Patterns of Object Creation
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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.. -
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. -
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 -
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. -
JAVA CONCURRENCY ONLINE TRAINING – Java2aspire
JAVA CONCURRENCY, JAVA PROFILING, THREAD POOLING, JAVA 8 Features, MAVEN and DESIGN PATTERNS ONLINE TRAINING By K.Ramesh Curriculum THREAD POOLING Day 01: Executor Framework 20 min Day 01: Java Profiling 10 min Day 01: Executor 10 min Day 01: ExecutorService 10 min Day 01: Executors 15 min Day 02: ThreadPoolExecutor 20 min Day 02: BlockingQueue 10 min Day 02: Callable vs Runnable 15 min Day 02: Future 15 min JAVA CONCURRENCY Day 03: ConcurrentHashMap 30 min Day 03: Producer Consumer 30 min Day 04: CountDownLatch 20 min Day 04: CyclicBarrier 20 min Day 04: Deadlock Condition 20 min Day 05: Race Condition 30 min Day 05: Semaphore 30 min JAVA 8 FEATURES Day 06: Lambda Expressions 40 min Day 06: Functional Interfaces 10 min Day 06: Functional Programming 10 min Day 07: Method References 10 min Day 07: Default Methods 40 min Day 07: Optional 10 min Day 08: Stream API 1 hour MAVEN Day 09: Project Object Model (POM) 20 min Day 09: Project Description 10 min Day 09: Public Repository 10 min Day 09: Dependency Management 10 min Day 09: Build Configuration 10 min Day 10: Installation 15 min Day 10: Dependency Scope 15 min Day 10: Proprietary Dependencies 15 min Day 10: Project Inheritance 15 min Day 11: Maven life cycle 20 min Day 11: Maven Directory Structure 20 min Day 11: Archetypes 20 min Day 12: Applications 1 hour DESIGN PATTERNS Day 13: Factory Pattern 20 min Day 13: Abstract Factory Pattern 10 min Day 13: Single Pattern 20 min Day 13: Prototype Pattern 10 min Day 14: Composite Pattern 10 min Day 14: Facade Pattern 15 min Day 14: DAO -
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. -
A Survey of Design Pattern Based Web Applications
JOURNAL OF OBJECT TECHNOLOGY Online at http://www.jot.fm. Published by ETH Zurich, Chair of Software Engineering ©JOT, 2009 Vol. 8, No. 2, March-April 2009 A Survey of Design Pattern Based Web Applications Sridaran R, Campus Head, ICFAI National College, Vellore-632 006 India. Padmavathi G, Professor and Head, Department of Computer Science, Avinashilingam University for Women, Coimbatore-641 043, India. Iyakutti K, Senior Professor, School of Physics, Madurai Kamaraj University, Madurai-625 019, India. Abstract Pattern-based web applications have become popular since they promote reusability and consistency. In few cases, patterns do not produce the desired effect because of lack of experience in applying them. This situation forces one to think of a suitable re- engineering solution for such applications. The objectives of the paper are three fold. It provides a survey of different pattern-based web applications that will be useful for the application designers. It highlights some of the web applications where patterns have been inappropriately handled. A few re-engineering initiatives for such cases are also analyzed. Key Words: Patterns, Web Applications, Re-engineering, Hypermedia, Semantic web, Partitioning. 1 INTRODUCTION Web application designers need to address many challenges during development in order to comply the quality of service requirements including speed, scalability and security. In recent years numerous non-web based applications have been re-written as web based because of the ever growing business needs. These migration activities are much more complicated and time consuming than a new software development. Most of these challenges are with data handling, organizing, or structuring of the web applications. -
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. -
Course Title
"Charting the Course ... ... to Your Success!" JavaScript Advanced Course Summary Description This course will review the basics of JavaScript and provide instruction on advanced topics such as advanced features of JavaScript functions, Object-Oriented programming in JavaScript (Inheritance, encapsulation) with prototypes, using closures, understanding JavaScript promises and advanced best practices. Objectives At the end of this course, students will be able to: Review Learn function expressions/function declarations/immediately executable functions Use JavaScript objects to implement Inheritance and encapsulation Understand JavaScript closures Learn JavaScript promises Discuss how to best use the advanced topics in this course in your JavaScript projects. Topics Basics Review Object-Oriented Programming Function Expressions Error Handling And Debugging Advanced Techniques Audience This course is intended for JavaScript programmers Prerequisites JavaScript introduction Duration Two days Due to the nature of this material, this document refers to numerous hardware and software products by their trade names. References to other companies and their products are for informational purposes only, and all trademarks are the properties of their respective companies. It is not the intent of ProTech Professional Technical Services, Inc. to use any of these names generically "Charting the Course ... ... to Your Success!" JavaScript Advanced Course Outline I. Basics Review IV. Error Handling And Debugging A. Browser Error Reporting II. Object-Oriented Programming B. Internet Explorer A. Understanding Objects C. Firefox B. Types of Properties D. Chrome C. Defining Multiple Properties E. Error Handling D. Reading Property Attributes F. The try-catch Statement E. Object Creation G. Throwing Errors F. The Factory Pattern H. The error Event G. The Constructor Pattern I. -
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 -
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............................................. -
Table of Contents
Table of Contents ± -—T^jTp^om Object-Oriented to Functional Programming 5 Chajava- an introduction 5 java programming paradigms 6 CO imperative programming CD Real-life imperative example Object-oriented paradigm 7 Objects and classes 7 Encapsulation 7 Abstraction 8 Inheritance 8 Polymorphism 9 Declarative programming 10 Functional programming 11 Working with collections versus working with streams 11 An introduction to Unified Modeling Language 12 Class relations 14 Generalization 15 Realization 15 Dependency 16 Association 16 Aggregation 16 Composition 17 Design patterns and principles 17 Single responsibility principle 18 Open/closed principle 20 Liskov Substitution Principle 20 Interface Segregation Principle 22 Dependency inversion principle 23 Summary 24 Chapter 2: Creational Patterns 27 Singleton pattern 27 Synchronized singletons 29 Synchronized singleton with double-checked locking mechanism 30 Lock-free thread-safe singleton 30 tu * y and lazy loacling 31 i he factory pattern 31 Simple factory pattern 32 Table of Contents Static factory 33 Simple factory with class registration using reflection 34 Simple factory with class registration using Product.newlnstance 35 Factory method pattern 36 Anonymous concrete factory 38 Abstract factory 38 Simple factory versus factory method versus abstract factory 40 Builder pattern 40 Car builder example 41 Simplified builder pattern 43 Anonymous builders with method chaining 44 Prototype pattern 45 Shallow clone versus deep clone Object pool pattern Summary аэоэсБ Chapter 3: Behavioral Patterns