with basic access authentication................ 62 3.8 File Upload (multipart/form-data)............................... 65 4 Example Projects 69 5 Helpful Links 71 i ii servant Documentation, Release servant is a set of packages for declaring web APIs at the type-level and then using those API specifications to: • write servers (this part of servant can be considered a web framework), • obtain client functions (in haskell), • generate client functions for other programming -
Srm University Faculty of Engineering and Technology
SRM UNIVERSITY FACULTY OF ENGINEERING AND TECHNOLOGY SCHOOL OF COMPUTING DEPARTMENT OF SWE COURSE PLAN Course Code : CS0373 Course Title : DESIGN PATTERNS Semester : VII Course Time : July – December 2014 C Day Hour Timing Day 1 6 2.20 to 3.10 Day 3 5 1.30 to 2.20 Day 5 3,5 10.35 to 11.25 and 1.30 to 2.20 Location : S.R.M.E.C – University Building (12 th Floor) Faculty Details Sec. Name Office Office hour Mail id Ms. Cinza Susan University Monday to Friday [email protected] Abraham Building Required Text Books: TEXT BOOK 1Alan Shalloway, James Trott, “Design Patterns Explained: A New Perspective on Object- Oriented Design”,Addison-Wesley, 2005 2. Joshua Kerievsky, “Refactoring to Patterns”, Addison-Wesley, 2004 REFERENCE BOOKS 1. Erich Gamma, Richard Helm, Ralph Johnson, John Vlissides, “Design Patterns : Elements of Reusable Object-Oriented Software”, Addison-Wesley, 1995. 2. Eric Freeman, Elisabeth Freeman, Kathy Sierra, Bert Bates, “Head First Design Patterns”, O'Reilly Media, Inc., 2004. 3. Martin Fowler, Kent Beck, John Brant, William Opdyke, Don Roberts.“Refactoring: Improving the Design of Existing Code”, Addison-Wesley, 1999. Prerequisite : Software Engineering Principles Software Architecture Software Design Objectives This course introduces the students to 1. Understand and be able to apply incremental/iterative development 2. Understand common design patterns 3. Be able to identify appropriate design patterns for various problems 4. Be able to refactor poorly designed program by using appropriate design patterns. Assessment Details Cycle Test 1 : 10 Marks Cyle Test II : 10 Marks Model Exam : 20 Marks Surprise Test : 5 Marks Attendance : 5 Marks Test Schedule S.No. -
Design Patterns. Introduction
DESIGN PATTERNS COURSE 1 OGANIZATION q Course q Each week 2 hours, Room 050A q Laboratory q Each odd/even school week, Room 050A q Presence q Course: minimum 50% q Laboratory: minimum 50% q Grade q Written exam 50% q Course activity 1%+ laboratory activity 24% q Presentation of a pattern 10% q Project 15% ORGANIZATION q Course & laboratories q available at http://staff.fmi.uvt.ro/~flavia.micota/ q Contact q e-mail: [email protected] q cab. 046B q Classroom q 1rcgcs COURSE CONTENT q Design patterns q Creational q Structural q Behavioral q Refactoring q Anti-patterns q Students presentations of a pattern WAY YOU CHOSE THIS COURSE? WAY YOU CHOSE THIS COURSE? q Some reasons from http://www.ida.liu.se/~chrke55/courses/SWE/bunus/DP01_1sli de.pdf q I could get some easy points. q Everybody is talking about so it must to be cool. q If I master this I can added it to my CV. q Increase my salary at the company. q Applying patterns is easier than thinking q A great place to pick up ideas to plagiarize. DESIGN CHALLENGES q Designing software with good modularity is hard! q Designs often emerge from a lot of trial and error q Are there solutions to common recurring problems? q A Design Pattern is a Tried and True Solution To a Common Problem q Basically, people, who have done this a lot, are making a suggestion! SOURCE CODE QUALITY q What characteristics should be respected in order to deliver a quality sorce code for a project? SOURCE CODE QUALITY q What characteristics should be respected in order to deliver a quality sorce code for a project? q Easy to read/understood – clear q Easy to modify – structured q Easy to reuse q Simple (complexity) q Easy to test q Implements patterns for standard problems SOURCE CODE QUALITY q What influence source code quality? q Development time q Costs q Programmer experience q Programmer abilities q Specifications clarity q Solution complexity q Requirements change rate, team, … PATTERNS q A pattern is a recurring solution to a standard problem, in a context. -
Student Website Setup
MVC in JSF and Spring Overview @author R.L. Martinez, Ph.D. Complexity is one of the primary challenges that has troubled software developers from the inception of the discipline. Software systems designed to perform multifaceted tasks are by nature complicated. Furthermore, software complexity continues to increase as we ask systems to accomplish more. With that in mind, designers are regularly pursuing techniques and methods to help reduce, or at least control, complexity growth. One such approach is known as MVC or, Model- View-Controller. Model-View-Controller MVC has its origins at Xerox’s PARC (Palo Alto Research Center) during the 1970-80’s. While there, Trygve Reenskaug, a visiting researcher from Norway, along with others such as Adele Goldberg, developed the MVC pattern for conceptualizing user interface based programs. PARC was an active site at that time for other important developments such as the graphical pointing device (mouse) and Object Oriented Programming (OOP). The first published work dealing with MVC at length was a 1988 article in The Journal of Object Technology. In software development terminology, MVC is known as an architectural pattern. A pattern is a reproducible and reusable construct which appears often enough in computer science as to be recognized. Instead of solving the same problem in a variety of sub-optimal ways, a pattern attempts to overlay a design with a common architectural solution. Developers not only become familiar with its application, but can also more easily understand a solution that uses a familiar pattern. There are a number of popular web application frameworks that offer MVC architectures which include: ASP.NET, Ruby on Rails, Zend Framework, Spring-MVC, etc. -
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................................... -
Concurrency Patterns for Easier Robotic Coordination
Concurrency Patterns for Easier Robotic Coordination Andrey Rusakov∗ Jiwon Shin∗ Bertrand Meyer∗† ∗Chair of Software Engineering, Department of Computer Science, ETH Zurich,¨ Switzerland †Software Engineering Lab, Innopolis University, Kazan, Russia fandrey.rusakov, jiwon.shin, [email protected] Abstract— Software design patterns are reusable solutions to Guarded suspension – are chosen for their concurrent nature, commonly occurring problems in software development. Grow- applicability to robotic coordination, and evidence of use ing complexity of robotics software increases the importance of in existing robotics frameworks. The paper aims to help applying proper software engineering principles and methods such as design patterns to robotics. Concurrency design patterns programmers who are not yet experts in concurrency to are particularly interesting to robotics because robots often have identify and then to apply one of the common concurrency- many components that can operate in parallel. However, there based solutions for their applications on robotic coordination. has not yet been any established set of reusable concurrency The rest of the paper is organized as follows: After design patterns for robotics. For this purpose, we choose six presenting related work in Section II, it proceeds with a known concurrency patterns – Future, Periodic timer, Invoke later, Active object, Cooperative cancellation, and Guarded sus- general description of concurrency approach for robotics pension. We demonstrate how these patterns could be used for in Section III. Then the paper presents and describes in solving common robotic coordination tasks. We also discuss detail a number of concurrency patterns related to robotic advantages and disadvantages of the patterns and how existing coordination in Section IV. -
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. -
8 Lecture 1 Introduction to the Class Diagram
ECE 573 1st Edition Exam # 1 Study Guide Lectures: 1 - 8 Lecture 1 Introduction to the Class diagram, Inheritance and Association Class Diagram The final code was supplemented with a diagram describing the relationships between classes. The intermediate classes of the code are related by objects. This is what is represented in a class diagram. The Class diagram basically consists of “a Class name”, “attributes” and “operation”. Given this basic graphical notation, it is possible to show the following kinds of relationships between classes: Inheritance Association Encapsulation Inheritance It is denoted using open triangle between Superclass and its Subclass. The triangle “points" to the superclass, and extends to the subclass (es). Inheritance fulfills the IS-A definitions. A derived class can be treated like a base class object under all circumstances. Association General binary relationships between classes. It is commonly represented as direct or indirect references between classes. Associations are shown by a line in the class diagram, with optional role names and multiplicities. Multiplicities can be i) I..u closed ii) I singleton range iii) 0..* entire nonnegative integer. An association may also be specialized by a particular class. This Association class may provide more attributes to describe the association. Encapsulations Encapsulation is a special kind of association, which is denoted using a diamond and extending line. There are two kinds of encapsulation i.e. Aggregation and Composition. Aggregation is a special form of association representing has-a and part-whole relationship. Distinguishes the whole (aggregate class) from its parts (component class). No relationship in the lifetime of the aggregate and the components (can exist separately). -
A Design Pattern Approach
Wright State University CORE Scholar Browse all Theses and Dissertations Theses and Dissertations 2009 Automated Transforms of Software Models: A Design Pattern Approach Brandon Adam Gump Wright State University Follow this and additional works at: https://corescholar.libraries.wright.edu/etd_all Part of the Computer Sciences Commons Repository Citation Gump, Brandon Adam, "Automated Transforms of Software Models: A Design Pattern Approach" (2009). Browse all Theses and Dissertations. 969. https://corescholar.libraries.wright.edu/etd_all/969 This Thesis is brought to you for free and open access by the Theses and Dissertations at CORE Scholar. It has been accepted for inclusion in Browse all Theses and Dissertations by an authorized administrator of CORE Scholar. For more information, please contact [email protected]. AUTOMATED TRANSFORMS OF SOFTWARE MODELS: A DESIGN PATTERN APPROACH A thesis submitted in partial fulfillment of the requirements for the degree of Master of Science By BRANDON ADAM GUMP B.S., Wright State University, 2008 2009 Wright State University WRIGHT STATE UNIVERSITY SCHOOL OF GRADUATE STUDIES November 23, 2009 I HEREBY RECOMMEND THAT THE THESIS PREPARED UNDER MY SUPERVISION BY Brandon Adam Gump ENTITLED Automated Transforms of Software Models: A Design Pattern Approach BE ACCEPTED IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF Master of Science . Thomas C. Hartrum, Ph.D. Thesis Co-Director Mateen M. Rizki, Ph.D. Thesis Co-Director Thomas A. Sudkamp, Ph.D. Department Chair Committee on Final Examination Thomas C. Hartrum, Ph.D. Mateen M. Rizki, Ph.D. Travis E. Doom, Ph.D. Joseph F. Thomas, Jr., Ph.D. Dean, School of Graduate Studies ABSTRACT Gump, Brandon Adam.