Dependency Injection with Unity
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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. -
Ioc Containers in Spring
301AA - Advanced Programming Lecturer: Andrea Corradini [email protected] http://pages.di.unipi.it/corradini/ AP-2018-11: Frameworks and Inversion of Control Frameworks and Inversion of Control • Recap: JavaBeans as Components • Frameworks, Component Frameworks and their features • Frameworks vs IDEs • Inversion of Control and Containers • Frameworks vs Libraries • Decoupling Components • Dependency Injection • IoC Containers in Spring 2 Components: a recap A software component is a unit of composition with contractually specified interfaces and explicit context dependencies only. A software component can be deployed independently and is subject to composition by third party. Clemens Szyperski, ECOOP 1996 • Examples: Java Beans, CLR Assemblies • Contractually specified interfaces: events, methods and properties • Explicit context dependencies: serializable, constructor with no argument • Subject to composition: connection to other beans – Using connection oriented programming (event source and listeners/delegates) 3 Towards Component Frameworks • Software Framework: A collection of common code providing generic functionality that can be selectively overridden or specialized by user code providing specific functionality • Application Framework: A software framework used to implement the standard structure of an application for a specific development environment. • Examples: – GUI Frameworks – Web Frameworks – Concurrency Frameworks 4 Examples of Frameworks Web Application Frameworks GUI Toolkits 5 Examples: General Software Frameworks – .NET – Windows platform. Provides language interoperability – Android SDK – Supports development of apps in Java (but does not use a JVM!) – Cocoa – Apple’s native OO API for macOS. Includes C standard library and the Objective-C runtime. – Eclipse – Cross-platform, easily extensible IDE with plugins 6 Examples: GUI Frameworks • Frameworks for Application with GUI – MFC - Microsoft Foundation Class Library. -
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. -
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. -
Designpatternsphp Documentation Release 1.0
DesignPatternsPHP Documentation Release 1.0 Dominik Liebler and contributors Jul 18, 2021 Contents 1 Patterns 3 1.1 Creational................................................3 1.1.1 Abstract Factory........................................3 1.1.2 Builder.............................................8 1.1.3 Factory Method......................................... 13 1.1.4 Pool............................................... 18 1.1.5 Prototype............................................ 21 1.1.6 Simple Factory......................................... 24 1.1.7 Singleton............................................ 26 1.1.8 Static Factory.......................................... 28 1.2 Structural................................................. 30 1.2.1 Adapter / Wrapper....................................... 31 1.2.2 Bridge.............................................. 35 1.2.3 Composite............................................ 39 1.2.4 Data Mapper.......................................... 42 1.2.5 Decorator............................................ 46 1.2.6 Dependency Injection...................................... 50 1.2.7 Facade.............................................. 53 1.2.8 Fluent Interface......................................... 56 1.2.9 Flyweight............................................ 59 1.2.10 Proxy.............................................. 62 1.2.11 Registry............................................. 66 1.3 Behavioral................................................ 69 1.3.1 Chain Of Responsibilities................................... -
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. -
HEDGEHOG: Automatic Verification of Design Patterns in Java
HEDGEHOG: Automatic Verification of Design Patterns in Java Alex Blewitt I V N E R U S E I T H Y T O H F G E R D I N B U Doctor of Philosophy School of Informatics University of Edinburgh 2006 Abstract Design patterns are widely used by designers and developers for building complex systems in object-oriented programming languages such as Java. However, systems evolve over time, increasing the chance that the pattern in its original form will be broken. To verify that a design pattern has not been broken involves specifying the original intent of the design pattern. Whilst informal descriptions of patterns exist, no formal specifications are available due to differences in implementations between programming languages. This thesis shows that many patterns (implemented in Java) can be verified automatically. Patterns are defined in terms of variants, mini-patterns, and artefacts in a pattern description language called SPINE. These specifications are then processed by HEDGEHOG, an automated proof tool that attempts to prove that Java source code meets these specifications. iii Acknowledgements I am indebted to Alan Bundy who has given me the freedom to work on this thesis whilst at the same time guiding me towards the final production and presentation of these results. I not would have been able to achieve this without Alan’s support through a sometimes difficult, but always busy part of my life. This project, and especially the production of this thesis, would not have been possible without the care and attention that Alan provided. Ian Stark has provided invaluable feedback on all aspects of this thesis, from the low-level technical intricacies of Java’s design patterns through to the high-level structure of the thesis as a whole. -
Simple Injector Documentation Release 5
Simple Injector Documentation Release 5 Simple Injector Contributors Jul 27, 2021 Contents 1 Quick Start 3 1.1 Overview.................................................3 1.2 Getting started..............................................3 1.3 A Quick Example............................................4 1.3.1 Dependency Injection......................................4 1.3.2 Introducing Simple Injector...................................5 1.4 More information.............................................6 2 Using Simple Injector 7 2.1 Resolving instances...........................................9 2.2 Configuring Simple Injector....................................... 10 2.2.1 Auto-Registration/Batch-registration.............................. 13 2.3 Collections................................................ 14 2.3.1 Collection types......................................... 16 2.3.2 Auto-registering collections.................................. 16 2.3.3 Adding registrations to an existing collection......................... 17 2.4 Verifying the container’s configuration................................. 17 2.5 Automatic constructor injection / auto-wiring.............................. 18 2.6 More information............................................. 19 3 Object Lifetime Management 21 3.1 Transient Lifestyle............................................ 22 3.2 Singleton Lifestyle............................................ 22 3.3 Scoped Lifestyle............................................. 23 3.3.1 Disposing a Scope...................................... -
Design Patterns
DesignPatterns CSE 110 Discussion - Week8 Decorator Pattern Problem You want to add behavior or state to individual objects at run-time. Inheritance is not feasible because it is static and applies to an entire class. Intent • This pattern creates a decorator class which wraps the original class and provides additional functionality keeping class methods signature intact. • Client-specified embellishment of a core object by recursively wrapping it. • Wrapping a gift, putting it in a box, and wrapping the box. Decorator Example Decorator: Question (Take 7 mins) Consider you have a car interface and a basic car class as defined below public interface Car { public class BasicCar implements Car { public void assemble(); @Override } public void assemble() { System.out.print("Basic Car."); } } Now based on these definitions, how would you design the following - 1) A luxury car 2) A sports car 3) A luxury car that is also a sports car Decorator : Answer public class CarDecorator implements Car { protected Car car; public CarDecorator(Car c){ this.car=c; } @Override public void assemble() { this.car.assemble(); } } Decorator : Answer Contd. public class SportsCar extends CarDecorator { public class LuxuryCar extends CarDecorator { public SportsCar(Car c) { public LuxuryCar(Car c) { super(c); super(c); } } @Override @Override public void assemble(){ public void assemble(){ car.assemble(); car.assemble(); System.out.print(" Adding features of System.out.print(" Adding features of Sports Car."); Luxury Car."); } } } } Decorator : Answer Contd. public class DecoratorPatternClass { public void createCar() { Car sportsCar = new SportsCar(new BasicCar()); sportsCar.assemble(); Car sportsLuxuryCar = new SportsCar(new LuxuryCar(new BasicCar())); sportsLuxuryCar.assemble(); } } Mediator Pattern Consider an air traffic controller • Many planes circle an airport. -
Semantic Description of Services and Service Factories for Ambient Intelligence Rémi Emonet
Semantic Description of Services and Service Factories for Ambient Intelligence Rémi Emonet To cite this version: Rémi Emonet. Semantic Description of Services and Service Factories for Ambient Intelligence. Soft- ware Engineering [cs.SE]. Institut National Polytechnique de Grenoble - INPG, 2009. English. tel- 00450479 HAL Id: tel-00450479 https://tel.archives-ouvertes.fr/tel-00450479 Submitted on 26 Jan 2010 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. GRENOBLE INP n◦ attribu´epar la biblioth`eque THESE` pour obtenir le grade de ❉♦❝❡✉ ❉✉ ●♦✉♣❡ ●❡♥♦❜❧❡ ■◆ Sp´ecialit´e: Informatique pr´epar´eeau Laboratoire d’Informatique de Grenoble dans le cadre de l’Ecole´ Doctorale Math´ematiques, Sciences et Technologies de l’Information, Informatique pr´esent´eeet soutenue publiquement par R´emi ❊♠♦♥❡ le 23 septembre 2009 ❉❡❝✐♣✐♦♥ ❙♠❛♥✐✉❡ ❞❡ ❙❡✈✐❝❡ ❡ ❞✬❯✐♥❡ à ❙❡✈✐❝❡ ♣♦✉ ❧✬■♥❡❧❧✐❣❡♥❝❡ ❆♠❜✐❛♥❡ ❙❡♠❛♥✐❝ ❉❡❝✐♣✐♦♥ ♦❢ ❙❡✈✐❝❡ ❛♥❞ ❙❡✈✐❝❡ ❋❛❝♦✐❡ ❢♦ ❆♠❜✐❡♥ ■♥❡❧❧✐❣❡♥❝❡ Directeur de th`ese : James L. ❈♦✇❧❡② Co-directeur de th`ese : Dominique ❱❛✉❢❡②❞❛③ JURY Pr. Marie-Christine Rousset Pr´esident Pr. James L. Crowley Directeur de th`ese Dr. Dominique Vaufreydaz Co-directeur de th`ese Pr. Gregory D. Abowd Rapporteur Pr. David Simplot-Ryl Rapporteur Pr. Michel Riveill Examinateur 2 R´esum´e Ce manuscrit ´etudie l’ad´equation des approches `aservices, ainsi que leur am´elioration, pour l’int´egration dynamique et la r´eutilisation logicielle dans le cadre de l’informatique ambiante.