Patterns Instruction in Software Engineering Cornelia Novac-Ududec, Diana Stefanescu
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(GOF) Java Design Patterns Mock Exams
Gang of Four (GOF) Java Design Patterns Mock Exams http://www.JavaChamp.com Open Certification Plattform Authors: N. Ibrahim, Y. Ibrahim Copyright (c) 2009-2010 Introducing JavaChamp.com Website JavaChamp.com is an Open Certification Platform. What does this mean? JavaChamp is the best place to learn, share, and certify your professional skills. We help you develop yourself in the field of computer science and programming Here are the most significant features offered by JavaChamp: Online Exams Start Online Certification Exams in SCJP, SCEA, EJB, JMS, JPA and more... Top quality mock exams for SCJP, SCEA, EJB, JMS, JPA. Start Express or topic-wise customized exam. * We offer you unlimited free mock exams * Exams cover subjects like SCJP, SCEA, EJB, JMS, JPA,.. * You can take as many exams as you want and at any time and for no charges * Each exam contains 20 multiple choice questions * You can save the exams taken in your exams history * Your exams history saves the exams you took, the scores you got, time took you to finish the exam, date of examination and also saves your answers to the questions for later revision * You can re-take the same exam to monitor your progress * Your exams history helps the system to offer you variant new questions every time you take a new exam, therefore we encourage you to register and maintain an exams history Network Find guidance through the maze, meet Study-Mates, Coaches or Trainees... Studying together is fun, productive and helps you in building your professional network and collecting leads Bookshelf JavaChamp Bookshelf full of PDF eBooks.. -
Usage of Factory Design Pattern
What is a Creational Pattern? Creational Patterns are concerned with object creation problems faced during software design. Object creation often results in design problems, creational patterns solve this problem by controlling the object creation. Factory pattern A Factory Pattern or Factory Method Pattern says that just define an interface or abstract class for creating an object but let the subclasses decide which class to instantiate. In other words, subclasses are responsible to create the instance of the class. The Factory Method Pattern is also known as Virtual Constructor. A Factory returns an instance of an object based on the data supplied to it. The instance returned can be one of many classes that extend a common parent class or interface. ("Animal" as a parent class, then "Dog", "Cat", "Zebra" as child classes.) Create objects without exposing their instantiation logic. Consequences: The requestor is independent of the concrete object that is created (how that object is created, and which class is actually created). Advantage of Factory Design Pattern Factory Method Pattern allows the sub-classes to choose the type of objects to create. It promotes the loose-coupling by eliminating the need to bind application-specific classes into the code. That means the code interacts solely with the resultant interface or abstract class, so that it will work with any classes that implement that interface or that extends that abstract class. Usage of Factory Design Pattern When a class doesn't know what sub-classes will be required to create When a class wants that its sub-classes specify the objects to be created. -
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. -
Design Patterns in PHP and Laravel — Kelt Dockins Design Patterns in PHP and Laravel
Design Patterns in PHP and Laravel — Kelt Dockins Design Patterns in PHP and Laravel Kelt Dockins [email protected] Design Patterns in PHP and Laravel Kelt Dockins Dolph, Arkansas USA ISBN-13 (pbk): 978-1-4842-2450-2 ISBN-13 (electronic): 978-1-4842-2451-9 DOI 10.1007/978-1-4842-2451-9 Library of Congress Control Number: 2016961807 Copyright © 2017 by Kelt Dockins This work is subject to copyright. All rights are reserved by the Publisher, whether the whole or part of the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfilms or in any other physical way, and transmission or information storage and retrieval, electronic adaptation, computer software, or by similar or dissimilar methodology now known or hereafter developed. Trademarked names, logos, and images may appear in this book. Rather than use a trademark symbol with every occurrence of a trademarked name, logo, or image we use the names, logos, and images only in an editorial fashion and to the benefit of the trademark owner, with no intention of infringement of the trademark. The use in this publication of trade names, trademarks, service marks, and similar terms, even if they are not identified as such, is not to be taken as an expression of opinion as to whether or not they are subject to proprietary rights. While the advice and information in this book are believed to be true and accurate at the date of publication, neither the authors nor the editors nor the publisher can accept any legal responsibility for any errors or omissions that may be made. -
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. -
Learning Javascript Design Patterns
Learning JavaScript Design Patterns Addy Osmani Beijing • Cambridge • Farnham • Köln • Sebastopol • Tokyo Learning JavaScript Design Patterns by Addy Osmani Copyright © 2012 Addy Osmani. All rights reserved. Revision History for the : 2012-05-01 Early release revision 1 See http://oreilly.com/catalog/errata.csp?isbn=9781449331818 for release details. ISBN: 978-1-449-33181-8 1335906805 Table of Contents Preface ..................................................................... ix 1. Introduction ........................................................... 1 2. What is a Pattern? ...................................................... 3 We already use patterns everyday 4 3. 'Pattern'-ity Testing, Proto-Patterns & The Rule Of Three ...................... 7 4. The Structure Of A Design Pattern ......................................... 9 5. Writing Design Patterns ................................................. 11 6. Anti-Patterns ......................................................... 13 7. Categories Of Design Pattern ............................................ 15 Creational Design Patterns 15 Structural Design Patterns 16 Behavioral Design Patterns 16 8. Design Pattern Categorization ........................................... 17 A brief note on classes 17 9. JavaScript Design Patterns .............................................. 21 The Creational Pattern 22 The Constructor Pattern 23 Basic Constructors 23 Constructors With Prototypes 24 The Singleton Pattern 24 The Module Pattern 27 iii Modules 27 Object Literals 27 The Module Pattern -
Lecture 26: Creational Patterns
Creational Patterns CSCI 4448/5448: Object-Oriented Analysis & Design Lecture 26 — 11/29/2012 © Kenneth M. Anderson, 2012 1 Goals of the Lecture • Cover material from Chapters 20-22 of the Textbook • Lessons from Design Patterns: Factories • Singleton Pattern • Object Pool Pattern • Also discuss • Builder Pattern • Lazy Instantiation © Kenneth M. Anderson, 2012 2 Pattern Classification • The Gang of Four classified patterns in three ways • The behavioral patterns are used to manage variation in behaviors (think Strategy pattern) • The structural patterns are useful to integrate existing code into new object-oriented designs (think Bridge) • The creational patterns are used to create objects • Abstract Factory, Builder, Factory Method, Prototype & Singleton © Kenneth M. Anderson, 2012 3 Factories & Their Role in OO Design • It is important to manage the creation of objects • Code that mixes object creation with the use of objects can become quickly non-cohesive • A system may have to deal with a variety of different contexts • with each context requiring a different set of objects • In design patterns, the context determines which concrete implementations need to be present © Kenneth M. Anderson, 2012 4 Factories & Their Role in OO Design • The code to determine the current context, and thus which objects to instantiate, can become complex • with many different conditional statements • If you mix this type of code with the use of the instantiated objects, your code becomes cluttered • often the use scenarios can happen in a few lines of code • if combined with creational code, the operational code gets buried behind the creational code © Kenneth M. Anderson, 2012 5 Factories provide Cohesion • The use of factories can address these issues • The conditional code can be hidden within them • pass in the parameters associated with the current context • and get back the objects you need for the situation • Then use those objects to get your work done • Factories concern themselves just with creation, letting your code focus on other things © Kenneth M. -
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 “.. -
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. -
On the Interaction of Object-Oriented Design Patterns and Programming
On the Interaction of Object-Oriented Design Patterns and Programming Languages Gerald Baumgartner∗ Konstantin L¨aufer∗∗ Vincent F. Russo∗∗∗ ∗ Department of Computer and Information Science The Ohio State University 395 Dreese Lab., 2015 Neil Ave. Columbus, OH 43210–1277, USA [email protected] ∗∗ Department of Mathematical and Computer Sciences Loyola University Chicago 6525 N. Sheridan Rd. Chicago, IL 60626, USA [email protected] ∗∗∗ Lycos, Inc. 400–2 Totten Pond Rd. Waltham, MA 02154, USA [email protected] February 29, 1996 Abstract Design patterns are distilled from many real systems to catalog common programming practice. However, some object-oriented design patterns are distorted or overly complicated because of the lack of supporting programming language constructs or mechanisms. For this paper, we have analyzed several published design patterns looking for idiomatic ways of working around constraints of the implemen- tation language. From this analysis, we lay a groundwork of general-purpose language constructs and mechanisms that, if provided by a statically typed, object-oriented language, would better support the arXiv:1905.13674v1 [cs.PL] 31 May 2019 implementation of design patterns and, transitively, benefit the construction of many real systems. In particular, our catalog of language constructs includes subtyping separate from inheritance, lexically scoped closure objects independent of classes, and multimethod dispatch. The proposed constructs and mechanisms are not radically new, but rather are adopted from a variety of languages and programming language research and combined in a new, orthogonal manner. We argue that by describing design pat- terns in terms of the proposed constructs and mechanisms, pattern descriptions become simpler and, therefore, accessible to a larger number of language communities. -
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. -
Creational Patterns
9. Creational Pattern Venkat Subramaniam CDP-1 Creational Patterns • Abstracts instantiation process • Makes system independent of how its objects are œ created œ composed œ represented • Encapsulates knowledge about which concrete classes the system uses • Hides how instances of these classes are created and put together Venkat Subramaniam CDP-2 Abstract Factory Provide an interface for creating families of related or dependent objects without specifying their concrete classes Venkat Subramaniam CDP-3 Example that would benefit from Abstract Factory ComputerModelA MemoryType A CPUTypeA ModemTypeA BuildComputer(ComputerModelA& comp) { comp.Add(new MemoryTypeA); comp.Add(new CPUTypeA); comp.Add(new ModemTypeA); } What if I want to build a Computer of Model B with Model B Memory,CPU and Modem? Venkat Subramaniam CDP-4 Using Abstract Factory ComputerFactory Client Computer createComputer() createMemory() createCPU() Computer Computer createModem() ModelA ModelB Memory CompFactoryB CompFactoryA createComputer() createComputer() Memory Memory createMemory() createMemory() ModelA ModelB createCPU() createCPU() createModem() createModem() Venkat Subramaniam CDP-5 Using Abstract Factory... BuildComputer(Computer& comp, ComputerFactory& compFactory) { comp.Add(compFactory.createMemory()) ; comp.Add(compFactory.createCPU()); comp.Add(compFactory.createModem()); } Venkat Subramaniam CDP-6 .hen to use Abstract Factory? • Use Abstract Factory when: œ system should be independent of how its products are created, composed and represented œ system should