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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. -
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. -
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. -
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. -
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. -
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 -
Object-Oriented Design Patterns
Object-Oriented Design Patterns David Janzen EECS 816 Object-Oriented Software Development University of Kansas Outline • Introduction – Design Patterns Overview – Strategy as an Early Example – Motivation for Creating and Using Design Patterns – History of Design Patterns • Gang of Four (GoF) Patterns – Creational Patterns – Structural Patterns – Behavioral Patterns Copyright © 2006 by David S. 2 Janzen. All rights reserved. What are Design Patterns? • In its simplest form, a pattern is a solution to a recurring problem in a given context • Patterns are not created, but discovered or identified • Some patterns will be familiar? – If you’ve been designing and programming for long, you’ve probably seen some of the patterns we will discuss – If you use Java Foundation Classes (Swing), Copyright © 2006 by David S. 3 you have certaJiannzleyn. Aulls rieghdts rsesoervmed.e design patterns Design Patterns Definition1 • Each pattern is a three-part rule, which expresses a relation between – a certain context, – a certain system of forces which occurs repeatedly in that context, and – a certain software configuration which allows these forces to resolve themselves 1. Dick Gabriel, http://hillside.net/patterns/definition.html Copyright © 2006 by David S. 4 Janzen. All rights reserved. A Good Pattern1 • Solves a problem: – Patterns capture solutions, not just abstract principles or strategies. • Is a proven concept: – Patterns capture solutions with a track record, not theories or speculation 1. James O. Coplien, http://hillside.net/patterns/definition.html Copyright © 2006 by David S. 5 Janzen. All rights reserved. A Good Pattern • The solution isn't obvious: – Many problem-solving techniques (such as software design paradigms or methods) try to derive solutions from first principles.