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 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 the Decorator design pattern. The Decorator pattern allows behavior to be added to individual objects dynamically at runtime without affecting other objects. This provides a flexible alternative to subclassing for extending functionality. The pattern provides classes that wrap the component class and contain it, allowing additional responsibilities to be attached. Decorators provide a way to add or remove responsibilities from individual objects.
The Command pattern encapsulates a request as an object, allowing requests to be parameterized with different objects and queued or logged. A command object represents the method call and stores the method name, owner object, and parameters. A client creates a concrete command object and passes it to an invoker, which stores the command and calls its execute method, invoking the action on the receiver object. This decouples the requestor from the performer and allows invokers to be parameterized with different commands at runtime.
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.
The Adapter pattern is used to allow an existing Queue class to be used as a Stack. A ClassAdapter inherits from the Stack interface and the Queue class, implementing the stack operations by manipulating the underlying queue. An ObjectAdapter composes a Queue instance and implements the Stack interface by delegating to the queue's methods.
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 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 the Decorator design pattern. The Decorator pattern allows behavior to be added to individual objects dynamically at runtime without affecting other objects. This provides a flexible alternative to subclassing for extending functionality. The pattern provides classes that wrap the component class and contain it, allowing additional responsibilities to be attached. Decorators provide a way to add or remove responsibilities from individual objects.
The Command pattern encapsulates a request as an object, allowing requests to be parameterized with different objects and queued or logged. A command object represents the method call and stores the method name, owner object, and parameters. A client creates a concrete command object and passes it to an invoker, which stores the command and calls its execute method, invoking the action on the receiver object. This decouples the requestor from the performer and allows invokers to be parameterized with different commands at runtime.
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.
The Adapter pattern is used to allow an existing Queue class to be used as a Stack. A ClassAdapter inherits from the Stack interface and the Queue class, implementing the stack operations by manipulating the underlying queue. An ObjectAdapter composes a Queue instance and implements the Stack interface by delegating to the queue's methods.
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.
The document discusses the Abstract Factory pattern, which defines an interface for creating families of related objects without specifying their concrete classes. It provides advantages like isolating code from implementation classes and promoting consistency. The implementation overview describes creating shape and color interfaces and classes, an AbstractFactory interface, and Factory classes that extend AbstractFactory and create shape and color objects. FactoryProducer is used to get the appropriate factory. Tests create objects using the factories to demonstrate the pattern.
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 Composite pattern allows hierarchical tree structures to be composed of objects. It allows clients to treat individual objects and compositions of objects uniformly. In the given document, the Composite pattern is described for representing graphical objects in a drawing editor. Graphic is an abstract component class that represents both individual graphical primitives like lines and text as well as container graphics like pictures. This allows clients to treat both types of graphics uniformly. The pattern provides structure for composing objects into tree structures and defines roles like component, leaf, and composite. It offers benefits like simplifying client code and making it easy to add new component types.
In these slides i have explained an important design pattern that is "singleton pattern".
slides includes everything required about it, from definition to implementation and also different ways to achieve it according to situation and requirements.
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.
UML component diagrams describe software components and their dependencies. A component represents a modular and replaceable unit with well-defined interfaces. Component diagrams show the organization and dependencies between components using interfaces, dependencies, ports, and connectors. They can show both the external view of a component's interfaces as well as its internal structure by nesting other components or classes.
This document discusses design patterns, including their origin in architecture, history in software design, description formats, different types of patterns like architectural patterns, pattern catalogs, and pattern systems. It provides an example of the singleton pattern and discusses some drawbacks of patterns.
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.
This is an intermediate conversion course for C++, suitable for second year computing students who may have learned Java or another language in first year.
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.
This document discusses the observer design pattern. It defines the observer pattern as establishing a one-to-many dependency between objects so that when one object changes state, all its dependents are notified and updated automatically. It provides examples of when to use the observer pattern, such as with a stock market notifying individual stocks of changes. The document outlines the structure of the observer pattern, provides class and sequence diagrams, and includes a code demo of implementing the observer pattern with products and subscribers.
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 the Pipes and Filters architectural pattern. It defines pipes and filters as a way to divide a processing task into independent and sequential processing steps (filters) connected by channels (pipes). Key aspects include:
- Filters transform input data and can run concurrently and independently. Pipes connect filters and transmit data streams.
- Examples of implementations include Unix pipelines, Java streams, Akka actors, and servlet filters. The pattern has a long history and is still widely used.
- The document provides details on properties of pipes, filters, and implementations using technologies like Akka, Jocote, RabbitMQ, and Flink. It also discusses the author's own Pineapple framework for implementing the
The Proxy design pattern provides a surrogate or placeholder for another object to control access to it. A proxy can act as a placeholder for complex, expensive objects that should not be initialized until needed. This delays the creation of these objects until they are actually required. Proxies can also protect the real component from undue complexity or provide extra functionality. Some common uses of proxies include remote proxies for objects in a different address space, virtual proxies that create objects on demand, and protection proxies that control access to the original object.
This document discusses design patterns and provides examples of the Singleton and Abstract Factory patterns. It begins with an introduction to design patterns, their purpose and history. It then discusses the Singleton pattern in detail using a logger example and describes how to implement it using lazy instantiation. It also covers the Abstract Factory pattern using real world examples of a kitchen and chefs. It compares how these patterns would be implemented in code versus real objects.
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 describes an implementation of the Observer design pattern to create a weather monitoring application. It begins with an introduction to design patterns and the observer pattern. It then outlines the requirements of a sample weather monitoring application and identifies issues with an initial implementation. The document explains how to address these issues by implementing the observer pattern with interfaces for Subject and Observer. It provides class diagrams and code examples to demonstrate how to build the weather monitoring application using the observer pattern to update multiple display elements when weather data changes. It also shows how new display elements can be added easily to the application.
This document provides an overview of Spring MVC including:
- Spring MVC is a web framework built on the Servlet API that uses the MVC pattern. It features a DispatcherServlet that handles requests and delegates to controllers.
- The request processing workflow in Spring MVC involves the DispatcherServlet dispatching tasks to controllers, which interact with services and return a view name. The view is then rendered using a ViewResolver.
- Spring MVC applications use a WebApplicationContext containing web-related beans like controllers and mappings, which can override beans in the root context. Configuration can be done via XML or Java-based approaches. Important annotations map requests and bind parameters.
Acrhitecture deisign pattern_MVC_MVP_MVVMDong-Ho Lee
Look over MVC, MVP, MVVM pattern in android.
and introduce android data binding library.
You can follow this with simple project.
https://github.com/withleedh/patternChat
References
https://realm.io/kr/news/eric-maxwell-mvc-mvp-and-mvvm-on-android/
This is Class 4 on a 6 week course I taught on Software Design Patterns.
This course goes over Command and Adapter pattern.
Class based on "Head First Design Patterns."
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.
The document discusses the Abstract Factory pattern, which defines an interface for creating families of related objects without specifying their concrete classes. It provides advantages like isolating code from implementation classes and promoting consistency. The implementation overview describes creating shape and color interfaces and classes, an AbstractFactory interface, and Factory classes that extend AbstractFactory and create shape and color objects. FactoryProducer is used to get the appropriate factory. Tests create objects using the factories to demonstrate the pattern.
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 Composite pattern allows hierarchical tree structures to be composed of objects. It allows clients to treat individual objects and compositions of objects uniformly. In the given document, the Composite pattern is described for representing graphical objects in a drawing editor. Graphic is an abstract component class that represents both individual graphical primitives like lines and text as well as container graphics like pictures. This allows clients to treat both types of graphics uniformly. The pattern provides structure for composing objects into tree structures and defines roles like component, leaf, and composite. It offers benefits like simplifying client code and making it easy to add new component types.
In these slides i have explained an important design pattern that is "singleton pattern".
slides includes everything required about it, from definition to implementation and also different ways to achieve it according to situation and requirements.
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.
UML component diagrams describe software components and their dependencies. A component represents a modular and replaceable unit with well-defined interfaces. Component diagrams show the organization and dependencies between components using interfaces, dependencies, ports, and connectors. They can show both the external view of a component's interfaces as well as its internal structure by nesting other components or classes.
This document discusses design patterns, including their origin in architecture, history in software design, description formats, different types of patterns like architectural patterns, pattern catalogs, and pattern systems. It provides an example of the singleton pattern and discusses some drawbacks of patterns.
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.
This is an intermediate conversion course for C++, suitable for second year computing students who may have learned Java or another language in first year.
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.
This document discusses the observer design pattern. It defines the observer pattern as establishing a one-to-many dependency between objects so that when one object changes state, all its dependents are notified and updated automatically. It provides examples of when to use the observer pattern, such as with a stock market notifying individual stocks of changes. The document outlines the structure of the observer pattern, provides class and sequence diagrams, and includes a code demo of implementing the observer pattern with products and subscribers.
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 the Pipes and Filters architectural pattern. It defines pipes and filters as a way to divide a processing task into independent and sequential processing steps (filters) connected by channels (pipes). Key aspects include:
- Filters transform input data and can run concurrently and independently. Pipes connect filters and transmit data streams.
- Examples of implementations include Unix pipelines, Java streams, Akka actors, and servlet filters. The pattern has a long history and is still widely used.
- The document provides details on properties of pipes, filters, and implementations using technologies like Akka, Jocote, RabbitMQ, and Flink. It also discusses the author's own Pineapple framework for implementing the
The Proxy design pattern provides a surrogate or placeholder for another object to control access to it. A proxy can act as a placeholder for complex, expensive objects that should not be initialized until needed. This delays the creation of these objects until they are actually required. Proxies can also protect the real component from undue complexity or provide extra functionality. Some common uses of proxies include remote proxies for objects in a different address space, virtual proxies that create objects on demand, and protection proxies that control access to the original object.
This document discusses design patterns and provides examples of the Singleton and Abstract Factory patterns. It begins with an introduction to design patterns, their purpose and history. It then discusses the Singleton pattern in detail using a logger example and describes how to implement it using lazy instantiation. It also covers the Abstract Factory pattern using real world examples of a kitchen and chefs. It compares how these patterns would be implemented in code versus real objects.
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 describes an implementation of the Observer design pattern to create a weather monitoring application. It begins with an introduction to design patterns and the observer pattern. It then outlines the requirements of a sample weather monitoring application and identifies issues with an initial implementation. The document explains how to address these issues by implementing the observer pattern with interfaces for Subject and Observer. It provides class diagrams and code examples to demonstrate how to build the weather monitoring application using the observer pattern to update multiple display elements when weather data changes. It also shows how new display elements can be added easily to the application.
This document provides an overview of Spring MVC including:
- Spring MVC is a web framework built on the Servlet API that uses the MVC pattern. It features a DispatcherServlet that handles requests and delegates to controllers.
- The request processing workflow in Spring MVC involves the DispatcherServlet dispatching tasks to controllers, which interact with services and return a view name. The view is then rendered using a ViewResolver.
- Spring MVC applications use a WebApplicationContext containing web-related beans like controllers and mappings, which can override beans in the root context. Configuration can be done via XML or Java-based approaches. Important annotations map requests and bind parameters.
Acrhitecture deisign pattern_MVC_MVP_MVVMDong-Ho Lee
Look over MVC, MVP, MVVM pattern in android.
and introduce android data binding library.
You can follow this with simple project.
https://github.com/withleedh/patternChat
References
https://realm.io/kr/news/eric-maxwell-mvc-mvp-and-mvvm-on-android/
This is Class 4 on a 6 week course I taught on Software Design Patterns.
This course goes over Command and Adapter pattern.
Class based on "Head First Design Patterns."
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.
The document is a 17 page presentation on the Adapter pattern. It defines the Adapter pattern as changing the interface of an existing class into another interface that is expected by clients. It discusses the intent, structure, applicability, consequences, known uses, and related patterns of the Adapter pattern. It also provides examples of its use and references for further information.
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.
Software Design Patterns - Selecting the right design patternJoao Pereira
This is part of my course on Object Oriented Programming. It talks about design patterns, the famous GOF patterns, and how to select the right design pattern.
This document discusses the adapter pattern in object-oriented programming. The adapter pattern allows classes with incompatible interfaces to work together by converting the interface of one class into another interface that clients expect. An adapter acts as a bridge between two incompatible interfaces. It adapts the interface of an existing class (the adaptee) so that its interface conforms to what the client expects (the target interface). An example is provided where a class that sorts lists is adapted to sort arrays by converting between the list and array interfaces.
Implementing the Adapter Design PatternProdigyView
Adapters allow one class to use another class's methods through inheritance. In ProdigyView, adapters completely replace the execution of a method without changing core code by calling another method. The example demonstrates adding an adapter to a Car class's "build" method to change the results. First a default result is shown, then an adapter is added to call a new Adapter class's method instead.
The document discusses key concepts in software design, including:
- Mitch Kapor's "software design manifesto" emphasized good design exhibiting firmness, commodity, and delight.
- Design encompasses principles, concepts, and practices that lead to high quality systems, including data/class design, architectural design, interface design, and component-level design.
- Quality guidelines for design include modularity, distinct representations of elements, appropriate data structures, independent components, and reduced complexity interfaces.
Chapter 5 Software Design of software engineering.pptxgadisaAdamu
The document discusses software design fundamentals including:
- Software design transforms user requirements into a suitable form for programming and implementation.
- There are three levels of software design - architectural, high-level, and detailed design. Architectural design identifies system components and interactions at a high level of abstraction. High-level design breaks this down into sub-systems and modules. Detailed design specifies module logic and interfaces.
- Good design principles include high cohesion (relatedness of module elements) and loose coupling (few dependencies between modules). Design notations like structure charts and pseudocode can be used to represent the design.
Chapter five software Software Design.pptxgadisaAdamu
The document discusses key concepts in software design including:
- Software design transforms user requirements into a suitable form for programming and implementation.
- There are three levels of software design: architectural, high-level, and detailed design.
- Design considers modularity, coupling, and cohesion to create well-structured and maintainable software. The goals are high cohesion and loose coupling between modules.
The document discusses key concepts in software design, including:
- Design involves modeling the system architecture, interfaces, and components before implementation. This allows assessment and improvement of quality.
- Important design concepts span abstraction, architecture, patterns, separation of concerns, modularity, information hiding, and functional independence. Architecture defines overall structure and interactions. Patterns help solve common problems.
- Separation of concerns and related concepts like modularity and information hiding help decompose problems into independently designed and optimized pieces to improve manageability. Functional independence means each module has a single, well-defined purpose with minimal interaction.
This document provides information about a course on design patterns taught by Dr. Asma Cherif. It includes the course code, instructor details, learning objectives, textbooks, and topics that will be covered such as architectural design, what patterns are, and different types of patterns. Design patterns provide solutions to common software design problems and promote reuse of successful designs. The course aims to help students understand design patterns, identify patterns in code and designs, and implement patterns to design and develop quality software applications.
This ppt covers the following topics :-
Introduction
Design quality
Design concepts
The design model
Thus it covers design engineering in software engineering
The document discusses object-oriented design and its role in software development. It describes how design builds upon analysis to provide implementation details. Key aspects of object-oriented design include defining a multilayered architecture, specifying subsystems and components, describing classes and objects, and defining communication mechanisms. The input to design comes from artifacts created in analysis like use cases and class models. The output of design serves as a blueprint to guide construction.
The document discusses software design and the software design process. It covers stages of design like problem understanding, identifying solutions, and describing solution abstractions. It also discusses phases in the design process like architectural design, abstract specification, interface design, component design, data structure design, and algorithm design. The document outlines principles for good design like linguistic modular units, few interfaces, small interfaces, explicit interfaces, and information hiding. It discusses concepts like coupling, cohesion, and stepwise refinement in software design.
This document discusses object-oriented design and architectural design. It begins by outlining topics related to determining how to build a system using object-oriented design, including design goals, architectural designs, class modeling, design patterns, state chart modeling, collaboration modeling, and more. It then discusses what software design is, including that it is a problem-solving process to implement functional requirements while meeting non-functional constraints. Design involves making decisions to resolve issues while choosing from design alternatives. The document also discusses top-down and bottom-up design approaches, software design principles, and the object-oriented design process.
SE2018_Lec 18_ Design Principles and Design PatternsAmr E. Mohamed
The document discusses software design patterns. It defines design patterns as general and reusable solutions to commonly occurring problems in software design. It describes the key parts of a design pattern as the pattern name, the problem it addresses, the solution it provides, and the consequences of applying the pattern. The document also outlines some of the benefits of using design patterns such as codifying good design practices and providing a common vocabulary for designers.
This document provides an introduction to software architecture. It discusses what software architecture is, popular architecture styles, quality attributes of a system, and architecture design guidelines. The key points are:
- Software architecture is the high-level design of a system that guides its construction and development. It defines the relationship between major structural elements.
- Popular architecture styles include layered, pipes and filters, and event-based. Each style has advantages and disadvantages for certain quality attributes.
- Quality attributes include implementation attributes like maintainability, runtime attributes like performance and availability, and business attributes like time to market. There are often tradeoffs between attributes.
- Architecture design guidelines include thinking about requirements before design, using abstraction, considering non-
This document discusses fundamentals of software engineering design. It explains that design creates a representation of software that provides implementation details beyond an analysis model. Four design models are described: data design, architectural design, user interface design, and component-level design. Design principles, concepts like abstraction and patterns are explained. Tools like CASE tools can support design, and evaluation ensures a quality design. A design specification document formally specifies the design.
In the context of Iterative Software Development, we ask the question: How much design should be done "up front"?
We propose the approach of Adaptable Design Up Front, which focuses on capturing the essential aspects of the system and plans for extensibility and adaptability.
SE2_Lec 19_Design Principles and Design PatternsAmr E. Mohamed
The document discusses software design patterns and principles. It defines what design patterns are, their benefits, and some commonly used patterns like Singleton, Observer, and Strategy. It also covers software design principles like the Single Responsibility Principle, Open-Closed Principle, Liskov Substitution Principle, and others. The document provides examples to illustrate how patterns and principles can be applied to improve software design.
The document discusses key concepts and principles of software design. It begins by defining design as a blueprint for solving problems specified in requirements. Good design implements all requirements, provides a readable guide, and gives a complete picture of the software. The design process has two levels - top-level design of modules and interfaces and detailed design of module internals. The document then covers fundamental design concepts like abstraction, refinement, modularity, architecture, partitioning, data structures, procedures, information hiding, and functional independence. It provides examples and guidelines for applying these concepts to create a high-quality design.
Software Architecture for Agile DevelopmentHayim Makabee
Slides of a workshop given at Herzliya on June/2017, organized by ILTAM and IASA Israel. This workshop was dedicated to the topic of Software Architecture in the context of Agile Development. We answered the question: “How much Design Up Front should be done in an Agile project?” Hayim presented his approach of Adaptable Design Up Front (ADUF), describing its rationale, applications in practice and comparison to other approaches such as Emergent Design. He explained why adaptability is essential for the development of complex software systems using Agile methods. The concepts were illustrated through practical software architecture approaches such as micro-services and examples of real software systems that were developed in the past. The workshop also included an exercise on the definition and evolution of the design of an interesting system.
This document provides an overview of model-view-controller (MVC) patterns and their use in software development. It discusses how MVC separates an application's frontend from its backend code to improve quality and maintenance. The document outlines the history and components of MVC, provides an example application, and discusses how interfaces can help adapt an application to different data sources.
Intro to Software Engineering - Software DesignRadu_Negulescu
The document discusses software design and modularity. It emphasizes that software should be designed for maintainability in addition to performance. Modularity principles like high cohesion and loose coupling are presented, including the benefits of strong cohesion through functional grouping and loose coupling through small, flexible interfaces. Examples of good and bad modularity in code are provided.
Design patterns provide general reusable solutions to common problems in software design. They help structure code and define the way components interact. Some key design patterns discussed in the document include Singleton, Strategy, Decorator, and State. The Singleton pattern ensures a class only has one instance, Strategy encapsulates algorithms to allow flexible changes, Decorator adds functionality dynamically at runtime, and State changes object behavior based on its internal state. Design patterns improve code organization, reuse, and maintenance.
This document discusses various topics related to software design including design principles, concepts, modeling, and architecture. It provides examples of class/data design, architectural design, interface design, and component design. Some key points discussed include:
- Software design creates representations and models that provide details on architecture, data structures, interfaces, and components needed to implement the system.
- Design concepts like abstraction, modularity, encapsulation, and information hiding are important to reduce complexity and improve design.
- Different types of design models include data/class design, architectural design, interface design, and component-level design.
- Good software architecture and design lead to systems that are more understandable, maintainable, and of higher quality.
ISO/IEC 27001, ISO/IEC 42001, and GDPR: Best Practices for Implementation and...PECB
Denis is a dynamic and results-driven Chief Information Officer (CIO) with a distinguished career spanning information systems analysis and technical project management. With a proven track record of spearheading the design and delivery of cutting-edge Information Management solutions, he has consistently elevated business operations, streamlined reporting functions, and maximized process efficiency.
Certified as an ISO/IEC 27001: Information Security Management Systems (ISMS) Lead Implementer, Data Protection Officer, and Cyber Risks Analyst, Denis brings a heightened focus on data security, privacy, and cyber resilience to every endeavor.
His expertise extends across a diverse spectrum of reporting, database, and web development applications, underpinned by an exceptional grasp of data storage and virtualization technologies. His proficiency in application testing, database administration, and data cleansing ensures seamless execution of complex projects.
What sets Denis apart is his comprehensive understanding of Business and Systems Analysis technologies, honed through involvement in all phases of the Software Development Lifecycle (SDLC). From meticulous requirements gathering to precise analysis, innovative design, rigorous development, thorough testing, and successful implementation, he has consistently delivered exceptional results.
Throughout his career, he has taken on multifaceted roles, from leading technical project management teams to owning solutions that drive operational excellence. His conscientious and proactive approach is unwavering, whether he is working independently or collaboratively within a team. His ability to connect with colleagues on a personal level underscores his commitment to fostering a harmonious and productive workplace environment.
Date: May 29, 2024
Tags: Information Security, ISO/IEC 27001, ISO/IEC 42001, Artificial Intelligence, GDPR
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Training: ISO/IEC 27001 Information Security Management System - EN | PECB
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Introduction to AI for Nonprofits with Tapp NetworkTechSoup
Dive into the world of AI! Experts Jon Hill and Tareq Monaur will guide you through AI's role in enhancing nonprofit websites and basic marketing strategies, making it easy to understand and apply.
How to Build a Module in Odoo 17 Using the Scaffold MethodCeline George
Odoo provides an option for creating a module by using a single line command. By using this command the user can make a whole structure of a module. It is very easy for a beginner to make a module. There is no need to make each file manually. This slide will show how to create a module using the scaffold method.
Thinking of getting a dog? Be aware that breeds like Pit Bulls, Rottweilers, and German Shepherds can be loyal and dangerous. Proper training and socialization are crucial to preventing aggressive behaviors. Ensure safety by understanding their needs and always supervising interactions. Stay safe, and enjoy your furry friends!
Main Java[All of the Base Concepts}.docxadhitya5119
This is part 1 of my Java Learning Journey. This Contains Custom methods, classes, constructors, packages, multithreading , try- catch block, finally block and more.
This slide is special for master students (MIBS & MIFB) in UUM. Also useful for readers who are interested in the topic of contemporary Islamic banking.
it describes the bony anatomy including the femoral head , acetabulum, labrum . also discusses the capsule , ligaments . muscle that act on the hip joint and the range of motion are outlined. factors affecting hip joint stability and weight transmission through the joint are summarized.
A review of the growth of the Israel Genealogy Research Association Database Collection for the last 12 months. Our collection is now passed the 3 million mark and still growing. See which archives have contributed the most. See the different types of records we have, and which years have had records added. You can also see what we have for the future.
Exploiting Artificial Intelligence for Empowering Researchers and Faculty, In...Dr. Vinod Kumar Kanvaria
Exploiting Artificial Intelligence for Empowering Researchers and Faculty,
International FDP on Fundamentals of Research in Social Sciences
at Integral University, Lucknow, 06.06.2024
By Dr. Vinod Kumar Kanvaria
The simplified electron and muon model, Oscillating Spacetime: The Foundation...RitikBhardwaj56
Discover the Simplified Electron and Muon Model: A New Wave-Based Approach to Understanding Particles delves into a groundbreaking theory that presents electrons and muons as rotating soliton waves within oscillating spacetime. Geared towards students, researchers, and science buffs, this book breaks down complex ideas into simple explanations. It covers topics such as electron waves, temporal dynamics, and the implications of this model on particle physics. With clear illustrations and easy-to-follow explanations, readers will gain a new outlook on the universe's fundamental nature.
2. What is the software design pattern?
• Introduction
In software engineering, a design pattern is a general
reusable solution to a commonly occurring problem within a given
context in software design. A design pattern is not a finished design
that can be transformed directly into source or machine code.
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3. Creational
Behavioral Structural
Deal with object
creation
mechanism
Deal with common
communication
between objects
Ease the design
by identifying a
simple way to
realize
relationships
between entities.
• Classification
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6. What Is Decorator Pattern?
The decorator pattern is a design pattern that
allows behavior to be added to an individual object,
either statically or dynamically, without affecting the
behavior of other objects from the same class.
Before Decorating After Decorating
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9. Advantages and Disadvantages
• Advantages
• fewer classes than with static inheritance
• dynamic addition/removal of decorators
• keeps root classes simple
• Disadvantages
• proliferation of run-time instances
• abstract Decorator must provide common interface
• Inheritance solution has an explosion of classes
• If another view were added such as Streamed Video View, double
the number of Borders/Scrollbar classes
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10. Related Patterns
• Adapter: A decorator is different from an adapter
in that a decorator only changes an object‘s
responsibilities, not its interface; an adapter will
give an object a completely new interface.
• Strategy : A decorator lets you change the skin of
an object; a strategy lets you change the guts.
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