Design Patterns
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Acceptor-Connector an Object Creational Pattern for Connecting and Initializing Communication Services
Acceptor-Connector An Object Creational Pattern for Connecting and Initializing Communication Services Douglas C. Schmidt [email protected] Department of Computer Science Washington University St. Louis, MO 63130, USA An earlier version of this paper appeared in a chapter in TRACKING the book Pattern Languages of Program Design 3, edited SATELLITES STATION by Robert Martin, Frank Buschmann, and Dirke Riehle pub- PEERS lished by Addison-Wesley, 1997. 1Intent STATUS INFO The Acceptor-Connector design pattern decouples connec- WIDE AREA NETWORK tion establishment and service initialization in a distributed COMMANDS BULK DATA system from the processing performed once a service is ini- TRANSFER tialized. This decoupling is achieved with three compo- nents: acceptors, connectors,andservice handlers. A con- GATEWAY nector actively establishes a connection with a remote ac- ceptor component and initializes a service handler to pro- cess data exchanged on the connection. Likewise, an ac- LOCAL AREA NETWORK ceptor passively waits for connection requests from remote GROUND connectors, establishing a connection upon arrival of such a STATION PEERS request, and initializing a service handler to process data ex- changed on the connection. The initialized service handlers Figure 1: The Physical Architecture of a Connection- then perform application-specific processing and communi- oriented Application-level Gateway cate via the connection established by the connector and ac- ceptor components. The Gateway transmits data between its Peers using the connection-oriented TCP/IP protocol [1]. In our exam- 2 Example ple network configuration, each service is bound to a con- nection endpoint designated by an IP host address and a TCP To illustrate the Acceptor-Connector pattern, consider the port number. -
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. -
FAKULT¨AT F¨UR INFORMATIK Architectural Design And
FAKULTAT¨ FUR¨ INFORMATIK DER TECHNISCHEN UNIVERSITAT¨ MUNCHEN¨ Masterarbeit in Informatik Architectural Design and Implementation of a Web Application for Adaptive Data Models Stefan Bleibinhaus FAKULTAT¨ FUR¨ INFORMATIK DER TECHNISCHEN UNIVERSITAT¨ MUNCHEN¨ Masterarbeit in Informatik Architectural Design and Implementation of a Web Application for Adaptive Data Models Architektur Design und Implementierung einer Web Anwendung fur¨ adaptive Datenmodelle Author: Stefan Bleibinhaus Supervisor: Prof. Florian Matthes Advisor: Matheus Hauder Date: April 15, 2013 Ich versichere, dass ich diese Masterarbeit selbstandig¨ verfasst und nur die angegebenen Quellen und Hilfsmittel verwendet habe. I assure the single handed composition of this master thesis only supported by declared resources. Munchen,¨ den 15. April 2013 Stefan Bleibinhaus Acknowledgments I would like to express my very great appreciation to Prof. Florian Matthes for offering me to write my thesis on such a delightful topic and showing so much interest in my work. I am particularly grateful for the assistance given by Matheus Hauder and his will to support me in my research. vii Abstract This thesis discusses the architectural design and implementation of an Enterprise 2.0 collaboration web application. The designed web application uses the concept of hybrid wikis for enabling business users to capture easily content in structured form. A Hybrid wiki is a wiki, which empowers business users to incrementally structure and classify content objects without the struggle of being enforced to use strict information structures. The emergent information structure in a hybrid wiki evolves in daily use by the interaction with its users. Whenever a user wants to extend the content, the system guides them to automatically structure it by using user interface friendly methods like auto-completion and unobtrusive suggestions based on previous similar content. -
Dynamic Data Access Object Design Pattern (CECIIS 2008)
Dynamic Data Access Object Design Pattern (CECIIS 2008) Zdravko Roško, Mario Konecki Faculty of Organization and Informatics University of Zagreb Pavlinska 2, 42000 Varaždin, Croatia [email protected], [email protected] Abstract . Business logic application layer accessing 1 Introduction data from any data source (databases, web services, legacy systems, flat files, ERPs, EJBs, CORBA This paper presents a pattern that help to desing the services, and so forth) uses the Dynamic Data Access data access layer for any data source (not just Object which implements the Strategy[1] design relational) such as CICS, JMS/MQ, iSeries, SAP, pattern and hides most of the complexity away from Web Services, and so forth. Dynamic Data Access an application programmer by encapsulating its Object (DDAO) is an implementation of the Strategy dynamic behavior in the base data access class. By design pattern [1] which defines a family of using the data source meta data, it automates most of algorithms, encapsulate each one, and make them the functionality it handles within the application. interchangeable through an interface. Application programmer needs only to implement Having many options available (EJB, Object specific „finder“ functions, while other functions such Relational Mapping, POJO, J2EE DAO, etc.) to use as „create, store, remove, find, removeAll, storeAll, while accessing a data source, including persistent createAll, findAll“ are implemented by the Dynamic storage, legacy data and any other data source, the Data Access Object base class for a specific data main question for development is: what to use to source type.. bridge the business logic layer and the data from a Currently there are many Object Relational data source ? Assuming that the data access code is Mapping products such as Hibernate, iBatis, EJB not coded directly into the business logic layer (Entity CMP containers, TopLink, which are used to bridge Bean, Session Bean, Servlet, JSP Helper class, POJO) objects and relational database. -
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. -
The Command Dispatcher Pattern Benoit Dupire and Eduardo B Fernandez {[email protected], [email protected]}
The Command Dispatcher Pattern Benoit Dupire and Eduardo B Fernandez {[email protected], [email protected]} Department of Computer Science and Engineering. Florida Atlantic University Boca Raton, FL 33431 Can also be called: Command Evaluator Pattern. Intent This pattern increases the flexibility of applications by enabling their services to be changed, by adding, replacing or removing any command handlers at any point in time without having to modify, recompile or statically relink the application. By simulating the command-evaluation feature common in interpreted languages, this pattern supports the need for continual, incremental evolution of applications. Example Autonomous Underwater Vehicles (AUVs) are small, unmanned, untethered submersibles. There are numerous applications for AUVs, such as oceanographic surveys, operations in hazardous environments, underwater structure inspection and military operations. We implement the high level controller of this AUV as a Hierarchical Finite State Machine (Figure 1). A state of the Finite State Machine (FSM) represents a mode of the system, in which some tasks have to be executed, as described in the mission plan. The system takes transitions based on the results of these actions and the progression of the AUV. The system is programmed with high-level commands of the style "set depth 3" state1 state2 action 1.1 action 2.1 Figure 1: Simplified Finite State Machine for the AUV. The FSM must be able to fire any type of actions, without knowing anything about them. This problem is addressed by the Command Pattern [GOF95], which encapsulates an action as an object, thereby letting you parameterize clients with different actions. -
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. -
Addison Wesley, 2000, Pp
------==Proudly Presented by MODELER==------ preface.fm Page xv Wednesday, June 6, 2001 4:18 PM Preface Design patterns and object-oriented programming. They hold such promise to make your life as a software designer and developer eas- ier. Their terminology is bandied about every day in the technical and even the popular press. But it can be hard to learn them, to become proficient with them, to understand what is really going on. Perhaps you have been using an object-oriented or object-based language for years. Have you learned that the true power of objects is not inheritance but is in “encapsulating behaviors”? Perhaps you are curious about design patterns and have found the literature a bit too esoteric and high-falutin. If so, this book is for you. It is based on years of teaching this material to software developers, both experienced and new to object orientation. It is based upon the belief—and our experience—that once you understand the basic principles and motivations that underlie these concepts, why they are doing what they do, your learning curve will be incredibly shorter. And in our discussion of design patterns, you will under- stand the true mindset of object orientation, which is a necessity before you can become proficient. As you read this book, you will gain a solid understanding of the ten most essential design patterns. You will learn that design pat- terns do not exist on their own, but are supposed to work in con- cert with other design patterns to help you create more robust applications. -
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. -
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. -
A Mathematical Approach to Object Oriented Design Patterns
06.2006 J.Natn.Sci.FoundationObject oriented design Sripatterns Lanka 2008 36 (3):219-227 219 RESEARCH ARTICLE A mathematical approach to object oriented design patterns Saluka R. Kodituwakku1*and Peter Bertok2 1 Department of Statistics and Computer Science, Faculty of Science, University of Peradeniya, Peradeniya. 2 Department of Computer Science, RMIT University, Melbourne, Australia. Revised: 27 May 2008 ; Accepted: 18 July 2008 Abstract: Although design patterns are reusable design the distribution of responsibilities. For ease of learning elements, existing pattern descriptions focus on specific and reference, in1, design patterns are organized into a solutions that are not easily reusable in new designs. This paper catalogue. introduces a new pattern description method for object oriented design patterns. The description method aims at providing a The catalogue is formed by two criteria: purpose more general description of patterns so that patterns can be and scope. According to their purpose, design patterns readily reusable. This method also helps a programmer to are classified into creational, structural and behavioural, analyze, compare patterns, and detect patterns from existing software programmes. whereas the scope divides patterns into class patterns and object patterns. Class patterns capture relationships This method differs from the existing pattern description between classes and their subclasses; object patterns deal methods in that it captures both static and dynamic properties with relationships between objects. of patterns. It describes them in terms of mathematical entities rather than natural language narratives, incomplete graphical Software patterns provide reusable solutions to notations or programme fragments. It also helps users to recurring design problems. Even if we have reusable understand the patterns and relationships between them; and solutions they may not be effectively reused, because select appropriate patterns to the problem at hand. -
The Scalable Adapter Design Pattern: Enabling Interoperability Between Educational Software Tools
The Scalable Adapter Design Pattern: Enabling Interoperability Between Educational Software Tools Andreas Harrer, Catholic University Eichstatt-Ingolstadt,¨ Germany, Niels Pinkwart, Clausthal University of Technology, Germany, Bruce M. McLaren, Carnegie Mellon University, Pittsburgh PA, U.S.A., and DFKI, Saarbrucken,¨ Germany, and Oliver Scheuer, DFKI, Saarbrucken,¨ Germany Abstract For many practical learning scenarios, the integrated use of more than one learning tool is educationally beneficial. In these cases, interoperability between learning tools - getting the pieces to talk to one another in a coherent, well-founded manner - is a crucial requirement that is often hard to achieve. This paper describes a re-usable software design that aims at the integration of independent learning tools into one collaborative learning scenario. We motivate the usefulness and expressiveness of combining several learning tools into one integrated learning experience. Based on this we sketch software design principles that integrate several existing components into a joint technical framework. The feasibility of the approach, which we name the “Scalable Adapter” design pattern, is shown with several implementation examples from different educational technology domains, including Intelligent Tutoring Systems and collaborative learning environments. IEEE keywords: J.m Computer applications, H.5.3 Group and Organization interfaces, K.3.m Computers in Education A short version of this paper appeared in the Proceedings of the Conference on Intelligent Tutoring Systems 2008 1 The Scalable Adapter Design Pattern: Enabling Interoperability Between Educational Software Tools1 I. INTRODUCTION hypothesis and plans. In order to help the student or student In the field of educational technology, there have been groups during the different steps of this inquiry procedure, it numerous attempts in recent years to connect differently makes sense to enable them to have hypotheses, experimenta- targeted learning environments to one another.