This presentation provide information to understand factory method pattern, it’s various implementation and Applicability. Major focus is on implementation of factory method pattern using reflection and without reflection.
The Factory Method pattern defines an interface for creating objects but lets subclasses decide which class to instantiate. It provides a way to delegate object instantiation to subclasses. For example, a hotel front desk acts as a factory by creating the appropriate type of room object based on a customer's needs. The pattern involves a Creator class with a factory method that returns a Product object, while ConcreteCreator subclasses override the method to instantiate a ConcreteProduct. This decouples client code from the instantiation process and makes a system extensible to new product types.
The document discusses design patterns, including 23 classic software design patterns. It focuses on creational patterns such as abstract factory, builder, factory method, prototype, and singleton. The factory method pattern deals with creating objects without specifying the exact class, instead defining a method for object creation that subclasses can override. This avoids tight coupling between classes. The singleton pattern restricts object creation to only one instance, useful when exactly one object is needed to coordinate actions across a system.
The template method pattern defines a skeleton of an algorithm in an operation, deferring some steps to subclasses. It avoids code duplication by implementing variations of an algorithm in subclasses. Some examples of template patterns include chain of responsibility, command, interpreter, and iterator. The template method pattern defines a template operation that contains abstract and concrete methods. Subclasses implement the abstract methods while calling the concrete methods defined in the superclass. This allows common behavior to be defined while allowing subclasses to provide specific steps.
in these slides i have explained the factory method design pattern. slides contains complete notes on this pattern from definition to implementation by code example.
The Singleton pattern ensures that only one instance of a class is created, and provides a global access point to that instance. There are many objects that only need a single instance, such as thread pools, caches, and objects used for logging or managing preferences. The Singleton pattern solves problems that could occur from instantiating multiple instances of these objects, such as inconsistent behavior or wasted resources. It works by having a class define a static method that returns its sole instance, which is created the first time the method is called.
This document discusses design patterns, beginning with how they were introduced in architecture in the 1950s and became popularized by the "Gang of Four" researchers. It defines what patterns are and provides examples of different types of patterns (creational, structural, behavioral) along with common patterns in each category. The benefits of patterns are that they enable reuse, improve communication, and ease the transition to object-oriented development. Potential drawbacks are that patterns do not directly lead to code reuse and can be overused. Effective use requires applying patterns strategically rather than recasting all code as patterns.
Factory pattern is one of the most used design patterns in Java. This type of design pattern comes under creational pattern as this pattern provides one of the best ways to create an object.
The document discusses three design patterns: Singleton, Observer, and Factory. The Singleton pattern ensures that only one instance of a class can exist and provides a global access point. The Observer pattern defines a subscription mechanism so that multiple objects can be notified of changes to an object they are observing. The Factory pattern provides an interface for creating objects but leaves the concrete class unspecified. Real-world examples and implementations of each pattern are provided.
This document provides an introduction and overview of Inkscape, an open-source vector graphics editor. It discusses Inkscape's features such as its use of Scalable Vector Graphics (SVG), tools for drawing objects and manipulating nodes, layers, transformations, and more. The document also includes tutorials for tasks like tracing an image, creating a poster, and converting code snippets to SVG. Throughout, it emphasizes that Inkscape is non-destructive and files remain editable, while also noting some limitations like unsupported gradients along paths.
Design patterns are known as best practices that the programmer can use to solve common problems when designing an application or system.
Singelton Design Pattern
Factory Design Pattern
Builder Design Pattern
Strategy Design Pattern
Iterator Design Pattern
Observer Design Pattern
Prototype Design Pattern
Command Design Pattern
Decorator Pattern
Proxy Pattern
Adapter Pattern
The Bridge pattern decouples an abstraction from its implementation so that the two can vary independently. It separates the abstraction and its implementation into different class hierarchies and provides a bridge interface to facilitate communication between the two. This allows changes in the implementation to be made without impacting clients and avoids a proliferation of classes that would result from coupling the abstraction and implementation tightly.
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.
Here is how we can implement this using the Prototype pattern:
1. Define an abstract Car class with Clone() method
2. Define concrete classes like SportsCar, Sedan etc extending Car
3. Each car stores its design configuration as properties
4. Application maintains a registry of car prototypes
5. When user wants to copy, app clones the prototype and returns new instance
6. User can independently customize cloned car without affecting original
This allows dynamic object copying and meets the requirements. Prototype pattern helps avoid complex object creation and gives flexibility to user for experimenting with different designs efficiently.
Je vous partage l'un des présentations que j'ai réalisé lorsque j'étais élève ingénieur pour le module 'Anglais Business ' , utile pour les étudiants souhaitant préparer une présentation en anglais sur les Design Pattern - ou les patrons de conception .
The Bridge Pattern decouples an abstraction from its implementation so that they can vary independently. It allows multiple dependent implementations to share a single independent interface. This pattern is used when an abstraction has many implementations and it is difficult to extend and reuse the abstraction and implementations independently with inheritance. The bridge pattern involves an abstraction, refined abstraction, implementor, and concrete implementor. The abstraction maintains a reference to the implementor interface and the concrete implementor implements that interface. This pattern improves extensibility by allowing the abstraction and implementation hierarchies to vary independently.
The document discusses the decorator design pattern. The decorator pattern allows adding new behaviors to existing objects at runtime by placing them inside decorator objects that contain the original object. This allows functionality to be added without changing the object's class. Some key points made are: the decorator pattern adds functionality at runtime through composition; decorations are independent and can be mixed; and it is used to attach additional responsibilities to objects without subclassing. An example using shapes and color decorators is provided to demonstrate implementation.
This document discusses polymorphism in programming. It defines polymorphism as the ability for a message or data to be processed in multiple forms. There are two main types: static polymorphism (also called compile-time polymorphism), which uses method overloading and is resolved at compile time, and dynamic polymorphism (also called runtime polymorphism), which uses method overriding and is resolved at runtime. The document provides examples of each type, including method overloading in a calculation class and method overriding in shape and circle classes. Polymorphism in C# can be achieved through function overloading, operator overloading, dynamic binding, and using virtual functions.
The document provides an introduction and overview of design patterns. It defines design patterns as common solutions to recurring problems in software design. The document discusses the origin of design patterns in architecture, describes the four essential parts of a design pattern (name, problem, solution, consequences), and categorizes patterns into creational, structural, and behavioral types. Examples of commonly used patterns like Singleton and State patterns are also presented.
The Builder pattern is used to generate different types of reports (Crystal, HTML, PDF) from a CRM document format, while keeping the report construction process the same. An abstract ReportBuilder interface defines common report generation steps. Concrete builders like CrystalReportBuilder, HTMLReportBuilder, and PDFReportBuilder implement these steps to produce their specific report types. A ReportDirector coordinates the building process by working with a ReportBuilder object.
The Iterator pattern provides a way to access the elements of an aggregate object sequentially without exposing its underlying representation. It defines an interface for traversing elements and concrete iterators that implement this interface and keep track of the current position. The iterator pattern is useful for hiding complexities of different traversal methods and supporting multiple traversals of the same collection simultaneously.
The document discusses code refactoring and code smells. It provides an overview of code refactoring techniques such as extract class, extract method, rename method, substitute algorithm, decompose conditional, consolidate conditional expression, consolidate duplicate conditional fragments, introduce parameter object, inline temporary variable, and replace magic number with symbolic constant. It also describes common code smells like duplicated code, large class, long method, long parameter list, lazy class, switch statements, undescriptive names, temporary fields, message chains, and comments. The document emphasizes that refactoring is important to improve code quality and reduce complexity, and that developers should refactor frequently to avoid code smells.
This document discusses the facade design pattern. The facade pattern provides a simplified interface to a more complex subsystem. It decouples the subsystem from the client and makes the subsystem easier to use. A facade acts as a front-facing interface that hides the underlying complexities of the subsystem and delegates client requests to appropriate subsystem classes. This reduces dependencies between subsystems and promotes loose coupling. The facade pattern is useful for layering subsystems and simplifying access to them through a single interface.
Django is a high-level Python web framework that encourages rapid development and clean design. It makes building web apps faster with less code by providing models, templates, views, and URL patterns. To build a project, you create a project folder using startproject, then add apps using startapp which contain models, views, and other files. You sync the database, configure URLs and views, then run the development server to view your new app.
› Django is a Python-based web framework that allows for rapid development of web applications. It handles common tasks like database abstraction, forms, sessions, site maps, and administration interfaces out of the box. Django emphasizes reusability and modularity through reusable apps and a MTV (model-template-view) pattern that encourages DRY (Don't Repeat Yourself) principles. Popular sites like Instagram and Pinterest use Django for its flexibility and productivity.
- jQuery is a JavaScript library that simplifies HTML document traversal and manipulation, as well as event handling, animation, and Ajax.
- It works by allowing the selection of HTML elements and running functions on those elements via a simple and consistent API.
- Common uses of jQuery include modifying HTML content, CSS styling, handling user events, animating elements, and loading data from web servers via Ajax.
The Factory Method Pattern allows subclasses to determine which object to create by overriding a factory method, providing flexibility in object creation. It defines an interface for creating objects but lets subclasses decide which class to instantiate. This pattern is useful when the class that creates the object is different than the class that knows which object is required or when subclasses need to specify the objects that will be created. The document provides an example of applying the Factory Method Pattern to a banking account management system to create different account objects based on configuration parameters while avoiding violations of the Open/Closed Principle.
The document discusses three design patterns: Singleton, Observer, and Factory. The Singleton pattern ensures that only one instance of a class can exist and provides a global access point. The Observer pattern defines a subscription mechanism so that multiple objects can be notified of changes to an object they are observing. The Factory pattern provides an interface for creating objects but leaves the concrete class unspecified. Real-world examples and implementations of each pattern are provided.
This document provides an introduction and overview of Inkscape, an open-source vector graphics editor. It discusses Inkscape's features such as its use of Scalable Vector Graphics (SVG), tools for drawing objects and manipulating nodes, layers, transformations, and more. The document also includes tutorials for tasks like tracing an image, creating a poster, and converting code snippets to SVG. Throughout, it emphasizes that Inkscape is non-destructive and files remain editable, while also noting some limitations like unsupported gradients along paths.
Design patterns are known as best practices that the programmer can use to solve common problems when designing an application or system.
Singelton Design Pattern
Factory Design Pattern
Builder Design Pattern
Strategy Design Pattern
Iterator Design Pattern
Observer Design Pattern
Prototype Design Pattern
Command Design Pattern
Decorator Pattern
Proxy Pattern
Adapter Pattern
The Bridge pattern decouples an abstraction from its implementation so that the two can vary independently. It separates the abstraction and its implementation into different class hierarchies and provides a bridge interface to facilitate communication between the two. This allows changes in the implementation to be made without impacting clients and avoids a proliferation of classes that would result from coupling the abstraction and implementation tightly.
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.
Here is how we can implement this using the Prototype pattern:
1. Define an abstract Car class with Clone() method
2. Define concrete classes like SportsCar, Sedan etc extending Car
3. Each car stores its design configuration as properties
4. Application maintains a registry of car prototypes
5. When user wants to copy, app clones the prototype and returns new instance
6. User can independently customize cloned car without affecting original
This allows dynamic object copying and meets the requirements. Prototype pattern helps avoid complex object creation and gives flexibility to user for experimenting with different designs efficiently.
Je vous partage l'un des présentations que j'ai réalisé lorsque j'étais élève ingénieur pour le module 'Anglais Business ' , utile pour les étudiants souhaitant préparer une présentation en anglais sur les Design Pattern - ou les patrons de conception .
The Bridge Pattern decouples an abstraction from its implementation so that they can vary independently. It allows multiple dependent implementations to share a single independent interface. This pattern is used when an abstraction has many implementations and it is difficult to extend and reuse the abstraction and implementations independently with inheritance. The bridge pattern involves an abstraction, refined abstraction, implementor, and concrete implementor. The abstraction maintains a reference to the implementor interface and the concrete implementor implements that interface. This pattern improves extensibility by allowing the abstraction and implementation hierarchies to vary independently.
The document discusses the decorator design pattern. The decorator pattern allows adding new behaviors to existing objects at runtime by placing them inside decorator objects that contain the original object. This allows functionality to be added without changing the object's class. Some key points made are: the decorator pattern adds functionality at runtime through composition; decorations are independent and can be mixed; and it is used to attach additional responsibilities to objects without subclassing. An example using shapes and color decorators is provided to demonstrate implementation.
This document discusses polymorphism in programming. It defines polymorphism as the ability for a message or data to be processed in multiple forms. There are two main types: static polymorphism (also called compile-time polymorphism), which uses method overloading and is resolved at compile time, and dynamic polymorphism (also called runtime polymorphism), which uses method overriding and is resolved at runtime. The document provides examples of each type, including method overloading in a calculation class and method overriding in shape and circle classes. Polymorphism in C# can be achieved through function overloading, operator overloading, dynamic binding, and using virtual functions.
The document provides an introduction and overview of design patterns. It defines design patterns as common solutions to recurring problems in software design. The document discusses the origin of design patterns in architecture, describes the four essential parts of a design pattern (name, problem, solution, consequences), and categorizes patterns into creational, structural, and behavioral types. Examples of commonly used patterns like Singleton and State patterns are also presented.
The Builder pattern is used to generate different types of reports (Crystal, HTML, PDF) from a CRM document format, while keeping the report construction process the same. An abstract ReportBuilder interface defines common report generation steps. Concrete builders like CrystalReportBuilder, HTMLReportBuilder, and PDFReportBuilder implement these steps to produce their specific report types. A ReportDirector coordinates the building process by working with a ReportBuilder object.
The Iterator pattern provides a way to access the elements of an aggregate object sequentially without exposing its underlying representation. It defines an interface for traversing elements and concrete iterators that implement this interface and keep track of the current position. The iterator pattern is useful for hiding complexities of different traversal methods and supporting multiple traversals of the same collection simultaneously.
The document discusses code refactoring and code smells. It provides an overview of code refactoring techniques such as extract class, extract method, rename method, substitute algorithm, decompose conditional, consolidate conditional expression, consolidate duplicate conditional fragments, introduce parameter object, inline temporary variable, and replace magic number with symbolic constant. It also describes common code smells like duplicated code, large class, long method, long parameter list, lazy class, switch statements, undescriptive names, temporary fields, message chains, and comments. The document emphasizes that refactoring is important to improve code quality and reduce complexity, and that developers should refactor frequently to avoid code smells.
This document discusses the facade design pattern. The facade pattern provides a simplified interface to a more complex subsystem. It decouples the subsystem from the client and makes the subsystem easier to use. A facade acts as a front-facing interface that hides the underlying complexities of the subsystem and delegates client requests to appropriate subsystem classes. This reduces dependencies between subsystems and promotes loose coupling. The facade pattern is useful for layering subsystems and simplifying access to them through a single interface.
Django is a high-level Python web framework that encourages rapid development and clean design. It makes building web apps faster with less code by providing models, templates, views, and URL patterns. To build a project, you create a project folder using startproject, then add apps using startapp which contain models, views, and other files. You sync the database, configure URLs and views, then run the development server to view your new app.
› Django is a Python-based web framework that allows for rapid development of web applications. It handles common tasks like database abstraction, forms, sessions, site maps, and administration interfaces out of the box. Django emphasizes reusability and modularity through reusable apps and a MTV (model-template-view) pattern that encourages DRY (Don't Repeat Yourself) principles. Popular sites like Instagram and Pinterest use Django for its flexibility and productivity.
- jQuery is a JavaScript library that simplifies HTML document traversal and manipulation, as well as event handling, animation, and Ajax.
- It works by allowing the selection of HTML elements and running functions on those elements via a simple and consistent API.
- Common uses of jQuery include modifying HTML content, CSS styling, handling user events, animating elements, and loading data from web servers via Ajax.
The Factory Method Pattern allows subclasses to determine which object to create by overriding a factory method, providing flexibility in object creation. It defines an interface for creating objects but lets subclasses decide which class to instantiate. This pattern is useful when the class that creates the object is different than the class that knows which object is required or when subclasses need to specify the objects that will be created. The document provides an example of applying the Factory Method Pattern to a banking account management system to create different account objects based on configuration parameters while avoiding violations of the Open/Closed Principle.
The Factory Method pattern defines an interface for creating objects but allows subclasses to determine which object class to instantiate. This pattern encapsulates object creation and delegates it to subclasses, allowing classes to be extended without modifying the original code. The document also discusses why design patterns are useful, some strategies for using them like programming to interfaces, and themes and consequences of the Factory Method pattern like increased flexibility and eliminating hard-coded dependencies.
Reflection in Java allows a program to access and manipulate its own structure, behavior, and configuration at runtime. It works by storing metadata about classes, fields, methods and constructors that can then be accessed dynamically. The key advantages are signature-based polymorphism, inspecting and manipulating classes flexibly without knowing their structure at compile-time. However, reflection is slower than direct code and exposes implementation details, posing some security risks.
The document discusses reflection in Java, including:
- What reflection is and its history of use in Java versions
- How reflection allows programs to observe and manipulate objects at runtime without knowing their type at compile time
- Common uses of reflection like loading classes, getting methods/fields, and invoking methods
- Myths about reflection not being useful or reducing performance
- Advanced reflection topics like using it with design patterns
- Improvements to reflection in later Java versions
Reflection allows programs to be more flexible, extensible, and pluggable by observing and manipulating objects at runtime.
The document discusses three design patterns: the Factory Method pattern, Singleton pattern, and Observer pattern. The Factory Method pattern creates objects without exposing the creation logic by using a common interface and concrete factory and product classes. The Singleton pattern ensures only one object gets created for a class by using a private constructor and static method to access the object. The Observer pattern notifies classes of changes by defining a one-to-many dependency between subjects and observers.
Desing pattern prototype-Factory Method, Prototype and Builder paramisoft
The document discusses three design patterns: Factory Method, Prototype, and Builder. Factory Method defines an interface for creating objects but lets subclasses decide which class to instantiate. Prototype specifies the kinds of objects to create using a prototypical instance that new objects can be cloned from. Builder separates the construction of a complex object from its representation so that the same construction process can create different representations.
The Factory Method pattern defines an interface for creating objects but lets subclasses decide which class to instantiate. It provides a way to delegate object instantiation to subclasses. For example, a hotel front desk acts as a factory by creating the appropriate type of room object based on a customer's needs. The pattern involves a Creator class with a factory method that returns a Product interface. Concrete subclasses override the factory method to instantiate the appropriate ConcreteProduct. This allows code to work with any product subclasses without needing to know their concrete types.
The document discusses design patterns including the Gang of Four book, UML class diagrams, and categories of design patterns such as creational, structural, and behavioral patterns. It provides definitions and examples of specific design patterns including abstract factory, factory method, observer, and bridge patterns. Key aspects like intent, participants, collaborations, and implementations are covered for some of the patterns.
03-Factory Method for design patterns.pdfssusera587d2
The Factory Design Pattern is a creational design pattern that provides a way to encapsulate the instantiation process of an object. It involves defining an interface for creating an object but lets subclasses decide which class to instantiate. The Factory pattern is used when a class cannot anticipate the class of objects it needs to create beforehand or when a class wants its subclasses to specify the objects it creates.
Here’s a high-level overview of the components involved in the Factory Design Pattern:
Product: This is an abstract class or interface that defines the operations for the objects that the factory will create.
Concrete Products: These are the classes that implement the Product interface, each representing a specific type of object to be created.
Creator: An abstract class or interface that declares the factory method, responsible for creating Product objects.
Concrete Creators: Subclasses of the Creator that implement the factory method and decide which specific Concrete Product to create.
Factory Method: A method defined in the Creator class that is responsible for creating Product objects. It’s typically declared as abstract in the Creator and implemented in the Concrete Creators.
The Factory Method pattern allows for the creation of objects without specifying the exact class of object that will be created. This is done by creating objects via a factory method rather than by direct construction calls (using the new operator). This method is often referred to as a “Virtual Constructor”.
For
Code Like a Ninja Session 7 - Creational Design PatternsDeon Meyer
This document discusses creational design patterns including factory method, abstract factory, and simple factory patterns. It provides definitions and examples of when each pattern should be used. The factory method pattern is used when classes delegate responsibility for object instantiation to subclasses, while abstract factory is used when families of related objects are designed to be used together and their instantiation must be consistent. Code examples are provided to illustrate simple factory, factory method, and abstract factory patterns. Session resources including presentation notes and code sources are also listed.
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 Abstract Factory pattern provides an interface for creating families of related or dependent objects without specifying their concrete classes. In the example code, abstract factories like ContinentFactory define interfaces for creating herbivores and carnivores, while concrete factories like AfricaFactory and AmericaFactory implement the interfaces and produce animal objects appropriate for their continent. A client like AnimalWorld uses the factories to populate ecosystems with different sets of animals.
The document discusses the Abstract Factory and Builder design patterns. It defines Abstract Factory as providing a higher level of interface than Factory Method by returning one of several factories. Builder is defined as constructing complex objects step-by-step by separating the construction from the representation. Examples are provided for both patterns to illustrate how they can be implemented. Related patterns like Factory Method, Singleton, and Prototype are also discussed in relation to Abstract Factory and Builder.
Software System Architecture-Lecture 6.pptxssuser9a23691
The document discusses the strategy design pattern. It describes strategy as defining a family of algorithms, encapsulating each one, and making them interchangeable. The strategy pattern is used when you have multiple algorithms that perform the same task and you want to be able to switch between them at runtime. It allows algorithms to be changed independently of clients that use them.
This document discusses refactoring and design patterns applied to improving a device manager scenario. It walks through steps of extracting an interface, applying the factory method pattern to decouple clients from products, using the singleton pattern to improve factory instantiation, applying the abstract factory pattern to handle multiple product families, and applying the prototype pattern to improve product instantiation. Rules of thumb are provided about when to use different creational patterns. References for further information are also included.
The document discusses various design principles and patterns in Java including the Singleton, Factory Method, Prototype, and Abstract Factory patterns. It provides examples of when and how to apply each pattern, describing their structures, participants, collaborations and consequences. It also covers design principles such as the open-closed principle, dependency inversion, and interface segregation.
The document discusses various design patterns including Factory Method, Abstract Factory, Builder, Singleton, Adapter, Bridge, and Decorator patterns. It provides definitions and explanations of the intent, structure, participants, and sample code for implementing each pattern. The Factory Method pattern allows subclasses to determine which object to create, Abstract Factory creates families of related objects without specifying their concrete classes, and Builder separates object construction from representation. Singleton ensures only one instance, Adapter converts interfaces, Bridge decouples abstraction and implementation, and Decorator adds responsibilities dynamically. Design patterns provide reusable solutions to common programming problems.
This document provides information about the CPIT-252 Design Patterns course taught by Dr. Asma Cherif. The course covers creational design patterns including the Singleton, Factory Method, Builder, Prototype, and Abstract Factory patterns. Examples and code snippets are provided to illustrate how each pattern works. References used to develop the course material are also listed.
The document summarizes projects completed by the author as part of a .NET Masters Program. The projects utilized n-tier architecture with presentation, entity, business, and data access layers. The first project focused on core C# skills and building class libraries. Subsequent projects included a Windows forms application for a library management system and expanding it with LINQ-to-SQL entities and stored procedures to interface with a SQL Server database while handling exceptions.
To create better software we should be aware of existing well-proven software design solutions. Learn more about software patterns. The slides cover GRASP, architectural patterns, enterprise application patterns and GoF design patterns.
Framework Design Guidelines For Brussels Users Groupbrada
This document summarizes 10 years of experience with framework design guidelines from Microsoft. It discusses core principles of framework design that have remained the same over 10 years, such as layering dependencies and managing types. It also outlines new advances like test-driven development, dependency injection, and tools for dependency management and framework design. The document concludes by emphasizing that framework design principles have stayed consistent while new techniques have emerged to help implement those principles.
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.
These companies like Airbnb, Snapchat, and Uber have created multibillion-dollar platforms by connecting producers and consumers without owning the products or services themselves. They allow individuals to monetize assets like homes, vehicles, or videos by listing them on the companies' platforms. This platform model differs from traditional businesses that create and sell products, and will likely continue growing as it benefits all parties - producers, consumers, and the platform companies.
The document discusses the rise of the Internet of Things (IoT) and the security concerns that come with connecting everyday devices to the internet. It notes that while IoT promises to make life more convenient by allowing refrigerators, lights, shoes and other objects to communicate with each other, it also creates new security vulnerabilities that could be exploited by hackers. The document cites the example of the Stuxnet computer virus that damaged Iranian nuclear centrifuges. It warns that as more devices connect to the internet, they will generate large amounts of sensitive data and become potential entry points for attacks that might compromise people's privacy, safety and property if not properly secured.
The document discusses the observer design pattern. It defines the observer pattern as a design where a subject maintains a list of dependent observers and notifies them automatically of any state changes. It then provides an example problem of a news broadcasting company, FakingNews, that needs to update subscribers through different mechanisms. This is solved using the observer pattern by having FakingNews be the subject and the different broadcasting mechanisms (web, SMS, TV) be observers. The implementation in C# code is also outlined, showing interfaces for the subject and observers, and concrete classes for the subject, observers, and a client.
The proxy design pattern provides a surrogate or placeholder for another object to control access to it. It works by adding an extra layer of indirection between clients and the real subject. This allows the proxy to perform additional tasks like lazy initialization, access control, caching and logging before forwarding the request to the real subject. There are different types of proxies like remote, virtual and protection proxies. The proxy pattern implementation in C# creates a proxy class that implements the same interface as the real subject and holds a reference to an instance of the real subject. The proxy forwards requests to the real subject while also performing other operations like access control.
Builder Design Pattern (Generic Construction -Different Representation)Sameer Rathoud
Generic Construction -Different Representation
This presentation provide information to understand builder design pattern, it’s structure, it’s implementation.
Singleton Pattern (Sole Object with Global Access)Sameer Rathoud
This presentation provide information about the various implementation of singleton design pattern with there pros and cons. Programming language used for implementation is c#.
Multistream in SIP and NoSIP @ OpenSIPS Summit 2025Lorenzo Miniero
Slides for my "Multistream support in the Janus SIP and NoSIP plugins" presentation at the OpenSIPS Summit 2025 event.
They describe my efforts refactoring the Janus SIP and NoSIP plugins to allow for the gatewaying of an arbitrary number of audio/video streams per call (thus breaking the current 1-audio/1-video limitation), plus some additional considerations on what this could mean when dealing with application protocols negotiated via SIP as well.
Droidal: AI Agents Revolutionizing HealthcareDroidal LLC
Droidal’s AI Agents are transforming healthcare by bringing intelligence, speed, and efficiency to key areas such as Revenue Cycle Management (RCM), clinical operations, and patient engagement. Built specifically for the needs of U.S. hospitals and clinics, Droidal's solutions are designed to improve outcomes and reduce administrative burden.
Through simple visuals and clear examples, the presentation explains how AI Agents can support medical coding, streamline claims processing, manage denials, ensure compliance, and enhance communication between providers and patients. By integrating seamlessly with existing systems, these agents act as digital coworkers that deliver faster reimbursements, reduce errors, and enable teams to focus more on patient care.
Droidal's AI technology is more than just automation — it's a shift toward intelligent healthcare operations that are scalable, secure, and cost-effective. The presentation also offers insights into future developments in AI-driven healthcare, including how continuous learning and agent autonomy will redefine daily workflows.
Whether you're a healthcare administrator, a tech leader, or a provider looking for smarter solutions, this presentation offers a compelling overview of how Droidal’s AI Agents can help your organization achieve operational excellence and better patient outcomes.
A free demo trial is available for those interested in experiencing Droidal’s AI Agents firsthand. Our team will walk you through a live demo tailored to your specific workflows, helping you understand the immediate value and long-term impact of adopting AI in your healthcare environment.
To request a free trial or learn more:
https://droidal.com/
As data privacy regulations become more pervasive across the globe and organizations increasingly handle and transfer (including across borders) meaningful volumes of personal and confidential information, the need for robust contracts to be in place is more important than ever.
This webinar will provide a deep dive into privacy contracting, covering essential terms and concepts, negotiation strategies, and key practices for managing data privacy risks.
Whether you're in legal, privacy, security, compliance, GRC, procurement, or otherwise, this session will include actionable insights and practical strategies to help you enhance your agreements, reduce risk, and enable your business to move fast while protecting itself.
This webinar will review key aspects and considerations in privacy contracting, including:
- Data processing addenda, cross-border transfer terms including EU Model Clauses/Standard Contractual Clauses, etc.
- Certain legally-required provisions (as well as how to ensure compliance with those provisions)
- Negotiation tactics and common issues
- Recent lessons from recent regulatory actions and disputes
Master tester AI toolbox - Kari Kakkonen at Testaus ja AI 2025 ProfessioKari Kakkonen
My slides at Professio Testaus ja AI 2025 seminar in Espoo, Finland.
Deck in English, even though I talked in Finnish this time, in addition to chairing the event.
I discuss the different motivations for testing to use AI tools to help in testing, and give several examples in each categories, some open source, some commercial.
Offshore IT Support: Balancing In-House and Offshore Help Desk Techniciansjohn823664
In today's always-on digital environment, businesses must deliver seamless IT support across time zones, devices, and departments. This SlideShare explores how companies can strategically combine in-house expertise with offshore talent to build a high-performing, cost-efficient help desk operation.
From the benefits and challenges of offshore support to practical models for integrating global teams, this presentation offers insights, real-world examples, and key metrics for success. Whether you're scaling a startup or optimizing enterprise support, discover how to balance cost, quality, and responsiveness with a hybrid IT support strategy.
Perfect for IT managers, operations leads, and business owners considering global help desk solutions.
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2. About presentation
This presentation provide information to understand factory method pattern, it’s
various implementation and Applicability.
I have tried my best to explain the concept in very simple language.
The programming language used for implementation is c#. But any one from
different programming background can easily understand the implementation.
3. Definition
The factory method pattern is a design pattern that define an interface for
creating an object from one among a set of classes based on some logic.
Factory method pattern is a creational design pattern.
Factory method pattern is also known as virtual constructor pattern.
Factory method pattern is the most widely used pattern in the software
engineering world
4. Motivation and Intent
At times, application only knows about the super class (may be abstract class),
but doesn’t know which sub class (concrete implementation) to be instantiated at
compile time.
Choice of sub class may be based on factors like:
• Application configuration.
• Expansion of requirements or enhancements.
• The state of the application running.
• Creates objects without exposing the instantiation logic to the client.
• Refers to the newly created object through a common interface
5. Structure
Client uses Product
Client
Ask for a new Product
Factory
<< interface >>
Product
Inheritance
Concrete ProductA
Concrete ProductB
+CreateProduct(): Product
6. Implementation (C#)
Product product = new Product()
Product productA = new ProductA();
Product productB = new ProductB();
When we are using “new” keyword in C#, It allocates the
memory and creates a object of specified type.
This will be ok if we are having only one type of product
and a concrete class named “Product”.
But if we are having more than one product type, we can
create our “Product” as interface and provide various
implementation to it. Let the classes providing
implementation to our “Product” interface are “ProductA”
and “ProductB”. But now for Instantiating “Product” we
need to call the constructor of “Product” implementation.
But here Product type specified is fixed (hard-coded).
Let’s try for some generic implementation for this
scenario.
7. Implementation (C#)
public Product CreateProduct(string productType)
{
Product product = null;
if (productType.Equals("ProductA"))
{
product = new ProductA();
}
else if (productType.Equals("ProductB"))
{
product = new ProductB();
}
return product;
}
Client:
Product productA = CreateProduct(“ProductA”);
Product productB = CreateProduct(“ProductB”);
Here function “CreateProduct” provide us a
generic implementation of our scenario.
“CreateProduct” function takes argument as
“string productType” and returns a object of
“ProductA” or “ProductB” based on the
condition and now we can call this function
with particular type of product and we will
get the object.
Although the code shown is far from
perfection like:
• Argument “string productType” can be
replaced by an “enum”.
• “if else” condition can be replaced by
“switch case” statements … etc.
But we can call our function “CreateProduct”
as a factory.
Let’s try to explore a better factory for our
product.
8. Implementation (C#)
class ProductFactory {
public Product CreateProduct(string productType) {
Product product = null;
if (productType.Equals("ProductA")) {
product = new ProductA();
}
else if (productType.Equals("ProductB")){
product = new ProductB();
}
return product;
}
}
Client:
ProductFactory factory = new ProductFactory();
factory.CreateProduct(“ProductA”);
factory.CreateProduct(“ProductB”);
Instead of function “CreateProduct” we
can have a class “ProductFactory” which
will help us in creating product and
provide a better control (class can have
helper function for product like packaging
etc.) on creation of product.
9. Implementation (C#)
enum ProductType {
ProductA, ProductB,
};
Modified our “ProductFactory” class
by adding a “enum ProductType”
and added “switch” statement
instead of “If-else”.
Now our “ProductFactory” is good
to go.
If user is adding a new “ProductC”
in its product range, he a has to
define a new implementation to
Product
interface
(class
“ProductC”), Need to make changes
for
“ProductC”
in
enum
“ProductType” and need to add a
switch
case
in
our
“ProductFactory.CreateProduct”.
class ProductFactory {
public Product CreateProduct(ProductType productType) {
Product product = null;
switch(productType) {
case ProductType.ProductA:
product = new ProductA();
break;
case ProductType.ProductB:
product = new ProductB();
break;
default:
product = null;
break;
Client:
}
ProductFactory factory = new ProductFactory();
return product;
factory.CreateProduct(ProductType.ProductA);
}
factory.CreateProduct(ProductType.ProductB);
}
10. Options for adding new class without change in factory (C#)
If user is adding a new product in his product range he has to modify his “ProductFactory”. To
solve this problem we need a mechanism where “ProductFactory” is always aware of supported
Product types.
There can be two possible ways to achieve this solution:
• Using reflection (C#/Java).
• Without reflection (C++/C#/Java)
11. Factory using reflection (C#)
public enum ProductType : int {
ProductA = 1,
ProductB,
};
[AttributeUsage(AttributeTargets.Class)]
public class ProductAttribute : Attribute {
private ProductType mProductType;
public ProductAttribute(ProductType vProductType) {
mProductType = vProductType;
}
public ProductType ProductSupported {
get {
return mProductType;
}
set {
mProductType = value;
}
}
}
12. Factory using reflection continue ….
[AttributeUsage(AttributeTargets.Interface)]
public class ImplAttr : Attribute {
private Type[] mImplementorList;
public ImplAttr(Type[] Implementors) {
mImplementorList = Implementors;
}
public Type[] ImplementorList {
get {
return mImplementorList;
}
set {
mImplementorList = value;
}
}
}
13. Factory using reflection continue ….
[ImplAttr(new Type[] { typeof(ProductA), typeof(ProductB)})]
interface Product {
void Print();
}
[ProductAttribute(ProductType.ProductA)]
class ProductA : Product {
public void Print() {
Console.WriteLine("I am ProductA");
}
}
[ProductAttribute(ProductType.ProductB)]
class ProductB : Product {
public void Print() {
Console.WriteLine("I am ProductB");
}
}
14. Factory using reflection continue ….
class ProductFactory {
public Product CreateProduct(ProductType vProductType)
{
Product product = null;
object Obj;
Type[] IntrfaceImpl;
Attribute Attr;
ProductType productType;
ProductAttribute productAttr;
int ImplementorCount;
Attr = Attribute.GetCustomAttribute(typeof(Product), typeof(ImplAttr));
IntrfaceImpl = ((ImplAttr)Attr).ImplementorList;
ImplementorCount = IntrfaceImpl.GetLength(0);
for (int i = 0; i < ImplementorCount; i++) {
Attr = Attribute.GetCustomAttribute(IntrfaceImpl[i], typeof(ProductAttribute));
productAttr = (ProductAttribute)Attr;
16. Factory using reflection continue ….
class Client
{
static void Main(string[] args)
{
ProductFactory factory = new ProductFactory();
Product product = factory.CreateProduct(ProductType.ProductA);
product.Print();
}
}
In the above mentioned code, we are having a factory which will remain unchanged even when user
is adding in product classes (new implementation of Product Interface) in his product range. In the
above implementation we have used reflection to achieve our objective.
17. Factory without reflection
class ProductFactory {
private static Dictionary<string, Product> registeredProducts = new Dictionary<string,Product>();
private static ProductFactory factoryInstance = new ProductFactory();
private ProductFactory() {
}
public static ProductFactory Instance {
get {
return factoryInstance;
}
}
public void registerProduct(String productID, Product p) {
registeredProducts.Add(productID, p);
}
18. Factory without reflection continue ….
public Product createProduct(String productID) {
Product product = null;
if (registeredProducts.ContainsKey(productID)) {
product = (Product)registeredProducts[productID];
}
return product;
}
}
19. Factory without reflection continue ….
interface Product {
void Print();
}
class ProductA: Product {
public static void RegisterID(string id) {
ProductFactory.Instance.registerProduct(id, new ProductA());
}
public void Print() {
System.Console.WriteLine("I am ProductA");
}
}
class ProductB : Product {
public static void RegisterID(string id) {
ProductFactory.Instance.registerProduct(id, new ProductB());
}
public void Print() {
System.Console.WriteLine("I am ProductB");
}
}
20. Factory without reflection continue ….
class Client {
static void Main(string[] args) {
ProductFactory factory = ProductFactory.Instance;
ProductA.RegisterID("ProductA");
Product productA = factory.createProduct("ProductA");
((ProductA)productA).Print();
ProductB.RegisterID("ProductB");
Product productB = factory.createProduct("ProductB");
((ProductB)productB).Print();
}
}
In the above mentioned code, we are having a factory which will remain unchanged even when user
is adding in product classes (new implementation of Product Interface) in his product range. The
above implementation is achieved without reflection. In the above implementation the
“ProductFactory” class is created as singleton.