Composite Design Patterns
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Design Case Study: Java Swing
Principles of Software Construction: Objects, Design, and Concurrency Part 2: Design case studies Design case study: Java Swing Charlie Garrod Chris Timperley 17-214 1 Administrivia • Reading due today: UML and Patterns 26.1 and 26.4 • Homework 4b due Thursday, October 17th https://commons.wikimedia.org/wiki/File:1_carcassonne_aerial_2016.jpg 17-214 2 Key concepts from Thursday • Observer design pattern • Introduction to concurrency – Not enough synchronization: safety failure – Too much synchronization: liveness failure • Event-based programming • Introduction to GUIs 17-214 3 GUI programming is inherently multi-threaded • Swing event dispatch thread (EDT) handles all GUI events – Mouse events, keyboard events, timer events, etc. • No other time-consuming activity allowed on the EDT – Violating this rule can cause liveness failures 17-214 4 Swing has many event listener interfaces • ActionListener • MouseListener • AdjustmentListener • TreeExpansionListener • FocusListener • TextListener • ItemListener • WindowListener • KeyListener • … class ActionEvent { int when; String actionCommand; int modifiers; Object source(); int id; … interface ActionListener { } void actionPerformed(ActionEvent e); } 17-214 5 Aside: lambdas vs. explicit class declarations? //static public void main… JFrame window = … JPanel panel = new JPanel(); window.setContentPane(panel); panel to hold the button JButton button = new JButton(“Click me”); button.addActionListener(new ActionListener() { public void actionPerformed(ActionEvent e) { System.out.println(“Button -
Lecture 1 for Chapter 8, Object Design: Reusing Pattern Solutions
Object-Oriented Software Engineering Using UML, Patterns, and Java Chapter 8, Object Design: 8, Object Chapter Reuse and Patterns I and Patterns Reuse Object Design Object design is the process of adding details to the requirements analysis and making implementation decisions The object designer must choose among different ways to implement the analysis model with the goal to minimize execution time, memory and other measures of cost Requirements Analysis: Use cases, functional and dynamic model deliver operations for object model Object Design: Iterates on the models, in particular the object model and refine the models Object Design serves as the basis of implementation System Development as a Set of Activities System Problem Application objects Analysis Solution objects Design Custom objects - Object Design Off-the-Shelf Components - System Design Existing Machine Examples of Object Design Activities Identification of existing components Full definition of associations Full definition of classes (System Design => Service, Object Design => Subsystem interfaces/API) Choosing algorithms and data structures Identifying possibilities of reuse Detection of solution-domain classes Optimization Increase of inheritance Decision on control …… A More Detailed View of Object Design Activities Select Subsystem Specification Reuse Identifying missing Identifying components attributes & operations Specifying visibility Adjusting components Specifying types & signatures Identifying patterns Specifying constraints Specifying exceptions -
Dissertation a Meta-Modeling Approach to Specifying
DISSERTATION A META-MODELING APPROACH TO SPECIFYING PATTERNS Submitted by Dae-Kyoo Kim Department of Computer Science In partial fulfillment of the requirements for the Degree of Doctor of Philosophy Colorado State University Fort Collins, Colorado Summer 2004 COLORADO STATE UNIVERSITY June 21, 2004 WE HEREBY RECOMMEND THAT THE DISSERTATION PREPARED UNDER OUR SUPERVISION BY DAE-KYOO KIM ENTITLED A META- MODELING APPROACH TO SPECIFYING PATTERNS BE ACCEPTED AS FULFILLING IN PART REQUIREMENTS FOR THE DEGREE OF DOCTOR OF PHILOSOPHY. Committee on Graduate Work Committee Member: Dr. James M. Bieman Committee Member: Dr. Sudipto Ghosh Committee Member: Dr. Daniel E. Turk Adviser: Dr. Robert B. France Department Head: Dr. L. Darrell Whitley ii ABSTRACT OF DISSERTATION A META-MODELING APPROACH TO SPECIFYING PATTERNS A major goal in software development is to produce quality products in less time and with less cost. Systematic reuse of software artifacts that encapsulate high-quality development experience can help one achieve the goal. Design patterns are a common form of reusable design experience that can help developers reduce development time. Prevalent design patterns are, however, described informally (e.g., [35]). This prevents systematic use of patterns. The research documented in this dissertation is aimed at developing a practical pattern specification technique that supports the systematic use of patterns during design modeling. A pattern specification language called the Role-Based Metamod- eling Language (RBML) was developed as part of this research. The RBML specifies a pattern as a specialization of the UML metamodel. The RBML uses the Unified Modeling Language (UML) as a syntactic base to enable the use of UML modeling tools for creating and evolving pattern specifications. -
Design Patterns in Ocaml
Design Patterns in OCaml Antonio Vicente [email protected] Earl Wagner [email protected] Abstract The GOF Design Patterns book is an important piece of any professional programmer's library. These patterns are generally considered to be an indication of good design and development practices. By giving an implementation of these patterns in OCaml we expected to better understand the importance of OCaml's advanced language features and provide other developers with an implementation of these familiar concepts in order to reduce the effort required to learn this language. As in the case of Smalltalk and Scheme+GLOS, OCaml's higher order features allows for simple elegant implementation of some of the patterns while others were much harder due to the OCaml's restrictive type system. 1 Contents 1 Background and Motivation 3 2 Results and Evaluation 3 3 Lessons Learned and Conclusions 4 4 Creational Patterns 5 4.1 Abstract Factory . 5 4.2 Builder . 6 4.3 Factory Method . 6 4.4 Prototype . 7 4.5 Singleton . 8 5 Structural Patterns 8 5.1 Adapter . 8 5.2 Bridge . 8 5.3 Composite . 8 5.4 Decorator . 9 5.5 Facade . 10 5.6 Flyweight . 10 5.7 Proxy . 10 6 Behavior Patterns 11 6.1 Chain of Responsibility . 11 6.2 Command . 12 6.3 Interpreter . 13 6.4 Iterator . 13 6.5 Mediator . 13 6.6 Memento . 13 6.7 Observer . 13 6.8 State . 14 6.9 Strategy . 15 6.10 Template Method . 15 6.11 Visitor . 15 7 References 18 2 1 Background and Motivation Throughout this course we have seen many examples of methodologies and tools that can be used to reduce the burden of working in a software project. -
Design Pattern Implementation in Java and Aspectj
Design Pattern Implementation in Java and AspectJ Jan Hannemann Gregor Kiczales University of British Columbia University of British Columbia 201-2366 Main Mall 201-2366 Main Mall Vancouver B.C. V6T 1Z4 Vancouver B.C. V6T 1Z4 jan [at] cs.ubc.ca gregor [at] cs.ubc.ca ABSTRACT successor in the chain. The event handling mechanism crosscuts the Handlers. AspectJ implementations of the GoF design patterns show modularity improvements in 17 of 23 cases. These improvements When the GoF patterns were first identified, the sample are manifested in terms of better code locality, reusability, implementations were geared to the current state of the art in composability, and (un)pluggability. object-oriented languages. Other work [19, 22] has shown that implementation language affects pattern implementation, so it seems The degree of improvement in implementation modularity varies, natural to explore the effect of aspect-oriented programming with the greatest improvement coming when the pattern solution techniques [11] on the implementation of the GoF patterns. structure involves crosscutting of some form, including one object As an initial experiment we chose to develop and compare Java playing multiple roles, many objects playing one role, or an object [27] and AspectJ [25] implementations of the 23 GoF patterns. playing roles in multiple pattern instances. AspectJ is a seamless aspect-oriented extension to Java, which means that programming in AspectJ is effectively programming in Categories and Subject Descriptors Java plus aspects. D.2.11 [Software Engineering]: Software Architectures – By focusing on the GoF patterns, we are keeping the purpose, patterns, information hiding, and languages; D.3.3 intent, and applicability of 23 well-known patterns, and only allowing [Programming Languages]: Language Constructs and Features – the solution structure and solution implementation to change. -
Diploma Thesis in Informatics
Munich University of Technology Department of Informatics Diploma Thesis in Informatics Development of a programming-language-like temporal logic specification language Jonathan Streit Date: April 12th, 2006 Supervisor: Instructors: Prof. Dr. Dr. h.c. Manfred Broy Andreas Bauer Dr. Martin Leucker Acknowledgements I would like to express my gratitude to my project instructors, Andreas Bauer and Martin Leucker, for fruitful discussions, fast and detailed answers to my questions, their honesty and time. Furthermore I would like to thank Elmar J¨urgens and Friedemann Gerster- Streit for reading and commenting on this thesis, as well as Gerhard Dirlich for both comments on this thesis and advice on statistics. Abstract This thesis presents the high-level temporal specification language Salt (Struc- tured Assertion Language for Temporal Logic), designed for the comfortable creation of concise specifications to be used in model checking and runtime ver- ification. Unlike other specification languages, Salt does not target a specific domain. Besides the common temporal operators, Salt provides exception operators, counting quantifiers and support for simplified regular expressions, as well as scope operators, allowing to express that a property has to hold before, after or in between some events. Frequently occurring patterns can be defined as parameterisable macros and can be used in a similar way as operators of the language. A timed extension allows to express real-time constraints. In contrast to many proprietary specification languages, Salt can be trans- lated into Ltl—or in the case of real-time properties into Tltl—and thus be used as a front end to existing verification tools. A compiler performing this task has been implemented and is presented in this thesis. -
Mutable Class Design Pattern Nikolay Malitsky Nova Southeastern University, [email protected]
Nova Southeastern University NSUWorks CEC Theses and Dissertations College of Engineering and Computing 2016 Mutable Class Design Pattern Nikolay Malitsky Nova Southeastern University, [email protected] This document is a product of extensive research conducted at the Nova Southeastern University College of Engineering and Computing. For more information on research and degree programs at the NSU College of Engineering and Computing, please click here. Follow this and additional works at: https://nsuworks.nova.edu/gscis_etd Part of the Other Computer Sciences Commons, and the Theory and Algorithms Commons Share Feedback About This Item NSUWorks Citation Nikolay Malitsky. 2016. Mutable Class Design Pattern. Doctoral dissertation. Nova Southeastern University. Retrieved from NSUWorks, College of Engineering and Computing. (956) https://nsuworks.nova.edu/gscis_etd/956. This Dissertation is brought to you by the College of Engineering and Computing at NSUWorks. It has been accepted for inclusion in CEC Theses and Dissertations by an authorized administrator of NSUWorks. For more information, please contact [email protected]. Mutable Class Design Pattern by Nikolay Malitsky A dissertation submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy in Computer Science Graduate School of Computer and Information Sciences Nova Southeastern University 2016 We hereby certify that this dissertation, submitted by Nikolay Malitsky, conforms to acceptable standards and is fully adequate in scope and quality to fulfill the dissertation requirements for the degree of Doctor of Philosophy. _____________________________________________ ________________ Michael J. Laszlo, Ph.D. Date Chairperson of Dissertation Committee _____________________________________________ ________________ Francisco J. Mitropoulos, Ph.D. Date Dissertation Committee Member _____________________________________________ ________________ Amon B. -
ESWP3 - Embedded Software Principles, Patterns and Procedures Release 1.0
ESWP3 - Embedded Software Principles, Patterns and Procedures Release 1.0 ESWP3 contributors September 24, 2015 Contents 1 Human Relation Patterns 3 1.1 Categorization of human relation patterns................................3 2 Principles 5 2.1 Categorization of principles.......................................5 2.2 All principles in alphabetic order....................................5 3 Build Patterns 7 3.1 Categorization of build patterns.....................................7 3.2 All build patterns in alphabetic order..................................8 4 Release Antipatterns 11 5 Requirement Patterns 13 5.1 Standardized Textual Specification Pattern............................... 13 5.2 Perform Manual Review Pattern..................................... 13 6 Design Patterns 15 6.1 Categorization of “design” patterns................................... 15 6.2 Pattern Selection Procedure....................................... 21 6.3 Legend to the design pattern sections.................................. 21 6.4 All design patterns in alphabetic order.................................. 21 7 Idioms in C 29 7.1 Classification of idioms......................................... 29 7.2 Add the name space........................................... 29 7.3 Constants to the left........................................... 29 7.4 Magic numbers as variables....................................... 30 7.5 Namend parameters........................................... 30 7.6 Sizeof to variables............................................ 30 8 Unit Test Patterns -
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. -
Design Patterns Architectural Patterns J2EE Patterns: Still Evolving
Dept. of Computer Science, The University of Texas, Dallas Patterns What are Patterns? Software Patterns Design Patterns Architectural Patterns J2EE Patterns: Still Evolving ... Lawrence Chung What are Patterns? "Each pattern describes a problem which occurs over and over again in our environment, and then describes the core of the solution to that problem, in such a way that you can use this solution a million times over, without ever doing it the same way twice." Christopher Alexander Lawrence Chung Software Patterns ✈ A Dictionary Definition A discernible coherent system based on the intended interrelationships of component parts [Webster Collegiate] ✈ Kinds of Software Patterns Systems Engineering Systems Spec. Context (Sw) Reqs. Analysis SRS Problem (Sw) Arch. Design SADS SAD (Sw) Detailed Design SDDS (SD) Design Implementation Program Idioms Lawrence Chung Design Patterns ✈ A key source ✇ Elements of Reusable Object-Oriented Software [Erich Gamma, Richard Helm, Ralph Johnson, John Vlissides] (GoF) ✇ A catalogue of 23 design patterns ✈ Four essential elements Name, Problem, Solution, Consequences ✈ Categories of design patterns ✇ By purpose (what does a pattern do?) ✜ Creational: concerns the process of object creatrion ✜ Structural: concerns the composition of classes or objects ✜ Behavioral: concerns the ways in which classes or objects interact and distribute responsibility (e.g., algorithms and flow of contrl) ✇ By scope (Is the pattern for classes or instances?) Lawrence Chung = Observer microphone keyboard mouse view = H view -
Specification and Verification of Encapsulation in Java Programs
Specification and Verification of Encapsulation in Java Programs Andreas Roth Institut f¨urLogik, Komplexit¨at und Deduktionssysteme Universit¨atKarlsruhe, Germany E-mail: [email protected] Abstract. Encapsulation is a major concept in object-oriented designs as design pattern catalogues, approaches for alias control, and the need for modular correctness of components demonstrate. The way encapsu- lation can be formally specified in existing approaches has several short- comings. We show how encapsulation in sequential Java programs is specified by means of a new concept, called encapsulation predicates, in a clearly defined and comprehensible way, well fitting into the concept of design by contract. Encapsulation predicates extend existing functional specification languages. There are two kinds: basic predicates, which pro- vide the actual extension, and convenience predicates, which are abbre- viations for often used specification patterns. With encapsulation pred- icates, encapsulation properties in design patterns can be modelled and approaches to control aliasing can be simulated. Specifications contain- ing encapsulation predicates are deductively checkable, but can also be tackled by static analysis methods which are similar to alias control ap- proaches. 1 Introduction Encapsulation plays a major role in object-oriented software development for at least one important reason: Without it, the complexity of inter-object relations would become uncontrollable, and one of the most basic concepts of computer science, the division of tasks into subtasks, indispensable to master complex problems, would be impossible. It is thus quite striking that formal methods for software development have discovered only relative lately this problem for real-world object-oriented lan- guages, and have so far provided solutions that are only partially satisfactory (Sect. -
Object Behavioral Intent Structure Description
TEMPLATE METHOD (DP 325) Object Behavioral Intent Define the skeleton of an algorithm in an operation, deferring some steps to subclasses. Template Method lets subclasses redefine certain steps of an algorithm without changing the algorithm’s structure. Structure AbstractClass ... templateMethod self primitiveMethod1. primitiveMethod1 ... primitiveMethod2 self primitiveMethod2. ... ConcreteClassA ConcreteClassB primitiveMethod1 primitiveMethod1 primitiveMethod2 primitiveMethod2 ConcreteClassC primitiveMethod2 Description Template Method may be #1 on the Design Patterns Pop Charts. Its structure and use are at the heart of much of object-oriented programming. Template Method turns on the fundamental object-oriented concept of inheritance. It relies on defining classes that differ only slightly from an existing class. It does this by relying on the ability of classes to provide for new behavior by overriding inherited methods. The key to the Template Method pattern is a method that implements a broad message in terms of several narrower messages in the same receiver. The broader method, a Template Method, is implemented in a superclass and the narrower methods, Primitive Methods, are implemented in that class or its subclasses. The Template Method defines a general algorithm and the Primitive Methods specify the details. This way, when a subclass wants to use the algorithm but wishes to change some of the details, it can override the specific Primitive Methods without having to override the entire Template Method as well. Reuse through Inheritance Code and attribute sharing through inheritance is one of the most maligned techniques in object- oriented programming. It is deceptively easy to use, but often difficult to use well. Some authorities have dismissed implementation inheritance as confusing and unnecessary.