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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. -
(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. -
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. -
Active Object
Active Object an Object Behavioral Pattern for Concurrent Programming R. Greg Lavender Douglas C. Schmidt [email protected] [email protected] ISODE Consortium Inc. Department of Computer Science Austin, TX Washington University, St. Louis An earlier version of this paper appeared in a chapter in the book ªPattern Languages of Program Design 2º ISBN 0-201-89527-7, edited by John Vlissides, Jim Coplien, and Norm Kerth published by Addison-Wesley, 1996. : Output : Input Handler Handler : Routing Table : Message Abstract Queue This paper describes the Active Object pattern, which decou- 3: enqueue(msg) ples method execution from method invocation in order to : Output 2: find_route(msg) simplify synchronized access to a shared resource by meth- Handler ods invoked in different threads of control. The Active Object : Message : Input pattern allows one or more independent threads of execution Queue Handler 1: recv(msg) to interleave their access to data modeled as a single ob- ject. A broad class of producer/consumer and reader/writer OUTGOING OUTGOING MESSAGES GATEWAY problems are well-suited to this model of concurrency. This MESSAGES pattern is commonly used in distributed systems requiring INCOMING INCOMING multi-threaded servers. In addition,client applications (such MESSAGES MESSAGES as windowing systems and network browsers), are increas- DST DST ingly employing active objects to simplify concurrent, asyn- SRC SRC chronous network operations. 1 Intent Figure 1: Connection-Oriented Gateway The Active Object pattern decouples method execution from method invocation in order to simplify synchronized access to a shared resource by methods invoked in different threads [2]. Sources and destinationscommunicate with the Gateway of control. -
Sample Chapter
SAMPLE CHAPTER C# in Depth by Jon Skeet Chapter 6 Copyright 2008 Manning Publications brief contents PART 1PREPARING FOR THE JOURNEY ......................................1 1 ■ The changing face of C# development 3 2 ■ Core foundations: building on C# 1 32 PART 2C#2: SOLVING THE ISSUES OF C# 1........................... 61 3 ■ Parameterized typing with generics 63 4 ■ Saying nothing with nullable types 112 5 ■ Fast-tracked delegates 137 6 ■ Implementing iterators the easy way 161 7 ■ Concluding C# 2: the final features 183 PART 3C# 3—REVOLUTIONIZING HOW WE CODE ..................205 8 ■ Cutting fluff with a smart compiler 207 9 ■ Lambda expressions and expression trees 230 10 ■ Extension methods 255 11 ■ Query expressions and LINQ to Objects 275 12 ■ LINQ beyond collections 314 13 ■ Elegant code in the new era 352 vii Implementing iterators the easy way This chapter covers ■ Implementing iterators in C# 1 ■ Iterator blocks in C# 2 ■ A simple Range type ■ Iterators as coroutines The iterator pattern is an example of a behavioral pattern—a design pattern that simplifies communication between objects. It’s one of the simplest patterns to understand, and incredibly easy to use. In essence, it allows you to access all the elements in a sequence of items without caring about what kind of sequence it is— an array, a list, a linked list, or none of the above. This can be very effective for building a data pipeline, where an item of data enters the pipeline and goes through a number of different transformations or filters before coming out at the other end. Indeed, this is one of the core patterns of LINQ, as we’ll see in part 3. -
Resilience Design Patterns a Structured Approach to Resilience at Extreme Scale - Version 1.0
ORNL/TM-2016/687 Resilience Design Patterns A Structured Approach to Resilience at Extreme Scale - version 1.0 Saurabh Hukerikar Christian Engelmann Approved for public release. October 2016 Distribution is unlimited. DOCUMENT AVAILABILITY Reports produced after January 1, 1996, are generally available free via US Department of Energy (DOE) SciTech Connect. Website: http://www.osti.gov/scitech/ Reports produced before January 1, 1996, may be purchased by members of the public from the following source: National Technical Information Service 5285 Port Royal Road Springfield, VA 22161 Telephone: 703-605-6000 (1-800-553-6847) TDD: 703-487-4639 Fax: 703-605-6900 E-mail: [email protected] Website: http://classic.ntis.gov/ Reports are available to DOE employees, DOE contractors, Energy Technology Data Ex- change representatives, and International Nuclear Information System representatives from the following source: Office of Scientific and Technical Information PO Box 62 Oak Ridge, TN 37831 Telephone: 865-576-8401 Fax: 865-576-5728 E-mail: [email protected] Website: http://www.osti.gov/contact.html This report was prepared as an account of work sponsored by an agency of the United States Government. Neither the United States Government nor any agency thereof, nor any of their employees, makes any warranty, express or implied, or assumes any legal lia- bility or responsibility for the accuracy, completeness, or usefulness of any information, apparatus, product, or process disclosed, or rep- resents that its use would not infringe privately owned rights. Refer- ence herein to any specific commercial product, process, or service by trade name, trademark, manufacturer, or otherwise, does not nec- essarily constitute or imply its endorsement, recommendation, or fa- voring by the United States Government or any agency thereof. -
Design Pattern- Structural Pattern 2015
Design Pattern- Structural pattern 2015 Adapter Intent: Change the interface of a class into another interface which is expected by the client. Also Know As: Wrapper Motivation Structure (Class) Structure (Object) Applicability • Use an existing class whose interface does not match the requirement • Create a reusable class though the interfaces are not necessary compatible with callers • Want to use several existing subclasses, but it is impractical to subclass everyone. (Object Adapter Only) Participants Target (Shape) 1 | P a g e Almas Ansari Design Pattern- Structural pattern 2015 defines the domain-specific interface that Client uses. Client (DrawingEditor) collaborates with objects conforming to the Target interface. Adaptee (TextView) defines an existing interface that needs adapting. Adapter (TextShape) adapts the interface of Adaptee to the Target interface. Collaborations Clients call operations on an Adapter instance. In turn, the adapter calls Adaptee operations that carry out the request. Consequences Here are other issues to consider when using the Adapter pattern: 1. How much adapting does Adapter do? Adapters vary in the amount of work they do to adapt Adaptee to the Target interface. 2. Pluggable adapters. A class is more reusable when you minimize the assumptions other classes must make to use it. 3. Using two-way adapters to provide transparency. A potential problem with adapters is that they aren't transparent to all clients. Implementation 1. Implementing class adapters in C++. In a C++ implementation of a class adapter, Adapter would inherit publicly from Target and privately from Adaptee. Thus Adapter would be a subtype of Target but not of Adaptee. 2. -
UNIT-I TUTORIAL QUESTIONS 1. Explain the Concept of Design Pattern? 2
UNIT-I TUTORIAL QUESTIONS 1. Explain the concept of design pattern? 2. Explain the advantages and disadvantages of structural patterns? 3. Explain proxy design pattern in detail? 4. Explain the concept of design pattern relationship? 5. Explain the state pattern in detail? UNIT-I UNIVERSITY QUESTIONS 1. Explain the template of a design pattern? 2. Explain the state pattern in detail? 3. Explain proxy design pattern in detail? 4. Explain the features of structural pattern? 5. Explain the concept of design pattern relationship? UNIT-I DESCRIPTIVE QUESTIONS 1. Explain the template of a design pattern? 2. Explain the state pattern in detail? 3. Explain proxy design pattern in detail? 4. Explain the features of structural pattern? 5. Explain the concept of design pattern relationship? UNIT-I ASSIGNMENT QUESTIONS 1. Explain the template of a design pattern? 2. Explain the state pattern in detail? 3. Explain proxy design pattern in detail? 4. Explain the features of structural pattern? 5. Explain the concept of design pattern relationship? UNIT-I OBJECTIVE QUESTIONS 1. A pattern in general refers to layout 2. A Design pattern can be considered as Reusable solution 3. The concept of design pattern was introduced by Christopher Alexander 4. Essential elements of D.P are Pattern Name,Problem,Solution,Consequences 5. Catalog consists of Abstract factory,Adapter,Bridge 6. Creation Patterns are Factory method, Builder, Prototype 7. Structural Patterns are Factory method, Builder, Prototype 8. Design Patterns specify Object implementation 9. Design Patterns specify Object Interfaces 10. Design Patterns specify Appropriate Objects UNIT-I SEMINAR TOPICS 1. Template of D.P 2. -
Java Design Patterns I
Java Design Patterns i Java Design Patterns Java Design Patterns ii Contents 1 Introduction to Design Patterns 1 1.1 Introduction......................................................1 1.2 What are Design Patterns...............................................1 1.3 Why use them.....................................................2 1.4 How to select and use one...............................................2 1.5 Categorization of patterns...............................................3 1.5.1 Creational patterns..............................................3 1.5.2 Structural patterns..............................................3 1.5.3 Behavior patterns...............................................3 2 Adapter Design Pattern 5 2.1 Adapter Pattern....................................................5 2.2 An Adapter to rescue.................................................6 2.3 Solution to the problem................................................7 2.4 Class Adapter..................................................... 11 2.5 When to use Adapter Pattern............................................. 12 2.6 Download the Source Code.............................................. 12 3 Facade Design Pattern 13 3.1 Introduction...................................................... 13 3.2 What is the Facade Pattern.............................................. 13 3.3 Solution to the problem................................................ 14 3.4 Use of the Facade Pattern............................................... 16 3.5 Download the Source Code.............................................