Should Decorators Preserve the Component Interface?
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Programming Languages & Paradigms Abstraction & Modularity
Programming Languages & Paradigms PROP HT 2011 Abstraction & Modularity Lecture 6 Inheritance vs. delegation, method vs. message Beatrice Åkerblom [email protected] 2 Thursday, November 17, 11 Thursday, November 17, 11 Modularity Modularity, cont’d. • Modular Decomposability • Modular Understandability – helps in decomposing software problems into a small number of less – if it helps produce software in which a human reader can understand complex subproblems that are each module without having to know the others, or (at worst) by •connected by a simple structure examining only a few others •independent enough to let work proceed separately on each item • Modular Continuity • Modular Composability – a small change in the problem specification will trigger a change of – favours the production of software elements which may be freely just one module, or a small number of modules combined with each other to produce new systems, possibly in a new environment 3 4 Thursday, November 17, 11 Thursday, November 17, 11 Modularity, cont’d. Classes aren’t Enough • Modular Protection • Classes provide a good modular decomposition technique. – the effect of an error at run-time in a module will remain confined – They possess many of the qualities expected of reusable software to that module, or at worst will only propagate to a few neighbouring components: modules •they are homogenous, coherent modules •their interface may be clearly separated from their implementation according to information hiding •they may be precisely specified • But more is needed to fully achieve the goals of reusability and extendibility 5 6 Thursday, November 17, 11 Thursday, November 17, 11 Polymorphism Static Binding • Lets us wait with binding until runtime to achieve flexibility • Function call in C: – Binding is not type checking – Bound at compile-time – Allocate stack space • Parametric polymorphism – Push return address – Generics – Jump to function • Subtype polymorphism – E.g. -
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. -
Concepts of Object-Oriented Programming AS 2019
Concepts of Object-Oriented Programming AS 2019 Exercise 6 Multiple Inheritance, Multiple Dispatch and Linearization November 1, 2019 Task 1 (from a previous exam) Consider the following C++ program: class X{ public: X(int p) : fx(p) {} int fx; }; class Y{ public: Y(int p) : fy(p) {} int fy; }; class B: public virtual X,public Y{ public: B(int p) : X(p-1),Y(p-2){} }; class C: public virtual X,public Y{ public: C(int p) : X(p+1),Y(p+1){} }; class D: public B, public C{ public: D(int p) : X(p-1), B(p-2), C(p+1){} }; int main() { D* d = new D(5); B* b = d; C* c = d; std::cout << b->fx << b->fy << c->fx << c->fy; return 0; } What is the output of running the program? (a) 5555 (b) 2177 (c) CORRECT: 4147 (d) 7177 (e) 7777 (f) None of the above Task 2 (from a previous exam) Consider the following Java classes: class A{ public void foo (Object o) { System.out.println("A"); } } class B{ public void foo (String o) { System.out.println("B"); } } class C extends A{ public void foo (String s) { System.out.println("C"); } } class D extends B{ public void foo (Object o) { System.out.println("D"); } } class Main { public static void main(String[] args) { A a = new C(); a.foo("Java"); C c = new C(); c.foo("Java"); B b = new D(); b.foo("Java"); D d = new D(); d.foo("Java"); } } What is the output of the execution of the method main in class Main? (a) The code will print A C B D (b) CORRECT: The code will print A C B B (c) The code will print C C B B (d) The code will print C C B D (e) None of the above Task 3 Consider the following C# classes: public class -
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. -
Interface Evolution Via Virtual Extension Methods Brian Goetz Fourth Draft, June 2011
Interface evolution via virtual extension methods Brian Goetz Fourth draft, June 2011 1. Problem statement Once published, it is impossible to add methods to an interface without breaking existing implementations. (Specifically, adding a method to an interface is not a source- compatible change.) The longer the time since a library has been published, the more likely it is that this restriction will cause grief for its maintainers. The addition of closures to the Java language in JDK 7 place additional stress on the aging Collection interfaces; one of the most significant benefits of closures is that it enables the development of more powerful libraries. It would be disappointing to add a language feature that enables better libraries while at the same time not extending the core libraries to take advantage of that feature1. V1 of the Lambda Strawman proposed C#-style static extension methods as a means of creating the illusion of adding methods to existing classes and interfaces, but they have significant limitations – for example, they cannot be overridden by classes that implement the interface being extended, so implementations are stuck with the “one size fits all” implementation provided as an extension2, and they are not reflectively discoverable. 2. Virtual extension methods3 In this document, we outline a mechanism for adding new methods to existing interfaces, which we call virtual extension methods. Existing interfaces can be augmented without compromising backward compatibility4 by adding extension methods to the interface, whose declaration would contain instructions for finding the default implementation in the event that implementers do not provide a method body. -
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. -
Identitymodel Documentation
IdentityModel Documentation Dominick Baier and Brock Allen May 11, 2021 IdentityModel 1 IdentityModel 3 2 IdentityModel.AspNetCore 5 3 IdentityModel.AspNetCore.OAuth2Introspection7 4 IdentityModel.OidcClient 9 5 oidc-client.js 11 5.1 Overview................................................. 11 5.2 Discovery Endpoint........................................... 12 5.3 Token Endpoint.............................................. 14 5.4 Token Introspection Endpoint...................................... 17 5.5 Token Revocation Endpoint....................................... 17 5.6 UserInfo Endpoint............................................ 18 5.7 Dynamic Client Registration....................................... 18 5.8 Device Authorization Endpoint..................................... 19 5.9 Protocol and Claim Type Constants................................... 19 5.10 Creating Request URLs (e.g. for Authorize and EndSession endpoints)................ 20 5.11 Fluent API for the X.509 Certificate Store................................ 22 5.12 Base64 URL Encoding.......................................... 22 5.13 Epoch Time Conversion......................................... 22 5.14 Time-Constant String Comparison.................................... 22 5.15 Overview................................................. 23 5.16 Worker Applications........................................... 23 5.17 Web Applications............................................ 25 5.18 Extensibility............................................... 27 5.19 Overview................................................ -
Safely Creating Correct Subclasses Without Superclass Code Clyde Dwain Ruby Iowa State University
Iowa State University Capstones, Theses and Retrospective Theses and Dissertations Dissertations 2006 Modular subclass verification: safely creating correct subclasses without superclass code Clyde Dwain Ruby Iowa State University Follow this and additional works at: https://lib.dr.iastate.edu/rtd Part of the Computer Sciences Commons Recommended Citation Ruby, Clyde Dwain, "Modular subclass verification: safely creating correct subclasses without superclass code " (2006). Retrospective Theses and Dissertations. 1877. https://lib.dr.iastate.edu/rtd/1877 This Dissertation is brought to you for free and open access by the Iowa State University Capstones, Theses and Dissertations at Iowa State University Digital Repository. It has been accepted for inclusion in Retrospective Theses and Dissertations by an authorized administrator of Iowa State University Digital Repository. For more information, please contact [email protected]. Modular subclass verification: Safely creating correct subclasses without superclass code by Clyde Dwain Ruby A dissertation submitted to the graduate faculty in partial fulfillment of the requirements for the degree of DOCTOR OF PHILOSOPHY Major: Computer Science Program of Study Committee Gary T. Leavens, Major Professor Samik Basu Clifford Bergman Shashi K. Gadia Jonathan D. H. Smith Iowa State University Ames, Iowa 2006 Copyright © Clyde Dwain Ruby, 2006. All rights reserved. UMI Number: 3243833 Copyright 2006 by Ruby, Clyde Dwain All rights reserved. UMI Microform 3243833 Copyright 2007 by ProQuest Information and Learning Company. All rights reserved. This microform edition is protected against unauthorized copying under Title 17, United States Code. ProQuest Information and Learning Company 300 North Zeeb Road P.O. Box 1346 Ann Arbor, MI 48106-1346 ii TABLE OF CONTENTS ACKNOWLEDGEMENTS . -
Dependency Injection with Unity
D EPEN DEPENDENCY INJECTION WITH UNITY Over the years software systems have evolutionarily become more and more patterns & practices D ENCY complex. One of the techniques for dealing with this inherent complexity Proven practices for predictable results of software systems is dependency injection – a design pattern that I allows the removal of hard-coded dependencies and makes it possible to Save time and reduce risk on your NJECT assemble a service by changing dependencies easily, whether at run-time software development projects by or compile-time. It promotes code reuse and loosely-coupled design which incorporating patterns & practices, I leads to more easily maintainable and flexible code. Microsoft’s applied engineering ON guidance that includes both production The guide you are holding in your hands is a primer on using dependency quality source code and documentation. W I injection with Unity – a lightweight extensible dependency injection TH DEPENDENCY INJECTION container built by the Microsoft patterns & practices team. It covers The guidance is designed to help U software development teams: various styles of dependency injection and also additional capabilities N I of Unity container, such as object lifetime management, interception, Make critical design and technology TY and registration by convention. It also discusses the advanced topics of selection decisions by highlighting WITH UNITY enhancing Unity with your custom extensions. the appropriate solution architectures, technologies, and Microsoft products The guide contains plenty of trade-off discussions and tips and tricks for for common scenarios managing your application cross-cutting concerns and making the most out of both dependency injection and Unity. These are accompanied by a Understand the most important Dominic Betts real world example that will help you master the techniques. -
Appendix a and Appendix B
This PDF contains 2 Appendices: Appendix A and Appendix B. Appendix A Answers to the Test Your Knowledge Questions This appendix has the answers to the questions in the Test Your Knowledge section at the end of each chapter. Chapter 1 – Hello, C#! Welcome, .NET! 1. Why can a programmer use different languages, for example, C# and F#, to write applications that run on .NET? Answer: Multiple languages are supported on .NET because each one has a compiler that translates the source code into intermediate language (IL) code. This IL code is then compiled to native CPU instructions at runtime by the CLR. 2. What do you type at the prompt to create a console app? Answer: You enter dotnet new console. 3. What do you type at the prompt to build and execute C# source code? Answer: In a folder with a ProjectName.csproj file, you enter dotnet run. 4. What is the Visual Studio Code keyboard shortcut to view Terminal? Answer: Ctrl + ` (back tick). Answers to the Test Your Knowledge Questions 5. Is Visual Studio 2019 better than Visual Studio Code? Answer: No. Each is optimized for different tasks. Visual Studio 2019 is large, heavy- weight, and can create applications with graphical user interfaces, for example, Windows Forms, WPF, UWP, and Xamarin.Forms mobile apps, but it is only available on Windows. Visual Studio Code is smaller, lighter-weight, code-focused, supports many more languages, and is available cross-platform. In 2021, with the release of .NET 6 and .NET Multi-platform App User Interface (MAUI), Visual Studio Code will get an extension that enables building user interfaces for desktop and mobile apps. -
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.