An introduction to creational design patterns in object orientation. Suitable for intermediate to advanced computing students and those studying software engineering.
Creational patterns deal with object creation and aim to create objects in a suitable manner. There are three main creational patterns: the factory pattern, which provides a consistent interface for creating properly configured objects; the abstract factory pattern, which is a factory for factories and handles more complex situations; and the singleton pattern, which ensures a single instance of an object and consistency of data by restricting object instantiation.
This document provides an overview of design patterns, including their definition, origins, properties, types, and examples. It discusses common design patterns like Singleton, Observer, Strategy, Adapter, Facade, and Proxy. For each pattern, it describes the context, problem, forces, solution, and examples. The document also covers challenges of applying patterns and developing new patterns.
The document provides an overview of the basics of C# 2008 .NET 3.0/3.5, including the basic structure of a C# program, namespaces, classes, methods, variables, data types, operators, flow control, arrays, namespaces, console input/output, and comments. It discusses key concepts such as object-oriented programming fundamentals, console applications in Visual Studio 2008, and more advanced topics such as checked and unchecked operators.
This document discusses design patterns, beginning with how they were introduced in architecture in the 1950s and became popularized by the "Gang of Four" researchers. It defines what patterns are and provides examples of different types of patterns (creational, structural, behavioral) along with common patterns in each category. The benefits of patterns are that they enable reuse, improve communication, and ease the transition to object-oriented development. Potential drawbacks are that patterns do not directly lead to code reuse and can be overused. Effective use requires applying patterns strategically rather than recasting all code as patterns.
This document discusses design patterns and provides examples of the Singleton and Abstract Factory patterns. It begins with an introduction to design patterns, their purpose and history. It then discusses the Singleton pattern in detail using a logger example and describes how to implement it using lazy instantiation. It also covers the Abstract Factory pattern using real world examples of a kitchen and chefs. It compares how these patterns would be implemented in code versus real objects.
This slideshow walks through common and popular Architectural design patterns such as Data-Driven Architecture, Micro-Services, Layered Architecture, and Micro-Kernel Architecture. I also go over the pros and cons and in which scenario each architecture is preferable
This presentation talks about some commonly used software architecture patterns. The main features of the following architectural patterns are described:
- Layered architecture
- Event-driven architecture (both mediator and broker topology)
- Microservices architecture (API-REST based, REST based, Centralized message topology)
Each pattern is analyzed in terms of:
- Overall agility
- Ease of deployment
- Testability
- Performance
- Scalability
- Ease of develpment.
The slide refers to the online book "Software Architecture Patterns", Mark Richards, 2015, O’Reilly.
The presentation is took from the Software Engineering course I run in the bachelor-level informatics curriculum at the University of Padova.
The document discusses the Abstract Factory pattern, which defines an interface for creating families of related objects without specifying their concrete classes. It provides advantages like isolating code from implementation classes and promoting consistency. The implementation overview describes creating shape and color interfaces and classes, an AbstractFactory interface, and Factory classes that extend AbstractFactory and create shape and color objects. FactoryProducer is used to get the appropriate factory. Tests create objects using the factories to demonstrate the pattern.
The document outlines topics related to C# programming including fundamentals, data types, expressions, debugging, conditional statements, loops, classes, methods, and other concepts. It provides descriptions and examples for key elements like declaring variables, defining classes and objects, boxing and unboxing value types, namespaces, and more. The document appears to be serving as a course outline or guide for learning C#.
UML stands for Unified Modelling Language.
UML is a standard language for specifying, visualizing, constructing, and documenting a system in which software represents the most significant part.
UML is different from the other common programming languages like C++, Java, COBOL etc.
UML is a pictorial language used to make software blue prints.
UML can serve as a central notation for software development process. Using UML helps project teams communicate, explore potential designs, and validate the architectural designs of software.
UML diagrams are made using notation of things and relationships.
The building blocks of UML can be defined as:
Things
Relationships
Diagrams
Things: Things are the most important building blocks of UML. Things can be:
Structural
Behavioral
Grouping
Annotational
The Structural things define the static part of the model. They represent physical and conceptual elements. Following are the brief descriptions of the structural things.
Class: Class represents set of objects having similar responsibilities.
Interface: Interface defines a set of operations which specify the responsibility of a class.
Collaboration: Collaboration defines interaction between elements.
Use case: Use case represents a set of actions performed by a system for a specific goal.
Component: Component describes physical part of a system.
Node: A node can be defined as a physical element that exists at run time.
A behavioral thing consists of the dynamic parts of UML models. Following are the behavioral things:
Interaction: Interaction is defined as a behavior that consists of a group of messages exchanged among elements to accomplish a specific task.
State machine: State machine is useful when the state of an object in its life cycle is important. It defines the sequence of states an object goes through in response to events. Events are external factors responsible for state change.
This document provides an overview and introduction to design patterns. It discusses creational, structural, and behavioral patterns. For each category it briefly introduces and describes the intent and use of some common patterns, including Factory Method, Singleton, Decorator, Facade, Command, Iterator, and Observer. It also includes diagrams to illustrate the relationships between objects in sample implementations.
The document discusses object-oriented analysis and design concepts like objects, classes, class diagrams, and relationships between classes. It defines objects and classes, and notes that class diagrams describe the attributes and operations of classes and the relationships between them. The document also discusses different types of relationships between classes like association, generalization, aggregation, and their notation in class diagrams including association names, roles, and multiplicity.
Design patterns are optimized, reusable solutions to the programming problems that we encounter every day. A design pattern is not a class or a library that we can simply plug into our system; it's much more than that. It is a template that has to be implemented in the correct situation. It's not language-specific either. A good design pattern should be implementable in most—if not all—languages, depending on the capabilities of the language. Most importantly, any design pattern can be a double-edged sword— if implemented in the wrong place, it can be disastrous and create many problems for you. However, implemented in the right place, at the right time, it can be your savior.
Name : Prasoon Dadhich
USN : 1MS09IS069
CODE
#include <iostream>
using namespace std;
class Singleton
{
private:
static bool instanceFlag;
static Singleton *single;
Singleton()
{
//private constructor
}
public:
static Singleton* getInstance();
void method();
~Singleton()
{
instanceFlag = false;
}
};
bool Singleton::instanceFlag = false;
Singleton* Singleton::single = NULL;
Singleton* Singleton::getInstance()
{
if(! instanceFlag)
{
single = new Singleton();
instanceFlag = true;
return single;
}
else
{
return single;
}
}
void Singleton::method()
{
cout << "Method of the singleton class" << endl;
}
int main()
{
Singleton *sc1,*sc2;
sc1 = Singleton::getInstance();
sc1->method();
sc2 = Singleton::getInstance();
sc2->method();
return 0;
}
Explanation
If we create any object of this class then the static object (player) will be returned and assigned to the new object.
Finally only one object will be there. The point is not how many times something gets executed, the point is, that the work is done by a single instance of the the class. This is ensured by the class method Singleton::getInstance().
As you can see in the above code,Client can access any instance of the singleton only through the getInstance() method.Once an instance is created,the instanceFlag value becomes true and then any further objects pointers created will be given the reference to the same object that has been created.
Also,make sure you notice the presence of a private constructor.This ensures that no new objects of the class are created and that all the class pointers get the same reference to work on.
The document discusses several design patterns including Observer, State, Template Method, Memento, Command, Chain of Responsibility, Interpreter, Mediator, Iterator, Strategy, Visitor, Flyweight, and Singleton patterns. For each pattern, it provides the definition, participants, structure, intent, caveats, and examples.
This document discusses software quality and its attributes. It defines software quality as conformance to functional and performance requirements, development standards, and implicit expectations. Problems in ensuring quality include incomplete specifications and tensions between different stakeholder needs. Quality is described using a hierarchical model, with attributes including reliability, efficiency, usability, maintainability, and portability. Internal attributes like correctness, verifiability and understandability contribute to external attributes like reliability, usability and maintainability. Productivity, timeliness and visibility are described as important process quality attributes.
This document provides an overview of object-oriented software design using the Unified Modeling Language (UML). It discusses key concepts in object-oriented design like classes, methods, inheritance, and relationships. It also describes UML diagrams for modeling different aspects of a system, including use case diagrams for capturing user requirements, class diagrams for modeling the structural design, and how UML was developed through the merging of earlier object-oriented modeling notations. The document aims to introduce software engineering principles and object-oriented modeling techniques using UML.
Je vous partage l'un des présentations que j'ai réalisé lorsque j'étais élève ingénieur pour le module 'Anglais Business ' , utile pour les étudiants souhaitant préparer une présentation en anglais sur les Design Pattern - ou les patrons de conception .
Object diagrams represent a snapshot of a system at a particular moment, showing the concrete instances of classes and their relationships. They capture the static view of a system to show object behaviors and relationships from a practical perspective. Unlike class diagrams which show abstract representations, object diagrams depict real-world objects and their unlimited possible instances. They are used for forward and reverse engineering, modeling object relationships and interactions, and understanding system behavior.
The Builder pattern is used to generate different types of reports (Crystal, HTML, PDF) from a CRM document format, while keeping the report construction process the same. An abstract ReportBuilder interface defines common report generation steps. Concrete builders like CrystalReportBuilder, HTMLReportBuilder, and PDFReportBuilder implement these steps to produce their specific report types. A ReportDirector coordinates the building process by working with a ReportBuilder object.
This document provides an overview of an introductory C# programming course. The course covers C# fundamentals like setting up a development environment, data types, conditionals, loops, object-oriented programming concepts, and data structures. It includes topics like installing Visual Studio, writing a "Hello World" program, built-in data types like string, integer, boolean, and more. The document also outlines sample code solutions for exercises on command line arguments, integer operations, leap year finder, and powers of two.
The document discusses three design patterns: Singleton, Observer, and Factory. The Singleton pattern ensures that only one instance of a class can exist and provides a global access point. The Observer pattern defines a subscription mechanism so that multiple objects can be notified of changes to an object they are observing. The Factory pattern provides an interface for creating objects but leaves the concrete class unspecified. Real-world examples and implementations of each pattern are provided.
Abstract classes and interfaces allow for abstraction and polymorphism in object-oriented design. Abstract classes can contain both abstract and concrete methods, while interfaces only contain abstract methods. Abstract classes are used to provide a common definition for subclasses through inheritance, while interfaces define a contract for implementing classes to follow. Both increase complexity, so their use should provide clear benefits to functionality.
The Iterator pattern provides a way to access the elements of an aggregate object sequentially without exposing its underlying representation. It defines an interface for traversing elements and concrete iterators that implement this interface and keep track of the current position. The iterator pattern is useful for hiding complexities of different traversal methods and supporting multiple traversals of the same collection simultaneously.
The document discusses various requirements modeling approaches used in software engineering. It describes goals of analysis modeling such as providing the first technical representation of a system, partitioning the system, and differentiating essential from implementation information. It then summarizes four main types of modeling: flow-oriented modeling depicts how data is transformed; scenario-based modeling represents the system from the user's perspective; class-based modeling defines objects and relationships; and behavioral modeling depicts how events impact class states. Finally, it provides examples of using data flow diagrams to model a lemonade stand system.
SE2018_Lec 18_ Design Principles and Design PatternsAmr E. Mohamed
The document discusses software design patterns. It defines design patterns as general and reusable solutions to commonly occurring problems in software design. It describes the key parts of a design pattern as the pattern name, the problem it addresses, the solution it provides, and the consequences of applying the pattern. The document also outlines some of the benefits of using design patterns such as codifying good design practices and providing a common vocabulary for designers.
This document discusses Microsoft's .NET framework and its confrontation with Sun Microsystems' Java platform. It provides an overview of key aspects of .NET such as the Common Language Runtime (CLR), Microsoft Intermediate Language (MSIL), and support for multiple programming languages. It also compares .NET's approach of targeting a virtual machine to traditional compiled languages that target specific operating systems and hardware configurations.
The document discusses design patterns including the Gang of Four book, UML class diagrams, and categories of design patterns such as creational, structural, and behavioral patterns. It provides definitions and examples of specific design patterns including abstract factory, factory method, observer, and bridge patterns. Key aspects like intent, participants, collaborations, and implementations are covered for some of the patterns.
The document discusses various design principles and patterns in Java including the Singleton, Factory Method, Prototype, and Abstract Factory patterns. It provides examples of when and how to apply each pattern, describing their structures, participants, collaborations and consequences. It also covers design principles such as the open-closed principle, dependency inversion, and interface segregation.
The document outlines topics related to C# programming including fundamentals, data types, expressions, debugging, conditional statements, loops, classes, methods, and other concepts. It provides descriptions and examples for key elements like declaring variables, defining classes and objects, boxing and unboxing value types, namespaces, and more. The document appears to be serving as a course outline or guide for learning C#.
UML stands for Unified Modelling Language.
UML is a standard language for specifying, visualizing, constructing, and documenting a system in which software represents the most significant part.
UML is different from the other common programming languages like C++, Java, COBOL etc.
UML is a pictorial language used to make software blue prints.
UML can serve as a central notation for software development process. Using UML helps project teams communicate, explore potential designs, and validate the architectural designs of software.
UML diagrams are made using notation of things and relationships.
The building blocks of UML can be defined as:
Things
Relationships
Diagrams
Things: Things are the most important building blocks of UML. Things can be:
Structural
Behavioral
Grouping
Annotational
The Structural things define the static part of the model. They represent physical and conceptual elements. Following are the brief descriptions of the structural things.
Class: Class represents set of objects having similar responsibilities.
Interface: Interface defines a set of operations which specify the responsibility of a class.
Collaboration: Collaboration defines interaction between elements.
Use case: Use case represents a set of actions performed by a system for a specific goal.
Component: Component describes physical part of a system.
Node: A node can be defined as a physical element that exists at run time.
A behavioral thing consists of the dynamic parts of UML models. Following are the behavioral things:
Interaction: Interaction is defined as a behavior that consists of a group of messages exchanged among elements to accomplish a specific task.
State machine: State machine is useful when the state of an object in its life cycle is important. It defines the sequence of states an object goes through in response to events. Events are external factors responsible for state change.
This document provides an overview and introduction to design patterns. It discusses creational, structural, and behavioral patterns. For each category it briefly introduces and describes the intent and use of some common patterns, including Factory Method, Singleton, Decorator, Facade, Command, Iterator, and Observer. It also includes diagrams to illustrate the relationships between objects in sample implementations.
The document discusses object-oriented analysis and design concepts like objects, classes, class diagrams, and relationships between classes. It defines objects and classes, and notes that class diagrams describe the attributes and operations of classes and the relationships between them. The document also discusses different types of relationships between classes like association, generalization, aggregation, and their notation in class diagrams including association names, roles, and multiplicity.
Design patterns are optimized, reusable solutions to the programming problems that we encounter every day. A design pattern is not a class or a library that we can simply plug into our system; it's much more than that. It is a template that has to be implemented in the correct situation. It's not language-specific either. A good design pattern should be implementable in most—if not all—languages, depending on the capabilities of the language. Most importantly, any design pattern can be a double-edged sword— if implemented in the wrong place, it can be disastrous and create many problems for you. However, implemented in the right place, at the right time, it can be your savior.
Name : Prasoon Dadhich
USN : 1MS09IS069
CODE
#include <iostream>
using namespace std;
class Singleton
{
private:
static bool instanceFlag;
static Singleton *single;
Singleton()
{
//private constructor
}
public:
static Singleton* getInstance();
void method();
~Singleton()
{
instanceFlag = false;
}
};
bool Singleton::instanceFlag = false;
Singleton* Singleton::single = NULL;
Singleton* Singleton::getInstance()
{
if(! instanceFlag)
{
single = new Singleton();
instanceFlag = true;
return single;
}
else
{
return single;
}
}
void Singleton::method()
{
cout << "Method of the singleton class" << endl;
}
int main()
{
Singleton *sc1,*sc2;
sc1 = Singleton::getInstance();
sc1->method();
sc2 = Singleton::getInstance();
sc2->method();
return 0;
}
Explanation
If we create any object of this class then the static object (player) will be returned and assigned to the new object.
Finally only one object will be there. The point is not how many times something gets executed, the point is, that the work is done by a single instance of the the class. This is ensured by the class method Singleton::getInstance().
As you can see in the above code,Client can access any instance of the singleton only through the getInstance() method.Once an instance is created,the instanceFlag value becomes true and then any further objects pointers created will be given the reference to the same object that has been created.
Also,make sure you notice the presence of a private constructor.This ensures that no new objects of the class are created and that all the class pointers get the same reference to work on.
The document discusses several design patterns including Observer, State, Template Method, Memento, Command, Chain of Responsibility, Interpreter, Mediator, Iterator, Strategy, Visitor, Flyweight, and Singleton patterns. For each pattern, it provides the definition, participants, structure, intent, caveats, and examples.
This document discusses software quality and its attributes. It defines software quality as conformance to functional and performance requirements, development standards, and implicit expectations. Problems in ensuring quality include incomplete specifications and tensions between different stakeholder needs. Quality is described using a hierarchical model, with attributes including reliability, efficiency, usability, maintainability, and portability. Internal attributes like correctness, verifiability and understandability contribute to external attributes like reliability, usability and maintainability. Productivity, timeliness and visibility are described as important process quality attributes.
This document provides an overview of object-oriented software design using the Unified Modeling Language (UML). It discusses key concepts in object-oriented design like classes, methods, inheritance, and relationships. It also describes UML diagrams for modeling different aspects of a system, including use case diagrams for capturing user requirements, class diagrams for modeling the structural design, and how UML was developed through the merging of earlier object-oriented modeling notations. The document aims to introduce software engineering principles and object-oriented modeling techniques using UML.
Je vous partage l'un des présentations que j'ai réalisé lorsque j'étais élève ingénieur pour le module 'Anglais Business ' , utile pour les étudiants souhaitant préparer une présentation en anglais sur les Design Pattern - ou les patrons de conception .
Object diagrams represent a snapshot of a system at a particular moment, showing the concrete instances of classes and their relationships. They capture the static view of a system to show object behaviors and relationships from a practical perspective. Unlike class diagrams which show abstract representations, object diagrams depict real-world objects and their unlimited possible instances. They are used for forward and reverse engineering, modeling object relationships and interactions, and understanding system behavior.
The Builder pattern is used to generate different types of reports (Crystal, HTML, PDF) from a CRM document format, while keeping the report construction process the same. An abstract ReportBuilder interface defines common report generation steps. Concrete builders like CrystalReportBuilder, HTMLReportBuilder, and PDFReportBuilder implement these steps to produce their specific report types. A ReportDirector coordinates the building process by working with a ReportBuilder object.
This document provides an overview of an introductory C# programming course. The course covers C# fundamentals like setting up a development environment, data types, conditionals, loops, object-oriented programming concepts, and data structures. It includes topics like installing Visual Studio, writing a "Hello World" program, built-in data types like string, integer, boolean, and more. The document also outlines sample code solutions for exercises on command line arguments, integer operations, leap year finder, and powers of two.
The document discusses three design patterns: Singleton, Observer, and Factory. The Singleton pattern ensures that only one instance of a class can exist and provides a global access point. The Observer pattern defines a subscription mechanism so that multiple objects can be notified of changes to an object they are observing. The Factory pattern provides an interface for creating objects but leaves the concrete class unspecified. Real-world examples and implementations of each pattern are provided.
Abstract classes and interfaces allow for abstraction and polymorphism in object-oriented design. Abstract classes can contain both abstract and concrete methods, while interfaces only contain abstract methods. Abstract classes are used to provide a common definition for subclasses through inheritance, while interfaces define a contract for implementing classes to follow. Both increase complexity, so their use should provide clear benefits to functionality.
The Iterator pattern provides a way to access the elements of an aggregate object sequentially without exposing its underlying representation. It defines an interface for traversing elements and concrete iterators that implement this interface and keep track of the current position. The iterator pattern is useful for hiding complexities of different traversal methods and supporting multiple traversals of the same collection simultaneously.
The document discusses various requirements modeling approaches used in software engineering. It describes goals of analysis modeling such as providing the first technical representation of a system, partitioning the system, and differentiating essential from implementation information. It then summarizes four main types of modeling: flow-oriented modeling depicts how data is transformed; scenario-based modeling represents the system from the user's perspective; class-based modeling defines objects and relationships; and behavioral modeling depicts how events impact class states. Finally, it provides examples of using data flow diagrams to model a lemonade stand system.
SE2018_Lec 18_ Design Principles and Design PatternsAmr E. Mohamed
The document discusses software design patterns. It defines design patterns as general and reusable solutions to commonly occurring problems in software design. It describes the key parts of a design pattern as the pattern name, the problem it addresses, the solution it provides, and the consequences of applying the pattern. The document also outlines some of the benefits of using design patterns such as codifying good design practices and providing a common vocabulary for designers.
This document discusses Microsoft's .NET framework and its confrontation with Sun Microsystems' Java platform. It provides an overview of key aspects of .NET such as the Common Language Runtime (CLR), Microsoft Intermediate Language (MSIL), and support for multiple programming languages. It also compares .NET's approach of targeting a virtual machine to traditional compiled languages that target specific operating systems and hardware configurations.
The document discusses design patterns including the Gang of Four book, UML class diagrams, and categories of design patterns such as creational, structural, and behavioral patterns. It provides definitions and examples of specific design patterns including abstract factory, factory method, observer, and bridge patterns. Key aspects like intent, participants, collaborations, and implementations are covered for some of the patterns.
The document discusses various design principles and patterns in Java including the Singleton, Factory Method, Prototype, and Abstract Factory patterns. It provides examples of when and how to apply each pattern, describing their structures, participants, collaborations and consequences. It also covers design principles such as the open-closed principle, dependency inversion, and interface segregation.
The document discusses several creational design patterns including Singleton, Abstract Factory, Builder, and Prototype patterns. It provides definitions and examples of how each pattern works, including ensuring a class only has one instance (Singleton), creating object factories without specifying classes (Abstract Factory), constructing complex objects step-by-step (Builder), and copying existing objects (Prototype). The document is intended for teaching software design patterns to students.
The document discusses object-oriented programming (OOP) principles and design patterns. It explains that OOP models real-world objects and their relationships, and outlines key OOP concepts like encapsulation, inheritance, abstraction, and polymorphism. It then discusses common design patterns like creational patterns (factory method, abstract factory, builder, prototype, singleton), structural patterns (adapter, bridge, composite, decorator, facade, flyweight, proxy), and behavioral patterns (chain of responsibility, command, interpreter, observer, state, visitor).
Jump start to OOP, OOAD, and Design PatternNishith Shukla
The document discusses object-oriented programming (OOP) and design patterns. It explains why software development benefits from modeling objects after real-world objects. Some key principles of OOP include encapsulation, inheritance, abstraction, and polymorphism. Common design patterns are also outlined, such as creational patterns like factory and prototype patterns, and structural patterns like adapter and bridge patterns.
This document provides an overview of object oriented software modeling and design patterns. It discusses the purpose of design patterns in providing common solutions to recurring problems in software design. The document outlines different types of patterns (creational, structural, behavioral) and provides examples of specific patterns like factory pattern, singleton pattern, facade pattern, MVC pattern, observer pattern, and chain of responsibility pattern. It explains the problem each pattern addresses and the elements that make up the design solution.
The document discusses software design patterns and how they can help address common problems that arise during design. It describes three main categories of patterns - creational, structural, and behavioral - and provides examples of specific patterns like Singleton, Factory, Adapter, and Bridge. The key benefits of design patterns are that they provide proven, reusable solutions to general problems and help create flexible, modular designs that can more easily adapt to changes.
The document provides tips for finding resources in the Eclipse workspace using a visitor. It describes creating a class that implements IResourceProxyVisitor and overriding the visit() method. This method would check each resource proxy for a match to the location string and return the resource if found. This allows recursively searching the workspace to locate a resource based on its path or other identifier.
Singleton Design Pattern - Creation PatternSeerat Malik
In software engineering, the singleton pattern is a software design pattern that restricts the instantiation of a class to one. This is useful when exactly one object is needed to coordinate actions across the system. The term comes from the mathematical concept of a singleton.
With Code in JAVA
This document discusses several common JavaScript design patterns including Singleton, Factory, Module, Decorator, Command, and Observer patterns. It provides descriptions and code examples for each pattern. The Singleton pattern ensures a class only has one instance and provides a global access point. Factory patterns are used for object creation. The Module pattern provides private and public encapsulation for classes. The Decorator pattern attaches additional responsibilities to objects dynamically. The Command pattern encapsulates requests as objects, and the Observer pattern allows objects to watch other objects for changes.
This document introduces several design patterns including abstract factory, singleton, prototype, adapter, composite, and decorator patterns. It provides examples of how each pattern works and why it would be used, with accompanying PHP code samples. Design patterns are general reusable solutions to common programming problems and help show the relationship and interaction between objects.
- The original vision of the World Wide Web was as a hyperlinked document retrieval system, not for presentation, sessions, or interactivity. If it had stayed true to this vision, modern sites like Yahoo would not exist.
- Browser wars in the 1990s led to proprietary technologies that frustrated developers. The introduction of JavaScript in 1995 allowed for dynamic and interactive web pages.
- By the 2000s, Microsoft's Internet Explorer dominated the browser market, bringing some stability through standards like DOM and DHTML. However, cross-browser differences still posed challenges for developers.
The factory pattern is a creational design pattern that provides a way to create objects without specifying the exact class of the object being created. It uses factory methods to deal with object creation. The factory pattern defines a common interface for creating objects but allows subclasses to determine which class to instantiate. The document describes implementing a factory pattern to create different shape objects like circle, rectangle and square by passing a string to the factory class to determine which object to return. It defines a shape interface and concrete classes, a factory class that returns the appropriate shape object based on the string, and a demo class that uses the factory to get shape objects.
An introduction to structural design patterns in object orientation. Suitable for intermediate to advanced computing students and those studying software engineering.
Software System Architecture-Lecture 6.pptxssuser9a23691
The document discusses the strategy design pattern. It describes strategy as defining a family of algorithms, encapsulating each one, and making them interchangeable. The strategy pattern is used when you have multiple algorithms that perform the same task and you want to be able to switch between them at runtime. It allows algorithms to be changed independently of clients that use them.
Meeple centred design - Board Game AccessibilityMichael Heron
Delivered at the UK Games Expo on Friday 1st of June, 2018 . In this seminar, Dr Michael Heron and Pauline Belford of Meeple Like Us discuss the topic of board game accessibility and why support for people with disabilities within the tabletop gaming community is important - not just for its own sake, but for all of us.
Pages referenced here:
Meeple Like Us: http://meeplelikeus.co.uk
The Game Accessibility Guidelines: http://gameaccessibilityguidelines.com/
Eighteen Months of Meeple Like Us:
http://meeplelikeus.co.uk/eighteen-months-of-meeple-like-us-an-exploration-into-the-state-of-board-game-accessibility/
Meeple Centred Design: http://meeplelikeus.co.uk/meeple-centred-design-a-heuristic-toolkit-for-evaluating-the-accessibility-of-tabletop-games/
This document discusses the challenges of defining and identifying plagiarism in programming coursework submissions. It notes that software engineering best practices like code reuse and standard algorithms/patterns can conflict with academic definitions of plagiarism. It also examines ethics issues around methods for identifying plagiarism in code, and recommends as good practice notifying students of potential mini-vivas in advance and giving them access to annotated transcripts before misconduct hearings. The overall aim is to have a fair and balanced approach that considers the complexities of programming assignments and students' perspectives.
Accessibility Support with the ACCESS FrameworkMichael Heron
The ACCESS Framework aims to improve accessibility support by making it more accessible itself. It uses plug-ins to identify usability issues and automatically make corrections to address them. Users provide feedback to reinforce helpful changes. Evaluation found the framework improved performance on mouse tasks and users understood and accepted its approach after using it. Future work focuses on additional input methods, cross-platform support, and community involvement.
ACCESS: A Technical Framework for Adaptive Accessibility SupportMichael Heron
The document describes ACCESS, an open source framework that aims to provide accessibility support for older and less experienced computer users by automatically configuring the operating system based on a user's interactions. The framework uses plugins that monitor user behavior and can make changes like increasing mouse click thresholds. Experimental results found users found the tool beneficial and non-intrusive. Future work includes adding real-time correction and addressing security/trust issues before broader deployment.
This document discusses authorship and collaboration in multiplayer online text-based games (MUDs). It notes that MUDs have no single author and evolve continuously through contributions from many developers and players over long periods of time. Determining authorial intent is difficult as control and direction change hands frequently. The code infrastructure is built and maintained by many, influencing but not dictating the narrative elements added by others. Players also influence the game's direction through feedback and invested time. Thus MUDs frustrate traditional notions of a fixed work with a single author.
This document discusses object inheritance in systems analysis and design. It covers key concepts like inheritance, composition, aggregation, and the relationships between classes. It explains how inheritance allows classes to inherit attributes and behaviors from parent classes, and how child classes can specialize or extend parent classes through overriding and adding new functionality. The document also discusses the differences between single and multiple inheritance and how inheritance is implemented in languages like Java and .NET.
Rendering involves several steps: identifying visible surfaces, projecting surfaces onto the viewing plane, shading surfaces appropriately, and rasterizing. Rendering can be real-time, as in games, or non-real-time, as in movies. Real-time rendering requires tradeoffs between photorealism and speed, while non-real-time rendering can spend more time per frame. Lighting is an important part of rendering, as the interaction of light with surfaces through illumination, reflection, shading, and shadows affects realism.
This is an intermediate conversion course for C++, suitable for second year computing students who may have learned Java or another language in first year.
This is an intermediate conversion course for C++, suitable for second year computing students who may have learned Java or another language in first year.
This is an intermediate conversion course for C++, suitable for second year computing students who may have learned Java or another language in first year.
This is an intermediate conversion course for C++, suitable for second year computing students who may have learned Java or another language in first year.
What Do Contribution Guidelines Say About Software Testing? (MSR 2025)Andre Hora
Software testing plays a crucial role in the contribution process of open-source projects. For example, contributions introducing new features are expected to include tests, and contributions with tests are more likely to be accepted. Although most real-world projects require contributors to write tests, the specific testing practices communicated to contributors remain unclear. In this paper, we present an empirical study to understand better how software testing is approached in contribution guidelines. We analyze the guidelines of 200 Python and JavaScript open-source software projects. We find that 78% of the projects include some form of test documentation for contributors. Test documentation is located in multiple sources, including CONTRIBUTING files (58%), external documentation (24%), and README files (8%). Furthermore, test documentation commonly explains how to run tests (83.5%), but less often provides guidance on how to write tests (37%). It frequently covers unit tests (71%), but rarely addresses integration (20.5%) and end-to-end tests (15.5%). Other key testing aspects are also less frequently discussed: test coverage (25.5%) and mocking (9.5%). We conclude by discussing implications and future research.
How to Batch Export Lotus Notes NSF Emails to Outlook PST Easily?steaveroggers
Migrating from Lotus Notes to Outlook can be a complex and time-consuming task, especially when dealing with large volumes of NSF emails. This presentation provides a complete guide on how to batch export Lotus Notes NSF emails to Outlook PST format quickly and securely. It highlights the challenges of manual methods, the benefits of using an automated tool, and introduces eSoftTools NSF to PST Converter Software — a reliable solution designed to handle bulk email migrations efficiently. Learn about the software’s key features, step-by-step export process, system requirements, and how it ensures 100% data accuracy and folder structure preservation during migration. Make your email transition smoother, safer, and faster with the right approach.
Read More:- https://www.esofttools.com/nsf-to-pst-converter.html
Solidworks Crack 2025 latest new + license codeaneelaramzan63
Copy & Paste On Google >>> https://dr-up-community.info/
The two main methods for installing standalone licenses of SOLIDWORKS are clean installation and parallel installation (the process is different ...
Disable your internet connection to prevent the software from performing online checks during installation
Adobe Master Collection CC Crack Advance Version 2025kashifyounis067
🌍📱👉COPY LINK & PASTE ON GOOGLE http://drfiles.net/ 👈🌍
Adobe Master Collection CC (Creative Cloud) is a comprehensive subscription-based package that bundles virtually all of Adobe's creative software applications. It provides access to a wide range of tools for graphic design, video editing, web development, photography, and more. Essentially, it's a one-stop-shop for creatives needing a broad set of professional tools.
Key Features and Benefits:
All-in-one access:
The Master Collection includes apps like Photoshop, Illustrator, InDesign, Premiere Pro, After Effects, Audition, and many others.
Subscription-based:
You pay a recurring fee for access to the latest versions of all the software, including new features and updates.
Comprehensive suite:
It offers tools for a wide variety of creative tasks, from photo editing and illustration to video editing and web development.
Cloud integration:
Creative Cloud provides cloud storage, asset sharing, and collaboration features.
Comparison to CS6:
While Adobe Creative Suite 6 (CS6) was a one-time purchase version of the software, Adobe Creative Cloud (CC) is a subscription service. CC offers access to the latest versions, regular updates, and cloud integration, while CS6 is no longer updated.
Examples of included software:
Adobe Photoshop: For image editing and manipulation.
Adobe Illustrator: For vector graphics and illustration.
Adobe InDesign: For page layout and desktop publishing.
Adobe Premiere Pro: For video editing and post-production.
Adobe After Effects: For visual effects and motion graphics.
Adobe Audition: For audio editing and mixing.
Landscape of Requirements Engineering for/by AI through Literature ReviewHironori Washizaki
Hironori Washizaki, "Landscape of Requirements Engineering for/by AI through Literature Review," RAISE 2025: Workshop on Requirements engineering for AI-powered SoftwarE, 2025.
Mastering Fluent Bit: Ultimate Guide to Integrating Telemetry Pipelines with ...Eric D. Schabell
It's time you stopped letting your telemetry data pressure your budgets and get in the way of solving issues with agility! No more I say! Take back control of your telemetry data as we guide you through the open source project Fluent Bit. Learn how to manage your telemetry data from source to destination using the pipeline phases covering collection, parsing, aggregation, transformation, and forwarding from any source to any destination. Buckle up for a fun ride as you learn by exploring how telemetry pipelines work, how to set up your first pipeline, and exploring several common use cases that Fluent Bit helps solve. All this backed by a self-paced, hands-on workshop that attendees can pursue at home after this session (https://o11y-workshops.gitlab.io/workshop-fluentbit).
Download Wondershare Filmora Crack [2025] With Latesttahirabibi60507
Copy & Past Link 👉👉
http://drfiles.net/
Wondershare Filmora is a video editing software and app designed for both beginners and experienced users. It's known for its user-friendly interface, drag-and-drop functionality, and a wide range of tools and features for creating and editing videos. Filmora is available on Windows, macOS, iOS (iPhone/iPad), and Android platforms.
Adobe After Effects Crack FREE FRESH version 2025kashifyounis067
🌍📱👉COPY LINK & PASTE ON GOOGLE http://drfiles.net/ 👈🌍
Adobe After Effects is a software application used for creating motion graphics, special effects, and video compositing. It's widely used in TV and film post-production, as well as for creating visuals for online content, presentations, and more. While it can be used to create basic animations and designs, its primary strength lies in adding visual effects and motion to videos and graphics after they have been edited.
Here's a more detailed breakdown:
Motion Graphics:
.
After Effects is powerful for creating animated titles, transitions, and other visual elements to enhance the look of videos and presentations.
Visual Effects:
.
It's used extensively in film and television for creating special effects like green screen compositing, object manipulation, and other visual enhancements.
Video Compositing:
.
After Effects allows users to combine multiple video clips, images, and graphics to create a final, cohesive visual.
Animation:
.
It uses keyframes to create smooth, animated sequences, allowing for precise control over the movement and appearance of objects.
Integration with Adobe Creative Cloud:
.
After Effects is part of the Adobe Creative Cloud, a suite of software that includes other popular applications like Photoshop and Premiere Pro.
Post-Production Tool:
.
After Effects is primarily used in the post-production phase, meaning it's used to enhance the visuals after the initial editing of footage has been completed.
Get & Download Wondershare Filmora Crack Latest [2025]saniaaftab72555
Copy & Past Link 👉👉
https://dr-up-community.info/
Wondershare Filmora is a video editing software and app designed for both beginners and experienced users. It's known for its user-friendly interface, drag-and-drop functionality, and a wide range of tools and features for creating and editing videos. Filmora is available on Windows, macOS, iOS (iPhone/iPad), and Android platforms.
Societal challenges of AI: biases, multilinguism and sustainabilityJordi Cabot
Towards a fairer, inclusive and sustainable AI that works for everybody.
Reviewing the state of the art on these challenges and what we're doing at LIST to test current LLMs and help you select the one that works best for you
How can one start with crypto wallet development.pptxlaravinson24
This presentation is a beginner-friendly guide to developing a crypto wallet from scratch. It covers essential concepts such as wallet types, blockchain integration, key management, and security best practices. Ideal for developers and tech enthusiasts looking to enter the world of Web3 and decentralized finance.
AgentExchange is Salesforce’s latest innovation, expanding upon the foundation of AppExchange by offering a centralized marketplace for AI-powered digital labor. Designed for Agentblazers, developers, and Salesforce admins, this platform enables the rapid development and deployment of AI agents across industries.
Email: [email protected]
Phone: +1(630) 349 2411
Website: https://www.fexle.com/blogs/agentexchange-an-ultimate-guide-for-salesforce-consultants-businesses/?utm_source=slideshare&utm_medium=pptNg
Exceptional Behaviors: How Frequently Are They Tested? (AST 2025)Andre Hora
Exceptions allow developers to handle error cases expected to occur infrequently. Ideally, good test suites should test both normal and exceptional behaviors to catch more bugs and avoid regressions. While current research analyzes exceptions that propagate to tests, it does not explore other exceptions that do not reach the tests. In this paper, we provide an empirical study to explore how frequently exceptional behaviors are tested in real-world systems. We consider both exceptions that propagate to tests and the ones that do not reach the tests. For this purpose, we run an instrumented version of test suites, monitor their execution, and collect information about the exceptions raised at runtime. We analyze the test suites of 25 Python systems, covering 5,372 executed methods, 17.9M calls, and 1.4M raised exceptions. We find that 21.4% of the executed methods do raise exceptions at runtime. In methods that raise exceptions, on the median, 1 in 10 calls exercise exceptional behaviors. Close to 80% of the methods that raise exceptions do so infrequently, but about 20% raise exceptions more frequently. Finally, we provide implications for researchers and practitioners. We suggest developing novel tools to support exercising exceptional behaviors and refactoring expensive try/except blocks. We also call attention to the fact that exception-raising behaviors are not necessarily “abnormal” or rare.
This presentation explores code comprehension challenges in scientific programming based on a survey of 57 research scientists. It reveals that 57.9% of scientists have no formal training in writing readable code. Key findings highlight a "documentation paradox" where documentation is both the most common readability practice and the biggest challenge scientists face. The study identifies critical issues with naming conventions and code organization, noting that 100% of scientists agree readable code is essential for reproducible research. The research concludes with four key recommendations: expanding programming education for scientists, conducting targeted research on scientific code quality, developing specialized tools, and establishing clearer documentation guidelines for scientific software.
Presented at: The 33rd International Conference on Program Comprehension (ICPC '25)
Date of Conference: April 2025
Conference Location: Ottawa, Ontario, Canada
Preprint: https://arxiv.org/abs/2501.10037
Douwan Crack 2025 new verson+ License codeaneelaramzan63
Copy & Paste On Google >>> https://dr-up-community.info/
Douwan Preactivated Crack Douwan Crack Free Download. Douwan is a comprehensive software solution designed for data management and analysis.
2. Introduction
Today we introduce a small suite of design
patterns that fall under the family known as
creational.
They are used to create objects, or manage the
object creation process in some way.
For some applications and contexts, it’s not
appropriate or useful to simply instantiate
objects with new whenever you want to.
Creational patterns provide a cohesive
interface when these circumstances arise.
3. Creational Patterns
There are three creational patterns we will
discuss during this lecture.
The Factory
The Abstract Factory
The Singleton
We will also discuss specific examples of
use for each.
4. Why Use A Creational Pattern?
Some situations are more complex than
simple instantiation can handle.
Imagine for example you want to create an
entirely ‘skinnable’ look and feel for an
application.
Some situations have complex consequences
if objects aren’t instantiated in the right way
or the right order.
Some situations require that only one object is
ever created.
5. The Factory Pattern
The Factory is used to provide a consistent
interface to setup properly configured
objects.
You pass in some configuration details
Out comes a properly configured object.
At its simplest, it can be represented by a
single class containing a single static method.
More complex factories exist, dealing with more
complex situations.
8. The Factory Design Pattern
Now imagine you are creating a simple
drawing package.
User selects a shape
User clicks on the screen
Application draws the shape.
This can all be hard-coded directly into an
application.
This suffers from scale and readability issues.
9. The Factory Design Pattern
Instead, we use a factory to generate specific
objects, through the power of polymorphism.
Polymorphism is key to the way a Factory works.
The system that drives a factory is that all
these shapes have a common parent class.
Thus, all we need is the Shape object that is
represented by specific objects.
The objects themselves manage the
complexity of the drawing process.
10. The Factory Design Pattern
public class ShapeFactory {
public Shape getShape (String shape, int x, int y, int len, int ht, Color col) {
Shape temp = null;
if (shape.equals ("Circle")) {
temp = new Circle (x, y, len, ht);
}
else if (shape.equals ("Rectangle")) {
temp = new Rectangle (x, y, len, ht);
}
else if (shape.equals ("Face")) {
temp = new Face (x, y, len, ht);
}
temp.setDrawingColor (col);
return temp;
}
}
11. Another Example
Let’s say we have a file that we have
created in our application.
We now want to export it to a different file
format.
Each file format has its own peculiarities.
We could hard-code this into our
application…
… or we could use a factory to get the
object that can handle the export.
12. The Factory Design Pattern
public String doConversion (string format, string file) {
ConversionObject c;
c = ConversionFactory.getConversionObject (format);
file = c.covert (file);
return file;
}
myFile = doConversion (“unicode”, myFile);
myFile = doConversion (“ascii”, myFile);
13. The Factory Design Pattern
The Factory Pattern reduces hard-coded
complexity.
We don’t need to worry about combinatorial
explosion.
The Factory Pattern properly devolves responsibility
to individual objects.
We don’t have a draw method in our application,
we have a draw method in each specific shape.
However, the Factory pattern by itself is limited to
certain simple contexts.
For more complicated situations, we need more.
14. The Abstract Factory
The next level of abstraction is the
Abstract Factory.
This is a Factory for factories.
Imagine here we have slightly more
complicated situations.
Designing an interface that allows for
different themes.
A file conversion application that must
allow for different versions of different
formats.
15. The Abstract Factory
We could handle these with a factory by
itself.
This introduces the same combinatorial
problems that the factory is designed to resolve.
A simple rule to remember is – coding
combinations is usually bad design.
Bad design causes trouble later on.
When doing anything more substantial than
simple ‘proof of concept’ applications.
16. Bad Design
public Component getComponent (String type, String theme) {
Component guiComponent;
if (theme.equals ("swing")) {
if (type.equals ("button")) {
guiComponent = new JButton ();
}
else if (type.equals ("label")) {
guiComponent = new JLabel();
}
}
else if (theme.equals ("awt")) {
if (type.equals ("button")) {
guiComponent = new Button ();
}
else if (type.equals ("label")) {
guiComponent = new Label();
}
}
return guiComponent;
}
17. Good Design
Good Design in this case involves creating
one factory that creates the right kind of
factory for the components.
We have a SwingFactory and an AwtFactory.
That factory generates the appropriate
components.
This requires a somewhat more complicated
class structure.
Each Factory must inherit from a common base
19. Abstract Factory
Implementation
public class AbstractFactory {
public static Factory getFactory (string look) {
Factory temp;
if (look.equals ("windows")) {
temp = new WindowsFactory();
}
else if (look.equals ("swing")) {
temp = new SwingFactory();
}
else if (look.equals ("macintosh")) {
temp = new MacintoshFactory();
}
return temp;
}
}
20. Factory Implementation
public class SwingFactory extends Factory {
public GuiWidget getWidget (string type) {
SwingWidget temp = null;
if (type.equals ("button")) {
temp = new JButton();
}
else if (type.equals ("scrollbar")) {
temp = new JScrollbar();
}
return temp;
}
abstract class Factory {
abstract GuiWidget getWidget (String type);
}
21. The Consequence
Entirely new suites of themes can be
added to this system without risking
combinatorial explosion.
The ‘operational’ code is also much tighter
and more focused.
Factory myFactory = AbstractFactory.getFactory ("swing");
GUIWidget myWidget = myFactory.getWidget ("button");
22. The Singleton
The Factory and Abstract Factory handle
structural creation issues.
They fix several aspects of bad design with
regards to creating objects.
The Singleton is designed to increase data
consistency.
One of the problems that must be managed
with object orientation is inter-object
communication.
The way this is often done is by giving each
object its own instantiations of other objects.
23. The Singleton
This is fine in most situations.
However, when dealing with objects that
contain ‘live data’, it becomes
problematic.
Each object has its own copy of the data.
That’s bad voodoo, man.
It would be much better if all objects had
access to the same copy of the data.
That is hard to manage effectively.
24. The Singleton
The Singleton pattern resolves this by ensuring a
single interface to the creation of an object.
Objects cannot be created with new, they must
be created through a method.
This method is responsible for ensuring only one live
version of an object.
If one exists, it sends that out.
If it doesn’t, it creates it and then sends it out.
The pattern is very simple.
But offers great improvements in data consistency.
25. The Singleton
public class Singleton {
private Singleton keepItSafe;
private Singleton() {
// Private constructor prevents external instantiation.
}
public static Singleton getInstance() {
if (keepItSafe == null) {
keepItSafe = new Singleton();
}
return keepItSafe;
}
}
26. The Singleton
There are various other ways of implementing
the singleton.
As there are other ways of implementing any
design pattern.
One way is to keep a static counter of how
many instances have been created.
For singleton, if the counter is 1 you don’t allow
new objects.
The Multiton pattern keeps an internal hash
map of instances.
Allowing only newly keyed instantiations.
27. Summary
Creational Patterns manage the complexity
of object instantiations.
They make it easier to manage the
combinatorial explosion that comes along with
certain kinds of object creation schemes.
The Factory allows for the creation of
properly configured objects.
The Abstract Factory is a factory for factories.
The Singleton ensures data consistency by
restricting instantiation of objects.