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.
The document discusses various design patterns including Decorator, Proxy, Prototype, Observer, Adapter, Builder, Dependency Injection, Singleton, Memento, and Factory. For each pattern, it provides a high-level overview of how to implement the pattern programmatically, focusing on using annotations, reflection, and code generation to automate the application of the patterns. It describes generating proxy classes, intercepting method calls, deep cloning objects, notifying subscribers of changes, resolving dependencies, ensuring single instances, and other techniques.
This document provides an overview of object-oriented programming (OOP) concepts including objects, classes, encapsulation, inheritance, polymorphism, and abstraction. It explains that OOP allows decomposition of programs into objects that contain both data and functions. Classes act as blueprints for objects and define their properties and behaviors.
Basic concepts of object oriented programmingSachin Sharma
This document provides an overview of basic concepts in object-oriented programming including objects, classes, data abstraction, encapsulation, inheritance, polymorphism, binding, and message passing. Objects are run-time entities with state and behavior, while classes define the data and behavior for objects of a similar type. Encapsulation binds data and functions within a class, while inheritance allows new classes to acquire properties of existing classes. Polymorphism enables one function to perform different tasks. Binding determines how function calls are linked, and message passing allows objects to communicate by sending requests.
This document provides an overview of object-oriented programming concepts such as objects, classes, and messaging. It defines an object as having state represented by variables and behavior represented by methods. A class is described as a blueprint that defines common attributes and behaviors of objects. The document also explains how objects communicate by sending messages to each other to invoke methods.
Ever heard of the Law of Demeter? How about the Liskov Substitution Principle? This talk introduces key object-oriented laws and principles currently used in our field and provides guidance for their use when building applications on the .NET platform.
The document discusses object-oriented analysis and design concepts including classes, objects, relationships, use cases, architecture and patterns. It defines key terms like class, object, attribute, operation, association and provides examples. It also describes use case analysis, defining analysis classes, architectural analysis, identifying key abstractions and layering architecture. The purpose is to transform requirements into a system design using these fundamental OO principles.
introduction of OOP Course " Object oriented programming" using java technology , slide is talking about the main concepts which need to be understood to start learning OOP
Object oriented programming is a modular approach to programming that treats data and functions that operate on that data as objects. The basic elements of OOP are objects, classes, and inheritance. Objects contain both data and functions that operate on that data. Classes are templates that define common properties and relationships between objects. Inheritance allows new classes to acquire properties of existing classes. OOP provides advantages like modularity, code reuse, and data abstraction.
Defining class
Defining member functions
Static data members
Static member functions
Private data members
Public member functions
Arrays of objects
Objects as a function arguments
Constructors and destructors
Types of constructors
Handling of multiple constructors, destructors.
The document provides an introduction to object-oriented programming concepts and Java. It discusses key OOP concepts like objects, classes, encapsulation, inheritance, and polymorphism. It also explains the basics of Java, including its history, features like being platform independent and secure, and the structure of a Java program with main components like packages, import statements, and class definitions.
Constructors initialize objects upon creation and are automatically called before the new operator completes. They look similar to methods but have no return type. This allows objects to initialize themselves when created. The this keyword can be used inside methods to refer to the current object. Static members can be accessed without creating an object and are used to define utility methods and variables. Arrays are implemented as objects in Java.
This document provides an overview of object-oriented programming (OOP) including:
- The history and key concepts of OOP like classes, objects, inheritance, polymorphism, and encapsulation.
- Popular OOP languages like C++, Java, and Python.
- Differences between procedural and OOP like top-down design and modularity.
Python allows introspection, or the ability to treat code as objects that can be examined and manipulated at runtime. It uses objects and object-oriented programming. Functions can take optional and named arguments with default values. Built-in functions like type, str, dir, and callable provide information about objects. Attributes can be accessed and functions dispatched dynamically using getattr. Lambda functions are anonymous one-line functions. Classes define objects through attributes and methods. Methods have a self parameter to access instance attributes. Special methods like __init__ and __str__ control object initialization and representation as a string. Classes can inherit from other classes and override methods while still accessing the parent implementation using super(). Operators can be overloaded to work on custom classes.
This document provides an overview of object-oriented programming concepts including classes, objects, inheritance, abstraction, encapsulation, and polymorphism. It defines OOP as an engineering approach for building software systems based on modeling real-world entities as classes and objects that exchange messages. Key concepts are explained such as classes defining attributes and behaviors of objects, objects being instances of classes, and communication between objects occurring through messages. The four main principles of OOP - inheritance, abstraction, encapsulation, and polymorphism - are also summarized.
This is a presentation I did for the Cedar Rapids .NET User Group (CRineta.org). It was intended to present object oriented concepts and their application in .NET and C#.
Introduction to oop and java fundamentalsAnsgarMary
This document provides an introduction to object-oriented programming concepts in Java, including classes, objects, inheritance, polymorphism, abstraction, and encapsulation. It then discusses the Java programming environment, fundamental programming structures in Java like data types, variables, operators, control flow statements, and arrays. Key characteristics of the Java language are also summarized.
This document discusses object-oriented design principles including encapsulation, abstraction, inheritance, polymorphism, and decoupling. It then introduces the SOLID principles of object-oriented design: single responsibility principle, open/closed principle, Liskov substitution principle, interface segregation principle, and dependency inversion principle. Code examples are provided to demonstrate how to apply these principles and improve code maintainability, reusability, and testability.
Java is an object-oriented programming language that can be used to create complete applications. It is simple, secure, platform independent and follows the principle of "write once, run anywhere". The key components of Java are the JDK, JRE, and JVM. Java source code is compiled to bytecode, which is then executed by the JVM. Java supports basic data types as well as object-oriented features like classes, objects, inheritance and polymorphism. Common constructs in Java include if/else statements, loops, methods, and arrays. Objects are created using the new keyword and referencing a class.
Object Oriented Programming is a programming concept that works on the principle that objects are the most important part of your program. It allows users create the objects that they want and then create methods to handle those objects. Manipulating these objects to get results is the goal of Object Oriented Programming.
Object Oriented Programming popularly known as OOP, is used in a modern programming language like Java..
he main aim of object-oriented programming is to implement real-world entities for example object, classes, abstraction, inheritance, polymorphism, etc.
Beginners Guide to Object Orientation in PHPRick Ogden
The document provides an introduction to object oriented programming in PHP, explaining key concepts like classes, objects, properties, methods, encapsulation, and inheritance. It uses examples like a social networking profile class to demonstrate how to create classes with properties and methods, instantiate objects, and extend classes through inheritance. The document also discusses benefits and drawbacks of the object oriented approach.
One of the main advantages of PHP is that it allows you and your company to build up projects in no time and with immediate feedback and business value. Sometimes, however, fast growth and unprevented complexities could make your codebase more and more difficult to manage as time passes and new features are added.Domain Driven Design can be an elegant solution to the problem, but introducing it in mid-large sized projects is not always easy: you have to deal with difficulties at technical, team and knowledge levels. This talk focuses on how to approach the change in your codebase and in your team mindset without breaking legacy code or stopping the development in favor of neverending refactoring sessions.
The assignments written by our professionals are always worth and deliver the best output. At EssayCorp, a panel of experts is involved in object oriented programming assignment help. They implement their knowledge with the effective words which comes out as a well attempted assignment. All these experts are not only skilled, but they are also experienced. Hence, it is our assurance that you will get high quality work from us.
Visit : https://www.essaycorp.com/c-plus-plus.html
This presentation provides an overview of object-oriented programming (OOP) concepts including:
- Encapsulation which hides unnecessary implementation details from users.
- Association which represents relationships between objects that have independent lifecycles.
- Inheritance which enables new objects to take on properties of existing objects.
- Polymorphism which allows objects to take different forms through method overloading and overriding.
- Exception handling which provides control transfer when exceptions occur using try, catch, throw, and finally.
- Abstract classes and interfaces which define behaviors without providing implementation.
OOP provides advantages like simplicity, modularity, extensibility, maintainability, and reusability.
The document discusses object-oriented programming concepts including classes, objects, encapsulation, inheritance, polymorphism, and design patterns. It defines each concept and provides examples to illustrate how they are used in object-oriented programming and modeling. Object-oriented programming is based on representing real-world entities like cars and people as objects that have states, behaviors, and can communicate with each other through messages.
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.
The Command pattern encapsulates a request as an object, allowing requests to be parameterized with different objects and queued or logged. A command object represents the method call and stores the method name, owner object, and parameters. A client creates a concrete command object and passes it to an invoker, which stores the command and calls its execute method, invoking the action on the receiver object. This decouples the requestor from the performer and allows invokers to be parameterized with different commands at runtime.
The command pattern is a behavioral design pattern in which an object is used to encapsulate all information needed to perform an action or trigger an event at a later time.
The Command design pattern encapsulates requests as objects, allowing for the parameterization of clients with different requests, queues of requests, and undo functionality. It decouples the invoker of a request from the receiver that performs it. Some key elements are the Command interface that declares an execute method, ConcreteCommand classes that link Receivers to their actions, and an Invoker that asks Commands to carry out requests. The pattern supports adding new commands without changing existing code but can lead to many command classes cluttering the design. It is used when objects need to issue parameterized requests without coupling to receivers or timing of requests.
introduction of OOP Course " Object oriented programming" using java technology , slide is talking about the main concepts which need to be understood to start learning OOP
Object oriented programming is a modular approach to programming that treats data and functions that operate on that data as objects. The basic elements of OOP are objects, classes, and inheritance. Objects contain both data and functions that operate on that data. Classes are templates that define common properties and relationships between objects. Inheritance allows new classes to acquire properties of existing classes. OOP provides advantages like modularity, code reuse, and data abstraction.
Defining class
Defining member functions
Static data members
Static member functions
Private data members
Public member functions
Arrays of objects
Objects as a function arguments
Constructors and destructors
Types of constructors
Handling of multiple constructors, destructors.
The document provides an introduction to object-oriented programming concepts and Java. It discusses key OOP concepts like objects, classes, encapsulation, inheritance, and polymorphism. It also explains the basics of Java, including its history, features like being platform independent and secure, and the structure of a Java program with main components like packages, import statements, and class definitions.
Constructors initialize objects upon creation and are automatically called before the new operator completes. They look similar to methods but have no return type. This allows objects to initialize themselves when created. The this keyword can be used inside methods to refer to the current object. Static members can be accessed without creating an object and are used to define utility methods and variables. Arrays are implemented as objects in Java.
This document provides an overview of object-oriented programming (OOP) including:
- The history and key concepts of OOP like classes, objects, inheritance, polymorphism, and encapsulation.
- Popular OOP languages like C++, Java, and Python.
- Differences between procedural and OOP like top-down design and modularity.
Python allows introspection, or the ability to treat code as objects that can be examined and manipulated at runtime. It uses objects and object-oriented programming. Functions can take optional and named arguments with default values. Built-in functions like type, str, dir, and callable provide information about objects. Attributes can be accessed and functions dispatched dynamically using getattr. Lambda functions are anonymous one-line functions. Classes define objects through attributes and methods. Methods have a self parameter to access instance attributes. Special methods like __init__ and __str__ control object initialization and representation as a string. Classes can inherit from other classes and override methods while still accessing the parent implementation using super(). Operators can be overloaded to work on custom classes.
This document provides an overview of object-oriented programming concepts including classes, objects, inheritance, abstraction, encapsulation, and polymorphism. It defines OOP as an engineering approach for building software systems based on modeling real-world entities as classes and objects that exchange messages. Key concepts are explained such as classes defining attributes and behaviors of objects, objects being instances of classes, and communication between objects occurring through messages. The four main principles of OOP - inheritance, abstraction, encapsulation, and polymorphism - are also summarized.
This is a presentation I did for the Cedar Rapids .NET User Group (CRineta.org). It was intended to present object oriented concepts and their application in .NET and C#.
Introduction to oop and java fundamentalsAnsgarMary
This document provides an introduction to object-oriented programming concepts in Java, including classes, objects, inheritance, polymorphism, abstraction, and encapsulation. It then discusses the Java programming environment, fundamental programming structures in Java like data types, variables, operators, control flow statements, and arrays. Key characteristics of the Java language are also summarized.
This document discusses object-oriented design principles including encapsulation, abstraction, inheritance, polymorphism, and decoupling. It then introduces the SOLID principles of object-oriented design: single responsibility principle, open/closed principle, Liskov substitution principle, interface segregation principle, and dependency inversion principle. Code examples are provided to demonstrate how to apply these principles and improve code maintainability, reusability, and testability.
Java is an object-oriented programming language that can be used to create complete applications. It is simple, secure, platform independent and follows the principle of "write once, run anywhere". The key components of Java are the JDK, JRE, and JVM. Java source code is compiled to bytecode, which is then executed by the JVM. Java supports basic data types as well as object-oriented features like classes, objects, inheritance and polymorphism. Common constructs in Java include if/else statements, loops, methods, and arrays. Objects are created using the new keyword and referencing a class.
Object Oriented Programming is a programming concept that works on the principle that objects are the most important part of your program. It allows users create the objects that they want and then create methods to handle those objects. Manipulating these objects to get results is the goal of Object Oriented Programming.
Object Oriented Programming popularly known as OOP, is used in a modern programming language like Java..
he main aim of object-oriented programming is to implement real-world entities for example object, classes, abstraction, inheritance, polymorphism, etc.
Beginners Guide to Object Orientation in PHPRick Ogden
The document provides an introduction to object oriented programming in PHP, explaining key concepts like classes, objects, properties, methods, encapsulation, and inheritance. It uses examples like a social networking profile class to demonstrate how to create classes with properties and methods, instantiate objects, and extend classes through inheritance. The document also discusses benefits and drawbacks of the object oriented approach.
One of the main advantages of PHP is that it allows you and your company to build up projects in no time and with immediate feedback and business value. Sometimes, however, fast growth and unprevented complexities could make your codebase more and more difficult to manage as time passes and new features are added.Domain Driven Design can be an elegant solution to the problem, but introducing it in mid-large sized projects is not always easy: you have to deal with difficulties at technical, team and knowledge levels. This talk focuses on how to approach the change in your codebase and in your team mindset without breaking legacy code or stopping the development in favor of neverending refactoring sessions.
The assignments written by our professionals are always worth and deliver the best output. At EssayCorp, a panel of experts is involved in object oriented programming assignment help. They implement their knowledge with the effective words which comes out as a well attempted assignment. All these experts are not only skilled, but they are also experienced. Hence, it is our assurance that you will get high quality work from us.
Visit : https://www.essaycorp.com/c-plus-plus.html
This presentation provides an overview of object-oriented programming (OOP) concepts including:
- Encapsulation which hides unnecessary implementation details from users.
- Association which represents relationships between objects that have independent lifecycles.
- Inheritance which enables new objects to take on properties of existing objects.
- Polymorphism which allows objects to take different forms through method overloading and overriding.
- Exception handling which provides control transfer when exceptions occur using try, catch, throw, and finally.
- Abstract classes and interfaces which define behaviors without providing implementation.
OOP provides advantages like simplicity, modularity, extensibility, maintainability, and reusability.
The document discusses object-oriented programming concepts including classes, objects, encapsulation, inheritance, polymorphism, and design patterns. It defines each concept and provides examples to illustrate how they are used in object-oriented programming and modeling. Object-oriented programming is based on representing real-world entities like cars and people as objects that have states, behaviors, and can communicate with each other through messages.
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.
The Command pattern encapsulates a request as an object, allowing requests to be parameterized with different objects and queued or logged. A command object represents the method call and stores the method name, owner object, and parameters. A client creates a concrete command object and passes it to an invoker, which stores the command and calls its execute method, invoking the action on the receiver object. This decouples the requestor from the performer and allows invokers to be parameterized with different commands at runtime.
The command pattern is a behavioral design pattern in which an object is used to encapsulate all information needed to perform an action or trigger an event at a later time.
The Command design pattern encapsulates requests as objects, allowing for the parameterization of clients with different requests, queues of requests, and undo functionality. It decouples the invoker of a request from the receiver that performs it. Some key elements are the Command interface that declares an execute method, ConcreteCommand classes that link Receivers to their actions, and an Invoker that asks Commands to carry out requests. The pattern supports adding new commands without changing existing code but can lead to many command classes cluttering the design. It is used when objects need to issue parameterized requests without coupling to receivers or timing of requests.
The Command Pattern encapsulates requests as objects, allowing clients to parameterize requests and supporting undoable operations. It decouples the invoker of a request from the implementation of the request, making it possible to queue, log, and execute requests at different times. Some benefits include flexibility in specifying, queueing, and executing requests, as well as supporting undo functionality. Some potential liabilities include efficiency losses and an excessive number of command classes.
The Command pattern encapsulates requests as objects, allowing clients to parameterize other objects with different requests, queue or log requests, and support undoable operations. It decouples the object that invokes the operation from the one that knows how to perform it. ConcreteCommand classes define a binding between a receiver object and an action, implementing Execute to invoke operations on the receiver. The pattern makes it easy to add new commands without changing existing classes.
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.
Object oriented concepts can be summarized in 3 sentences:
Objects have state, behavior, and identity. State represents the properties and values of an object, behavior is defined by the operations or methods that can be performed on an object, and identity uniquely distinguishes one object from all others. Key concepts in object orientation include abstraction, encapsulation, modularity, hierarchy, polymorphism, and life span of objects. These concepts help organize programs through the definition and use of classes and objects.
Lecture two,
An introduction to Design Pattern
History
Pattern Language,
Categorization according to GoF
MVC
Creational Design Patterm
Factory Method
Abstract Factory
Singleton
Builder
The document introduces design patterns and their key elements. It discusses how design patterns help address common object-oriented design problems like determining appropriate objects, object granularity, specifying interfaces, and implementations. Key points made include: design patterns make reuse easier, express proven techniques, help choose reusable designs, and get a design "right" faster. Each pattern has a name, problem description, solution, and consequences. Patterns are organized by purpose (creational, structural, behavioral) and scope (class, object).
This document introduces design patterns and their key elements. Design patterns help designers solve common problems in object-oriented software design and make reusable designs more accessible. A pattern has four elements - a name, the problem it addresses, the solution, and consequences of applying the pattern. Patterns are organized based on their purpose (creational, structural, behavioral) and scope (object, class, etc.). The document outlines 23 classic design patterns organized in a catalog.
Behavioral design patterns describe communication between objects. They include interpreter, iterator, mediator, observer, state, chain of responsibility, command, and template patterns. Interpreter represents grammar as class hierarchies. Iterator provides sequential access to aggregate objects. Mediator avoids direct references between dependent objects. Observer notifies objects of state changes. State encapsulates an object's behavior based on its internal state. Chain of responsibility links objects to handle requests. Command captures operations flexibly. Template expresses basic algorithms with variable steps.
The document outlines several structural design patterns including Adapter, Bridge, Composite, Decorator, Façade, Proxy, and Flyweight. It provides descriptions of what each pattern is, where it would be used, why it would be used, and how it works at a high level. For example, it states that the Adapter pattern enables a noncompliant interface to be used through an intermediary that manages an adaptation process to effect compliance. It is used when needing to integrate with a noncompliant interface or leverage another design's functionality. An intermediary class maps the desired functionality to the required target.
The document summarizes several common design patterns organized into categories - creational, structural, behavioral, architectural, concurrency, and cloud patterns. Each pattern includes an intent describing the problem it addresses and a use case example. The document provides an overview of key design patterns and their purposes without delving into detailed explanations of each pattern.
This document provides an introduction to object-oriented concepts and methodologies. It defines key OO terms like abstraction, encapsulation, polymorphism, and more. It also discusses object-oriented modeling techniques and popular object-oriented methodologies like Booch, RDD, OMT, and OOSE. The document aims to equip readers with an understanding of fundamental OO principles and how they are applied in analysis, design, and implementation of object-oriented systems.
Predictable reactive state management - ngrxIlia Idakiev
This document provides an overview and introduction to Predictable Reactive State Management using NGRX. It begins with an introduction to the speaker and then outlines the schedule which includes topics like functional programming, RxJS, Angular change detection, Redux, and NGRX. It then discusses how functional programming concepts like pure functions, immutable data, and declarative programming relate to Angular and libraries like RxJS and NGRX. Specific NGRX concepts like actions, reducers, and selectors are introduced. Examples are provided for building an NGRX application with a single reducer handling the state updates. Additional resources are listed at the end.
The document discusses design patterns used in object-oriented programming. It describes common design patterns like factory method, singleton, observer, and adapter patterns. It also discusses principles for assigning responsibilities to objects like high cohesion and low coupling. The document provides examples of applying these patterns and principles to design software objects and systems.
This document discusses object-oriented concepts including identity, classification, inheritance, polymorphism, and abstraction. It defines these concepts and provides examples. Identity refers to each object having its own identity even if attribute values are identical. Classification groups objects of the same structure and behavior into classes. Inheritance allows classes to inherit attributes and behaviors from superclasses. Polymorphism allows the same operation to have different implementations for different classes. Abstraction focuses on essential aspects and ignores non-essential details. The document also discusses class, state, and interaction models for describing different views of a system.
Iterator - a powerful but underappreciated design patternNitin Bhide
Iterator design pattern is described in GoF ‘Design Patterns’ book. It is used at many places (e.g. Sql Cursor is a ‘iterator’), C++ standard template library uses iterators heavily. .Net Linq interfaces are based IEnumerable (i.e. iterator). However, I don’t see projects creating/using ‘custom’ iterator classes. Many problems can be solved ‘elegantly’ by use of customized iterators. This talk is about ‘power of iterators’ and how custom iterators can solve common problems and help create modular/reusable code components.
Key Discussion Points
Typical examples of iterators in common use.
Kind of problems that can be ‘elegantly’ solved with iterators
When to use custom iterators?
How write custom iterators in C++/C#
From webinar I did on TechGig
http://www.techgig.com/expert-speak/Iterator-a-powerful-but-underappreciated-pattern-449
The document provides an overview of design patterns, including what they are, why they are used, how to apply them, examples of common patterns, and an example application to expense reporting. Design patterns solve common programming problems by describing core solutions that can be reused in different situations, with the intent of increasing code reuse and flexibility. The document discusses several fundamental design patterns including creational, structural, and behavioral patterns, provides UML diagrams to illustrate the relationships between pattern participants, and gives a detailed example of how patterns could be applied to validate expense reports against business policies.
Marco Mancuso - Data Context InteractioncosenzaLab
DCI is a software design paradigm that separates an application into three main components: the domain model (data), contexts (use cases or system behaviors), and roles that objects take within interactions. It aims to separate code for changing system behaviors from code representing stable domain knowledge. This improves code readability and allows developers to reason about system-level behaviors rather than just object-level behaviors. DCI was created by Trygve Reenskaug and refined by James O. Coplien. It is meant to complement MVC by focusing more on system behaviors and user mental models.
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.
Design Patterns
EECS 3311
Song Wang
[email protected]
eecs.yorku.ca/~wangsong/
Acknowledge
• Some of the covered materials are based on SOEN 344 at
Concordia, SE463 at UW, SENG321 at UVic, CSE331 at
University of Washington and previous EECS3311 offerings:
• Nikolaos Tsantalis, Jo Atlee, Marty Stepp, Mike Godfrey,
Jonathan S. Ostroff, M. Ernst, S. Reges, D. Notkin, R.
Mercer, Davor Svetinovic, Jack Jiang, Jackie Wang
Outlines
▪ Java Design Patterns (Behavioral Patterns)
▪ Visitor Design Pattern
▪ Iterator Pattern
▪ State Design Pattern
▪ Observer design patterns
Pattern: Visitor
What’s It All About?
• Allows for new operations to be defined and used
on elements of an object structure without
changing the contents of those elements.
• The Key is Double Dispatch
• choosing the method to invoke based both on receiver
and argument types
Where Applicable
• Rarely Changing Object Structures
• Using Unrelated Operations
• Many Classes with Differing Interfaces
Visitor design pattern
• Add an accept(Visitor) method to the "element" hierarchy
• Create a "visitor" base class w/ a visit() method for every
"element" type
• Create a "visitor" derived class for each "operation" to do on
"elements"
• Client creates "visitor" objects and passes each
to accept() calls
How it Works
• Concrete Object
Structure
• Assume Rarely
Changing
• Bank Accounts
Add an Inquiry Operation
• Check balances and
display account summary
• Don’t Want to Change
Structure
• Create a Visitor Structure
• Account Visitor
Account Visitor Interface
Inquiry Visitor
Account Structure Change
Account Interface
Checking Account
Savings Account
Main Method
Pattern: Iterator
What’s It All About?
• Provide a way to access the elements of an
aggregate object sequentially without exposing its
underlying representation.
• Separate traversal code from the data collection
itself.
Java Collections
Figure source: https://techvidvan.com/tutorials/wp-content/uploads/sites/2/2020/03/collection-framework-hierarchy-in-java.jpg
Basic Structure
• Iterator keeps a Cursor to current location in a collection.
• Most collections store their elements in simple lists. However,
some of them are based on stacks, trees, graphs and other
complex data structures.
• But no matter how a collection is structured, it must provide
some way of accessing its elements so that other code can use
these elements. There should be a way to go through each
element of the collection without accessing the same
elements over and over.
Visualizing iterator pattern at runtime
ArrayList
ArrayList
Person
Iterator
isDonefirst
Iterator for A Binary Tree
Pattern: State Model
Motivating Problem
Consider the reservation panel of an online booking
system:
Motivating Problem
State Transition Diagram
State Pattern
• State Design Pattern allows an object to change
its behavior when the internal state of that obje ...
The document discusses HTML5 features including new semantic elements, forms, multimedia, graphics, geolocation, storage and drag and drop. It provides details on:
- New semantic elements like <article>, <header>, <nav>, <section>, <aside> and their use.
- HTML5 form input types like color, date, email, number, range, search, tel, url.
- Multimedia elements <audio> and <video> and their API for controlling playback.
- Graphics technologies Canvas and SVG for 2D drawing and vector graphics.
- Geolocation API for detecting the user's location with permissions.
- Web Storage API for persistent local and session storage with key-value
This document provides an outline for a course on C programming for engineers. The course covers topics such as introduction to programming, data types, control statements, functions, pointers, structures, and memory management. It discusses what a computer program is, programming languages like machine language and C, and the software development life cycle. C was created by Dennis Ritchie in the early 1970s and is a general-purpose language well-suited for systems programming. The document outlines C program structure, comments, variables, constants, I/O, operators, branching with if/else and switch statements, and looping with for loops.
This document provides an overview of Scriptaculous, an open-source JavaScript library built on Prototype.js. It includes several effects, controls, and drag-and-drop capabilities. The effects allow animating elements by morphing, moving, scaling, or fading them. Controls include autocompleters, sliders, and sortables. Draggables make elements draggable while droppables enable dropping draggables onto targets. The document describes how to initialize and configure the various Scriptaculous components.
This document outlines topics covered in a lecture on object oriented JavaScript using the Prototype framework, including:
- Revision of object oriented JavaScript concepts like objects, prototypes, and classes
- Prototype framework utilities like $, $$ and Enumerable
- Extending DOM elements using Prototype methods
- Templates, form management, and getting element dimensions
- Event handling and classes/inheritance in Prototype
- JSON encoding/parsing
- Ajax utilities like Ajax.Request and Ajax.Updater
This document provides an outline for a course on design patterns. The course will cover object-oriented design principles like the SOLID principles, as well as creational, structural, and behavioral design patterns. It will be evaluated based on an exam, report, and participation. The first lecture will review object-oriented programming concepts like encapsulation, inheritance, polymorphism, and abstraction, comparing interfaces and abstract classes. The document also provides examples to illustrate object-oriented design and SOLID principles.
The document provides an overview of ASP.Net AJAX including JavaScript in ASP.NET, fundamentals of AJAX, AJAX in ASP.Net, AJAX controls in ASP.Net. It discusses ways to add client-side JavaScript, the ScriptManager control, UpdatePanel, triggers, Timer control and UpdateProgress. Partial page updates in AJAX are explained along with differences between traditional and AJAX web applications.
Presents:
Introduction and Using jQuery
Selectors and Attributes
Events
Height and Width
DOM Manipulation and Modification
Effects and Animation
Store arbitrary data and add your functions.
Ajax
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This lecture presents:
WebSite Design using Master Page and Themes and Skins.
Website Navigation
ADO.NET Fundamentals using Connected Model and Disconnected Models
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Explains DOM and Events. HTML-Only DOM is explained and Form elements.
Events handling using element properties and event listeners is explained too.
A quick review on Cookies and referrer is briefed too
The document provides information about a JavaScript course including:
1. The course consists of 5 lectures and 5 labs and is evaluated based on projects, assignments, labs and quizzes.
2. The lecture outline covers introduction to JavaScript, syntax, built-in objects and functions.
3. JavaScript was invented by Brendan Eich at Netscape and first appeared in the Netscape Navigator browser in 1995.
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Toradex brings robust Linux support to SMARC (Smart Mobility Architecture), ensuring high performance and long-term reliability for embedded applications. Here’s how:
• Optimized Torizon OS & Yocto Support – Toradex provides Torizon OS, a Debian-based easy-to-use platform, and Yocto BSPs for customized Linux images on SMARC modules.
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• Secure and Reliable – With Secure Boot, over-the-air (OTA) updates, and LTS kernel support, Toradex ensures industrial-grade security and longevity.
• Containerized Workflows for AI & IoT – Support for Docker, ROS, and real-time Linux enables scalable AI, ML, and IoT applications.
• Strong Ecosystem & Developer Support – Toradex offers comprehensive documentation, developer tools, and dedicated support, accelerating time-to-market.
With Toradex’s Linux support for SMARC, developers get a scalable, secure, and high-performance solution for industrial, medical, and AI-driven applications.
Do you have a specific project or application in mind where you're considering SMARC? We can help with Free Compatibility Check and help you with quick time-to-market
For more information: https://www.toradex.com/computer-on-modules/smarc-arm-family
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QRGs include the following:
- A brief, high-level overview of the QRG topic.
- A milestone timeline for the QRG topic.
- Links to various free online resource materials to provide a deeper dive into the QRG topic.
- Conclusion and a recommendation for at least two books available in the SJPL system on the QRG topic.
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- Artificial Intelligence QRG
- Quantum Computing QRG
- Big Data Analytics QRG
- Spacecraft Guidance, Navigation & Control QRG (coming 2026)
- UK Home Computing & The Birth of ARM QRG (coming 2027)
Any questions or comments?
- Please contact Arthur Morgan at [email protected].
100% human made.
Spark is a powerhouse for large datasets, but when it comes to smaller data workloads, its overhead can sometimes slow things down. What if you could achieve high performance and efficiency without the need for Spark?
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Big Data Analytics Quick Research Guide by Arthur MorganArthur Morgan
This is a Quick Research Guide (QRG).
QRGs include the following:
- A brief, high-level overview of the QRG topic.
- A milestone timeline for the QRG topic.
- Links to various free online resource materials to provide a deeper dive into the QRG topic.
- Conclusion and a recommendation for at least two books available in the SJPL system on the QRG topic.
QRGs planned for the series:
- Artificial Intelligence QRG
- Quantum Computing QRG
- Big Data Analytics QRG
- Spacecraft Guidance, Navigation & Control QRG (coming 2026)
- UK Home Computing & The Birth of ARM QRG (coming 2027)
Any questions or comments?
- Please contact Arthur Morgan at [email protected].
100% human made.
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Building 10x Organizations with Modern Productivity Metrics
10x developers may be a myth, but 10x organizations are very real, as proven by the influential study performed in the 1980s, ‘The Coding War Games.’
Right now, here in early 2025, we seem to be experiencing YAPP (Yet Another Productivity Philosophy), and that philosophy is converging on developer experience. It seems that with every new method we invent for the delivery of products, whether physical or virtual, we reinvent productivity philosophies to go alongside them.
But which of these approaches actually work? DORA? SPACE? DevEx? What should we invest in and create urgency behind today, so that we don’t find ourselves having the same discussion again in a decade?
UiPath Community Berlin: Orchestrator API, Swagger, and Test Manager APIUiPathCommunity
Join this UiPath Community Berlin meetup to explore the Orchestrator API, Swagger interface, and the Test Manager API. Learn how to leverage these tools to streamline automation, enhance testing, and integrate more efficiently with UiPath. Perfect for developers, testers, and automation enthusiasts!
📕 Agenda
Welcome & Introductions
Orchestrator API Overview
Exploring the Swagger Interface
Test Manager API Highlights
Streamlining Automation & Testing with APIs (Demo)
Q&A and Open Discussion
Perfect for developers, testers, and automation enthusiasts!
👉 Join our UiPath Community Berlin chapter: https://community.uipath.com/berlin/
This session streamed live on April 29, 2025, 18:00 CET.
Check out all our upcoming UiPath Community sessions at https://community.uipath.com/events/.
AI Changes Everything – Talk at Cardiff Metropolitan University, 29th April 2...Alan Dix
Talk at the final event of Data Fusion Dynamics: A Collaborative UK-Saudi Initiative in Cybersecurity and Artificial Intelligence funded by the British Council UK-Saudi Challenge Fund 2024, Cardiff Metropolitan University, 29th April 2025
https://alandix.com/academic/talks/CMet2025-AI-Changes-Everything/
Is AI just another technology, or does it fundamentally change the way we live and think?
Every technology has a direct impact with micro-ethical consequences, some good, some bad. However more profound are the ways in which some technologies reshape the very fabric of society with macro-ethical impacts. The invention of the stirrup revolutionised mounted combat, but as a side effect gave rise to the feudal system, which still shapes politics today. The internal combustion engine offers personal freedom and creates pollution, but has also transformed the nature of urban planning and international trade. When we look at AI the micro-ethical issues, such as bias, are most obvious, but the macro-ethical challenges may be greater.
At a micro-ethical level AI has the potential to deepen social, ethnic and gender bias, issues I have warned about since the early 1990s! It is also being used increasingly on the battlefield. However, it also offers amazing opportunities in health and educations, as the recent Nobel prizes for the developers of AlphaFold illustrate. More radically, the need to encode ethics acts as a mirror to surface essential ethical problems and conflicts.
At the macro-ethical level, by the early 2000s digital technology had already begun to undermine sovereignty (e.g. gambling), market economics (through network effects and emergent monopolies), and the very meaning of money. Modern AI is the child of big data, big computation and ultimately big business, intensifying the inherent tendency of digital technology to concentrate power. AI is already unravelling the fundamentals of the social, political and economic world around us, but this is a world that needs radical reimagining to overcome the global environmental and human challenges that confront us. Our challenge is whether to let the threads fall as they may, or to use them to weave a better future.
Special Meetup Edition - TDX Bengaluru Meetup #52.pptxshyamraj55
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📄 Talk: Power Up Document Processing
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This is the keynote of the Into the Box conference, highlighting the release of the BoxLang JVM language, its key enhancements, and its vision for the future.
Technology Trends in 2025: AI and Big Data AnalyticsInData Labs
At InData Labs, we have been keeping an ear to the ground, looking out for AI-enabled digital transformation trends coming our way in 2025. Our report will provide a look into the technology landscape of the future, including:
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-AI and data privacy: Strategies for securing data privacy in AI models, etc.
Download your free copy nowand implement the key findings to improve your business.
Andrew Marnell: Transforming Business Strategy Through Data-Driven InsightsAndrew Marnell
With expertise in data architecture, performance tracking, and revenue forecasting, Andrew Marnell plays a vital role in aligning business strategies with data insights. Andrew Marnell’s ability to lead cross-functional teams ensures businesses achieve sustainable growth and operational excellence.
4. Chain of responsibility DP
• What
• A replication of the business or functional process of
delegating responsibility within a hierarchy.
• Where
• A requirement to manage tasks by coordinating objects and
have them cooperate within a hierarchical structure.
• Why
• Avoid coupling sender of request to receiver
• How
• An abstract class that represents a participant or link is sub-
classed into a set of links, and then the sub-classed links
implement the functionality that represents their responsibility
and can trigger the passing on of a requirement. The client
determines the hierarchy among the links and initiates
passing the requirement to the chain.
11. Command DP
(object - Behavioral DP)
• What
• Encapsulate a request as an object, and support
undoable operations.
• Where
• To issue requests to objects without knowing anything
about the operation being requested or the receiver of the
request.
• Why
• specify, queue, and execute requests at different
times. support undo. support logging changes
16. Command DP
(object - Behavioral DP)
• Supporting undo and redo:
• Must provide a reverse method (Unexecute/Undo).
• Might need to store additional state like the Receiver
object, the arguments to the operation performed on
the receiver, and any original values in the receiver that
can change as a result of handling the request.
• For one level of undo, store only the last executed
command.
• For multi-level undo, store a history list of executed
commands.
17. Mediator DP
(object - Behavioral DP)
• What
• Define an object that encapsulates how a set of objects
interact. Mediator promotes loose coupling by keeping objects
from referring to each other explicitly, and it lets you vary their
interaction independently.
• Where
• when many objects interconnect, to lessen the coupling
• Why
• To lessen the coupling between objects
• How
• Encapsulating collective behavior in a separate mediator
object. A mediator is responsible for controlling and
coordinating the interactions of a group of objects. The
objects only know the mediator, thereby reducing the number
of interconnections.
24. Mediator DP
(object - Behavioral DP)
• Façade make requests to the
subsystem, while mediator enables
cooperative behaviour between colleagues
objects
25. MeMento DP
(object - Behavioral DP)
• What
• capture and externalize an object's internal state so
that the object can be restored to this state later.
• Where
• To store a snapshot of internal state of an object, to
implement checkpoints
• Why
• To implement checkpoints, save state, undo
mechanisms
• How
28. MeMento DP
(object - Behavioral DP)
• Memento objects are passive
• Memento can be used to maintain state for
undoable operations for Command DP
• Used in Games to store check points
30. Observer DP
(object - Behavioral DP)
• What
• An Observer pattern is a design based on a one-to-many
relationship, where one is a publisher that publishes an event
against which many subscribers register an interest.
• Where
• A requirement to initiate and manage communications among a
society of objects.
• Why
• To programmatically establish and manage a set of relationships
among objects at run time.
• How
• Create a subject object (publisher) and any number of observer
objects (subscribers), and then wire an event handler in the observer
objects to an event in the subject object. In .NET, we use a delegate
event-handling model to wire the observer objects to the publisher's
event—delegates simplify the architecture articulated by GoF.
34. State DP
(object - Behavioral DP)
• What
• Allow an object to alter its behavior when its internal
state changes. The object will appear to change its
class.
• Where
• An object's behavior depends on its state, and it
must change its behavior at run-time depending on
that state.
• Why
• This lets you treat the object's state as an object in
its own right that can vary independently from other
objects.
37. Strategy DP
(object-behavioural DP)
• What
• A design that presents a family of algorithms or business rules
encapsulated in classes that can be swapped.
• Where
• A requirement for the contextual implementation of different
algorithms or business rules without the use of conditional
code.
• Why
• A design that separates the choice of algorithm or business
rule from its implementation and delegates the contextual
choice of algorithm or business rule to client code.
• How
• Design an abstract strategy class that includes an abstract
method from which an algorithm may be called. Prepare a
context class to contain an abstract strategy class and then
code the client to choose the strategy and inform the context
39. Template Method DP
(Class - Behavioral DP)
• What
• Need subclasses to house different implementations of an
algorithm and defer part of the implementation to the
subclass.
• Where
• A requirement for a common structure to house an
algorithm, while vary the implementation of the algorithm.
• Why
• A default implementation that has the flexibility for a subclass
to vary the underlying algorithm within the implementation.
• How
• An abstract class exposes a Template Method that wraps a set
42. Template Method DP
(Class - Behavioral DP)
• Factory Methods are often called by template
methods. (DoCreateDocument called by
OpenDocument).
• Template methods use inheritance to vary part of
an algorithm. Strategies use delegation to vary
the entire algorithm.
44. References
[1] Design Patterns, Christopher G. Lasater, Wordware Publishing, Inc.
[2] http://www.CodeProject.com, How I explained OOD to my wife, Al-
Farooque Shubho
[3]http://butunclebob.com/ArticleS.UncleBob.PrinciplesOfOod,PrinciplesOf
Ood
[4]http://www.CodeProject.comHow I explained Design Patterns to my wife:
Part 1,By Al-FarooqueShubho
[5] http://www.shubho.net/2010/09/interface-vs-abstract-class-classic.html,
Al-FarooqueShubho
[6]C# 3.0 Design Patterns, Judith Bishop
[7]Head First Design Pattern, Eric Freeman, Elisabeth Freeman, Kathy
Sierra, Bert Bates
[8] Pro .NET 2.0 Code and Design Standards in C#, Mark Horner
#6: A group of classes each have processes to run in turn, but there is no way to directly determine in which class order each should runits process
#12: Allows a request to an object to exist as an objectUsed for doing and undoing and storing a request queue for an objectExample: A document object needs a way to add and store undo and redo actions
#19: Allows group of objects to communicate in a disassociated manner and encapsulates this communication while keeping the objects loosely coupled.
#26: Capture an object’s internal state without violating encapsulation of the object, and preserve that state for some purpose.
#27: Originator class whose internal state to captureMemento class in which we store the originator’s stateCaretaker stores the memento until needed to restore the state or originator