The Impact of Flyweight and Proxy Design Patterns on Software Efficiency: an Empirical Evaluation
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The Future of Embedded Software
The Future of Embedded Software Edward A. Lee Professor, Chair of EE, and Associate Chair of EECS UC Berkeley ARTEMIS 2006 Annual Conference Graz, Austria May 22-24, 2006 Why Embedded Software? Why Now? “Information technology (IT) is on the verge of another revolution. Driven by the increasing capabilities and ever declining costs of computing and communications devices, IT is being embedded into a growing range of physical devices linked together through networks and will become ever more pervasive as the component technologies become smaller, faster, and cheaper... These networked systems of embedded computers ... have the potential to change radically the way people interact with their environment by linking together a range of devices and sensors that will allow information to be collected, shared, and processed in unprecedented ways. ... The use of [these embedded computers] throughout society could well dwarf previous milestones in the information revolution.” National Research Council Report Embedded Everywhere Lee, Berkeley 2 The Key Obstacle to Progress: Gap Between Systems and Computing | Traditional dynamic systems theory needs to adapt to better account for the behavior of software and networks. | Traditional computer science needs to adapt to embrace time, concurrency, and the continuum of physical processes. Lee, Berkeley 3 The Next Systems Theory: Simultaneously Physical and Computational The standard model: Embedded software is software on small computers. The technical problem is one of optimization (coping with limited resources). The Berkeley model: Embedded software is software integrated with physical processes. The technical problem is managing time and concurrency in computational systems. Lee, Berkeley 4 Obstacles in Today’s Technology: Consider Real Time Electronics Technology Delivers Timeliness… … and the overlaying software abstractions discard it. -
Capturing Interactions in Architectural Patterns
Capturing Interactions in Architectural Patterns Dharmendra K Yadav Rushikesh K Joshi Department of Computer Science and Engineering Department of Computer Science and Engineering Indian Institute of Technology Bombay Indian Institute of Technology Bombay Powai, Mumbai 400076, India Powai, Mumbai 400076, India Email: [email protected] Email: [email protected] TABLE I Abstract—Patterns of software architecture help in describing ASUMMARY OF CCS COMBINATORS structural and functional properties of the system in terms of smaller components. The emphasis of this work is on capturing P rimitives & Descriptions Architectural the aspects of pattern descriptions and the properties of inter- Examples Significance component interactions including non-deterministic behavior. Prefix (.) Action sequence intra-component Through these descriptions we capture structural and behavioral p1.p2 sequential flow specifications as well as properties against which the specifications Summation (+) Nondeterminism choice within a component are verified. The patterns covered in this paper are variants of A1 + A2 Proxy, Chain, MVC, Acceptor-Connector, Publisher-Subscriber Composition (|) Connect matching multiple connected and Dinning Philosopher patterns. While the machines are CCS- A1 | A2 i/o ports in assembly components based, the properties have been described in Modal µ-Calculus. Restriction (\) Hiding ports from Internal The approach serves as a framework for precise architectural A\{p1, k1, ..} further composition features descriptions. Relabeling ([]) Renaming of ports syntactic renaming A[new/old, ..] I. INTRODUCTION In component/connector based architectural descriptions [6], [13], components are primary entities having identities in the represents interface points as ports uses a subset of CSP for system and connectors provide the means for communication it’s formal semantics. -
Automatic Verification of Java Design Patterns
Automatic Verification of Java Design Patterns Alex Blewitt, Alan Bundy, Ian Stark Division of Informatics, University of Edinburgh 80 South Bridge, Edinburgh EH1 1HN, UK [email protected] [email protected] [email protected] Abstract 2. Design patterns There are a number of books which catalogue and de- Design patterns are widely used by object oriented de- scribe design patterns [4, 1, 6] including an informal de- signers and developers for building complex systems in ob- scription of the key features and examples of their use. ject oriented programming languages such as Java. How- However, at the moment there are no books which attempt ever, systems evolve over time, increasing the chance that to formalise these descriptions, possibly for the following the pattern in its original form will be broken. reasons: We attempt to show that many patterns (implemented in Java) can be verified automatically. Patterns are defined 1. The implementation (and description) of the pattern is in terms of variants, mini-patterns, and constraints in a language-specific. pattern description language called SPINE. These specifi- 2. There are often several ways to implement a pattern cations are then processed by HEDGEHOG, an automated within the same language. proof tool that attempts to prove that Java source code 3. Formal language descriptions are not common within meets these specifications. the object oriented development community. Instead, each pattern is presented as a brief description, and an example of its implementation and use. Designers and developers are then expected to learn the ‘feel’ of a pat- 1. -
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. -
Framework Overview with UML Diagrams
Framework Overview with UML Diagrams Learn to Build Robust, Scalable and Maintainable Applications using PureMVC Framework Overview This document discusses the classes and interfaces of the PureMVC framework; illustrating their roles, responsibilities and collaborations with simple UML (Unified Modeling Language) diagrams. The PureMVC framework has a very narrow goal. That is to help you separate your application’s coding concerns into three discrete tiers; Model, View and Controller. In this implementation of the classic MVC design meta-pattern, the application tiers are represented by three Singletons (a class where only one instance may be created). A fourth Singleton, the Façade, simplifies development by providing a single interface for communications throughout the application. The Model caches named references to Proxies, which expose an API for manipulating the Data Model (including data retrieved from remote services). The View primarily caches named references to Mediators, which adapt and steward the View Components that make up the user interface. The Controller maintains named mappings to Command classes, which are stateless, and only created when needed. The Façade initializes and caches the Core actors (Model, View and Controller), and provides a single place to access all of their public methods. AUTHOR: Cliff Hall <[email protected]> LAST MODIFIED: 3/05/2008 Façade and Core The Façade class makes it possible for the Proxies, Mediators and Commands that make up most of our final application to talk to each other in a loosely coupled way, without having to import or work directly with the Core framework actors. When we create a concrete Façade implementation for our application, we are able to use the Core actors ‘out of the box’, incidental to our interaction with the Façade, minimizing the amount of API knowledge the developer needs to have to be successful with the framework. -
Object-Oriented Analysis, Design and Implementation
Undergraduate Topics in Computer Science Brahma Dathan Sarnath Ramnath Object-Oriented Analysis, Design and Implementation An Integrated Approach Second Edition Undergraduate Topics in Computer Science Undergraduate Topics in Computer Science (UTiCS) delivers high-quality instruc- tional content for undergraduates studying in all areas of computing and information science. From core foundational and theoretical material to final-year topics and applications, UTiCS books take a fresh, concise, and modern approach and are ideal for self-study or for a one- or two-semester course. The texts are all authored by established experts in their fields, reviewed by an international advisory board, and contain numerous examples and problems. Many include fully worked solutions. More information about this series at http://www.springer.com/series/7592 Brahma Dathan • Sarnath Ramnath Object-Oriented Analysis, Design and Implementation An Integrated Approach Second Edition 123 Brahma Dathan Sarnath Ramnath Department of Information and Computer Department of Computer Science Science and Information Technology Metropolitan State University St. Cloud State University St. Paul, MN St. Cloud, MN USA USA Series editor Ian Mackie Advisory Board Samson Abramsky, University of Oxford, Oxford, UK Karin Breitman, Pontifical Catholic University of Rio de Janeiro, Rio de Janeiro, Brazil Chris Hankin, Imperial College London, London, UK Dexter Kozen, Cornell University, Ithaca, USA Andrew Pitts, University of Cambridge, Cambridge, UK Hanne Riis Nielson, Technical University of Denmark, Kongens Lyngby, Denmark Steven Skiena, Stony Brook University, Stony Brook, USA Iain Stewart, University of Durham, Durham, UK A co-publication with the Universities Press (India) Private Ltd., licensed for sale in all countries outside of India, Pakistan, Bhutan, Bangladesh, Sri Lanka, Nepal, The Maldives, Middle East, Malaysia, Indonesia and Singapore. -
Co-Occurrence of Design Patterns and Bad Smells in Software Systems
XI Brazilian Symposium on Information System, Goi^ania,GO, May 26-29, 2015. Co-Occurrence of Design Patterns and Bad Smells in Software Systems: An Exploratory Study Bruno Cardoso Eduardo Figueiredo Software Engineering Lab (LabSoft) Software Engineering Lab (LabSoft) Federal University of Minas Gerais (UFMG) Federal University of Minas Gerais (UFMG) Belo Horizonte, MG - Brazil Belo Horizonte, MG - Brazil [email protected] [email protected] ABSTRACT In a previous work [1], we performed a systematic literature A design pattern is a general reusable solution to a recurring review in order to understand how studies investigate these two problem in software design. Bad smells are symptoms that may topics, design patterns and bad smells, together. Our results indicate something wrong in the system design or code. showed that, in general, studies have a narrow view concerning Therefore, design patterns and bad smells represent antagonistic the relation between these concepts. Most of them focus on structures. They are subject of recurring research and typically refactoring opportunities. Among these, some tools [3][7][15][17] appear in software systems. Although design patterns represent have been proposed to identify code fragments that can be good design, their use is often inadequate because their refactored to patterns. Other studies [2][6] establish a structural implementation is not always trivial or they may be unnecessarily relationship between the terms design pattern and bad smell. In employed. The inadequate use of design patterns may lead to a addition, there are reported cases in the literature where the use of bad smell. Therefore, this paper performs an exploratory study in design patterns may not always be the best option and the wrong order to identify instances of co-occurrences of design patterns use of a design pattern can even introduce bad smells in code [19] and bad smells. -
Enterprise Development with Flex
Enterprise Development with Flex Enterprise Development with Flex Yakov Fain, Victor Rasputnis, and Anatole Tartakovsky Beijing • Cambridge • Farnham • Köln • Sebastopol • Taipei • Tokyo Enterprise Development with Flex by Yakov Fain, Victor Rasputnis, and Anatole Tartakovsky Copyright © 2010 Yakov Fain, Victor Rasputnis, and Anatole Tartakovsky.. All rights reserved. Printed in the United States of America. Published by O’Reilly Media, Inc., 1005 Gravenstein Highway North, Sebastopol, CA 95472. O’Reilly books may be purchased for educational, business, or sales promotional use. Online editions are also available for most titles (http://my.safaribooksonline.com). For more information, contact our corporate/institutional sales department: (800) 998-9938 or [email protected]. Editor: Mary E. Treseler Indexer: Ellen Troutman Development Editor: Linda Laflamme Cover Designer: Karen Montgomery Production Editor: Adam Zaremba Interior Designer: David Futato Copyeditor: Nancy Kotary Illustrator: Robert Romano Proofreader: Sada Preisch Printing History: March 2010: First Edition. Nutshell Handbook, the Nutshell Handbook logo, and the O’Reilly logo are registered trademarks of O’Reilly Media, Inc. Enterprise Development with Flex, the image of red-crested wood-quails, and related trade dress are trademarks of O’Reilly Media, Inc. Many of the designations used by manufacturers and sellers to distinguish their products are claimed as trademarks. Where those designations appear in this book, and O’Reilly Media, Inc. was aware of a trademark claim, the designations have been printed in caps or initial caps. While every precaution has been taken in the preparation of this book, the publisher and authors assume no responsibility for errors or omissions, or for damages resulting from the use of the information con- tained herein. -
The Problem with Threads
The Problem With Threads Edward A. Lee Robert S. Pepper Distinguished Professor and Chair of EECS UC Berkeley -and - Senior Technical Adviser, director, and co-founder of BDTI Class #: ESC-211 Embedded Systems Conference (ESC) Tuesday, 3 April 2007 Concurrency in Software Practice, As of 2007 | Component technologies z Objects in C++, C#, or Java z Wrappers as service definitions | Concurrency z Threads (shared memory, semaphores, mutexes, …) z Message Passing (synchronous or not, buffered, …) | Distributed computing z Distributed objects wrapped in web services, Soap, CORBA, DCOM, … Lee, Berkeley & BDTI 2 z1 Observations Threads and objects dominate SW engineering. z Threads: Sequential computation with shared memory. z Objects: Collections of state variables with procedures for observing and manipulating that state. Even distributed objects create the illusion of shared memory through proxies. z The components (objects) are (typically) not active. z Threads weave through objects in unstructured ways. z This is the source of many software problems. Lee, Berkeley & BDTI 3 The Buzz “Multicore architectures will (finally) bring parallel computing into the mainstream. To effectively exploit them, legions of programmers must emphasize concurrency.” The vendor push: “Please train your computer science students to do extensive multithreaded programming.” Lee, Berkeley & BDTI 4 z2 Is this a good idea? Lee, Berkeley & BDTI 5 My Claim Nontrivial software written with threads, semaphores, and mutexes are incomprehensible to humans. Lee, Berkeley & BDTI 6 z3 To Examine the Problems With Threads and Objects, Consider a Simple Example “The Observer pattern defines a one-to-many dependency between a subject object and any number of observer objects so that when the subject object changes state, all its observer objects are notified and updated automatically.” Design Patterns, Eric Gamma, Richard Helm, Ralph Johnson, John Vlissides (Addison-Wesley Publishing Co., 1995. -
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................................... -
Prof. Catalin Boja, Phd [email protected] Source Code Quality
Design patterns Prof. Catalin Boja, PhD [email protected] http://acs.ase.ro/software-quality-testing Source code quality Principles for writing the code: • Easy to read / understand - clear • Easy to modify - structured • Easy to reuse • Simple (complexity) • Easy to test • Implement patterns for the standard problem Left: Simply Explained: Code Reuse 2009-12- acs.ase.ro [email protected] 03.By Oliver Widder, Webcomics Geek Aad Poke.2 Source code quality Forces that influence it: • Available time (delivery terms) • Costs • The experience of the programmer • Programmer competences • Specifications clarity • Solution complexity • Change rates for specifications, requirements, team, etc http://khristianmcfadyen.com/ acs.ase.ro [email protected] 3 Anti-Pattern: Big ball of mud “A Big Ball of Mud is a haphazardly structured, sprawling, sloppy, duct-tape- and-baling-wire, spaghetti- code jungle.” Brian Foote and Joseph Yoder, Big Ball of Mud, September 1997 acs.ase.ro [email protected] 4 Anti-Pattern: Big ball of mud Where from ? Why ? • Throwaway code - Temporary (Prototyping) solutions to be replaced / rewritten • Cut and Paste code • Adapting code by commenting / deleting other solutions • Very short or unrealistic deadlines • Lack of experience • Lack of standards / procedures acs.ase.ro [email protected] 5 Anti-Pattern: Big ball of mud How do you avoid it? • Rewriting the code (Refactoring) to an acceptable maturity level • Use Clean Code Principles • Design Patterns Implementation acs.ase.ro [email protected] 6 Design-pattern • A pattern is a reusable solution for a standard problem in a given context • Facilitates the reuse of architectures and software design • They are not data structures acs.ase.ro [email protected] 7 Design-pattern “A pattern involves a general “.. -
Reducing Maintenance Costs Through the Application of Modern Software Architecture Principles
Reducing Maintenance Costs Through the Application of Modern Software Architecture Principles Christine Hulse and Michael Ubnoske Louis Vazquez Scott Edgerton Architecture Technology Department of the Army United Defense, LP Minneapolis, Minnesota Picatinny Arsenal, Minneapolis, Minnesota 1.612.829.5864 New Jersey 1.612.572.6109/6156 [email protected] 1.973.724.5259 [email protected] [email protected] [email protected] 1. ABSTRACT 1.1 Keywords Large software programs are usually long lived Architecture, design patterns, software maintenance, modeling, real-time software and continually evolve. Substantial maintenance effort is often extended by 2. INTRODUCTION engineers trying to understand the software The Crusader Field Artillery System is the U.S. Army's next prior to making changes. To successfully generation 155-mm self-propelled howitzer (SPH) and its companion resupply vehicle (RSV). The Crusader is a evolve the software, a thorough understanding software-intensive system that is being designed to last well of the architect's intentions about software into the next century. Ada95 is the implementation language organization is required. Software for all software development on the Crusader program. maintenance costs can be reduced significantly Modern software architecture methods are being applied to if the software architecture is well defined, capture the general principles used throughout the design and to provide a guide for further development of the clearly documented, and creates an software. The architecture is being modeled using the environment that promotes design consistency Unified Modeling Language (UML) to bring together the through the use of guidelines and design design vision of all of the key stakeholders.