This is first part: https://www.slideshare.net/JieyiWu1/design-pattern-part-1-81195876
Structural Pattern is introducing 7 type patterns and also including the pros and cons to you.
Behavioral Pattern of the design pattern.
Introducing 6 type patterns and also including the pros and cons. It's easy to understand what's kind of scenario it should be used.
Creational Pattern of the design pattern.
Introducing 6 type patterns and also including the pros and cons. It's easy to understand what's kind of scenario it should be used.
Pro typescript.ch03.Object Orientation in TypeScriptSeok-joon Yun
The document discusses object-oriented programming concepts in TypeScript such as classes, inheritance, polymorphism, and mixins. It provides code examples of implementing interfaces and classes to demonstrate inheritance and composition. Mixins are discussed as a way to reuse behavior across class hierarchies by applying multiple base classes to a derived class using a mixin function. The examples show how to define mixin behaviors as classes and apply them to implementing classes to achieve multiple inheritance in TypeScript.
The openFrameworks utils documentation provides information on various utility functions for date/time, lists, strings, threading, system tools, noise generation, screenshots, remote loading, and logging, allowing developers to easily access common operations like sorting/randomizing lists, splitting/joining strings, loading URLs asynchronously, and logging messages.
This document contains code examples demonstrating basic Java concepts like classes, objects, methods, constructors, static variables, and more. The examples show how to define Box classes with width, length and height attributes to calculate and print the volume. Later examples demonstrate method overloading, the use of this keyword, call by value vs reference, and default values of attributes. Constructors are used to initialize object attribute values.
How Data Flow analysis works in a static code analyzerAndrey Karpov
Data flow analysis is a technology for source code analysis, widely used in various development tools: compilers, linters, IDE. We'll talk about it exemplifying with design of a static analyzer. The talk covers classification and various kinds of data flow analysis, neighbouring technologies supporting each other, obstacles arising during development, surprises from C++ language when one tries to analyze the code. In this talk, some errors, detected in real projects using this technology, are shown in detail.
PVS-Studio analyzes source code and finds various errors and code quality issues across multiple languages and frameworks. The document highlights 20 examples of issues found, including uninitialized variables, unreachable code, incorrect operations, security flaws, and typos. PVS-Studio is able to find these issues using techniques such as data-flow analysis, method annotation analysis, symbolic execution, type inference, and pattern-based analysis to precisely evaluate the code and pinpoint potential bugs or code smells.
The Ring programming language version 1.9 book - Part 99 of 210Mahmoud Samir Fayed
Ring allows extending the language through C/C++ code and libraries. This includes extending RingQt by adding more classes. The documentation explains how to call C functions and use C++ classes from Ring. A code generator can automatically create Ring wrappers for C/C++ libraries by parsing function/class definitions. This simplifies integrating external libraries. For example, RingQt was extended by generating wrappers for the Qt classes using such a generator.
This document provides a summary of key C++ concepts for an online certification course from the Global Open University, including pointers, arrays, parameter passing, classes, constructors/destructors, inheritance, virtual functions, and coding tips. It includes code examples and explanations for working with pointers, arrays, strings, parameter passing, classes, inheritance, polymorphism, and best practices for avoiding errors. The full course material can be accessed online at the provided URL.
openFrameworks allows users to easily play and grab video using the ofVideoPlayer and ofVideoGrabber classes. ofVideoPlayer loads and plays back video files, while ofVideoGrabber accesses the webcam video stream. Both classes provide methods to load, update, and draw video, as well as access pixel data and playback controls like position, speed, and pausing.
The Ring programming language version 1.6 book - Part 184 of 189Mahmoud Samir Fayed
This section provides an overview of the Ring programming language, including lists of its 49 keywords, 198 functions, common compiler errors, and the structure and instructions of its virtual machine (VM). The keywords include common ones like class, func, if, and while. The many functions cover strings, files, math, objects, and the VM. Compiler errors relate to missing elements like ok or end in control structures. The VM executes Ring code through its instructions and uses scopes and pointers to manage memory.
This document discusses using an Event Consumer design pattern to provide a unified approach to callbacks in Android. It describes how the Event Consumer pattern can be used for callbacks from worker threads, between domain objects and interfaces using the Observer pattern, and between activities using intents. The key aspects are using an EventConsumer interface and event IDs to decouple classes, avoiding direct references between callback classes. This provides a cleaner approach than traditional callback interfaces or methods. The document provides examples to illustrate how the pattern can be applied in different callback situations in Android.
The document provides an overview of openFrameworks (OF), an open source toolkit for creative coding. It summarizes OF's graphics, image, and drawing capabilities. OF allows drawing of basic shapes, images, and text using functions like ofCircle() and ofLine(). It supports loading, manipulating, and saving images via ofImage and ofPixels. Rendering to PDF is also possible using ofBeginSaveScreenAsPDF() and ofEndSaveScreenAsPDF().
The document contains 21 code snippets showing examples of various Java programming concepts. The code snippets cover topics such as classes and objects, inheritance, interfaces, exceptions, threads, applets, packages, input/output, and networking.
The document discusses different ways to implement threading in Java programs. It provides code examples to demonstrate creating threads by extending the Thread class and implementing the Runnable interface. The code examples show printing output from both the main thread and child threads to illustrate threading concepts. Socket programming and RMI examples are also provided with code to implement client-server applications using threads.
The Ring programming language version 1.7 book - Part 91 of 196Mahmoud Samir Fayed
This document provides information about using Ring to create GUI applications with Qt. It discusses how to:
- Create a basic application with a main window using the qApp and qWidget classes.
- Add buttons, set click events, and call methods when buttons are clicked.
- Create arrays of buttons and position them on the window.
- Close one window and open another.
- Create modal windows that block interaction with other windows.
- Disable window resizing and maximize buttons.
The key points are that RingQt provides classes like qApp and qWidget to create GUI applications, qPushButton to add buttons, and setClickEvent() to call methods when buttons are clicked
The document discusses the openFrameworks 3D toolkit. It describes ofNode for 3D scene objects, ofCamera for camera functionality, ofMesh for vertex data containers, and ofEasyCam for simplified camera interaction. Examples are provided for creating a custom 3D node class that inherits from ofNode, setting up a scene with multiple custom nodes, and using ofEasyCam to follow a target node.
The document contains 13 multiple choice questions related to threads in Java. The questions cover topics such as defining and starting threads, thread priorities, synchronized methods, and thread execution order.
This document discusses various refactoring techniques for simplifying conditional expressions and logic in code. It provides examples of refactoring techniques like decomposing conditional expressions, consolidating duplicate conditional fragments, removing control flags, replacing nested conditionals with guard clauses, replacing conditionals with polymorphism, introducing null objects, and introducing assertions. The goal of these refactoring techniques is to simplify complex conditional logic and make the code easier to read, understand and maintain.
The document provides information about C++ aptitude and object-oriented programming (OOP) concepts. It contains sample C++ code snippets and questions with explanations to test understanding of topics like classes, inheritance, polymorphism, operator overloading, templates, and more.
The document discusses various topics related to classes and objects in C++ including defining a class, accessing class members, defining member functions, static data members and functions, arrays of objects, passing objects as function arguments, returning objects from functions, friend functions, and more. It provides code examples for many of these concepts. The document is a chapter from a book or set of lecture notes on C++ classes and objects.
Александр Гранин, Функциональная 'Жизнь': параллельные клеточные автоматы и к...Sergey Platonov
This document discusses using functional programming concepts like comonads to design and implement cellular automata in C++. It describes a 1D, 3-state cellular automaton as a proof of concept. It then discusses extending the approach to 2D cellular automata by using higher-order functions. Benchmark results show the parallel implementation of Conway's Game of Life outperforms the sequential version.
openFrameworks uses openGL to draw graphics. openGL is a standard API for 3D graphics that is implemented by most operating systems and video cards. OF classes like ofTexture, ofLight, ofMaterial, ofVbo, and ofFbo provide wrappers for common openGL objects to simplify their use. Shaders allow custom programs to run on the GPU for effects processing.
(1) The document provides instructions for installing the CounterClockwise plugin for Eclipse to get an IDE for Clojure development. (2) It describes how to create and load Clojure files and launch a REPL for evaluation. (3) The document includes exercises on Clojure basics like functions, macros, and functional programming techniques as well as examples for implementing macros.
The document discusses various concepts related to objects and classes in C++ including copy constructors, shallow vs deep copy, customizing copy constructors, immutable objects, static vs instance members, friend functions and classes, const member functions and objects, and the difference between structs and classes. Specifically, it provides examples to illustrate deep copying of objects containing dynamic memory, implementing copy constructors for deep copy, using static member functions and data, allowing access to private members using friend functions and classes, and ensuring objects are immutable using const.
The document discusses object-oriented programming concepts like inheritance, base classes, and derived classes. It provides code examples to illustrate inheritance relationships between classes like Point, Circle, and Cylinder. The code defines base classes like Point and derived classes like Circle that inherit properties and methods from their base classes. Tests are provided to create objects from derived classes and demonstrate inherited functionality.
This document discusses business logic layers and object-oriented design patterns. It begins by explaining what a business logic layer is and provides examples of services, entities, and rules/calculations. It then covers different patterns for structuring business logic, including procedure pattern, table module pattern, and object-based patterns like active record and domain model. Key differences between the patterns are explained. The remainder of the document dives deeper into object-oriented design patterns, categorizing them as creational, structural, and behavioral patterns. Examples are provided for factory, singleton, decorator, proxy, adapter, facade, strategy, and chain of responsibility patterns. Polymorphism and its importance to design patterns is also discussed.
This document provides a summary of key C++ concepts for an online certification course from the Global Open University, including pointers, arrays, parameter passing, classes, constructors/destructors, inheritance, virtual functions, and coding tips. It includes code examples and explanations for working with pointers, arrays, strings, parameter passing, classes, inheritance, polymorphism, and best practices for avoiding errors. The full course material can be accessed online at the provided URL.
openFrameworks allows users to easily play and grab video using the ofVideoPlayer and ofVideoGrabber classes. ofVideoPlayer loads and plays back video files, while ofVideoGrabber accesses the webcam video stream. Both classes provide methods to load, update, and draw video, as well as access pixel data and playback controls like position, speed, and pausing.
The Ring programming language version 1.6 book - Part 184 of 189Mahmoud Samir Fayed
This section provides an overview of the Ring programming language, including lists of its 49 keywords, 198 functions, common compiler errors, and the structure and instructions of its virtual machine (VM). The keywords include common ones like class, func, if, and while. The many functions cover strings, files, math, objects, and the VM. Compiler errors relate to missing elements like ok or end in control structures. The VM executes Ring code through its instructions and uses scopes and pointers to manage memory.
This document discusses using an Event Consumer design pattern to provide a unified approach to callbacks in Android. It describes how the Event Consumer pattern can be used for callbacks from worker threads, between domain objects and interfaces using the Observer pattern, and between activities using intents. The key aspects are using an EventConsumer interface and event IDs to decouple classes, avoiding direct references between callback classes. This provides a cleaner approach than traditional callback interfaces or methods. The document provides examples to illustrate how the pattern can be applied in different callback situations in Android.
The document provides an overview of openFrameworks (OF), an open source toolkit for creative coding. It summarizes OF's graphics, image, and drawing capabilities. OF allows drawing of basic shapes, images, and text using functions like ofCircle() and ofLine(). It supports loading, manipulating, and saving images via ofImage and ofPixels. Rendering to PDF is also possible using ofBeginSaveScreenAsPDF() and ofEndSaveScreenAsPDF().
The document contains 21 code snippets showing examples of various Java programming concepts. The code snippets cover topics such as classes and objects, inheritance, interfaces, exceptions, threads, applets, packages, input/output, and networking.
The document discusses different ways to implement threading in Java programs. It provides code examples to demonstrate creating threads by extending the Thread class and implementing the Runnable interface. The code examples show printing output from both the main thread and child threads to illustrate threading concepts. Socket programming and RMI examples are also provided with code to implement client-server applications using threads.
The Ring programming language version 1.7 book - Part 91 of 196Mahmoud Samir Fayed
This document provides information about using Ring to create GUI applications with Qt. It discusses how to:
- Create a basic application with a main window using the qApp and qWidget classes.
- Add buttons, set click events, and call methods when buttons are clicked.
- Create arrays of buttons and position them on the window.
- Close one window and open another.
- Create modal windows that block interaction with other windows.
- Disable window resizing and maximize buttons.
The key points are that RingQt provides classes like qApp and qWidget to create GUI applications, qPushButton to add buttons, and setClickEvent() to call methods when buttons are clicked
The document discusses the openFrameworks 3D toolkit. It describes ofNode for 3D scene objects, ofCamera for camera functionality, ofMesh for vertex data containers, and ofEasyCam for simplified camera interaction. Examples are provided for creating a custom 3D node class that inherits from ofNode, setting up a scene with multiple custom nodes, and using ofEasyCam to follow a target node.
The document contains 13 multiple choice questions related to threads in Java. The questions cover topics such as defining and starting threads, thread priorities, synchronized methods, and thread execution order.
This document discusses various refactoring techniques for simplifying conditional expressions and logic in code. It provides examples of refactoring techniques like decomposing conditional expressions, consolidating duplicate conditional fragments, removing control flags, replacing nested conditionals with guard clauses, replacing conditionals with polymorphism, introducing null objects, and introducing assertions. The goal of these refactoring techniques is to simplify complex conditional logic and make the code easier to read, understand and maintain.
The document provides information about C++ aptitude and object-oriented programming (OOP) concepts. It contains sample C++ code snippets and questions with explanations to test understanding of topics like classes, inheritance, polymorphism, operator overloading, templates, and more.
The document discusses various topics related to classes and objects in C++ including defining a class, accessing class members, defining member functions, static data members and functions, arrays of objects, passing objects as function arguments, returning objects from functions, friend functions, and more. It provides code examples for many of these concepts. The document is a chapter from a book or set of lecture notes on C++ classes and objects.
Александр Гранин, Функциональная 'Жизнь': параллельные клеточные автоматы и к...Sergey Platonov
This document discusses using functional programming concepts like comonads to design and implement cellular automata in C++. It describes a 1D, 3-state cellular automaton as a proof of concept. It then discusses extending the approach to 2D cellular automata by using higher-order functions. Benchmark results show the parallel implementation of Conway's Game of Life outperforms the sequential version.
openFrameworks uses openGL to draw graphics. openGL is a standard API for 3D graphics that is implemented by most operating systems and video cards. OF classes like ofTexture, ofLight, ofMaterial, ofVbo, and ofFbo provide wrappers for common openGL objects to simplify their use. Shaders allow custom programs to run on the GPU for effects processing.
(1) The document provides instructions for installing the CounterClockwise plugin for Eclipse to get an IDE for Clojure development. (2) It describes how to create and load Clojure files and launch a REPL for evaluation. (3) The document includes exercises on Clojure basics like functions, macros, and functional programming techniques as well as examples for implementing macros.
The document discusses various concepts related to objects and classes in C++ including copy constructors, shallow vs deep copy, customizing copy constructors, immutable objects, static vs instance members, friend functions and classes, const member functions and objects, and the difference between structs and classes. Specifically, it provides examples to illustrate deep copying of objects containing dynamic memory, implementing copy constructors for deep copy, using static member functions and data, allowing access to private members using friend functions and classes, and ensuring objects are immutable using const.
The document discusses object-oriented programming concepts like inheritance, base classes, and derived classes. It provides code examples to illustrate inheritance relationships between classes like Point, Circle, and Cylinder. The code defines base classes like Point and derived classes like Circle that inherit properties and methods from their base classes. Tests are provided to create objects from derived classes and demonstrate inherited functionality.
This document discusses business logic layers and object-oriented design patterns. It begins by explaining what a business logic layer is and provides examples of services, entities, and rules/calculations. It then covers different patterns for structuring business logic, including procedure pattern, table module pattern, and object-based patterns like active record and domain model. Key differences between the patterns are explained. The remainder of the document dives deeper into object-oriented design patterns, categorizing them as creational, structural, and behavioral patterns. Examples are provided for factory, singleton, decorator, proxy, adapter, facade, strategy, and chain of responsibility patterns. Polymorphism and its importance to design patterns is also discussed.
In software engineering, a design pattern is a general reusable solution to a commonly occurring problem within a given context in software design
Patterns are formalized best practices that the programmer must implement in the application.
The document provides an overview of the GoF design patterns including the types (creational, structural, behavioral), examples of common patterns like factory, abstract factory, singleton, adapter, facade, iterator, observer, and strategy, and UML diagrams illustrating how the patterns can be implemented. Key aspects of each pattern like intent, relationships, pros and cons are discussed at a high level. The document is intended to introduce software engineers to design patterns and how they can be applied.
This document discusses design patterns and provides examples of implementing some common patterns in C#. It begins with an introduction to design patterns, their history and types. It then demonstrates implementing singleton, prototype, facade and decorator patterns in C#, including class diagrams and implementation steps. It discusses advantages of design patterns and hints for advanced development, like making patterns thread-safe. The document concludes with a thank you.
The document discusses several design patterns including Singleton, Factory Method, Strategy, and others. It provides descriptions of the patterns, examples of how they can be implemented in code, and discusses how some patterns like Singleton can be adapted for multi-threaded applications. It also briefly introduces the Multiton pattern, which is an extension of Singleton that allows multiple instances associated with different keys.
EXACT IMPLEMENTATION OF DESIGN PATTERNS IN C# LANGUAGEijait
A design pattern is a general solution to a commonly occurring problem in software design. It is a
template to solve a problem that can be used in many different situations. Patterns formalize best practices
that the programmer can use to solve common problems when designing an application or systems. In this
article we have focused our attention on it, how the proposed UML diagrams can be implemented in C#
language and whether it is possible to make the diagram implementation in the program code with the
greatest possible precision.
Unified Modeling Language (UML), Object-Oriented Programming Concepts & Desig...Isuru Perera
Guest lecture at Informatics Institute of Technology (http://www.iit.ac.lk/) on 04th December 2015.
This lecture covered following UML 2.5 Diagrams: Use-Case, Activity, Class, Object, Sequence, State Machine.
I also showed some tools I have used: UMLet and Astah Community. Astah is the main tool I used when I was studying.
Then I focused on OOP Concepts, Software Design Principles and some Design Patterns.
I have included links to all related content in the 32nd slide.
The document discusses design patterns. It begins with an introduction to design patterns, covering their history and definition. It then covers several fundamental design principles for patterns, including avoiding tight coupling, favoring composition over inheritance, and the single responsibility principle. Finally, it discusses several specific design patterns, including factory method, singleton, strategy, state, and proxy patterns. It provides examples of when and how to apply these patterns.
The document discusses various design patterns categorized as creational, structural, and behavioral. Creational patterns deal with object creation mechanisms and include singleton, factory method, abstract factory, builder, and prototype patterns. Structural patterns focus on class and object composition and include adapter, bridge, composite, decorator, facade, flyweight, and proxy patterns. Behavioral patterns deal with communication between objects and include observer, strategy, chain of responsibility, command, interpreter, iterator, mediator, memento, state, template method, and visitor patterns. Each pattern is explained with an example.
The document discusses design patterns from the Gang of Four (GoF) book. It defines what design patterns are, who coined the term GoF, and the three main categories of design patterns. It then provides details on some specific design patterns, including Singleton, Factory, Builder, and Prototype. For each pattern it describes when to use it, why it's useful, and examples from Java core libraries. Resources for further reading on design patterns are also listed.
Chapter 02 of the lecture Style & Design Principles taught at SAE Institute Hamburg.
Introduction to advanced concepts of object-oriented design, such as delegation, polymorphism, cohesion and coupling, and to behavioral, creational and structural design patterns.
The document discusses software architecture, including definitions, principles, patterns, and modeling techniques. It defines architecture as the structure of a system comprising software elements and relationships. Some key principles discussed are single responsibility, open/closed, and dependency inversion. Common patterns like MVC, layered, and multitier architectures are explained. The document also introduces Unified Modeling Language (UML) for modeling systems using diagrams like class, component, and package diagrams.
The document discusses several common data structures and design patterns used in programming. It describes arrays, linked lists, dictionaries, stacks, and queues as basic data structures. It then covers object oriented programming concepts like classes, inheritance, and polymorphism. Component-based design patterns are introduced as an alternative to inheritance. Finally, common design patterns like singleton, factory, observer, and composite are explained at a high level.
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.
Introduce current popular application architectures and comparing their pros. and cons.
Also, you can know why you should need a good architecture for your application in Android/iOS.
This document introduces ReactiveX, an API for asynchronous programming with observable streams. It discusses key ReactiveX concepts like Observables, Observers, and subscriptions. It provides examples of common ReactiveX operations like map, filter, zip, and merge. It also outlines some usage scenarios for ReactiveX like handling multi-clicks and searching with debounced keyword input.
This document introduces Jieyi Wu and outlines plans for supporting technology projects. It provides an overview of KARITOKE, a watch rental service launching in September 2017. It also describes Kloveroid, an open-source Android architecture project serving as a basic MVP framework. Future plans include starting an iOS architecture project called Shrubbery in May 2018 and hiring additional team members.
This document provides an overview of object-oriented programming (OOP) concepts. It defines OOP as consisting of cooperating objects that exchange messages to achieve a common goal. It describes the key concepts of classes and objects, with classes serving as blueprints for creating objects. The core OOP concepts of abstraction, encapsulation, inheritance, polymorphism, and overriding are explained. Exception handling and design patterns including creational, structural, and behavioral patterns are also overviewed along with the SOLID principles of single responsibility, open/closed, Liskov substitution, interface segregation, and dependency inversion. Code examples are provided to illustrate many of the concepts.
Accommodating Neurodiverse Users Online (Global Accessibility Awareness Day 2...User Vision
This talk was aimed at specifically addressing the gaps in accommodating neurodivergent users online. We discussed identifying potential accessibility issues and understanding the importance of the Web Content Accessibility Guidelines (WCAG), while also recognising its limitations. The talk advocated for a more tailored approach to accessibility, highlighting the importance of adaptability in design and the significance of embracing neurodiversity to create truly inclusive online experiences. Key takeaways include recognising the importance of accommodating neurodivergent individuals, understanding accessibility standards, considering factors beyond WCAG, exploring research and software for tailored experiences, and embracing universal design principles for digital platforms.
Risk Analysis 101: Using a Risk Analyst to Fortify Your IT Strategyjohn823664
Discover how a minor IT glitch became the catalyst for a major strategic shift. In this real-world story, follow Emma, a CTO at a fast-growing managed service provider, as she faces a critical data backup failure—and turns to a risk analyst from remoting.work to transform chaos into clarity.
This presentation breaks down the essentials of IT risk analysis and shows how SMBs can proactively manage cyber threats, regulatory gaps, and infrastructure vulnerabilities. Learn what a remote risk analyst really does, why structured risk management matters, and how remoting.work delivers vetted experts without the overhead of full-time hires.
Perfect for CTOs, IT managers, and business owners ready to future-proof their IT strategy.
👉 Visit remoting.work to schedule your free risk assessment today.
Breaking it Down: Microservices Architecture for PHP Developerspmeth1
Transitioning from monolithic PHP applications to a microservices architecture can be a game-changer, unlocking greater scalability, flexibility, and resilience. This session will explore not only the technical steps but also the transformative impact on team dynamics. By decentralizing services, teams can work more autonomously, fostering faster development cycles and greater ownership. Drawing on over 20 years of PHP experience, I’ll cover essential elements of microservices—from decomposition and data management to deployment strategies. We’ll examine real-world examples, common pitfalls, and effective solutions to equip PHP developers with the tools and strategies needed to confidently transition to microservices.
Key Takeaways:
1. Understanding the core technical and team dynamics benefits of microservices architecture in PHP.
2. Techniques for decomposing a monolithic application into manageable services, leading to more focused team ownership and accountability.
3. Best practices for inter-service communication, data consistency, and monitoring to enable smoother team collaboration.
4. Insights on avoiding common microservices pitfalls, such as over-engineering and excessive interdependencies, to keep teams aligned and efficient.
Scientific Large Language Models in Multi-Modal Domainssyedanidakhader1
The scientific community is witnessing a revolution with the application of large language models (LLMs) to specialized scientific domains. This project explores the landscape of scientific LLMs and their impact across various fields including mathematics, physics, chemistry, biology, medicine, and environmental science.
OpenAI Just Announced Codex: A cloud engineering agent that excels in handlin...SOFTTECHHUB
The world of software development is constantly evolving. New languages, frameworks, and tools appear at a rapid pace, all aiming to help engineers build better software, faster. But what if there was a tool that could act as a true partner in the coding process, understanding your goals and helping you achieve them more efficiently? OpenAI has introduced something that aims to do just that.
Developing Product-Behavior Fit: UX Research in Product Development by Krysta...UXPA Boston
What if product-market fit isn't enough?
We’ve all encountered companies willing to spend time and resources on product-market fit, since any solution needs to solve a problem for people able and willing to pay to solve that problem, but assuming that user experience can be “added” later.
Similarly, value proposition-what a solution does and why it’s better than what’s already there-has a valued place in product development, but it assumes that the product will automatically be something that people can use successfully, or that an MVP can be transformed into something that people can be successful with after the fact. This can require expensive rework, and sometimes stops product development entirely; again, UX professionals are deeply familiar with this problem.
Solutions with solid product-behavior fit, on the other hand, ask people to do tasks that they are willing and equipped to do successfully, from purchasing to using to supervising. Framing research as developing product-behavior fit implicitly positions it as overlapping with product-market fit development and supports articulating the cost of neglecting, and ROI on supporting, user experience.
In this talk, I’ll introduce product-behavior fit as a concept and a process and walk through the steps of improving product-behavior fit, how it integrates with product-market fit development, and how they can be modified for products at different stages in development, as well as how this framing can articulate the ROI of developing user experience in a product development context.
Crazy Incentives and How They Kill Security. How Do You Turn the Wheel?Christian Folini
Everybody is driven by incentives. Good incentives persuade us to do the right thing and patch our servers. Bad incentives make us eat unhealthy food and follow stupid security practices.
There is a huge resource problem in IT, especially in the IT security industry. Therefore, you would expect people to pay attention to the existing incentives and the ones they create with their budget allocation, their awareness training, their security reports, etc.
But reality paints a different picture: Bad incentives all around! We see insane security practices eating valuable time and online training annoying corporate users.
But it's even worse. I've come across incentives that lure companies into creating bad products, and I've seen companies create products that incentivize their customers to waste their time.
It takes people like you and me to say "NO" and stand up for real security!
In-App Guidance_ Save Enterprises Millions in Training & IT Costs.pptxaptyai
Discover how in-app guidance empowers employees, streamlines onboarding, and reduces IT support needs-helping enterprises save millions on training and support costs while boosting productivity.
TrustArc Webinar: Cross-Border Data Transfers in 2025TrustArc
In 2025, cross-border data transfers are becoming harder to manage—not because there are no rules, the regulatory environment has become increasingly complex. Legal obligations vary by jurisdiction, and risk factors include national security, AI, and vendor exposure. Some of the examples of the recent developments that are reshaping how organizations must approach transfer governance:
- The U.S. DOJ’s new rule restricts the outbound transfer of sensitive personal data to foreign adversaries countries of concern, introducing national security-based exposure that privacy teams must now assess.
- The EDPB confirmed that GDPR applies to AI model training — meaning any model trained on EU personal data, regardless of location, must meet lawful processing and cross-border transfer standards.
- Recent enforcement — such as a €290 million GDPR fine against Uber for unlawful transfers and a €30.5 million fine against Clearview AI for scraping biometric data signals growing regulatory intolerance for cross-border data misuse, especially when transparency and lawful basis are lacking.
- Gartner forecasts that by 2027, over 40% of AI-related privacy violations will result from unintended cross-border data exposure via GenAI tools.
Together, these developments reflect a new era of privacy risk: not just legal exposure—but operational fragility. Privacy programs must/can now defend transfers at the system, vendor, and use-case level—with documentation, certification, and proactive governance.
The session blends policy/regulatory events and risk framing with practical enablement, using these developments to explain how TrustArc’s Data Mapping & Risk Manager, Assessment Manager and Assurance Services help organizations build defensible, scalable cross-border data transfer programs.
This webinar is eligible for 1 CPE credit.
Building a research repository that works by Clare CadyUXPA Boston
Are you constantly answering, "Hey, have we done any research on...?" It’s a familiar question for UX professionals and researchers, and the answer often involves sifting through years of archives or risking lost insights due to team turnover.
Join a deep dive into building a UX research repository that not only stores your data but makes it accessible, actionable, and sustainable. Learn how our UX research team tackled years of disparate data by leveraging an AI tool to create a centralized, searchable repository that serves the entire organization.
This session will guide you through tool selection, safeguarding intellectual property, training AI models to deliver accurate and actionable results, and empowering your team to confidently use this tool. Are you ready to transform your UX research process? Attend this session and take the first step toward developing a UX repository that empowers your team and strengthens design outcomes across your organization.
Title: Securing Agentic AI: Infrastructure Strategies for the Brains Behind the Bots
As AI systems evolve toward greater autonomy, the emergence of Agentic AI—AI that can reason, plan, recall, and interact with external tools—presents both transformative potential and critical security risks.
This presentation explores:
> What Agentic AI is and how it operates (perceives → reasons → acts)
> Real-world enterprise use cases: enterprise co-pilots, DevOps automation, multi-agent orchestration, and decision-making support
> Key risks based on the OWASP Agentic AI Threat Model, including memory poisoning, tool misuse, privilege compromise, cascading hallucinations, and rogue agents
> Infrastructure challenges unique to Agentic AI: unbounded tool access, AI identity spoofing, untraceable decision logic, persistent memory surfaces, and human-in-the-loop fatigue
> Reference architectures for single-agent and multi-agent systems
> Mitigation strategies aligned with the OWASP Agentic AI Security Playbooks, covering: reasoning traceability, memory protection, secure tool execution, RBAC, HITL protection, and multi-agent trust enforcement
> Future-proofing infrastructure with observability, agent isolation, Zero Trust, and agent-specific threat modeling in the SDLC
> Call to action: enforce memory hygiene, integrate red teaming, apply Zero Trust principles, and proactively govern AI behavior
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Join us as we dive into the integration of Python with FME, exploring practical tips, demos, and the flexibility of Python across different FME versions. You’ll also learn how to manage SSL integration and tackle Python package installations using the command line.
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Often, QA teams find themselves working in silos: the mobile team focused solely on app functionality, the web team on their portal, and API testers on their endpoints, with limited visibility into how these pieces truly connect. This separation can lead to missed integration bugs that only surface in production, causing frustrating customer experiences like order errors or payment failures. It can also mean duplicated efforts, communication gaps, and a slower overall release cycle for those innovative F&B features everyone is waiting for.
If this sounds familiar, you're in the right place! The carousel below, "Is Your QA Team Still Working in Silos?", visually explores these common pitfalls and their impact on F&B quality. More importantly, it introduces a collaborative, unified approach with Qyrus, showing how an all-in-one testing platform can help you break down these barriers, test end-to-end workflows seamlessly, and become a champion for comprehensive quality in your F&B projects. Dive in to see how you can help deliver a five-star digital experience, every time!
12. Pros. & Cons.
✓ Though the adapter, the original code isn’t modified.
✓ Expandable and adaptable, following OCP(Open Close Principle).
✓ For client, clear; For adapter, reusable.
✗ It unnecessarily increases the size of the code as class
inheritance is less used and lot of code is needlessly duplicated
between classes.
11
22. Pros. & Cons.
✓ Decouple the interface & the implement.
✓ Improving the expandability of the system, but anti SRP.
✓ This pattern is diaphanous for Client and hide the detail.
✗ The system becomes complexity and incomprehensible.
21
26. Component
25
abstract class MenuComponent {
public void add(MenuComponent menuComponent) {
throw new UnsupportedOperationException();
}
public void remove(MenuComponent menuComponent) {
throw new UnsupportedOperationException();
}
public MenuComponent getChild(int i) {
throw new UnsupportedOperationException();
}
public String getName() {
throw new UnsupportedOperationException();
}
public String getDescription() {
throw new UnsupportedOperationException();
}
public double getAttackValue() {
throw new UnsupportedOperationException();
}
public double getDefenseValue() {
throw new UnsupportedOperationException();
}
}
27. Composite
26
class Menu extends MenuComponent {
private final String name;
private final String description;
private ArrayList components = new ArrayList<MenuComponent>();
Menu(String name, String description) {
this.name = name;
this.description = description;
}
@Override
public void add(MenuComponent menuComponent) {
components.add(menuComponent);
}
@Override
public void remove(MenuComponent menuComponent) {
components.remove(menuComponent);
}
@Override
public MenuComponent getChild(int i) {
return (MenuComponent) components.get(i);
}
@Override
public String getName() {return name;}
@Override
public String getDescription() {return description;}
}
28. Leaf
27
class MenuItem extends MenuComponent {
private String name;
private String description;
private final double attack;
private final double defense;
MenuItem(String name, String description, double attack,
double defense) {
this.name = name;
this.description = description;
this.attack = attack;
this.defense = defense;
}
@Override
public String getName() {return name;}
@Override
public String getDescription() {return description;}
@Override
public double getAttackValue() {return attack;}
@Override
public double getDefenseValue() {return defense;}
}
31. ✓ Separating the layer objects and adding a new object easily.
✓ Client can operate leaves & composite object consistently.
✓ Adding a new composite object easily.
✗ Design will be more abstract.
Pros. & Cons.
30
40. Client
39
public class Client {
static public void main(String[] args) {
IWeapon powerSword =
new FireDecorator(
new PoisonDecorator(new Sword()));
IWeapon magicAxe =
new ThunderDecorator(
new FireDecorator(new Axe()));
}
}
41. Pros. & Cons.
40
✓ Decorator is more flexible than inheritance.
✓ Decorator can expand the functions of an object.
✓ Decorators of them combined can create various objects.
✓ Following the OCP(Open Closed Principle).
✗ Because when using the decorator pattern, there’re many
objects are created.
✗ It becomes more difficult to debug.
46. Facade
45
class Stage {
private final WarriorRoles warriorRoles;
private final MagicianRoles magicianRoles;
private final HunterRoles hunterRoles;
private final KnightRoles knightRoles;
private final Minions minions;
Stage(WarriorRoles warriorRoles, MagicianRoles magicianRoles,
HunterRoles hunterRoles, KnightRoles knightRoles,
Minions minions) {
this.warriorRoles = warriorRoles;
this.magicianRoles = magicianRoles;
this.hunterRoles = hunterRoles;
this.knightRoles = knightRoles;
this.minions = minions;
}
public void StageIce() {
warriorRoles.off();
magicianRoles.off();
hunterRoles.on();
knightRoles.off();
minions.quantity(200);
}
public void StageAirCastle() {
warriorRoles.on();
magicianRoles.off();
hunterRoles.off();
knightRoles.on();
minions.quantity(1000);
}
}
47. Client
46
public class Client {
static public void main(String[] args) {
Stage stage = new Stage(new WarriorRoles(),
new MagicianRoles(),
new HunterRoles(),
new KnightRoles(),
new Minions());
stage.StageIce();
stage.StageAirCastle();
}
}
48. Pros. & Cons.
✓ Reducing the dependency between the subsystem.
✓ Doesn’t have to care about the subsystem.
✓ Providing only one entry for using the object.
✗ If Client cant constrain to use subsystem well, it will
decrease the flexibility and variability.
✗ Anti OCP(Open Closed Principle).
47
53. Concrete
Flyweight
52
class Tree extends Flyweight {
private int pX = 0, pY = 0;
private int height = 100;
private double leafQuantity = 0.7f;
private int leafColor = 0x1100ff;
@Override
void plant(int x, int y) {
pX = x;
pY = y;
// Do something.
}
}
class Grass extends Flyweight {
private int pX = 0, pY = 0;
private double leafQuantity = 0.2f;
private int leafColor = 0x0000ff;
@Override
void plant(int x, int y) {
pX = x;
pY = y;
// Do something.
}
}
54. Flyweight
Factory
53
class FlyweightFactory {
private final HashMap<String, Flyweight> pool =
new HashMap<>();
public Flyweight getFlyweight(String key) {
if (null == pool.get(key)) {
Flyweight object;
if (Objects.equals("grass", key)) {
object = new Grass();
}
else if (Objects.equals("tree", key)) {
object = new Tree();
}
pool.put(key, object);
}
return pool.get(key);
}
public int getFlyweightCount() {
return pool.size();
}
}
55. Client
54
public class Client {
static public void main(String[] args) {
FlyweightFactory flyweightFactory = new
FlyweightFactory();
flyweightFactory.getFlyweight("tree").plant
(3, 6);
flyweightFactory.getFlyweight("grass").plant
(1, 3);
flyweightFactory.getFlyweight("grass").plant
(2, 6);
flyweightFactory.getFlyweight("tree").plant
(1, 0);
}
}
56. Pros. & Cons.
✓ Reducing the objects quantity in the memory.
✓ The flyweight’s state is dependent.
✗ The system will be more complexity because separating the
internal & external state.
55
63. Client
62
public class Client {
static public void main(String[] args) {
IAttack proxy = new Proxy(new Player());
proxy.doAttack();
}
}
64. Pros. & Cons.
✓ Hide the real subject to avoid the Client uses it directly.
✗ The operation speed will be lower.
✗ For implementing the proxy, there’re many extra works and some
proxy’s implementation is really complexity.
63