Structural Patterns
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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 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 -
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. -
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 . -
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 -
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 -
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. -
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.