Software Design Pattern 1 Software Design Pattern
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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. -
Solid Code Ebook
PUBLISHED BY Microsoft Press A Division of Microsoft Corporation One Microsoft Way Redmond, Washington 98052-6399 Copyright © 2009 by Donis Marshall and John Bruno All rights reserved. No part of the contents of this book may be reproduced or transmitted in any form or by any means without the written permission of the publisher. Library of Congress Control Number: 2008940526 Printed and bound in the United States of America. 1 2 3 4 5 6 7 8 9 QWT 4 3 2 1 0 9 Distributed in Canada by H.B. Fenn and Company Ltd. A CIP catalogue record for this book is available from the British Library. Microsoft Press books are available through booksellers and distributors worldwide. For further infor mation about international editions, contact your local Microsoft Corporation office or contact Microsoft Press International directly at fax (425) 936-7329. Visit our Web site at www.microsoft.com/mspress. Send comments to [email protected]. Microsoft, Microsoft Press, Active Desktop, Active Directory, Internet Explorer, SQL Server, Win32, Windows, Windows NT, Windows PowerShell, Windows Server, and Windows Vista are either registered trademarks or trademarks of the Microsoft group of companies. Other product and company names mentioned herein may be the trademarks of their respective owners. The example companies, organizations, products, domain names, e-mail addresses, logos, people, places, and events depicted herein are fictitious. No association with any real company, organization, product, domain name, e-mail address, logo, person, place, or event is intended or should be inferred. This book expresses the author’s views and opinions. The information contained in this book is provided without any express, statutory, or implied warranties. -
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. -
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 Case Study: Java Swing
Principles of Software Construction: Objects, Design, and Concurrency Part 2: Design case studies Design case study: Java Swing Charlie Garrod Chris Timperley 17-214 1 Administrivia • Reading due today: UML and Patterns 26.1 and 26.4 • Homework 4b due Thursday, October 17th https://commons.wikimedia.org/wiki/File:1_carcassonne_aerial_2016.jpg 17-214 2 Key concepts from Thursday • Observer design pattern • Introduction to concurrency – Not enough synchronization: safety failure – Too much synchronization: liveness failure • Event-based programming • Introduction to GUIs 17-214 3 GUI programming is inherently multi-threaded • Swing event dispatch thread (EDT) handles all GUI events – Mouse events, keyboard events, timer events, etc. • No other time-consuming activity allowed on the EDT – Violating this rule can cause liveness failures 17-214 4 Swing has many event listener interfaces • ActionListener • MouseListener • AdjustmentListener • TreeExpansionListener • FocusListener • TextListener • ItemListener • WindowListener • KeyListener • … class ActionEvent { int when; String actionCommand; int modifiers; Object source(); int id; … interface ActionListener { } void actionPerformed(ActionEvent e); } 17-214 5 Aside: lambdas vs. explicit class declarations? //static public void main… JFrame window = … JPanel panel = new JPanel(); window.setContentPane(panel); panel to hold the button JButton button = new JButton(“Click me”); button.addActionListener(new ActionListener() { public void actionPerformed(ActionEvent e) { System.out.println(“Button -
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. -
Huiswerk Linux: Sendmail Virtual User Instellen
Huiswerk Linux: Sendmail virtual user instellen Als professioneel administrator wil je zo min mogelijk gebruikers op je Linux machine hebben. Echte Linux gebruikers hebben login-rechten op jouw server en kunnen schade aanrichten op jouw machine. Het is in de meeste gevallen niet nodig om voor iedere klant een gebruikersaccount aan te maken. De meeste klanten willen alleen dat hun e-mail werkt. De opdracht voor deze week is: maak een virtual user voor het testdomein.nl aan. Over virtual users Het nadeel van het instellen van Virtual Hosts is dat alle gebruikers geldig zijn voor ieder e-mail domein dat je aanmaakt. Stel dat je een e-mail domein ( virtual host ) voor een klant aanmaakt, zodat zij e-mail kan ontvangen via dit domein. Dit betekent dat andere gebruikers ook e-mail kunnen ontvangen voor datzelfde domein. Dit veroorzaakt veel extra spam. Het handige van virtual users is dat ze alleen bestaan voor het domein waarvoor ze zijn aangemaakt. Het sudo mechanisme Het configureren van Linux doen we namens de super-user . We moeten daarom tijdelijk inloggen als Administrator. Cygwin gebruikers Andere Linux gebruikers Sudo voor Cygwin gebruikers: rechts-klik op het icoon van de Sudo voor gebruikers van andere Linux-versies ( Ubuntu , Cygwin terminal, en kies voor Als administrator uitvoeren . Lubuntu , Kubuntu , Android , Gentoo , Debian , etc): start een Zorg er ook voor dat de Sendmail daemon is gestart: terminal met de toetsencombinatie <Ctrl><Alt>-T. We gebruiken het commando sudo om in te loggen met het su service sendmail start (become Super User) commando. Daardoor blijven we ingelogd: sudo su Feature controleren Sendmail wordt geconfigureerd via het bestand /etc/mail/sendmail.cf . -
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. -
Comparative Studies of Programming Languages; Course Lecture Notes
Comparative Studies of Programming Languages, COMP6411 Lecture Notes, Revision 1.9 Joey Paquet Serguei A. Mokhov (Eds.) August 5, 2010 arXiv:1007.2123v6 [cs.PL] 4 Aug 2010 2 Preface Lecture notes for the Comparative Studies of Programming Languages course, COMP6411, taught at the Department of Computer Science and Software Engineering, Faculty of Engineering and Computer Science, Concordia University, Montreal, QC, Canada. These notes include a compiled book of primarily related articles from the Wikipedia, the Free Encyclopedia [24], as well as Comparative Programming Languages book [7] and other resources, including our own. The original notes were compiled by Dr. Paquet [14] 3 4 Contents 1 Brief History and Genealogy of Programming Languages 7 1.1 Introduction . 7 1.1.1 Subreferences . 7 1.2 History . 7 1.2.1 Pre-computer era . 7 1.2.2 Subreferences . 8 1.2.3 Early computer era . 8 1.2.4 Subreferences . 8 1.2.5 Modern/Structured programming languages . 9 1.3 References . 19 2 Programming Paradigms 21 2.1 Introduction . 21 2.2 History . 21 2.2.1 Low-level: binary, assembly . 21 2.2.2 Procedural programming . 22 2.2.3 Object-oriented programming . 23 2.2.4 Declarative programming . 27 3 Program Evaluation 33 3.1 Program analysis and translation phases . 33 3.1.1 Front end . 33 3.1.2 Back end . 34 3.2 Compilation vs. interpretation . 34 3.2.1 Compilation . 34 3.2.2 Interpretation . 36 3.2.3 Subreferences . 37 3.3 Type System . 38 3.3.1 Type checking . 38 3.4 Memory management . -
Lecture 1 for Chapter 8, Object Design: Reusing Pattern Solutions
Object-Oriented Software Engineering Using UML, Patterns, and Java Chapter 8, Object Design: 8, Object Chapter Reuse and Patterns I and Patterns Reuse Object Design Object design is the process of adding details to the requirements analysis and making implementation decisions The object designer must choose among different ways to implement the analysis model with the goal to minimize execution time, memory and other measures of cost Requirements Analysis: Use cases, functional and dynamic model deliver operations for object model Object Design: Iterates on the models, in particular the object model and refine the models Object Design serves as the basis of implementation System Development as a Set of Activities System Problem Application objects Analysis Solution objects Design Custom objects - Object Design Off-the-Shelf Components - System Design Existing Machine Examples of Object Design Activities Identification of existing components Full definition of associations Full definition of classes (System Design => Service, Object Design => Subsystem interfaces/API) Choosing algorithms and data structures Identifying possibilities of reuse Detection of solution-domain classes Optimization Increase of inheritance Decision on control …… A More Detailed View of Object Design Activities Select Subsystem Specification Reuse Identifying missing Identifying components attributes & operations Specifying visibility Adjusting components Specifying types & signatures Identifying patterns Specifying constraints Specifying exceptions -
University of Vaasa
UNIVERSITY OF VAASA FACULTY OF TECHNOLOGY DEPARTMENT OF COMPUTER SCIENCE Arvi Lehesvuo A SOFTWARE FRAMEWORK FOR STORING USER WORKSPACES OF DESKTOP APPLICATIONS Master’s thesis in Technology for the degree of Master of Science in Technology submitted for inspection, Vaasa, June 30, 2012. Supervisor Prof. Jouni Lampinen Instructor M.Sc. Pasi Pelkkikangas 1 TABLE OF CONTENTS page ABBREVIATIONS 3 LIST OF FIGURES 4 TIIVISTELMÄ 5 ABSTRACT 6 1. INTRODUCTION 7 1.1. Company Introduction: Wapice Ltd 8 1.2. Professional Background Statement 9 1.3. The Scope of the Research 9 1.4. Research Questions 10 2. RESEARCH METHODOLOGY 12 2.1. Constructive Research Approach 12 2.2. Research Process as Applied in This Research 13 3. THEORY AND BACKGROUND OF THE STUDY 17 3.1. Introduction to the Subject 17 3.2. History of Object Oriented Programming 17 3.3. Most Central Elements in Object Oriented Programming 19 3.4. More Advanced Features of Object Oriented Programming 25 3.5. Software Design Patterns 27 3.6. Graphical User Interface Programming 34 4. DEVELOPING THE SOLUTION 39 4.1. Identifying the Solution Requirements 39 4.2. Designing Basic Structure for the Solution 43 4.3. Building the Solution as an External Software Component 47 4.4. Storing the User Data 48 4.5. Optimizing Construction for C# 51 2 5. EVALUATING PRACTICAL RELEVANCE OF THE DESIGN 54 5.1. Testing Design by applying it to Different GUI Design Models 54 5.2. Analyzing Results of the User Questionnaire 57 6. CONCLUSIONS AND FUTURE 61 6.1. Practical Contribution 62 6.2.