Object-Oriented Design & Patterns
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Swing: Components for Graphical User Interfaces
Swing: Components for Graphical User Interfaces Computer Science and Engineering College of Engineering The Ohio State University Lecture 22 GUI Computer Science and Engineering The Ohio State University GUI: A Hierarchy of Nested Widgets Computer Science and Engineering The Ohio State University Visual (Containment) Hierarchy Computer Science and Engineering The Ohio State University Top-level widgets: outermost window (a container) Frame, applet, dialog Intermediate widgets: allow nesting (a container) General purpose Panel, scroll pane, tabbed pane, tool bar Special purpose Layered pane Atomic widgets: nothing nested inside Basic controls Button, list, slider, text field Uneditable information displays Label, progress bar, tool tip Interactive displays of highly formatted information Color chooser, file chooser, tree For a visual (“look & feel”) of widgets see: http://java.sun.com/docs/books/tutorial/uiswing/components Vocabulary: Widgets usually referred to as “GUI components” or simply “components” History Computer Science and Engineering The Ohio State University Java 1.0: AWT (Abstract Window Toolkit) Platform-dependent implementations of widgets Java 1.2: Swing Most widgets written entirely in Java More portable Main Swing package: javax.swing Defines various GUI widgets Extensions of classes in AWT Many class names start with “J” Includes 16 nested subpackages javax.swing.event, javax.swing.table, javax.swing.text… Basic GUI widgets include JFrame, JDialog JPanel, JScrollPane, JTabbedPane, -
Proveos User Manual
User Manual Contents Welcome .............................................................................................. 5 How proVEOS Works ...........................................................................................7 Installing the proVEOS Software for Windows ..................................... 9 Configuring Firewall Software .............................................................................10 Installing the Windows proVEOS Software .........................................................14 Signing in to proVEOS ........................................................................................24 Installing the proVEOS Software for Mac........................................... 29 Configuring the Firewall ......................................................................................30 Installing the Mac proVEOS Software.................................................................32 Signing in to proVEOS ........................................................................................34 Presenting with proVEOS ................................................................... 37 Starting a Presentation .......................................................................................40 Managing Participants ........................................................................................40 Chatting with Participants ...................................................................................45 Playing Music and Movies ................................................................ -
Java Programming
CHAPTER 15 Advanced GUI Topics In this chapter, you will: Use content panes Use color Learn more about layout managers Use JPanels to increase layout options Create JScrollPanes Understand events and event handling more thoroughly Use the AWTEvent class methods Handle mouse events Use menus Unless noted otherwise, all images are © 2014 Cengage Learning Copyright 2013 Cengage Learning. All Rights Reserved. May not be copied, scanned, or duplicated, in whole or in part. Due to electronic rights, some third party content may be suppressed from the eBook and/or eChapter(s). Editorial review has deemed that any suppressed content does not materially affect the overall learning experience. Cengage Learning reserves the right to remove additional content at any time if subsequent rights restrictions require it. CHAPTER 15 Advanced GUI Topics Understanding the Content Pane The JFrame class is a top-level container Java Swing class. (The other two top-level container classes are JDialog and JApplet.) Every GUI component that appears on the screen must be part of a containment hierarchy. A containment hierarchy is a tree of components that has a 802 top-level container as its root (that is, at its uppermost level). Every top-level container has a content pane that contains all the visible components in the container’s user interface. The content pane can directly contain components like JButtons, or it can hold other containers, like JPanels, that in turn contain such components. A top-level container can contain a menu bar. A menu bar is a horizontal strip that conventionally is placed at the top of a container and contains user options. -
LWUIT Developer's Guide
Lightweight UI Toolkit Developer’s Guide Part No. 07-08-10 July 2010 Copyright © 2008, 2010 Oracle and/or its affiliates. All rights reserved. This software and related documentation are provided under a license agreement containing restrictions on use and disclosure and are protected by intellectual property laws. Except as expressly permitted in your license agreement or allowed by law, you may not use, copy, reproduce, translate, broadcast, modify, license, transmit, distribute, exhibit, perform, publish, or display any part, in any form, or by any means. Reverse engineering, disassembly, or decompilation of this software, unless required by law for interoperability, is prohibited. The information contained herein is subject to change without notice and is not warranted to be error-free. If you find any errors, please report them to us in writing. If this is software or related software documentation that is delivered to the U.S. Government or anyone licensing it on behalf of the U.S. Government, the following notice is applicable: U.S. GOVERNMENT RIGHTS Programs, software, databases, and related documentation and technical data delivered to U.S. Government customers are "commercial computer software" or "commercial technical data" pursuant to the applicable Federal Acquisition Regulation and agency-specific supplemental regulations. As such, the use, duplication, disclosure, modification, and adaptation shall be subject to the restrictions and license terms set forth in the applicable Government contract, and, to the extent applicable by the terms of the Government contract, the additional rights set forth in FAR 52.227-19, Commercial Computer Software License (December 2007). Oracle America, Inc., 500 Oracle Parkway, Redwood City, CA 94065. -
One-Slide Summary Lecture Outline
Using Design Patterns #1 One-Slide Summary • Design patterns are solutions to recurring OOP design problems. There are patterns for constructing objects, structuring data, and object behavior . • Since this is PL, we’ll examine how language features like (multiple) inheritance and dynamic dispatch relate to design patterns. #2 Lecture Outline • Design Patterns • Iterator • Observer • Singleton • Mediator #3 1 What is a design pattern? • A solution for a recurring problem in a large object-oriented programming system – Based on Erich Gamma’s Ph.D. thesis, as presented in the “gang of four” book • “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” – Charles Alexander #4 Types of design patterns • Design patterns can be (roughly) grouped into three categories: • Creational patterns – Constructing objects • Structural patterns – Controlling the structure of a class, e.g. affecting the API or the data structure layout • Behavioral patterns – Deal with how the object behaves #5 Iterator design pattern • Often you may have to move through a collection – Tree (splay, AVL, binary, red-black, etc.), linked list, array, hash table, dictionary, etc. • Easy for arrays and vectors • But hard for more complicated data structures – Hash table, dictionary, etc. • The code doing the iteration should not have to know the details of the data structure -
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. -
COMP1006/1406 Notes 2
COMP1406/1006 - Design and Implementation of Computer Applications Winter 2006 2 Applications and LayoutManagers What's in This Set of Notes? We look here at how to create a graphical user interface (i.e., with windows) in JAVA. Creating GUIs in JAVA requires adding components onto windows. We will find out how to do this as well as look at an interesting JAVA feature called a "LayoutManager" that automatically arranges components on the window. This allows us to create simple windows without having to worry about resizing issues. Here are the individual topics found in this set of notes (click on one to go there): • 2.1 Creating a Basic GUI Application • 2.2 Components and Containers • 2.3 Layout Managers o 2.3.1 NullLayout o 2.3.2 FlowLayout o 2.3.3 BorderLayout o 2.3.4 CardLayout o 2.3.5 GridLayout o 2.3.6 GridBagLayout o 2.3.7 BoxLayout 2.1 Creating a Basic GUI Application Recall that a Graphical User Interface (GUI) is a user interface that has one or more windows. A frame: • is the JAVA terminology for a window (i.e., its a window frame) • represented by the Frame and JFrame classes in JAVA • used to show information and handle user interaction • has no security restrictions ... can modify files, perform I/O, open network connections to other computers, etc.. The following code creates a basic window frame in JAVA and shows it on the screen: javax.swing.JFrame frame = new javax.swing.JFrame("This appears at the top of the window"); frame.setSize(300, 100); frame.setVisible(true); Here is what it looks like: Although this code for bringing up a new window can appear anywhere, we typically designate a whole class to represent the window (that is, the JAVA application). -
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. -
Release Notes for Fedora 15
Fedora 15 Release Notes Release Notes for Fedora 15 Edited by The Fedora Docs Team Copyright © 2011 Red Hat, Inc. and others. The text of and illustrations in this document are licensed by Red Hat under a Creative Commons Attribution–Share Alike 3.0 Unported license ("CC-BY-SA"). An explanation of CC-BY-SA is available at http://creativecommons.org/licenses/by-sa/3.0/. The original authors of this document, and Red Hat, designate the Fedora Project as the "Attribution Party" for purposes of CC-BY-SA. In accordance with CC-BY-SA, if you distribute this document or an adaptation of it, you must provide the URL for the original version. Red Hat, as the licensor of this document, waives the right to enforce, and agrees not to assert, Section 4d of CC-BY-SA to the fullest extent permitted by applicable law. Red Hat, Red Hat Enterprise Linux, the Shadowman logo, JBoss, MetaMatrix, Fedora, the Infinity Logo, and RHCE are trademarks of Red Hat, Inc., registered in the United States and other countries. For guidelines on the permitted uses of the Fedora trademarks, refer to https:// fedoraproject.org/wiki/Legal:Trademark_guidelines. Linux® is the registered trademark of Linus Torvalds in the United States and other countries. Java® is a registered trademark of Oracle and/or its affiliates. XFS® is a trademark of Silicon Graphics International Corp. or its subsidiaries in the United States and/or other countries. MySQL® is a registered trademark of MySQL AB in the United States, the European Union and other countries. All other trademarks are the property of their respective owners. -
Design Patterns Design Patterns
Design Patterns CSC207 – Software Design Design Patterns • Design pattern: – A general description of the solution to a well- established problem using an arrangement of classes and objects. • Patterns describe the shape of code rather than the details. – There are lots of them in CSC 301 and 302. Loop patterns from first year • Loop pattern: – A general description of an algorithm for processing items in a collection. • All of you (hopefully) have some loop patterns in your heads. • You don’t really need to think about these any more; you just use them, and you should be able to discuss them with your fellow students. • Some first-year patterns: – Process List – Counted Loop – Accumulator – Sentinel Process list pattern • Purpose: to process every item in a collection where you don’t care about order or context; you don’t need to remember previous items. • Outline: • Example: • Other example: darken every pixel in a picture Counted loop pattern • Purpose: to process a range of indices in a collection. • Outline: • Example: • Other example: print indices of even-length string Accumulator pattern • Purpose: to accumulate information about items in a collection. • Outline: • Example: • Other examples: sum, min, accumulate a list of items meeting a particular criterion. Sentinel pattern • Purpose: to remove a condition in a loop guard. • Outline: • Example: Sentinel pattern, continued • Here is the code that Sentinal replaces; note that i != list.size() is evaluated every time through the loop, even though it is false only once. Design Pattern -
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.