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Design Patterns

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Design Patterns Standardized Recurring model Fits in many location Opposite of customization Fundamental types of pattern Choose and use as desired and befitting – PowerPoint PPT presentation

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Title: Design Patterns


1
Design Patterns
  • Standardized
  • Recurring model
  • Fits in many location
  • Opposite of customization
  • Fundamental types of pattern
  • Choose and use as desired and befitting
  • Adapt the pattern to your application

2
  • Loop pattern
  • Initialize loop parameter values and loop variant
  • Loop
  • if (check condition)
  • statements
  • else
  • quit/exit Loop
  • change loop variant
  • continue Loop
  • Is syntax diagram a pattern?

3
  • This is an algorithmic code pattern for iteration
  • You need to know what the loop parameters are,
    their initial values, and how they should be
    initialized
  • You need to know the condition to be checked
  • Obviously, the statements to be executed when the
    condition is true
  • Precisely how the loop variant is to be changed
    for your application

4
  • Definite iteration
  • Going from 0 to N
  • Going from M to N by step k
  • Indefinite iteration
  • How to obtain loop variant?
  • How to validate loop variant?
  • We have a pattern for definite iteration and
    another for indefinite iteration
  • How about a pattern for linear search?
  • How about pattern for search in a 2-D array?

5
Why we use Design Patterns
  • We use patterns to make the design and
    implementation flexible
  • Flexible w.r.t. requirements
  • Flexible w.r.t. to inputs
  • Flexible w.r.t. to implementation move things
    around an plug in components

6
Fundamental types of Design Patterns
  • Creational
  • Structural
  • Behavioral
  • One may find patterns pertinent to domains that
    you may not find in other domains
  • Patterns for dynamic behavior may also be
    identified

7
Creational Patterns
  • Factory
  • Abstract Factory
  • Builder
  • Prototype
  • Singleton

8
The Factory Pattern
  • Constructor creates an object of a particular
    class
  • Similar objects based on input values are to be
    created then you can have different class and the
    driver parses the input and uses the appropriate
    constructor
  • A factory pattern streamlines this

9
The Abstract Factory Pattern
  • Level higher in abstraction to the factory
    pattern
  • In some cases it actually returns a Factory for
    that group of classes
  • Example
  • Type of garden
  • Types of plants in the garden
  • Investment example

10
The Builder Pattern
  • Configurable system configuration file (XML
    files)
  • Assembles objects to make a new object or system
  • Based on the data in the config. File
  • Uses a factories to build objects
  • Separates construction from representation

11
The Prototype Pattern
  • Copies or clones an existing class
  • Used when creating a new instance is expensive
  • Use java clone() method
  • Classes have to implement cloneable

12
The Singleton Pattern
  • Is a pattern that insures there is one and only
    one instance of an object
  • Globally accessible object
  • Final class with static methods
  • Constructor is privatized
  • Avoids global variables
  • getInstance() method returns reference to this
    object

13
  • Maintain a registry of singletons
  • Pass singletons to other objects
  • Type checking may be needed on singletons if
    using a registry
  • How to adapt singletons for X instances

14
More info and examples
  • http//www.fluffycat.com/java/patterns.html
  • http//www.dofactory.com/Patterns/Patterns.aspx
  • http//c2.com/cgi/wiki?DesignPatterns
  • http//channah.com/portfolio/talk/Paper/GoF-patter
    ns/
  • http//www.patterndepot.com/put/8/JavaPatterns.htm

15
Structural Patterns
  • Adapter
  • Adapt a user familiar interface to an available
    class interface
  • Composite
  • A mechanism to camouflage the distinction between
    like items with different constraints
  • Proxy
  • An intermediary assisting until the actual is
    available
  • Flyweight
  • A mechanism to avoid having many classes
    differing only by a few parameters a sharable
    instance of a class
  • Façade
  • A simplified interface to the generic system, as
    the system evolves
  • Bridge
  • A class that integrates interface to
    implementation
  • Decorator
  • A class with possible decorators (rather than
    derived classes)

16
Behavioral Pattern
  • Observer or listener class
  • Mediator communication interface (stub?)
  • Chain of Responsibility chain of mediators
  • Template abstract definition of an algorithm
  • Interpreter appears like a language construct
  • Strategy a mechanism to choose algorithm by the
    driver
  • Visitor driver on multiple instance of a class
    (non-object oriented approach used for
    efficiency)
  • State class retains its state and switches its
    choice of class
  • Command traps and forwards the command to a
    specific class
  • Iterator a mechanism to move through a
    collection through an interface

17
Framework
  • Domain oriented design
  • Can take this design (as a whole) and utilize it
    for multiple applications
  • Service industry
  • Distribution industry
  • Health care industry
  • Manufacturing
  • Marketing
  • Embedded Controls
  • Aircraft controls
  • Chiller controls

18
Summary
  • What is UML?
  • What is it unifying?
  • What is the fundamental premise of UML?
  • Define system Architecture.
  • List the views of a system
  • What is UP?
  • Describe the axioms of UP.
  • List the phases and workflows prescribed in UP

19
Summary (cont.)
  • Who is responsible for the inception Phase?
  • Who is responsible for other phases?
  • Do we have to do all the workflows for every
    requirement?
  • How are testing benchmarks to be developed?
  • What would make systems developed using UML and
    UP obsolete?

20
Summary (Cont.)
  • Argue for and against maintaining legacy systems.
  • What is meant by a Quality Product?
  • What is a Quality Process?
  • Is UML/UP applicable to areas other than software
    development?
  • Suggest some applications

21
Summary (Cont.)
  • What is not covered in the UP?
  • When can we consider the software a success?
  • Who is responsible for the ultimate success or
    the failure of the software?
  • When can we consider the software development
    process a success?

22
Not covered
  • Human Factors
  • Timeliness
  • Judgments and Evaluations
  • Sufficiency, Completeness, Soundness
  • Effect of culture
  • Technical Factors
  • Choice of tools may affect product
  • Unknown exceptions in the domain
  • Technical issues intentionally/unintentionally
    ignored

23
Other topics
  • Patterns and their effects
  • Frameworks and their effects

24
Non Programmer Roles
  • Systems Analyst
  • Requirements Engineer
  • Use-case engineer
  • Software analyst
  • Design Engineer
  • Architect
  • Component Engineer

25
Overall Experience
  • Adoption of UP and UML
  • Experience in large scale software Analysis and
    Design
  • Experience in inter-group and intra-group
    discussions
  • Multiple projects assist in revisiting analysis
    and design
  • Development from other team deliverables
  • Communication - oral and written
  • Opportunity to contribute and assimilate from
    other projects
  • First hand view of commonality among various
    software
  • Non Programmer roles
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