The document discusses the Open/Closed Principle (OCP), which states that software entities should be open for extension but closed for modification. It provides an example of an OCP kata using a bowling scoring problem. Programmers are instructed to write tests, then refactor the code by changing the object composite returned by a factory to make each new test pass without modifying existing code. The document also provides credits to people involved in developing and promoting OCP and related katas.
The document discusses design patterns. It begins with an introduction to design patterns, covering their history and definition. It then covers several fundamental design principles for patterns, including avoiding tight coupling, favoring composition over inheritance, and the single responsibility principle. Finally, it discusses several specific design patterns, including factory method, singleton, strategy, state, and proxy patterns. It provides examples of when and how to apply these patterns.
The document discusses the Open/Closed Principle (OCP), which states that software entities should be open for extension but closed for modification. It provides an example of an OCP kata using a bowling scoring problem. Programmers are instructed to write tests, then refactor the code by changing the object composite returned by a factory to make each new test pass without modifying existing code. The document also provides credits to people involved in developing and promoting OCP and related katas.
The document discusses design patterns. It begins with an introduction to design patterns, covering their history and definition. It then covers several fundamental design principles for patterns, including avoiding tight coupling, favoring composition over inheritance, and the single responsibility principle. Finally, it discusses several specific design patterns, including factory method, singleton, strategy, state, and proxy patterns. It provides examples of when and how to apply these patterns.
The 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.
El patrón Prototype permite crear nuevos objetos clonando una instancia prototipo existente en lugar de crearlos desde cero. Los objetos prototipo concretos implementan una interfaz que permite clonarse a sí mismos, y el cliente solicita copias de los prototipos necesarios. Este patrón evita la creación de objetos mediante el operador new cuando es costoso, y permite variar los tipos de objetos usados en tiempo de ejecución de forma independiente al código cliente.
The document discusses the facade design pattern, which hides the complexities of a system and provides a simpler interface to clients. It defines the facade pattern and provides examples of its use in Java APIs like HttpSession and HttpServletRequest to simplify accessing sessions and requests. The document also notes benefits like simplifying a complex subsystem and consequences like tighter coupling, and encourages viewing a demo of the facade pattern in action.
O documento apresenta os conceitos básicos de Java e Orientação a Objetos, incluindo: 1) Java é uma linguagem de programação orientada a objetos desenvolvida pela Sun Oracle; 2) Orientação a Objetos modela o mundo real através de classes, herança, polimorfismo e encapsulamento; 3) Para ser desenvolvedor Java Júnior é necessário conhecimento de variáveis, controle de fluxo, classes, interfaces entre outros conceitos fundamentais.
This presentation explains two design patterns using Java source code. The design patterns used in this presentation are the factory method and abstract factory. You will be able to download java source code.
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.
The Bridge pattern decouples an abstraction from its implementation so that they can vary independently. It is applicable when abstraction and implementation should be extensible by subclassing and changes in implementation should not affect clients. The structure of Bridge pattern contains Abstraction, RefinedAbstraction, Implementor and ConcreteImplementor classes. Abstraction maintains reference to Implementor and forwards requests to it. This decouples interface and implementation and improves extensibility.
Uso de-patrones-de-arquitectura-capitulo-4Ozzy Bull
El documento habla sobre el uso de patrones de arquitectura de software. Explica brevemente qué son los patrones de diseño y los patrones UML, y menciona algunas familias de patrones comunes como GRASP, GOF, patrones creacionales, estructurales y de comportamiento. También incluye ejemplos de cómo aplicar patrones como Experto, Creador, Bajo Acoplamiento y Alta Cohesión.
Este documento introduz a programação orientada a objetos e sua implementação em Java. Ele explica como a abordagem OO modela o mundo real em termos de objetos e classes, definindo atributos e métodos para representar características e comportamentos. Também descreve como classes criam objetos em Java e como esses objetos se comunicam através de mensagens.
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.
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.
Lightening Talk I gave at Inaka in May 2014.
This is sort of the continuation of my previous iOS TDD talk.
Since TDD and DI go quite hand in hand and they are both extend concepts to learn in one shot, I had to prepare a completely separated talk for spreading to my fellows the DI knowledge I had acquired.
1. The OSFacade acts as a single interface for clients and delegates to subsystem facades.
2. Subsystem facades like ProcessFacade and IOFacade hide complexity and coordinate tasks.
3. Subsystem classes implement tasks while facade classes abstract complexity.
Solid principles, Design Patterns, and Domain Driven DesignIrwansyah Irwansyah
This document discusses SOLID principles and design patterns. It begins by explaining SOLID, which stands for five principles of object-oriented design: single responsibility, open/closed, Liskov substitution, interface segregation, and dependency inversion. It then defines and provides examples of several classic design patterns like singleton, strategy, decorator, factory method, and observer. The document emphasizes that SOLID principles and design patterns help create flexible and reusable code that is easy to modify without breaking existing functionality. It also discusses domain-driven design and techniques like dependency injection that can be used to apply SOLID and design patterns.
This document contains 50 interview questions related to Git for beginner, intermediate, and advanced levels. It covers topics such as basic Git commands, branching strategies, resolving conflicts, rebasing vs merging, and integrating Git with Jenkins. For each question, it lists the question text and brief explanation or code snippets for the answer. The full document acts as a reference guide for learning and preparing for Git related technical interviews.
O documento apresenta o padrão arquitetural Model View Controller (MVC), descrevendo suas partes principais (Model, View, Controller), seus benefícios como clara separação de apresentação e lógica e suporte para diferentes dispositivos, e o padrão relacionado Hierarchical MVC, que estrutura as partes de MVC hierarquicamente.
Onion Architecture, the concept introduced by the Jeffery Palermo in 2008 with a aim to make the application loosely coupled and with proper separation between the folders and the different areas of concern in the application. This makes the development easier, the testing of the application easier, the maintenance becomes easier.
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.
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.
El patrón Prototype permite crear nuevos objetos clonando una instancia prototipo existente en lugar de crearlos desde cero. Los objetos prototipo concretos implementan una interfaz que permite clonarse a sí mismos, y el cliente solicita copias de los prototipos necesarios. Este patrón evita la creación de objetos mediante el operador new cuando es costoso, y permite variar los tipos de objetos usados en tiempo de ejecución de forma independiente al código cliente.
The document discusses the facade design pattern, which hides the complexities of a system and provides a simpler interface to clients. It defines the facade pattern and provides examples of its use in Java APIs like HttpSession and HttpServletRequest to simplify accessing sessions and requests. The document also notes benefits like simplifying a complex subsystem and consequences like tighter coupling, and encourages viewing a demo of the facade pattern in action.
O documento apresenta os conceitos básicos de Java e Orientação a Objetos, incluindo: 1) Java é uma linguagem de programação orientada a objetos desenvolvida pela Sun Oracle; 2) Orientação a Objetos modela o mundo real através de classes, herança, polimorfismo e encapsulamento; 3) Para ser desenvolvedor Java Júnior é necessário conhecimento de variáveis, controle de fluxo, classes, interfaces entre outros conceitos fundamentais.
This presentation explains two design patterns using Java source code. The design patterns used in this presentation are the factory method and abstract factory. You will be able to download java source code.
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.
The Bridge pattern decouples an abstraction from its implementation so that they can vary independently. It is applicable when abstraction and implementation should be extensible by subclassing and changes in implementation should not affect clients. The structure of Bridge pattern contains Abstraction, RefinedAbstraction, Implementor and ConcreteImplementor classes. Abstraction maintains reference to Implementor and forwards requests to it. This decouples interface and implementation and improves extensibility.
Uso de-patrones-de-arquitectura-capitulo-4Ozzy Bull
El documento habla sobre el uso de patrones de arquitectura de software. Explica brevemente qué son los patrones de diseño y los patrones UML, y menciona algunas familias de patrones comunes como GRASP, GOF, patrones creacionales, estructurales y de comportamiento. También incluye ejemplos de cómo aplicar patrones como Experto, Creador, Bajo Acoplamiento y Alta Cohesión.
Este documento introduz a programação orientada a objetos e sua implementação em Java. Ele explica como a abordagem OO modela o mundo real em termos de objetos e classes, definindo atributos e métodos para representar características e comportamentos. Também descreve como classes criam objetos em Java e como esses objetos se comunicam através de mensagens.
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.
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.
Lightening Talk I gave at Inaka in May 2014.
This is sort of the continuation of my previous iOS TDD talk.
Since TDD and DI go quite hand in hand and they are both extend concepts to learn in one shot, I had to prepare a completely separated talk for spreading to my fellows the DI knowledge I had acquired.
1. The OSFacade acts as a single interface for clients and delegates to subsystem facades.
2. Subsystem facades like ProcessFacade and IOFacade hide complexity and coordinate tasks.
3. Subsystem classes implement tasks while facade classes abstract complexity.
Solid principles, Design Patterns, and Domain Driven DesignIrwansyah Irwansyah
This document discusses SOLID principles and design patterns. It begins by explaining SOLID, which stands for five principles of object-oriented design: single responsibility, open/closed, Liskov substitution, interface segregation, and dependency inversion. It then defines and provides examples of several classic design patterns like singleton, strategy, decorator, factory method, and observer. The document emphasizes that SOLID principles and design patterns help create flexible and reusable code that is easy to modify without breaking existing functionality. It also discusses domain-driven design and techniques like dependency injection that can be used to apply SOLID and design patterns.
This document contains 50 interview questions related to Git for beginner, intermediate, and advanced levels. It covers topics such as basic Git commands, branching strategies, resolving conflicts, rebasing vs merging, and integrating Git with Jenkins. For each question, it lists the question text and brief explanation or code snippets for the answer. The full document acts as a reference guide for learning and preparing for Git related technical interviews.
O documento apresenta o padrão arquitetural Model View Controller (MVC), descrevendo suas partes principais (Model, View, Controller), seus benefícios como clara separação de apresentação e lógica e suporte para diferentes dispositivos, e o padrão relacionado Hierarchical MVC, que estrutura as partes de MVC hierarquicamente.
Onion Architecture, the concept introduced by the Jeffery Palermo in 2008 with a aim to make the application loosely coupled and with proper separation between the folders and the different areas of concern in the application. This makes the development easier, the testing of the application easier, the maintenance becomes easier.
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.
ВИРТУАЛЬНАЯ ЛАБОРАТОРИЯ ОБУЧЕНИЯ МЕТОДАМ ИСКУССТВЕННОГО ИНТЕЛЛЕКТА ДЛЯ ГЕНЕРА...ITMO University
Описывается структура и возможности виртуальной лаборатории для обучения генетическому и автоматному программированию, реализованной на языке C#. Описываются основные этапы создания собственных подключаемых модулей лаборатории.
Практический анализ и визуальное моделирование на UMLNikolai Kireev
Презентация курса online-тренингов, проводимых совместно Школой Системного Анализа г. Москва и IT-Студией WebMax.BY г. Минск.
Запись на курс по ссылке: http://school.system-analysis.ru/uml-online/
основы ооп на языке C#. часть 1. введение в программированиеYakubovichDA
Основы объектно-ориентированного программирования на языке C#. Часть 1. Введение в программирование.
Рассматривается базовые понятие алгоритмов, блок-схем, объектно-ориентированного программирования на базе платформы .NET Framework.
Слайды для лекции о паттернах, что я давал в Aller Media Norge в 2019.
Ссылка на исходник на GDocs:
https://docs.google.com/presentation/d/1CL2umKOcEeBehJ_hFlaD7P5pdoey_trCTeSnd5TiBSI/edit?usp=sharing
Видеозапись:
http://getdev.net/Event/dependency-injection
Рассказ о внедрении зависимостей (Dependency Injection), зачем оно нужно, откуда оно пошло и развивалось. Виды Dependency Injection, разница между ними и рекомендации к применению. Расказ про декораторы (decorators). Рассказ про абстрактные фабрики. Рассказ про управление временем жизни. Рассказ про IoC -контейнеры вообще и Castle Windsor в частности.
Быть разработчиком: вызовы, ожидания, перестроение мозговSergey Nemchinsky
Программное выступление по всем вопросам разработки софта, не связанным с программами. Ценности, личности, общение, задачи
https://www.youtube.com/watch?v=_jJDaHaY4GE
3. История создания
В 70-х годах двадцатого века
архитектор Кристофер Александр
(Christopher Alexander) составил
набор шаблонов проектирования. В
области архитектуры эта идея не
получила такого развития, как позже
в области программной разработки.
4. История создания
В 1987 году Кент Бэк (Kent Beck) и
Вард Каннигем (Ward Cunningham)
взяли идеи Кристофер Александра и
разработали шаблоны
применительно к разработке
программного обеспечения для
разработки графических оболочек на
языке Smalltalk.
5. История создания
В 1988 году Эрих Гамма (Erich
Gamma) начал писать докторскую
работу при цюрихском университете
об общей переносимости этой
методики на разработку программ.
6. История создания
В 1989—1991 годах Джеймс Коплин
(James Coplien) трудился над
разработкой идиом для
программирования на C++ и
опубликовал в 1991 году книгу
Advanced C++ Idioms.
7. История создания
В этом же году Эрих Гамма заканчивает свою докторскую
работу и переезжает в США, где в сотрудничестве с
Ричардом Хелмом (Richard Helm), Ральфом Джонсоном
(Ralph Johnson) и Джоном Влиссидсом (John Vlissides)
публикует книгу Design Patterns — Elements of Reusable
Object-Oriented Software.
В этой книге описаны 23 шаблона проектирования. Также
команда авторов этой книги известна общественности под
названием Банда четырёх (англ. Gang of Four, часто
сокращается до GoF). Именно эта книга стала причиной
роста популярности шаблонов проектирования.
8. Таксономия паттернов
Idiom
Specific design
Решение частной задачи
Standard design
Напрямую связана с языком программирования
Дополнительный уровень абстракции
Design pattern
Объектно-ориентированные шаблоны –
отношения, взаимодействие и распределение
ответственности между классами или
объектами для всего класса задач
9. Что такое шаблоны
проектирования?
"Каждый паттерн описывает некую
повторяющуюся проблему и ключ к ее разгадке,
причем таким образом, что этим ключом можно
пользоваться при решении самых разнообразных
задач". Christopher Alexander
10. Что такое шаблоны
проектирования?
Шаблоны проектирования (паттерн, pattern) — это
эффективные способы решения характерных
задач проектирования, в частности
проектирования компьютерных программ.
Паттерн не является законченным образцом
проекта, который может быть прямо
преобразован в код, скорее это описание или
образец для того, как решить задачу, таким
образом чтобы это можно было использовать в
различных ситуациях.
11. Пример паттерна – Singleton
Цель применения
Пример применения
Ограничить число создаваемых объектов класса (чаще
всего оставить возможность создавать единственный
экземпляр объекта какого-либо класса).
Класс-логгер (записывает сообщения в файл или на
консоль) – создается один экземпляр, которым
пользуются все объекты приложения.
Обзор реализации
Приватный конструктор и публичный статический метод
getInstance(), возвращающий ссылку на единственный
экземпляр
13. Код примера реализации
Singleton
Возможная реализация на C++
(известная как синглтон Мейерса),
где одиночка представляет собой
статический локальный объект
(важно: это решение не потокобезопасно и приводится только для
того, чтобы показать как устроен
шаблон, а не для реального
использования в крупномасштабных
программных проектах).
15. Код примера на Java
public class MySingleton {
private static MySingleton instance = new
MySingleton();
private MySingleton () {
}
public static MySingleton getInstance() {
return instance;
}
}
16. Код примера на PHP4
<?php
class Singleton {
function Singleton( $directCall = true )
{
if ( $directCall ) {
trigger_error("Нельзя использовать конструктор для создания класса
Singleton.
Используйте статический метод getInstance
()",E_USER_ERROR);
}
//TODO: Добавьте основной код конструктора здесь
}
function &getInstance() {
static $instance;
if ( !is_object( $instance ) ) {
$instance = new Singleton( false );
}
return $instance;
}
}
?>
17. Польза
Описывает решение целого класса
абстрактных проблем
Унификация терминологии, названий
модулей и элементов проекта
Позволяют, отыскав удачное решение,
пользоваться им снова и снова
В отличие от идиом, шаблоны независимы
от применяемого языка программирования
18. Недостатки
шаблоны могут консервировать громоздкую и
малоэффективную систему понятий,
разработанную узкой группой
Когда количество шаблонов возрастает,
превышая критическую сложность, исполнители
начинают игнорировать шаблоны и всю систему, с
ними связанную
Есть мнение, что слепое применение шаблонов из
справочника, замедляет профессиональный рост
программиста, так как подменяет творческую
работу механическим подставлением шаблонов.
19. Итоги
Шаблоны проектирования (паттерн, pattern) — это
эффективные способы решения характерных
задач проектирования;
Шаблоны - не являются законченным образцом
проекта, они лишь способ решения, «повод
подумать»;
Шаблоны - не панацея, но дают возможность
сильно повысить свой уровень разработчика,
использовать лучший опыт;
Шаблоны – ступенька к становлению Computer
Science как науки, а не ремесленечества.