Je vous partage l'un des présentations que j'ai réalisé lorsque j'étais élève ingénieur pour le module 'Anglais Business ' , utile pour les étudiants souhaitant préparer une présentation en anglais sur les Design Pattern - ou les patrons de conception .
This document discusses design patterns, 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.
The document discusses various design patterns. It begins by explaining that design patterns represent best practices used by experienced software developers to solve common problems. It then discusses the Gang of Four (GOF) patterns, which were identified in 1994 and include creational, structural, and behavioral patterns. Creational patterns like Singleton, Factory Method, Abstract Factory, and Prototype are covered. Structural patterns like Adapter, Bridge, Composite, Decorator, Facade, Flyweight, and Proxy are also introduced. Behavioral patterns like Chain of Responsibility, Command, Interpreter, Iterator, Mediator, Memento, Observer, State, Strategy, Template Method, and Visitor are briefly mentioned as well. The document then discusses some Java Enterprise
The document discusses software design patterns, including definitions, types (creational, behavioral, structural), components, benefits, and examples. It provides examples of patterns like facade, observer, decorator, state, strategy, template method, iterator, bridge, and singleton from both non-software (e.g. auction, vending machine) and software domains (Temple Run 2 game). For each pattern, it explains the concept, provides a non-software diagram, describes an implementation in Temple Run 2 through diagrams and text, and references additional resources for design patterns.
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.
Machine learning helps predict behavior and recognize patterns that humans cannot by learning from data without relying on programmed rules. It is an algorithmic approach that differs from statistical modeling which formalizes relationships through mathematical equations. Machine learning is a part of the broader field of artificial intelligence which aims to develop systems that can act and respond intelligently like humans. The machine learning workflow involves collecting and preprocessing data, selecting algorithms, training models, and evaluating performance. Common machine learning algorithms include supervised learning, unsupervised learning, reinforcement learning, and deep learning. Popular tools for machine learning include Python, R, TensorFlow, and Spark.
This document discusses key concepts in marketing. It defines marketing as an integrated process through which companies build relationships and create value for customers. The document outlines core concepts like understanding customer needs and targeting specific market segments. It also describes how the focus of marketing has evolved from production and selling to a customer-centric approach centered on creating value and satisfaction. Marketing is defined as being vital to organizational success by anticipating customer wants and delivering superior value compared to competitors.
Design patterns are optimized, reusable solutions to the programming problems that we encounter every day. A design pattern is not a class or a library that we can simply plug into our system; it's much more than that. It is a template that has to be implemented in the correct situation. It's not language-specific either. A good design pattern should be implementable in most—if not all—languages, depending on the capabilities of the language. Most importantly, any design pattern can be a double-edged sword— if implemented in the wrong place, it can be disastrous and create many problems for you. However, implemented in the right place, at the right time, it can be your savior.
The document discusses several design patterns including Observer, State, Template Method, Memento, Command, Chain of Responsibility, Interpreter, Mediator, Iterator, Strategy, Visitor, Flyweight, and Singleton patterns. For each pattern, it provides the definition, participants, structure, intent, caveats, and examples.
This document provides an introduction to design patterns. It begins by explaining what design patterns are, their benefits, and common elements of design patterns like name, problem, solution, and consequences. It then discusses different types of design patterns classified by purpose (creational, structural, behavioral) and scope (class, object). An example of applying the strategy pattern to a duck simulation is used to illustrate how patterns can solve common object-oriented design problems by separating variable aspects from those that remain the same. The document advocates programming to interfaces rather than implementations to avoid tight coupling and allow independent extension of behavior.
This document provides an overview of design patterns, including their definition, origins, properties, types, and examples. It discusses common design patterns like Singleton, Observer, Strategy, Adapter, Facade, and Proxy. For each pattern, it describes the context, problem, forces, solution, and examples. The document also covers challenges of applying patterns and developing new patterns.
This presentation discusses design patterns, which are general reusable solutions to commonly occurring problems in software design. It describes several design patterns including creational patterns like factory and singleton that deal with object creation, structural patterns like adapter and proxy that deal with relationships between entities, and behavioral patterns like strategy and observer that deal with communication between objects. Specific patterns like singleton, factory, observer, strategy, and adapter are explained in more detail through their definitions and purposes.
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.
Lecture 11 from the IAG0040 Java course in TTÜ.
See the accompanying source code written during the lectures: https://github.com/angryziber/java-course
Describes goods and bads of software architecture as well as common design patterns.
The document provides an overview of the GoF design patterns including the types (creational, structural, behavioral), examples of common patterns like factory, abstract factory, singleton, adapter, facade, iterator, observer, and strategy, and UML diagrams illustrating how the patterns can be implemented. Key aspects of each pattern like intent, relationships, pros and cons are discussed at a high level. The document is intended to introduce software engineers to design patterns and how they can be applied.
This document discusses design patterns, including their definition, elements, and relationship to frameworks. It provides an overview of design patterns, describing them as general and reusable solutions to common software problems. The document outlines the core elements of patterns, such as their name, problem, context, solution, and examples. It also discusses different categories of patterns, such as creational, structural, and behavioral patterns.
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.
Name : Prasoon Dadhich
USN : 1MS09IS069
CODE
#include <iostream>
using namespace std;
class Singleton
{
private:
static bool instanceFlag;
static Singleton *single;
Singleton()
{
//private constructor
}
public:
static Singleton* getInstance();
void method();
~Singleton()
{
instanceFlag = false;
}
};
bool Singleton::instanceFlag = false;
Singleton* Singleton::single = NULL;
Singleton* Singleton::getInstance()
{
if(! instanceFlag)
{
single = new Singleton();
instanceFlag = true;
return single;
}
else
{
return single;
}
}
void Singleton::method()
{
cout << "Method of the singleton class" << endl;
}
int main()
{
Singleton *sc1,*sc2;
sc1 = Singleton::getInstance();
sc1->method();
sc2 = Singleton::getInstance();
sc2->method();
return 0;
}
Explanation
If we create any object of this class then the static object (player) will be returned and assigned to the new object.
Finally only one object will be there. The point is not how many times something gets executed, the point is, that the work is done by a single instance of the the class. This is ensured by the class method Singleton::getInstance().
As you can see in the above code,Client can access any instance of the singleton only through the getInstance() method.Once an instance is created,the instanceFlag value becomes true and then any further objects pointers created will be given the reference to the same object that has been created.
Also,make sure you notice the presence of a private constructor.This ensures that no new objects of the class are created and that all the class pointers get the same reference to work on.
This document provides an overview and introduction to design patterns. It discusses creational, structural, and behavioral patterns. For each category it briefly introduces and describes the intent and use of some common patterns, including Factory Method, Singleton, Decorator, Facade, Command, Iterator, and Observer. It also includes diagrams to illustrate the relationships between objects in sample implementations.
This document provides an overview of design patterns including their definition, utility, essential elements, and examples. It discusses creational patterns like singleton, factory, and builder. Structural patterns covered include adapter, proxy, and composite. Behavioral patterns like command and iterator are also introduced. The document is presented as a slideshow by Dr. Lilia Sfaxi on design patterns for software engineering.
The document discusses the SOLID principles of object-oriented design:
1. The Single Responsibility Principle states that a class should have one, and only one, reason to change.
2. The Open-Closed Principle states that software entities should be open for extension but closed for modification. Behavior is changed through inheritance and composition rather than direct modification.
3. The Liskov Substitution Principle states that subclasses must behave in the same way as the base class so that the base class can be substituted wherever the subclass is expected.
4. The Interface Segregation Principle states that interfaces should be small and focused so that client classes do not depend on methods they do not use.
This document discusses different types of design patterns including creational, structural, behavioral, and Java EE design patterns. It provides examples of common design patterns like factory, singleton, strategy, observer, MVC, and DAO. Design patterns help provide reusable solutions to common problems in software design, promote code reuse, improve code quality and maintainability, and define standard ways to solve problems.
Fragments allow modularizing an app's UI into reusable components. A fragment represents a portion of UI within an activity and has its own lifecycle. Multiple fragments can be used within a single activity to create a multi-pane UI or reuse fragments across activities. Key advantages are modularity, ability to reuse fragments, and maintaining a back stack of fragment states. The document discusses implementing fragments in different screen types, writing fragment and activity classes, and including fragments in layouts. It also covers fragment types like ListFragment and DialogFragment and ensuring compatibility by adding the support library.
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 Unified Process (UP) is a popular iterative software development framework that uses use cases, architecture-centric design, and the Unified Modeling Language. It originated from Jacobson's Objectory process in the 1980s and was further developed by Rational Software into the Rational Unified Process. The UP consists of four phases - inception, elaboration, construction, and transition - and emphasizes iterative development, architectural drivers, and risk-managed delivery.
The state pattern allows an object to change its behavior when its internal state changes. The context maintains a reference to a state object that defines the current state. Concrete state subclasses implement specific behaviors for each of the context's possible states. The state pattern is commonly used in game development where objects like characters can have multiple states like idle, running, jumping etc. that trigger different behaviors.
This document discusses structural design patterns from the Gang of Four (GoF) patterns book. It introduces proxies, decorators, adapters, façades, and composites patterns. Proxies provide a placeholder for another object to control access. Decorators dynamically add/remove responsibilities to objects. Adapters allow incompatible interfaces to work together. Façades provide a simplified interface to a subsystem. Composites represent part-whole hierarchies to access all parts uniformly. Bridge and flyweight patterns were not covered due to dependencies on other patterns. The document emphasizes introducing extra levels of indirection to solve problems and favoring composition over inheritance.
Luis Valencia will give a presentation on applying Typescript design patterns to React/SPFx. He has 17 years of experience including 10 years in SharePoint. The session will focus on writing clean, maintainable code and not flashy user interfaces. It will cover common design patterns like singleton, abstract factory, builder, and factory method. It will also discuss SOLID principles and building shared code libraries. The presentation aims to teach developers how to write code that is easy for others to maintain.
Design patterns are optimized, reusable solutions to the programming problems that we encounter every day. A design pattern is not a class or a library that we can simply plug into our system; it's much more than that. It is a template that has to be implemented in the correct situation. It's not language-specific either. A good design pattern should be implementable in most—if not all—languages, depending on the capabilities of the language. Most importantly, any design pattern can be a double-edged sword— if implemented in the wrong place, it can be disastrous and create many problems for you. However, implemented in the right place, at the right time, it can be your savior.
The document discusses several design patterns including Observer, State, Template Method, Memento, Command, Chain of Responsibility, Interpreter, Mediator, Iterator, Strategy, Visitor, Flyweight, and Singleton patterns. For each pattern, it provides the definition, participants, structure, intent, caveats, and examples.
This document provides an introduction to design patterns. It begins by explaining what design patterns are, their benefits, and common elements of design patterns like name, problem, solution, and consequences. It then discusses different types of design patterns classified by purpose (creational, structural, behavioral) and scope (class, object). An example of applying the strategy pattern to a duck simulation is used to illustrate how patterns can solve common object-oriented design problems by separating variable aspects from those that remain the same. The document advocates programming to interfaces rather than implementations to avoid tight coupling and allow independent extension of behavior.
This document provides an overview of design patterns, including their definition, origins, properties, types, and examples. It discusses common design patterns like Singleton, Observer, Strategy, Adapter, Facade, and Proxy. For each pattern, it describes the context, problem, forces, solution, and examples. The document also covers challenges of applying patterns and developing new patterns.
This presentation discusses design patterns, which are general reusable solutions to commonly occurring problems in software design. It describes several design patterns including creational patterns like factory and singleton that deal with object creation, structural patterns like adapter and proxy that deal with relationships between entities, and behavioral patterns like strategy and observer that deal with communication between objects. Specific patterns like singleton, factory, observer, strategy, and adapter are explained in more detail through their definitions and purposes.
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.
Lecture 11 from the IAG0040 Java course in TTÜ.
See the accompanying source code written during the lectures: https://github.com/angryziber/java-course
Describes goods and bads of software architecture as well as common design patterns.
The document provides an overview of the GoF design patterns including the types (creational, structural, behavioral), examples of common patterns like factory, abstract factory, singleton, adapter, facade, iterator, observer, and strategy, and UML diagrams illustrating how the patterns can be implemented. Key aspects of each pattern like intent, relationships, pros and cons are discussed at a high level. The document is intended to introduce software engineers to design patterns and how they can be applied.
This document discusses design patterns, including their definition, elements, and relationship to frameworks. It provides an overview of design patterns, describing them as general and reusable solutions to common software problems. The document outlines the core elements of patterns, such as their name, problem, context, solution, and examples. It also discusses different categories of patterns, such as creational, structural, and behavioral patterns.
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.
Name : Prasoon Dadhich
USN : 1MS09IS069
CODE
#include <iostream>
using namespace std;
class Singleton
{
private:
static bool instanceFlag;
static Singleton *single;
Singleton()
{
//private constructor
}
public:
static Singleton* getInstance();
void method();
~Singleton()
{
instanceFlag = false;
}
};
bool Singleton::instanceFlag = false;
Singleton* Singleton::single = NULL;
Singleton* Singleton::getInstance()
{
if(! instanceFlag)
{
single = new Singleton();
instanceFlag = true;
return single;
}
else
{
return single;
}
}
void Singleton::method()
{
cout << "Method of the singleton class" << endl;
}
int main()
{
Singleton *sc1,*sc2;
sc1 = Singleton::getInstance();
sc1->method();
sc2 = Singleton::getInstance();
sc2->method();
return 0;
}
Explanation
If we create any object of this class then the static object (player) will be returned and assigned to the new object.
Finally only one object will be there. The point is not how many times something gets executed, the point is, that the work is done by a single instance of the the class. This is ensured by the class method Singleton::getInstance().
As you can see in the above code,Client can access any instance of the singleton only through the getInstance() method.Once an instance is created,the instanceFlag value becomes true and then any further objects pointers created will be given the reference to the same object that has been created.
Also,make sure you notice the presence of a private constructor.This ensures that no new objects of the class are created and that all the class pointers get the same reference to work on.
This document provides an overview and introduction to design patterns. It discusses creational, structural, and behavioral patterns. For each category it briefly introduces and describes the intent and use of some common patterns, including Factory Method, Singleton, Decorator, Facade, Command, Iterator, and Observer. It also includes diagrams to illustrate the relationships between objects in sample implementations.
This document provides an overview of design patterns including their definition, utility, essential elements, and examples. It discusses creational patterns like singleton, factory, and builder. Structural patterns covered include adapter, proxy, and composite. Behavioral patterns like command and iterator are also introduced. The document is presented as a slideshow by Dr. Lilia Sfaxi on design patterns for software engineering.
The document discusses the SOLID principles of object-oriented design:
1. The Single Responsibility Principle states that a class should have one, and only one, reason to change.
2. The Open-Closed Principle states that software entities should be open for extension but closed for modification. Behavior is changed through inheritance and composition rather than direct modification.
3. The Liskov Substitution Principle states that subclasses must behave in the same way as the base class so that the base class can be substituted wherever the subclass is expected.
4. The Interface Segregation Principle states that interfaces should be small and focused so that client classes do not depend on methods they do not use.
This document discusses different types of design patterns including creational, structural, behavioral, and Java EE design patterns. It provides examples of common design patterns like factory, singleton, strategy, observer, MVC, and DAO. Design patterns help provide reusable solutions to common problems in software design, promote code reuse, improve code quality and maintainability, and define standard ways to solve problems.
Fragments allow modularizing an app's UI into reusable components. A fragment represents a portion of UI within an activity and has its own lifecycle. Multiple fragments can be used within a single activity to create a multi-pane UI or reuse fragments across activities. Key advantages are modularity, ability to reuse fragments, and maintaining a back stack of fragment states. The document discusses implementing fragments in different screen types, writing fragment and activity classes, and including fragments in layouts. It also covers fragment types like ListFragment and DialogFragment and ensuring compatibility by adding the support library.
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 Unified Process (UP) is a popular iterative software development framework that uses use cases, architecture-centric design, and the Unified Modeling Language. It originated from Jacobson's Objectory process in the 1980s and was further developed by Rational Software into the Rational Unified Process. The UP consists of four phases - inception, elaboration, construction, and transition - and emphasizes iterative development, architectural drivers, and risk-managed delivery.
The state pattern allows an object to change its behavior when its internal state changes. The context maintains a reference to a state object that defines the current state. Concrete state subclasses implement specific behaviors for each of the context's possible states. The state pattern is commonly used in game development where objects like characters can have multiple states like idle, running, jumping etc. that trigger different behaviors.
This document discusses structural design patterns from the Gang of Four (GoF) patterns book. It introduces proxies, decorators, adapters, façades, and composites patterns. Proxies provide a placeholder for another object to control access. Decorators dynamically add/remove responsibilities to objects. Adapters allow incompatible interfaces to work together. Façades provide a simplified interface to a subsystem. Composites represent part-whole hierarchies to access all parts uniformly. Bridge and flyweight patterns were not covered due to dependencies on other patterns. The document emphasizes introducing extra levels of indirection to solve problems and favoring composition over inheritance.
Luis Valencia will give a presentation on applying Typescript design patterns to React/SPFx. He has 17 years of experience including 10 years in SharePoint. The session will focus on writing clean, maintainable code and not flashy user interfaces. It will cover common design patterns like singleton, abstract factory, builder, and factory method. It will also discuss SOLID principles and building shared code libraries. The presentation aims to teach developers how to write code that is easy for others to maintain.
Design patterns are known and tested solutions to common problem. In software engineering we constantly come across similar problems. The same problems or tasks need to be programmed again and again, hence patterns. Design patterns catalog and document these solutions.They are built on industry knowledge of what works and why. We will look at what design patterns are, their history and the structure of documenting patterns.
As an example we look at the Observer pattern.
We will also look at Liskov Substitution Principle and the Open Close Principle, both which are very useful in building enterprise systems. Finally we look at creating objects.
Design Patterns For 70% Of Programmers In The WorldSaurabh Moody
This presentation is for everyone who wants to understand design patterns
For downloading the presentation, visit http://www.domaindrivendesign.info
The document provides an overview of design patterns, including creational patterns. It defines the Abstract Factory pattern, which provides an interface for creating families of related or dependent objects without specifying their concrete classes. The Abstract Factory pattern allows for creating objects in a generic way and enforces creation constraints. It works by having a super-factory that creates other factories to generate related object types. The document outlines the intent, structure, collaboration and consequences of applying the Abstract Factory pattern, as well as how to implement and apply it to solve object creation problems in a flexible manner.
The document outlines structural design patterns including Adapter, Facade, Decorator, Composite, and Proxy patterns. It provides definitions and examples of how each pattern allows objects to be combined into larger structures. The key purpose of structural patterns is that they involve connections between objects and define how components should be structured to work together flexibly in a system.
This document discusses software design patterns in Java. It begins by introducing the author and defining design patterns as best practices used by object-oriented developers to design flexible and reusable code. It then explains why design patterns are used, such as for code sharing, flexibility and reusability. The document categorizes design patterns into creational, structural and behavioral patterns. It provides examples of factory, prototype, composite, strategy and facade patterns and references additional resources on design patterns.
This document provides an overview of design patterns in Java. It defines design patterns as solutions to common programming problems that have proven successful in practice. The Gang of Four (GoF) published a seminal book on design patterns in 1994. Design patterns promote reusability and maintainability. There are three main categories of design patterns: creational, structural, and behavioral. Creational patterns deal with object creation mechanisms while structural patterns focus on relationships between entities. Behavioral patterns address communication between objects. Common examples like singleton, factory method, observer, and iterator patterns are described.
Why Design Patterns Are Important In Software EngineeringProtelo, Inc.
In software engineering, a design pattern is a general repeatable solution to a commonly occurring problem in software design. A design pattern is not a finished design that can be transformed directly into code. It is a description or template for how to solve a problem that can be used in many different situations. Learn how design patterns quickly solve common classes of problems and streamline communication between developers.
This document introduces design patterns and provides an overview of the Singleton pattern. It discusses different ways to implement the Singleton pattern, including eager initialization, static block initialization, lazy initialization, thread-safe implementations using synchronization and double-checked locking, and Bill Pugh's inner static class approach. It also notes that reflection can be used to circumvent Singleton implementations and destroy the singleton nature of the class. The document categorizes design patterns and provides examples of creational, structural, and behavioral patterns.
This document discusses design patterns and provides examples of implementing some common patterns in C#. It begins with an introduction to design patterns, their history and types. It then demonstrates implementing singleton, prototype, facade and decorator patterns in C#, including class diagrams and implementation steps. It discusses advantages of design patterns and hints for advanced development, like making patterns thread-safe. The document concludes with a thank you.
Patterns (contd)Software Development ProcessDesign patte.docxdanhaley45372
Patterns (contd)
Software Development Process
Design patterns used to handle change
More time extending and changing code than developing it.
The Strategy design pattern handle change by selecting from a family of external algorithms rather than rewrite.
Design point: Make code closed for modification of code, but open for extension
Problem
Computer object created
Description Method returns
Getting a Computer
Problem
Program has to change every time
Customer changes options
Decorator Pattern
Wrapper code used to extend your core code
Extend a class dynamically at runtime
Decorator uses wrapper code to extend core functionality - decorating the code
Decorator Pattern
description() returns “You are getting a computer”
Wrapper description() returns
“You are getting a computer and a disk”
Wrapper description() returns
“You are getting a computer and a disk and a monitor”
Decorator Pattern
Core component: Computer
Variables holding computer objects should also be able to hold objects that wrap computer objects.
Extend the wrapper classes from the Computer class.
Abstract class cannot be instantiated
Ensures all wrappers are consistent
Developers have to provide their own description
Decorator Pattern
Method calls the core computer object’s
description method and adds “and a disk”
Decorator Pattern
Method calls the core computer object’s
description method and adds “and a disk”
Extend the core object by wrapping it in decorator wrappers. Avoids modification of the core code.
Each successive wrapper called the description method of the object it wrapped and added something to it.
Factory Pattern
Based on type, call the
Connection method
Factory Pattern
Create a method that returns the
correct connection type
Factory Pattern
New operator used to create OracleConnection objects.
New operator used to create SqlServerConnection objects, and MySqlConnection objects.
New operator to instantiate many different concrete classes
Code becomes larger and needs to be replicated in many places
Factor that code out into a method.
Code keeps changing
Encapsulate code into a factory object
Goal: Separate out the changeable code and leave the core code closed for modification
Building the Factory
Creating the Factory
FirstFactory class encapsulates the connection object creation
Pass to it the type of connection (“Oracle”, “SQL Server”,)
Use the factory object to create connection objects with a factory method named createConnection
Building the Factory
Create the FirstFactory class.
Save the type of the database, passed to the FirstFactory class’s constructor.
Object-creation code changes
Check which type of object to be created
(OracleConnection, SqlServerConnection,
and then create it.
Factory Class
Create the Abstract Connection Class
Core code should not be modified or has to be modified
as little as possible.
Using the connection object returned by the
new factory object
Use t.
Hönnunarmunstur er þekktar og reyndar lausnir við almennum vandamálum. Hugbúnaðargerð felur í sér að leysa vandamál og oft rekumst við að sömu vandamálin aftur og aftur. Þessi vandamál má leysa með þekktum leiðum, svo kölluðum munstrum. Hönnunarmunstur skjala þekktar lausnir. Þau eru byggð á þekkingu úr iðnaðnum, segja hvað virkar og af hverju.
Í þessum fyrirlestri skoðum við hönnunarmunstur, sögu þeirra og hvernig þau eru skjöluð. Við lítum á ýmis dæmi og tökum svo fyrir grunnmunstur - base patterns. Þá skoðum við Open Close Principle sem er eitt af þessum prinsippum sem við þurfum að hafa í huga.
Lecture two,
An introduction to Design Pattern
History
Pattern Language,
Categorization according to GoF
MVC
Creational Design Patterm
Factory Method
Abstract Factory
Singleton
Builder
Design Patterns are very popular among software developers. A design pattern is a well-described solution to a common software problem.
Some of the benefits of using design patterns are:
1. Design Patterns are already defined and provide industry standard approach to solve a recurring problem, so it saves time if we sensibly use the design pattern. There are many java design patterns that we can use in our Java-based projects.
2.Using design patterns promotes reusability that leads to more robust and highly maintainable code. It helps in reducing total cost of ownership (TCO) of the software product.
3.Since design patterns are already defined, it makes our code easy to understand and debug. It leads to faster development and new members of team understand it easily
This case study offers details of a project which involved developing an app to allow people to search for physicians/clinics in specified geographic areas. The app allows the users to rate and share reviews about the physicians they visit, and thus offer a reference point for people wanting to visit the same physicians in the future. For more details on our Health IT capabilities, visit: http://www.mindfiresolutions.com/healthcare.htm
The case study offers details of an app developed to enable its users to design healthy and personalized diet schedules, thus enabling them to keep their body weight under check. The app has features to offer customized solutions for the users. Progress can be monitored by referring to information shared in the form of charts and tables. For more details on other fitness/wellness apps developed by us, visit: http://www.mindfiresolutions.com/mHealth-development-services.htm
This casestudy elaborates on a cloud-based platform that we developed to enable enterprises to manage all their major business functions with outmost convenience – sales, internal efficiency, customer management. The platform offers them the capability to rapidly build web and mobile apps that can work together with built-in programs. For more details on our software development capabilities, visit: http://www.mindfiresolutions.com/
The casestudy offers details on an app developed to record and store readings made by three healthcare devices, which are used to measure healthcare vitals of users at remote locations. The App also has provision to generate different types to reports to facilitate subsequent analyses. For more details on our mHealth app development capabilities,
visit: http://www.mindfiresolutions.com/mHealth-development-services.htm
The project describes how a software platform can advance a very contemporary digital marketing technique of using Influencers to promote brands and services. For more details on our IT services, visit: http://www.mindfiresolutions.com/
This is all about details on High Availability of Applications running in Azure. Would cover on fundamentals of High Availability in Azure and discuss in depth on PaaS (High Availability of Web Role and Worker Role).
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https://alandix.com/academic/talks/CMet2025-AI-Changes-Everything/
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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.
QRGs planned for the series:
- Artificial Intelligence QRG
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100% human made.
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2. AGENDA
A brief history
What is design
pattern
When to use
design Pattern ?
Introduct
ion
Classification of
Design Patterns
Understanding
different
patterns
How to use
different
patterns ?
Overview
Data Tier
Middle Tier
Presentation Tier
MVC
Detailed
Study
3. A BRIEF HISTORY
Christopher Alexander Kent Beck Ward Cunningham
- Patterns originated as an architectural concept by Christopher Alexander (1977/79).
- In 1987 Kent Beck (creator of Extreme Programming and TDD) and Ward Cunningham (contributor to
Extreme Programming) began experimenting with the idea of applying patterns to programming and
presented their results at the OOPSLA conference that year
4. GANG OF FOUR
Erich Gamma Ralph Johnson John Vlissides Richard Helm
- Design patterns gained popularity in computer science after the book Design Patterns: Elements of Reusable
Object-Oriented Software was published in 1994 by the so-called "Gang of Four" (GoF)
- GoF established 23 patterns classified into 3 types – Creational, Structural and Behavioral
5. WHAT IS DESIGN PATTERN ?
solutionsReusable ProblemsCommonly
occurring DesignSoftware
- In software engineering, a design pattern is a general reusable solution to a commonly occurring problem
within a given context in software design - Wikipedia
- It is a description for how to solve a problem that can be used in many different situations
6. WHEN DESIGN PATTERN ?
You can consider not using any design pattern in following cases –
- The application being built will not change in future, the code accurately captures all requirements and
there are no planned enhancements on new features (the application you are building is the first and
last release )
- Your application‟s requirement is unique . No software engineer has ever built anything like your
application
- There is plenty of time to prototype your new design ideas . No proof-of-concept is required
- Everyone one your team has worked together for 20 years or so . You all posses a common set of design
vocabulary, so you don‟t need to learn someone else‟
If you don’t fall into any of the above categories – Use Design
Pattern
7. THE STORY OF LIGHT, SWITCH & FAN
Fan Fancy Switch Bulb Normal Switch
8. BENEFITS OF USING DESIGN PATTERN
- speed up the development process by providing tested, proven development paradigms .
- Reusing design patterns helps to prevent subtle issues that can cause major problems, and it also
improves code readability for coders and architects who are familiar with the patterns.
- Design patterns provide general solutions, documented in a format that doesn't require specifics tied to
a particular problem.
- In addition, patterns allow developers to communicate using well-known, well understood names for
software interactions. Common design patterns can be improved over time, making them more robust
than ad-hoc designs
- A standard solution to a common programming problem enable large scale reuse of S/W
9. TYPES OF DESIGN PATTERNS
Creational •Object creation
Structural
•Build large, complex
objects
Behavioral
•Play with algorithms and
relationship with objects
12. Creational
Pattern
creational design patterns are design patterns that deal with object creation mechanisms, trying to create
objects in a manner suitable to the situation. The basic form of object creation could result in design
problems or added complexity to the design. Creational design patterns solve this problem by controlling
the object creation.
13. FACTORY DESIGN PATTERN
- This pattern is used to create concrete class instances without specifying the exact class type.
- Define an interface for creating an object, but let the subclasses decide which class to instantiate. The Factory
method lets a class defer instantiation to subclasses .
- Logical model
14. FACTORY PATTERN - A REAL WORLD EXAMPLE
Document
Resume Report Presentation
16. FACTORY PATTERN – HOW ?
- If you have an inheritance hierarchy that exercises polymorphism, consider adding a polymorphic
creation capability by defining a static factory method in the base class.
- Design the arguments to the factory method. What qualities or characteristics are necessary and
sufficient to identify the correct derived class to instantiate?
- Consider designing an internal “object pool” that will allow objects to be reused instead of created from
scratch.
- Consider making all constructors private or protected.
17. FACTORY PATTERN IN .NET
- IDbCommand.CreateParameter
- Convert.ToBoolean
- WebRequest: HttpWebRequest, FtpWebRequest
- ASP.NET Runtime
18. FACTORY PATTERN – WHEN ?
Do we need to have derived classes figure out what to instantiate
and decouple client from instantiated class ?
19. Structural Pattern
structural design patterns are design patterns that ease the design by identifying a simple way to realize
relationships between entities.
20. FAÇADE DESIGN PATTERN
- Used to provide a simpler interface into a more complicated portion of code.
- A facade can make a software library easier to use and understand, since the facade has convenient methods for
common tasks
- A facade can make code that uses the library more readable, for the same reason
- A facade can reduce dependencies of outside code on the inner workings of a library, since most code uses the
facade, thus allowing more flexibility in developing the system
- A facade can wrap a poorly-designed collection of APIs with a single well-designed API
- The Facade however, can itself become too complex for a huge subsystem. Also it's a good idea to actually have
an abstract Facade over the Facade. One of the most common and successful examples is using this pattern
through a webservice, making the webservice acting as the Facade or the interface to many different dll's each
representing a subsystem.
22. FAÇADE – A REAL WORLD EXAMPLE
Marriage
Decoration
Food
Procession
23. FAÇADE DESIGN PATTERN – HOW ?
- Identify a simpler, unified interface for the subsystem or component.
- Design a „wrapper‟ class that encapsulates the subsystem.
- The facade/wrapper captures the complexity and collaborations of the component, and delegates to the
appropriate methods.
- The client uses (is coupled to) the Facade only.
- Consider whether additional Facades would add value.
24. FAÇADE DESIGN PATTERN – WHEN ?
Do we want simplify, beautify or OO-fy an existing class or subsystem ?
25. COMPOSITE DESIGN PATTERN
- Compose objects into tree structures to represent part-whole hierarchies. Composite lets clients treat individual
objects and compositions of objects uniformly.
- Recursive composition
- “Directories contain entries, each of which could be a directory.”
- 1-to-many “has a” up the “is a” hierarchy
27. COMPOSITE – A REAL WORLD EXAMPLE
Category
Food
Diary
Milk
Yogurt
cheese
Non-Veg
Fish
Chicken
Veg
Potato
Onion
Sweets
Candy
Ice cream
Electronics
Audio
Digital
28. COMPOSITE PATTERN – HOW ?
- Ensure that your problem is about representing “whole-part” hierarchical relationships.
- Consider the heuristic, “Containers that contain containees, each of which could be a container.” For
example, “Assemblies that contain components, each of which could be an assembly.” Divide your
domain concepts into container classes, and containee classes.
- Create a “lowest common denominator” interface that makes your containers and containees
interchangeable. It should specify the behavior that needs to be exercised uniformly across all containee
and container objects.
- All container and containee classes declare an “is a” relationship to the interface.
- All container classes declare a one-to-many “has a” relationship to the interface.
- Container classes leverage polymorphism to delegate to their containee objects.
- Child management methods [e.g. addChild(), removeChild()] should normally be defined in the
Composite class. Unfortunately, the desire to treat Leaf and Composite objects uniformly may require
that these methods be promoted to the abstract Component class. See the Gang of Four for a
discussion of these “safety” versus “transparency” trade-offs.
29. COMPOSITE PATTERN – WHEN ?
Do we have units and groups and want to treat them the same way ?
30. Behavioral
Pattern
behavioral design patterns are design patterns that identify common communication patterns between
objects and realize these patterns. By doing so, these patterns increase flexibility in carrying out this
communication.
31. OBSERVER DESIGN PATTERN
- Define a one-to-many dependency between objects so that when one object changes state, all its
dependents are notified and updated automatically.
- You should use the pattern in the following cases:
- You have a publisher/subscriber model.
- Objects need to be notified of a change in another objects.
- You need that the object that notify its state change would not know about its subscribers.
34. OBSERVER PATTERN – HOW ?
- Differentiate between the core (or independent) functionality and the optional (or dependent)
functionality.
- Model the independent functionality with a “subject” abstraction.
- Model the dependent functionality with an “observer” hierarchy.
- The Subject is coupled only to the Observer base class.
- The client configures the number and type of Observers.
- Observers register themselves with the Subject.
- The Subject broadcasts events to all registered Observers.
- The Subject may “push” information at the Observers, or, the Observers may “pull” the information they
need from the Subject.
36. OBSERVER PATTERN – WHEN ?
Do various entities need to know about events that have occurred?
How to keep dependent object up-to-date.
37. STRATEGY DESIGN PATTERN
- The Strategy design pattern allows you to use multiple algorithms interchangeably.
- Define a family of algorithms, encapsulate each one, and make them interchangeable. Strategy lets the
algorithm vary independently from the clients that use it.
- Capture the abstraction in an interface, bury implementation details in derived classes.
38. STRATEGY PATTERN- A REAL WORLD EXAMPLE
Sorting
Merge
Sort
Shell
Sort
Quick
Sort
40. STRATEGY PATTERN – HOW ?
- Identify an algorithm (i.e. a behavior) that the client would prefer to access through a “flex point”.
- Specify the signature for that algorithm in an interface.
- Bury the alternative implementation details in derived classes.
- Clients of the algorithm couple themselves to the interface.
41. STRATEGY PATTERN IN .NET
Membership Providers
Role Providers
Site Map Providers
Session State Providers
Profile Providers
Web Event Providers
Web Parts Personalization Providers
44. PATTERNS IN MVC
Observer (Behavioral Pattern)
- MVC uses the observer pattern to keep each view in sync with the model . Therefore whenever data
with in the model changes, each subscribing view (whether it‟s a webpage, a windows form or a form in
PDA) gets notified .
Composite (Structural Pattern)
- Each view uses composite pattern to make up its internal structure of visual elements (buttons, text
boxes, scrollbars etc.).
Strategy (Behavioral Pattern)
- The strategy design pattern defines the relationship between the view and controller . Hence multiple
controller can be used with a single view, depending upon the current state of the application. It allows
you to interchange the controller of a view when needed at design time and at runtime.
Factory (Creational Pattern)
- You can choose the default controller of a view when its rendered .
Editor's Notes
#8: Source from - http://www.codeproject.com/Articles/98598/How-I-explained-Design-Patterns-to-my-wife-Part-1