1.1 Synchronization Patterns
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Learning Functional Programming in Scala Alvin Alexander
Learning Functional Programming in Scala Alvin Alexander A logical, step by step approach to learning functional programming Copyright Learning Functional Programming in Scala Copyright 2017 Alvin J. Alexander All rights reserved. No part of this book may be reproduced without prior written permission from the author. Disclaimer: This book is presented solely for educational purposes, and it’s also a work in progress. While best efforts have been used in prepar- ing this book, the author makes no representations or warranties of any kind and assume no liabilities of any kind with respect to the accuracy or completeness of the contents, and specifically disclaim any implied war- ranties of merchantability or fitness of use for a particular purpose. The author shall not be held liable or responsible to any person or entity with respect to any loss or incidental or consequential damages caused, or al- leged to have been caused, directly or indirectly, by the information or programs contained herein. Any use of this information is at your own risk. The advice and strategies contained herein may not be suitable for your situation. Version 0.1.1, published May 15, 2017 (The cover photo was taken on the Dalton Highway in Alaska, some- where between Fairbanks and Prudhoe Bay.) Contents 1 Changelog 1 2 Preface 3 3 Introduction (or, Why I Wrote This Book) 5 4 WhoThisBookisFor 11 5 Goals 15 6 Question Everything 23 7 Rules for Programming in this Book 33 8 One Rule for Reading this Book 39 9 What is “Functional Programming”? 41 10 What is This Lambda -
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. -
Design Patterns in PHP and Laravel — Kelt Dockins Design Patterns in PHP and Laravel
Design Patterns in PHP and Laravel — Kelt Dockins Design Patterns in PHP and Laravel Kelt Dockins [email protected] Design Patterns in PHP and Laravel Kelt Dockins Dolph, Arkansas USA ISBN-13 (pbk): 978-1-4842-2450-2 ISBN-13 (electronic): 978-1-4842-2451-9 DOI 10.1007/978-1-4842-2451-9 Library of Congress Control Number: 2016961807 Copyright © 2017 by Kelt Dockins This work is subject to copyright. All rights are reserved by the Publisher, whether the whole or part of the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfilms or in any other physical way, and transmission or information storage and retrieval, electronic adaptation, computer software, or by similar or dissimilar methodology now known or hereafter developed. Trademarked names, logos, and images may appear in this book. Rather than use a trademark symbol with every occurrence of a trademarked name, logo, or image we use the names, logos, and images only in an editorial fashion and to the benefit of the trademark owner, with no intention of infringement of the trademark. The use in this publication of trade names, trademarks, service marks, and similar terms, even if they are not identified as such, is not to be taken as an expression of opinion as to whether or not they are subject to proprietary rights. While the advice and information in this book are believed to be true and accurate at the date of publication, neither the authors nor the editors nor the publisher can accept any legal responsibility for any errors or omissions that may be made. -
Process Synchronisation Background (1)
Process Synchronisation Background (1) Concurrent access to shared data may result in data inconsistency Maintaining data consistency requires mechanisms to ensure the orderly execution of cooperating processes Producer Consumer Background (2) Race condition count++ could be implemented as register1 = count register1 = register1 + 1 count = register1 count- - could be implemented as register2 = count register2 = register2 - 1 count = register2 Consider this execution interleaving with ―count = 5‖ initially: S0: producer execute register1 = count {register1 = 5} S1: producer execute register1 = register1 + 1 {register1 = 6} S2: consumer execute register2 = count {register2 = 5} S3: consumer execute register2 = register2 - 1 {register2 = 4} S4: producer execute count = register1 {count = 6 } S5: consumer execute count = register2 {count = 4} Solution: ensure that only one process at a time can manipulate variable count Avoid interference between changes Critical Section Problem Critical section: a segment of code in which a process may be changing Process structure common variables ◦ Only one process is allowed to be executing in its critical section at any moment in time Critical section problem: design a protocol for process cooperation Requirements for a solution ◦ Mutual exclusion ◦ Progress ◦ Bounded waiting No assumption can be made about the relative speed of processes Handling critical sections in OS ◦ Pre-emptive kernels (real-time programming, more responsive) Linux from 2.6, Solaris, IRIX ◦ Non-pre-emptive kernels (free from race conditions) Windows XP, Windows 2000, traditional UNIX kernel, Linux prior 2.6 Peterson’s Solution Two process solution Process Pi ◦ Mutual exclusion is preserved? ◦ The progress requirements is satisfied? ◦ The bounded-waiting requirement is met? Assumption: LOAD and STORE instructions are atomic, i.e. -
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. -
Five Considerations for Software Developers
FiveFive ConsiderationsConsiderations forfor SoftwareSoftware DevelopersDevelopers Kevlin Henney [email protected] Presented at Jfokus, Stockholm, 30th January 2008. Kevlin Henney [email protected] [email protected] Curbralan Ltd http://www.curbralan.com Voice: +44 117 942 2990 Fax: +44 870 052 2289 Agenda • Introduction • Consideration 1: Economy • Consideration 2: Visibility • Consideration 3: Spacing • Consideration 4: Symmetry • Consideration 5: Emergence • Outroduction 2 What general qualities in a software architecture help to promote its success? We can of course focus on fitness for purpose, cost of change, organisational acceptance, and so on, but are there broad considerations that can be kept in mind when looking at the structural and developmental side of an architecture? Those involved in software have a lot to keep in mind as they negotiate the worlds inside and outside of their code and the relationship between them. For those interested in improving the state of their art there are many (many) sources of specific recommendations they can use to sharpen their practice. This talk takes a step back from the busy, overpopulated and often overwhelming world of such recommendations to focus on five general considerations that can inform more detailed recommendations and specific decisions. Introduction StructuralSoftwareStructural engineering engineering engineering is is theis the the science science science an and dand art art art of of designingof designing designing and and and making, making, making, with with with economyeconomy and and elegance, elegance, buildings,applications, buildings, bridges, bridges, bridges, frameworks, frameworks, frameworks, and and and other other other similar similar similar structuresstructures so so that that they they can can safely safely resist resist the the forces forces to to which which they they may may be be subjected. -
Singleton Pattern: Motivation • Sometimes Need an Object That Is Unique – There Will Only Be a Single Instance of the Class
Singleton Pattern: Motivation • Sometimes need an object that is unique { There will only be a single instance of the class • Could be done with a global variable, BUT { Such an instance would exist for the duration of the program { If the instance were resource-intensive, this could be a problem { It would be better to create such an object only on an as-needed basis 1 Singleton Pattern: Defined • Singleton Pattern (177): Ensures a class has only one instance, and provides a global point of access to it. • The class manages a single instance of itself. • No other classes can create an instance of a singleton on their own. { I.e., another class cannot execute newInstance = new SingletonClass() • The singleton provides the means for other classes to access the instance. • Class diagram: • The question is: How to implement this so that we can insure that no more than one instance can be created? 2 Singleton Pattern: Implementation • We know that if we have a public constructor for a class, instances can be created by any other classes • But if we make the constructor private, only objects of the class could call the constructor, but then how could a first object of the class be created? { I.e., The only way to create an object of the class is to already have an object of the class (chicken and egg problem) • The trick is to have a private constructor but a static method that creates instances of the class { Since we're dealing with a singleton, the static method will include code that insures that only a single instance of the class will be created • Sample code: public class Singleton { private static Singleton uniqueInstance; private Singleton() { } public static Singleton getInstance() { if (uniqueInstance == null) uniqueInstance = new Singleton(); return uniqueInstance; } .. -
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................................... -
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. -
Declare Property Class Accept Null C
Declare Property Class Accept Null C Woesome and nontechnical Joshuah planned inveterately and pull-outs his frontiers sourly and daftly. Unquiet Bernard fly-by very instructively while Rick remains ectotrophic and chastened. Sometimes stereoscopic Addie unnaturalizes her acorns proportionally, but unlidded Cat invert heinously or orientalizes rancorously. Even experts are accepted types and positional parameters and references, and assigns to. Use HasValue property to check has value is assigned to nullable type sometimes not Static Nullable class is a. Thank you declare more freely, declare property class accept null c is useful to provide only one dispiriting aspect of. Here we're defining a suggest that extracts all non-nullable property keys from plant type. By disabling cookies to accept all? The car variable inside counter Person class shouldn't be declared type grass and. Use JSDoc type. Any class property name, null safe code token stream of properties and corresponds to accept a class! Why death concept of properties came into C The decline because not two reasons If the members of a class are private then select another class in C. JavaScript Properties of variables with null or undefined. Type cup type as should pickle the null value variable the pastry of the variable to which null. CS31 Intro to C Structs and Pointers. Using the New Null Conditional Operator in C 6 InformIT. Your extra bet is to get themselves the good group of initializing all variables when you disabled them. This class that null values can declare variables declared inside an exception handling is nullable context switches a varargs in. -
Is 18 Factoriessingleton.Pdf
Vincenzo Gervasi, Laura Semini Ingegneria del Software Dipartimento di Informatica Università di Pisa “Each pattern describes a problem which occurs over and over again in our environment, and then describes the core of the solution to that problem, in such a way that you can use this solution a million times over, without ever doing it the same way twice” ▪ -- Christopher Alexander A Pattern Language, 1977 C. Alexander ha definito i design patterns studiando tecniche per migliorare il processo di progettazione di edifici e aree urbane Ogni pattern è una regola in tre parti, che esprime una relazione tra ▪ Un contesto ▪ Un problema ▪ Una soluzione DEF: “una soluzione a un problema in un contesto” I pattern possono essere applicati a diverse aree, compreso lo sviluppo software analysis design Architetural implementation Detailed • coding maintenance • unit testing • integration • system testing Sono 23 design pattern suddivisi in base al loro scopo Creazionali: ▪ propongono soluzioni per creare oggetti Comportamentali: ▪ propongono soluzioni per gestire il modo in cui vengono suddivise le responsabilità delle classi e degli oggetti Strutturali: ▪ propongono soluzioni per la composizione strutturale di classi e oggetti Factory: a class whose sole job is to easily create and return instances of other classes Creational patterns abstract the object instantiation process. ▪ They hide how objects are created and help make the overall system independent of how its objects are created and composed. ▪ They make it easier to construct -
C++ and the Perils of Double-Checked Locking ∗
C++ and the Perils of Double-Checked Locking ∗ Scott Meyers and Andrei Alexandrescu September 2004 Multithreading is just one damn thing after, before, or simultaneous with another. 1 Introduction Google the newsgroups or the web for the names of various design patterns, and you’re sure to find that one of the most commonly mentioned is Singleton. Try to put Singleton into practice, however, and you’re all but certain to bump into a significant limitation: as traditionally implemented (and as we explain below), Singleton isn’t thread-safe. Much effort has been put into addressing this shortcoming. One of the most popular approaches is a design pattern in its own right, the Double-Checked Locking Pattern (DCLP) [13, 14]. DCLP is designed to add efficient thread- safety to initialization of a shared resource (such as a Singleton), but it has a problem: it’s not reliable. Furthermore, there’s virtually no portable way to make it reliable in C++ (or in C) without substantively modifying the conven- tional pattern implementation. To make matters even more interesting, DCLP can fail for different reasons on uniprocessor and multiprocessor architectures. This article explains why Singleton isn’t thread safe, how DCLP attempts to address that problem, why DCLP may fail on both uni- and multiprocessor ar- chitectures, and why you can’t (portably) do anything about it. Along the way, it clarifies the relationships among statement ordering in source code, sequence points, compiler and hardware optimizations, and the actual order of statement execution. Finally, it concludes with some suggestions regarding how to add thread-safety to Singleton (and similar constructs) such that the resulting code is both reliable and efficient.