An introduction to structural design patterns in object orientation. Suitable for intermediate to advanced computing students and those studying software engineering.
This document discusses various structural design patterns including Adapter, Bridge, Composite, Decorator, Facade, Flyweight, and Proxy. It defines each pattern, provides examples of how and when to use each pattern, and in some cases includes UML diagrams. The document also discusses how the Decorator pattern can be used to solve the problem of creating specialized robot doctors in an automated hospital that each perform a core set of functions plus additional specialized functions.
This document discusses the facade design pattern. The facade pattern provides a simplified interface to a more complex subsystem. It decouples the subsystem from the client and makes the subsystem easier to use. A facade acts as a front-facing interface that hides the underlying complexities of the subsystem and delegates client requests to appropriate subsystem classes. This reduces dependencies between subsystems and promotes loose coupling. The facade pattern is useful for layering subsystems and simplifying access to them through a single interface.
The Adapter pattern is used to allow an existing Queue class to be used as a Stack. A ClassAdapter inherits from the Stack interface and the Queue class, implementing the stack operations by manipulating the underlying queue. An ObjectAdapter composes a Queue instance and implements the Stack interface by delegating to the queue's methods.
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.
This document discusses different types of design patterns including creational, structural, behavioral, and Java EE design patterns. It provides examples of common design patterns like factory, singleton, strategy, observer, MVC, and DAO. Design patterns help provide reusable solutions to common problems in software design, promote code reuse, improve code quality and maintainability, and define standard ways to solve problems.
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 .
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.
The document discusses the decorator design pattern. The decorator pattern allows adding new behaviors to existing objects at runtime by placing them inside decorator objects that contain the original object. This allows functionality to be added without changing the object's class. Some key points made are: the decorator pattern adds functionality at runtime through composition; decorations are independent and can be mixed; and it is used to attach additional responsibilities to objects without subclassing. An example using shapes and color decorators is provided to demonstrate implementation.
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.
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.
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.
The document provides an introduction and overview of design patterns. It defines design patterns as common solutions to recurring problems in software design. The document discusses the origin of design patterns in architecture, describes the four essential parts of a design pattern (name, problem, solution, consequences), and categorizes patterns into creational, structural, and behavioral types. Examples of commonly used patterns like Singleton and State patterns are also presented.
The Bridge pattern decouples an abstraction from its implementation so that they can vary independently. It is applicable when abstraction and implementation should be extensible by subclassing and changes in implementation should not affect clients. The structure of Bridge pattern contains Abstraction, RefinedAbstraction, Implementor and ConcreteImplementor classes. Abstraction maintains reference to Implementor and forwards requests to it. This decouples interface and implementation and improves extensibility.
The document discusses several creational design patterns: Singleton, Factory, Abstract Factory, and Prototype. The Singleton pattern ensures that only one instance of a class exists. The Factory pattern abstracts object creation by defining a common interface for creating objects. The Abstract Factory pattern provides an interface for creating families of related objects without specifying their concrete classes. The Prototype pattern creates objects by cloning prototypes instead of using constructors.
Presented by,
Ms. Nandana S V
Team Lead, Sr Software Engineer, Livares Technologies
Facade design pattern
Facade is a part of Gang of Four design pattern (23 others).
As the name suggests, it means the face of the building.
The people walking past the road can only see this glass face of the building.
They do not know anything about it, the wiring, the pipes and other complexities.
It hides all the complexities of the building and displays a friendly face.
Facade design pattern
Same goes for the Facade Design Pattern. It hides the complexities of the system and provides an interface to the client from where the client can access the system.
The Bridge Pattern decouples an abstraction from its implementation so that they can vary independently. It allows multiple dependent implementations to share a single independent interface. This pattern is used when an abstraction has many implementations and it is difficult to extend and reuse the abstraction and implementations independently with inheritance. The bridge pattern involves an abstraction, refined abstraction, implementor, and concrete implementor. The abstraction maintains a reference to the implementor interface and the concrete implementor implements that interface. This pattern improves extensibility by allowing the abstraction and implementation hierarchies to vary independently.
The Facade pattern provides a simplified interface to a more complex subsystem. It defines a higher-level interface that makes the subsystem easier to use. The Facade shields clients from subsystem components by promoting weak coupling between the subsystems and its clients. It encapsulates the subsystem and provides a single point of access to it.
The document discusses class diagrams and their components. A class diagram visually represents the structure of a system by showing classes, their attributes, operations or methods, and the relationships between classes. It includes boxes to represent classes with three parts - name, attributes, and operations. It also discusses the different types of relationships between classes including generalization, association, aggregation and composition.
Lecture 11 from the IAG0040 Java course in TTÜ.
See the accompanying source code written during the lectures: https://github.com/angryziber/java-course
Describes goods and bads of software architecture as well as common design patterns.
This document provides an introduction to design patterns. It begins by explaining what design patterns are, their benefits, and common elements of design patterns like name, problem, solution, and consequences. It then discusses different types of design patterns classified by purpose (creational, structural, behavioral) and scope (class, object). An example of applying the strategy pattern to a duck simulation is used to illustrate how patterns can solve common object-oriented design problems by separating variable aspects from those that remain the same. The document advocates programming to interfaces rather than implementations to avoid tight coupling and allow independent extension of behavior.
Here is how we can implement this using the Prototype pattern:
1. Define an abstract Car class with Clone() method
2. Define concrete classes like SportsCar, Sedan etc extending Car
3. Each car stores its design configuration as properties
4. Application maintains a registry of car prototypes
5. When user wants to copy, app clones the prototype and returns new instance
6. User can independently customize cloned car without affecting original
This allows dynamic object copying and meets the requirements. Prototype pattern helps avoid complex object creation and gives flexibility to user for experimenting with different designs efficiently.
The document discusses the flyweight pattern, which uses sharing to efficiently support large numbers of fine-grained objects. An application may use many objects, but most objects' state can be made extrinsic. By removing extrinsic state and replacing groups of objects with relatively few shared objects, storage costs can be reduced. The flyweight pattern defines an interface for flyweights to receive extrinsic state, with concrete flyweights implementing storage for intrinsic state. A flyweight factory manages the shared flyweight objects.
This document provides an overview of design patterns including their definition, utility, essential elements, and examples. It discusses creational patterns like singleton, factory, and builder. Structural patterns covered include adapter, proxy, and composite. Behavioral patterns like command and iterator are also introduced. The document is presented as a slideshow by Dr. Lilia Sfaxi on design patterns for software engineering.
The document discusses several architectural patterns for software design. It describes architectural patterns as high-level strategies for organizing large-scale system components and relationships. Some key patterns discussed include layers, pipes and filters, broker, master-slave, model-view-controller (MVC), model-view-presenter (MVP), and model-view-viewmodel (MVVM). For each pattern, the document outlines its main elements, examples of its use, and potential benefits and drawbacks.
Design patterns are general reusable solutions to common problems in software design. They are not specific designs that can be transformed directly into code, but descriptions that can be applied to many situations. In 1994, the "Gang of Four" authors published the influential book Design Patterns, which introduced design patterns to software development. The book categorized patterns into creational, structural, and behavioral groups. Factory pattern is a creational pattern that provides a way to create objects without exposing object creation logic to the client. It allows for more flexibility in deciding which objects need to be created.
This presentation discusses design patterns, which are general reusable solutions to commonly occurring problems in software design. It describes several design patterns including creational patterns like factory and singleton that deal with object creation, structural patterns like adapter and proxy that deal with relationships between entities, and behavioral patterns like strategy and observer that deal with communication between objects. Specific patterns like singleton, factory, observer, strategy, and adapter are explained in more detail through their definitions and purposes.
Software Design Patterns. Part I :: Structural PatternsSergey Aganezov
In a nutshell, software design patterns are generally reusable solutions to a commonly occurring problems. And this says it all! We are going to learn when it is completely unnecessary for you to reinvent the wheel, and what are the best ways to approach each particular problem during software development process.
Structural Design Patterns: Adapter
The Adapter pattern converts the interface of an existing class into another interface clients expect. An adapter allows classes to work together that couldn't otherwise due to incompatible interfaces. There are two types of adapters - class adapters inherit from an existing class, while object adapters compose existing classes. The adapter pattern is useful when you need to use an existing class but its interface does not match what is needed.
The document discusses the decorator design pattern. The decorator pattern allows adding new behaviors to existing objects at runtime by placing them inside decorator objects that contain the original object. This allows functionality to be added without changing the object's class. Some key points made are: the decorator pattern adds functionality at runtime through composition; decorations are independent and can be mixed; and it is used to attach additional responsibilities to objects without subclassing. An example using shapes and color decorators is provided to demonstrate implementation.
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.
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.
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.
The document provides an introduction and overview of design patterns. It defines design patterns as common solutions to recurring problems in software design. The document discusses the origin of design patterns in architecture, describes the four essential parts of a design pattern (name, problem, solution, consequences), and categorizes patterns into creational, structural, and behavioral types. Examples of commonly used patterns like Singleton and State patterns are also presented.
The Bridge pattern decouples an abstraction from its implementation so that they can vary independently. It is applicable when abstraction and implementation should be extensible by subclassing and changes in implementation should not affect clients. The structure of Bridge pattern contains Abstraction, RefinedAbstraction, Implementor and ConcreteImplementor classes. Abstraction maintains reference to Implementor and forwards requests to it. This decouples interface and implementation and improves extensibility.
The document discusses several creational design patterns: Singleton, Factory, Abstract Factory, and Prototype. The Singleton pattern ensures that only one instance of a class exists. The Factory pattern abstracts object creation by defining a common interface for creating objects. The Abstract Factory pattern provides an interface for creating families of related objects without specifying their concrete classes. The Prototype pattern creates objects by cloning prototypes instead of using constructors.
Presented by,
Ms. Nandana S V
Team Lead, Sr Software Engineer, Livares Technologies
Facade design pattern
Facade is a part of Gang of Four design pattern (23 others).
As the name suggests, it means the face of the building.
The people walking past the road can only see this glass face of the building.
They do not know anything about it, the wiring, the pipes and other complexities.
It hides all the complexities of the building and displays a friendly face.
Facade design pattern
Same goes for the Facade Design Pattern. It hides the complexities of the system and provides an interface to the client from where the client can access the system.
The Bridge Pattern decouples an abstraction from its implementation so that they can vary independently. It allows multiple dependent implementations to share a single independent interface. This pattern is used when an abstraction has many implementations and it is difficult to extend and reuse the abstraction and implementations independently with inheritance. The bridge pattern involves an abstraction, refined abstraction, implementor, and concrete implementor. The abstraction maintains a reference to the implementor interface and the concrete implementor implements that interface. This pattern improves extensibility by allowing the abstraction and implementation hierarchies to vary independently.
The Facade pattern provides a simplified interface to a more complex subsystem. It defines a higher-level interface that makes the subsystem easier to use. The Facade shields clients from subsystem components by promoting weak coupling between the subsystems and its clients. It encapsulates the subsystem and provides a single point of access to it.
The document discusses class diagrams and their components. A class diagram visually represents the structure of a system by showing classes, their attributes, operations or methods, and the relationships between classes. It includes boxes to represent classes with three parts - name, attributes, and operations. It also discusses the different types of relationships between classes including generalization, association, aggregation and composition.
Lecture 11 from the IAG0040 Java course in TTÜ.
See the accompanying source code written during the lectures: https://github.com/angryziber/java-course
Describes goods and bads of software architecture as well as common design patterns.
This document provides an introduction to design patterns. It begins by explaining what design patterns are, their benefits, and common elements of design patterns like name, problem, solution, and consequences. It then discusses different types of design patterns classified by purpose (creational, structural, behavioral) and scope (class, object). An example of applying the strategy pattern to a duck simulation is used to illustrate how patterns can solve common object-oriented design problems by separating variable aspects from those that remain the same. The document advocates programming to interfaces rather than implementations to avoid tight coupling and allow independent extension of behavior.
Here is how we can implement this using the Prototype pattern:
1. Define an abstract Car class with Clone() method
2. Define concrete classes like SportsCar, Sedan etc extending Car
3. Each car stores its design configuration as properties
4. Application maintains a registry of car prototypes
5. When user wants to copy, app clones the prototype and returns new instance
6. User can independently customize cloned car without affecting original
This allows dynamic object copying and meets the requirements. Prototype pattern helps avoid complex object creation and gives flexibility to user for experimenting with different designs efficiently.
The document discusses the flyweight pattern, which uses sharing to efficiently support large numbers of fine-grained objects. An application may use many objects, but most objects' state can be made extrinsic. By removing extrinsic state and replacing groups of objects with relatively few shared objects, storage costs can be reduced. The flyweight pattern defines an interface for flyweights to receive extrinsic state, with concrete flyweights implementing storage for intrinsic state. A flyweight factory manages the shared flyweight objects.
This document provides an overview of design patterns including their definition, utility, essential elements, and examples. It discusses creational patterns like singleton, factory, and builder. Structural patterns covered include adapter, proxy, and composite. Behavioral patterns like command and iterator are also introduced. The document is presented as a slideshow by Dr. Lilia Sfaxi on design patterns for software engineering.
The document discusses several architectural patterns for software design. It describes architectural patterns as high-level strategies for organizing large-scale system components and relationships. Some key patterns discussed include layers, pipes and filters, broker, master-slave, model-view-controller (MVC), model-view-presenter (MVP), and model-view-viewmodel (MVVM). For each pattern, the document outlines its main elements, examples of its use, and potential benefits and drawbacks.
Design patterns are general reusable solutions to common problems in software design. They are not specific designs that can be transformed directly into code, but descriptions that can be applied to many situations. In 1994, the "Gang of Four" authors published the influential book Design Patterns, which introduced design patterns to software development. The book categorized patterns into creational, structural, and behavioral groups. Factory pattern is a creational pattern that provides a way to create objects without exposing object creation logic to the client. It allows for more flexibility in deciding which objects need to be created.
This presentation discusses design patterns, which are general reusable solutions to commonly occurring problems in software design. It describes several design patterns including creational patterns like factory and singleton that deal with object creation, structural patterns like adapter and proxy that deal with relationships between entities, and behavioral patterns like strategy and observer that deal with communication between objects. Specific patterns like singleton, factory, observer, strategy, and adapter are explained in more detail through their definitions and purposes.
Software Design Patterns. Part I :: Structural PatternsSergey Aganezov
In a nutshell, software design patterns are generally reusable solutions to a commonly occurring problems. And this says it all! We are going to learn when it is completely unnecessary for you to reinvent the wheel, and what are the best ways to approach each particular problem during software development process.
Structural Design Patterns: Adapter
The Adapter pattern converts the interface of an existing class into another interface clients expect. An adapter allows classes to work together that couldn't otherwise due to incompatible interfaces. There are two types of adapters - class adapters inherit from an existing class, while object adapters compose existing classes. The adapter pattern is useful when you need to use an existing class but its interface does not match what is needed.
An introduction to behavioural design patterns in object orientation. Suitable for intermediate to advanced computing students and those studying software engineering.
An introduction to creational design patterns in object orientation. Suitable for intermediate to advanced computing students and those studying software engineering.
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.
Introduction to Design Patterns and SingletonJonathan Simon
This is Class 1 on a 6 week course I taught on Software Design Patterns.
This course provides an introduction into Design Patterns and delves into the Singleton Pattern.
Class based on "Head First Design Patterns."
This document contains brief knowledge about the concept of "Singleton Class in Java". This is the best, I can come up with.
So, please go through it and if I have missed anything related to topic. Let me know. Thanks.
Construction Management in Developing Countries, Lecture 8, Project Pperation and Maintenance in Developing Countries, impediments in implementation of planned maintenance
Domain Driven Design (DDD) involves strategic design practices to develop a software model that closely represents the business domain. It focuses on bringing together domain experts and developers to develop a shared ubiquitous language. The domain is divided into subdomains and core domains, with the core domain being the most important to the business. Models are developed for each bounded context, which represents an explicit boundary within a subdomain. Following DDD results in software that makes more sense to both the business and technical aspects of the organization.
The document is a 17 page presentation on the Adapter pattern. It defines the Adapter pattern as changing the interface of an existing class into another interface that is expected by clients. It discusses the intent, structure, applicability, consequences, known uses, and related patterns of the Adapter pattern. It also provides examples of its use and references for further information.
Domain Driven Design Development Spring PortfolioSrini Penchikala
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive function. Exercise causes chemical changes in the brain that may help alleviate symptoms of mental illness and boost overall mental well-being.
003 obf600105 gpon ma5608 t basic operation and maintenance v8r15 issue1.02 (...Cavanghetboi Cavangboihet
This document provides a summary of the basic operations and maintenance of the GPON system from Huawei Technologies. It describes how to set up the maintenance environment, use command line features, perform system basic operations and maintenance, configure network management, and set up management security. Key topics covered include user account management, system configuration, hardware operation, and system maintenance.
A Practical Guide to Domain Driven Design: Presentation Slidesthinkddd
Tonight I presented on Domain Driven Design to the Alt.Net group in Sydney at the invite of Richard Banks.
As a follow up, attached are the slides I used, feel free to distribute and use on the Creative Commons Licence
This document discusses the changing relationship between architecture and structure over time. It begins by explaining how in the past one person acted as both architect and engineer, but industrialization led to specialization. It then analyzes the relationship between architects and structural engineers in different eras, from early independence to closer collaboration today. The document also examines how structural engineers approach complex architectural forms and stresses the need for refined structural analysis and understanding of structural behavior when dealing with freeform designs.
Rem Koolhaas –designing the design processSjors Timmer
Rem Koolhaas is a renowned Dutch architect known for innovative designs. He co-founded the architecture firm OMA in 1975 and think tank AMO in 1998. Koolhaas' design process involves extensive observation, model building in the studio, archiving models and past projects, publishing books, and drawing from these sources for new projects. This iterative process allows OMA to rapidly generate and test creative ideas.
Domain Driven Design (DDD) is a topic that's been gaining a lot of popularity in both the Java and .NET camps recently. Entities, value types, repositories, bounded contexts and anti-corruption layers -- find out what all the buzz is about, and how establishing a domain model can help you combat complexity in your code.
Richard Dingwall is a .NET developer and blogger with a passion for architecture and maintainable code.
He is currently working at Provoke Solutions as lead developer on a six-month project introducing test-driven development (TDD) and domain-driven design (DDD) to a large ASP.NET ERP system.
An hour-long talk given at Wellington .NET user group, Sept 23 2009.
The document discusses different types of building structures including mass, vaulted, frame, shell, trusses, and suspension structures. It then shows pictures of examples of each type and asks the reader to identify which type of structure each picture represents.
In building large scale web applications MVC seems like a good solution in the initial design phase. However after having built a few large apps that have multiple entry points (web, cli, api etc) you start to find that MVC breaks down. Start using Domain Driven Design.
Domain-driven design (DDD) is an approach to software development for complex needs by connecting the implementation to an evolving model.[1] The premise of domain-driven design is the following:
Placing the project's primary focus on the core domain and domain logic.
Basing complex designs on a model of the domain.
Initiating a creative collaboration between technical and domain experts to iteratively refine a conceptual model that addresses particular domain problems.
Have more questions?
Twitter: @wajrcs
Web: http://waqaralamgir.tk
AngularJS is a JavaScript framework for building dynamic web applications. It augments HTML with custom attributes and directives to bind data and behaviors to the DOM. Key features include two-way data binding, reusable components, dependency injection, routing, and templating. AngularJS uses an MVC or MVVM pattern, with scopes providing the view model. The framework enhances HTML, encourages test-driven development, and makes single page apps possible.
The document discusses the Composite design pattern, which composes objects into tree structures to represent part-whole hierarchies. The pattern allows clients to treat individual objects and compositions of objects uniformly. It also discusses the Adapter pattern, which converts the interface of one class into another interface that clients expect, and the Facade pattern, which provides a simplified interface to a complex subsystem.
This document provides an introduction to design patterns, including their motivation, history, definition, categories, and examples. Some key points:
- Design patterns solve common programming problems by describing reusable solutions that can be adapted for different situations.
- Common categories include creational, structural, and behavioral patterns. Example patterns discussed are Singleton, Decorator, Abstract Factory.
- Design patterns speed up development, promote code reuse, and make software more robust, maintainable and extensible. Resources for further information on design patterns are provided.
This document discusses three design patterns: Adapter, Bridge, and Composite.
The Adapter pattern allows classes with incompatible interfaces to work together by wrapping its interface into a compatible one. The Bridge pattern decouples an abstraction from its implementation, allowing them to vary independently. The Composite pattern allows treating individual objects and compositions of objects uniformly.
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.
This document discusses advance object-oriented programming concepts. It covers procedural programming vs object-oriented programming, features of OOP like classes, objects, inheritance and polymorphism. It also discusses OOP design principles like single responsibility, open-closed, Liskov substitution, dependency inversion and interface segregation principles. Examples are provided to explain concepts like inheritance, polymorphism, abstraction and interfaces. The document provides a comprehensive overview of key OOP concepts and design principles.
This document discusses JavaScript design patterns. It begins by defining what a design pattern is, noting that patterns provide proven solutions to common software development problems. It then summarizes several categories of design patterns, including creational patterns (which deal with object creation), structural patterns (which concern relationships between entities), and behavioral patterns (which focus on communication between objects). Specific patterns like module, facade, and mediator are then explained in more detail with examples provided.
This document provides an overview of design patterns, which are proven solutions to common problems in software design. It discusses different types of patterns like creational, structural, and behavioral patterns. It then gives examples of some common patterns like Iterator, Strategy, and Factory Method. The Factory Method pattern allows defining an interface for creating objects but letting subclasses decide which objects to instantiate. The Strategy pattern defines a family of algorithms, puts each of them in a separate class, and makes their objects interchangeable.
Luis Valencia will give a presentation on applying Typescript design patterns to React/SPFx. He has 17 years of experience including 10 years in SharePoint. The session will focus on writing clean, maintainable code and not flashy user interfaces. It will cover common design patterns like singleton, abstract factory, builder, and factory method. It will also discuss SOLID principles and building shared code libraries. The presentation aims to teach developers how to write code that is easy for others to maintain.
The document discusses several design patterns including composite, strategy, decorator, abstract factory, bridge, and singleton. It provides examples of when and how each pattern can be used, such as using composite to group graphical elements uniformly, strategy to allow interchangeable algorithms, and decorator to add responsibilities dynamically without subclassing. Code snippets are referenced but not included.
The composite design pattern allows clients to treat both individual objects and compositions of objects uniformly. It composes objects into tree structures to represent part-whole hierarchies. The pattern allows clients to ignore the difference between compositions of objects and individual objects. This makes it possible to treat both kinds of objects uniformly.
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.
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.
The document outlines structural design patterns including Adapter, Facade, Decorator, Composite, and Proxy patterns. It provides definitions and examples of how each pattern allows objects to be combined into larger structures. The key purpose of structural patterns is that they involve connections between objects and define how components should be structured to work together flexibly in a system.
Interface in java By Dheeraj Kumar Singhdheeraj_cse
In Java,
An interface is a way through which unrelated objects use to interact with one another.
Using interface, you can specify what a class must do, but not how it does it.
It is not a class but a set of requirements for classes that implement the interface.
This document discusses various design patterns in Python and how they compare to their implementations in other languages like C++. It provides examples of how common patterns from the Gang of Four book like Singleton, Observer, Strategy, and Decorator are simplified or invisible in Python due to features like first-class functions and duck typing. The document aims to illustrate Pythonic ways to implement these patterns without unnecessary complexity.
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/
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.
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.
Designing AI-Powered APIs on Azure: Best Practices& ConsiderationsDinusha Kumarasiri
AI is transforming APIs, enabling smarter automation, enhanced decision-making, and seamless integrations. This presentation explores key design principles for AI-infused APIs on Azure, covering performance optimization, security best practices, scalability strategies, and responsible AI governance. Learn how to leverage Azure API Management, machine learning models, and cloud-native architectures to build robust, efficient, and intelligent API solutions
Proactive Vulnerability Detection in Source Code Using Graph Neural Networks:...Ranjan Baisak
As software complexity grows, traditional static analysis tools struggle to detect vulnerabilities with both precision and context—often triggering high false positive rates and developer fatigue. This article explores how Graph Neural Networks (GNNs), when applied to source code representations like Abstract Syntax Trees (ASTs), Control Flow Graphs (CFGs), and Data Flow Graphs (DFGs), can revolutionize vulnerability detection. We break down how GNNs model code semantics more effectively than flat token sequences, and how techniques like attention mechanisms, hybrid graph construction, and feedback loops significantly reduce false positives. With insights from real-world datasets and recent research, this guide shows how to build more reliable, proactive, and interpretable vulnerability detection systems using GNNs.
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
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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.
Not So Common Memory Leaks in Java WebinarTier1 app
This SlideShare presentation is from our May webinar, “Not So Common Memory Leaks & How to Fix Them?”, where we explored lesser-known memory leak patterns in Java applications. Unlike typical leaks, subtle issues such as thread local misuse, inner class references, uncached collections, and misbehaving frameworks often go undetected and gradually degrade performance. This deck provides in-depth insights into identifying these hidden leaks using advanced heap analysis and profiling techniques, along with real-world case studies and practical solutions. Ideal for developers and performance engineers aiming to deepen their understanding of Java memory management and improve application stability.
Scaling GraphRAG: Efficient Knowledge Retrieval for Enterprise AIdanshalev
If we were building a GenAI stack today, we'd start with one question: Can your retrieval system handle multi-hop logic?
Trick question, b/c most can’t. They treat retrieval as nearest-neighbor search.
Today, we discussed scaling #GraphRAG at AWS DevOps Day, and the takeaway is clear: VectorRAG is naive, lacks domain awareness, and can’t handle full dataset retrieval.
GraphRAG builds a knowledge graph from source documents, allowing for a deeper understanding of the data + higher accuracy.
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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.
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Avast Premium Security is a paid subscription service that provides comprehensive online security and privacy protection for multiple devices. It includes features like antivirus, firewall, ransomware protection, and website scanning, all designed to safeguard against a wide range of online threats, according to Avast.
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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).
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Adobe Illustrator is a powerful, professional-grade vector graphics software used for creating a wide range of designs, including logos, icons, illustrations, and more. Unlike raster graphics (like photos), which are made of pixels, vector graphics in Illustrator are defined by mathematical equations, allowing them to be scaled up or down infinitely without losing quality.
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Professional-Grade Features:
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Versatility:
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How Valletta helped healthcare SaaS to transform QA and compliance to grow wi...Egor Kaleynik
This case study explores how we partnered with a mid-sized U.S. healthcare SaaS provider to help them scale from a successful pilot phase to supporting over 10,000 users—while meeting strict HIPAA compliance requirements.
Faced with slow, manual testing cycles, frequent regression bugs, and looming audit risks, their growth was at risk. Their existing QA processes couldn’t keep up with the complexity of real-time biometric data handling, and earlier automation attempts had failed due to unreliable tools and fragmented workflows.
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The result? Test cycle times were reduced from 3 days to just 8 hours, regression bugs dropped by 40%, and they passed their first HIPAA audit without issue—unlocking faster contract signings and enabling them to expand confidently. More than just a technical upgrade, this project embedded compliance into every phase of development, proving that SaaS providers in regulated industries can scale fast and stay secure.
Secure Test Infrastructure: The Backbone of Trustworthy Software DevelopmentShubham Joshi
A secure test infrastructure ensures that the testing process doesn’t become a gateway for vulnerabilities. By protecting test environments, data, and access points, organizations can confidently develop and deploy software without compromising user privacy or system integrity.
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Tests, especially unit tests, are the developers’ superheroes. They allow us to mess around with our code and keep us safe.
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2. Introduction
Structural design patterns emphasize
relationships between entities.
These can be classes or objects.
They are designed to help deal with the
combinatorial complexity of large object
oriented programs.
These often exhibit behaviours that are not
immediately intuitive.
3. Structural Patterns
Common to the whole philosophy behind
structural patterns is the separation between
abstraction and implementation.
This is a good guideline for extensible design.
Structural patterns subdivide into two broad
subcategories.
Class structural patterns
Where the emphasis is on the relationship
between classes
Object structural patterns
The emphasis is on consistency of interaction
and realization of new functionality.
4. Façade
When a model is especially complex, it can
be useful to add in an additional pattern to
help manage the external interface of that
model.
That pattern is called a façade.
A façade sits between the view/controller
and provides a stripped down or simplified
interface to complex functionality.
There are costs to this though in terms of
coupling and cohesion.
A façade is a structural pattern.
5. Façade
A façade provides several benefits
Makes software libraries easier to use by
providing helper methods
Makes code more readable
Can abstract away from the
implementation details of a complex library
or collection of classes.
Can work as a wrapper for poorly designed
APIs, or for complex compound
relationships between objects.
6. Façade Example
public class FacadeExample {
SomeClass one;
SomeOtherClass two;
SomeKindOfConfigClass three;
public SomeOtherClass handleInput (String configInfo) {
three = SomeKindOfConfigClass (configInfo)
one = new SomeClass (configInfo);
two = one.getSomethingOut ();
return two;
}
}
7. Façade Example
public class FacadeExample {
public SomeOtherClass handleInput (String configInfo) {
return myFacade.doSomeMagic (configInfo);
}
}
public class Facade {
SomeClass one;
SomeOtherClass two;
SomeKindOfConfigClass three;
public SomeOtherClass doSomeMagic (String configInfo) {
three = SomeKindOfConfigClass (configInfo)
one = new SomeClass (configInfo);
two = one.getSomethingOut ();
return two;
}
}
8. Façade
The more code that goes through the
façade, the more powerful it becomes.
If just used in one place, it has limited benefit.
Multiple objects can make use of the façade.
Greatly increasing the easy of development
and reducing the impact of change.
All the user has to know is what needs to go
in, and what comes out.
The façade hides the rest
9. Downsides
This comes with a necessary loss of control.
You don’t really know what’s happening internally.
Facades are by definition simplified interfaces.
So you may not be able to do Clever Stuff when
blocked by one.
Facades increase structural complexity.
It’s a class that didn’t exist before.
Facades increase coupling and reduce cohesion.
They often have to link everywhere, and the set of
methods they expose often lack consistency
10. The Adapter
The Adapter design pattern is used to
provide compatibility between
incompatible programming interfaces.
This can be used to provide legacy support,
or consistency between different APIs.
These are also sometimes called
wrappers.
We have a class that wraps around another
class and presents an external interface.
11. The Adapter
Internally, an adapter can be as simple as
a composite object and a method that
handles translations.
We can combine this with other design
patterns to get more flexible solutions.
For example, a factory for adapters
Or adapters that work using the strategy
pattern.
It is the combination of design patterns
that has the greatest potential in design.
12. Simple Example
abstract class Shape {
abstract void drawShape (Graphics g, int x1, int x2, int y1, int y2);
}
public class Adapter {
private Shape sh;
public void drawShape (int x, int y, int len, int ht, Graphics g) {
sh.drawShape (g, x, x+ht, y, y+len);
}
}
13. Adapters and Facades
What’s the difference between a façade and
an adapter?
A façade presents a new simplified API to
external objects.
An adapter converts an existing API to a
common standard.
The Façade creates the programming
interface for the specific combination of
objects.
The adapter simply enforces consistency
between incompatible interfaces.
14. The Flyweight
Object oriented programming languages
provide fine-grained control over data
and behaviours.
But that flexibility comes at a cost.
The Flyweight pattern is used to reduce
the memory and instantiation cost when
dealing with large numbers of finely-
grained objects.
It does this by sharing state whenever
possible.
15. Scenario
Imagine a word processor.
They’re pretty flexible. You can store decoration
detail on any character in the text.
How is this done?
You could represent each character as an object.
You could have each character contain its own
font object…
… but that’s quite a memory overhead.
It would be much better if instead of holding a
large font object, we held only a reference to a
font object.
16. The Flyweight
The Flyweight pattern comes in to reduce the
state requirements here.
It maintains a cache of previously utilised
configurations or styles.
Each character is given a reference to a
configuration object.
When a configuration is applied, we check the
cache to see if it exists.
If it doesn’t, it creates one and add it to the cache.
The Flyweight dramatically reduces the object
footprint.
We have thousands of small objects rather than
thousands of large objects.
17. Before and After
public class MyCharacter {
char letter;
Font myFont;
void applyDecoration (string font, int size);
myFont = new Font (font, size);
}
}
public class MyCharacter {
char letter;
Font myFont;
void applyDecoration (string font, int size);
myFont = FlyweightCache.getFont (font, size);
}
}
18. Implementing a Flyweight
The flyweight patterns makes no
implementation assumptions.
A reasonably good way to do it is through a
hash map or other collection.
Standard memoization techniques can be
used here.
When a request is made, check the cache.
If it’s there, return it.
If it’s not, create it and put it in the cache and
return the new instance.
19. Limitations of the Flyweight
Pattern
Flyweight is only an appropriate design
pattern when object references have no
context.
As in, it doesn’t matter to what they are being
applied.
A font object is a good example.
It doesn’t matter if it’s being applied to a
number, a character, or a special symbol.
A customer object is a bad example.
Each customer is unique.
20. The Composite Pattern
We often have to manipulate collections of
objects when programming.
The composite pattern is designed to simplify
this.
Internally, it represents data as a simple list or
other collection.
Requires the use of polymorphism to assure
structural compatability.
Externally it presents an API to add and
remove objects.
And also to execute operations on the
collection as a whole.
21. The Composite Pattern
public class ShapeCollection implements Shape() {
ArrayList shapes = new ArrayList();
void addShape (Shape s) {
shapes.Add (s);
}
void removeShape (Shape s) {
shapes.Remove (s);
}
void draw() {
foreach (Shape s in shapes) {
s.draw();
}
}
void setColour (Colour c) {
foreach (Shape s in shapes) {
s.setColour (c);
}
}
}
22. The Composite Pattern
public MainProgram() {
Circle circle = new Circle();
Rectangle rect = new Rectangle();
Triangle tri = new Triangle();
ShapeCollection myCollection = new ShapeCollection();
ShapeCollection overallScene = new ShapeCollection();
myCollection.addShape (circle);
myCollection.addShape (rect);
overallScene.addShape (myCollection);
overallScene.addShape (tri);
myCollection.setColour (Colour.RED);
overallScene.draw();
}
23. Why Use Composite?
Sometimes we need to be able to perform
operations on groups of objects as a whole.
We may wish to move a group of shapes in a
graphics package as one example.
These often exist side by side with more
primitive objects that get manipulated
individually.
Having handling code for each of these
conditions is bad design.
24. The Composite
The composite allows us to treat
collections and individual objects through
one consistent interface.
We don’t need to worry about which we
are dealing with at any one time.
It works by ensuring that the collection
implements the common interface shared
by all its constituent bits.
The relationship is recursive if done
correctly.
25. Summary
Structural patterns are the last of the families of
design patterns we are going to look at.
We use an adapter to deal with incompatible
APIs.
We use a bridge to decouple abstraction from
implementation.
Implementation is very similar to strategy, only the
intent is unique.
Flyweight patterns are used to reduce processing
and memory overheads.
Composites are used to allow recursive and
flexible aggregate manipulation of objects.