Design patterns are best practices for solving common programming problems. This document discusses several design patterns categorized as creational, structural, and behavioral patterns. It provides examples of the singleton, factory, builder, prototype, decorator, proxy, adapter, iterator, observer, command, and strategy patterns. Each pattern is defined and examples are given for when to use each pattern and code snippets demonstrating their implementation.
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.
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.
If you want to program just about anything these days,
you’d better learn object-oriented programming.
Anyone should write a framework and never use it !
Who cares, right? We have the framework! We don't need to know how to "do it by hand"! Right?
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.
Design patterns are commonly used to address problems relating to application architecture and design. The concept originated from Christopher Alexander's work noting common building design problems and solutions. Design patterns ensure problems are addressed through well-known solutions, and most problems have likely been solved before. Common patterns include observer/subject to separate user interface from business logic, singleton to control object construction, strategy to allow multiple algorithms, and template method to define an algorithm's structure. The facade pattern provides different views of subsystems to users by hiding implementation details. The command pattern encapsulates requests as objects with a known interface to decouple senders and receivers.
This document discusses software design patterns, which provide reusable solutions to common problems in software design. It covers creational patterns like singleton and abstract factory, structural patterns like adapter and bridge, and behavioral patterns like iterator and observer. Patterns help developers solve recurring problems in an elegant and reusable way by providing tried-and-tested solutions to common design problems. The document also discusses categories of patterns, their elements, and when to use different patterns.
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.
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.
If you want to program just about anything these days,
you’d better learn object-oriented programming.
Anyone should write a framework and never use it !
Who cares, right? We have the framework! We don't need to know how to "do it by hand"! Right?
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.
Design patterns are commonly used to address problems relating to application architecture and design. The concept originated from Christopher Alexander's work noting common building design problems and solutions. Design patterns ensure problems are addressed through well-known solutions, and most problems have likely been solved before. Common patterns include observer/subject to separate user interface from business logic, singleton to control object construction, strategy to allow multiple algorithms, and template method to define an algorithm's structure. The facade pattern provides different views of subsystems to users by hiding implementation details. The command pattern encapsulates requests as objects with a known interface to decouple senders and receivers.
This document discusses software design patterns, which provide reusable solutions to common problems in software design. It covers creational patterns like singleton and abstract factory, structural patterns like adapter and bridge, and behavioral patterns like iterator and observer. Patterns help developers solve recurring problems in an elegant and reusable way by providing tried-and-tested solutions to common design problems. The document also discusses categories of patterns, their elements, and when to use different patterns.
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.
The document summarizes several design patterns including creational, structural, and behavioral patterns. Creational patterns like abstract factory, builder, and factory method deal with object instantiation. Structural patterns like adapter, bridge, composite deal with class and object composition. Behavioral patterns like chain of responsibility, command, and observer deal with object communication and can be used to implement things like menus, toolbars, and event handling. Many of these patterns are used throughout the .NET framework in various class libraries.
This document discusses software design patterns. It defines a design pattern as a general reusable solution to common problems in software design. It describes the Gang of Four (GOF) design patterns book, which introduced and popularized design patterns. The GOF patterns are divided into creational, structural, and behavioral categories. Creational patterns deal with object creation. Structural patterns concern class and object composition. Behavioral patterns address communication between objects. Examples are provided for some of the most common patterns.
The document provides an introduction to the object-oriented paradigm and design patterns. It discusses key characteristics of object-oriented programming including encapsulation, inheritance, and polymorphism. It then describes different categories of design patterns (creational, structural, behavioral) and provides examples of specific patterns like singleton, factory method, adapter, composite, and observer. The relationship between object-oriented programming and design patterns is explored, noting how OOP principles support design pattern implementation and how patterns address common OOP problems.
The document discusses various software design patterns including Strategy, State, Bridge, Composite, Flyweight, Interpreter, Decorator, Chain of Responsibility, Facade, Adapter, Proxy, Command, Memento, Iterator, Mediator, Observer, Template Method, Visitor, Factory Method, Prototype, Abstract Factory, Builder, and Singleton. For each pattern, it provides a brief definition and example use cases. It also includes links to Wikipedia pages with more detailed explanations of each design pattern.
Design Pattern in Software Engineering Bilal Hassan
1. Design patterns are general reusable solutions to common problems in software design. There are creational, structural, and behavioral patterns.
2. Creational patterns deal with object creation mechanisms and include abstract factory, builder, factory method, prototype, and singleton patterns.
3. Structural patterns concern class and object composition, using inheritance to compose interfaces and objects. Examples include adapter, bridge, composite, decorator, facade, flyweight, and proxy patterns.
This presentation on C# programming tutorial will acquaint you with a clear understanding of the fundamentals of C# Design pattern. In this Design pattern Tutorial for begineers, you will get better understanding on what is Design pattern. we will start with an introduction to C# Design pattern, Then we will discuss the types of Design pattern in C#. then we will discuss each type of design pattern first we will discuss creational Design pattern. after that first we will discuss structural Design pattern. then first we will discuss behavioral Design pattern. Finally we will conclude the tutorial with Advantages of C# design pattern tutorial.
The topics covered in this presentation are:
1. Introduction to C# Design patterns
2. What is C# Design patterns
3. Types of C# Design patterns
4. creational Design patterns in C# Design patterns
5. structural Design patterns in C# Design patterns
6. behavioral Design patterns in C# Design patterns
7. Conclusion to C# Design patterns
What is C# programming language?
C# (C Sharp) is a multi-paradigm, general-purpose programming language. C# programming language encompasses the programming disciplines of static typing, strong typing, lexically scoped, imperative, declarative, functional, generic, object-oriented (class-based), and component-oriented.
What is C# application?
C# is a popular programming language for creating desktop applications, web applications, and web services. It is widely used in the development of Microsoft applications on a large scale. C# is also used in Unity game development.
Net framework is a ground-breaking platform that allows you to create the following types of applications:
Applications for Windows
Web-based applications
Web-based services
Net framework applications are cross-platform in nature.
✅What is C# Programming?
C# is a modern, object-oriented, general-purpose programming language that is pronounced "C sharp." It was created inside the.Net project by Microsoft, led by Anders Hejlsberg and his team, and was authorised by the European Computer Manufacturers Association (ECMA) and the International Standards Organization (ISO). C# is one of the languages supported by the Common Language Infrastructure, and the current version is 7.2. C# is syntactically similar to Java and is simple for users who are familiar with C, C++, or Java.
To know about C++ programming, visit: https://www.simplilearn.com/c-plus-plus-programming-for-beginners-article
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 summarizes several design patterns: Adapter allows existing classes to work together by creating an adapter class; Observer uses subjects that notify observers of state changes; Proxy acts as a wrapper class to provide interfaces to other objects; Dispatcher helps implement workflow but can be difficult to modify; and MVC splits applications into three components - model, view, controller - with the model notifying views and controllers of state changes and the controller sending commands to change presentation and state.
Software Architecture and Project Management module III : PATTERN OF ENTERPRISEsreeja_rajesh
This document discusses various software architecture patterns. It begins by covering communication patterns, including the forward-receiver and client-dispatcher-server patterns. It then discusses structural patterns, including decorator, proxy, bridge, composite and others. For each pattern, it provides descriptions, examples, and UML diagrams. The document is focused on explaining different types of architectural patterns for software design.
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.
The document summarizes several common design patterns organized into categories - creational, structural, behavioral, architectural, concurrency, and cloud patterns. Each pattern includes an intent describing the problem it addresses and a use case example. The document provides an overview of key design patterns and their purposes without delving into detailed explanations of each pattern.
The 23 gof design patterns in java ,the summaryguestebd714
The document summarizes the Gang of Four (GoF) design patterns, which are divided into three main categories: creational patterns, structural patterns, and behavioral patterns. It provides a brief description of each design pattern, including the problem it addresses and examples of when it would be used. The summary focuses on the high-level purpose and organization of the document rather than detailing each individual pattern.
The 23 gof design patterns in java ,the summaryachraf_ing
The document summarizes several design patterns categorized as creational, behavioral, and structural patterns. The creational patterns (e.g. abstract factory, builder) describe ways to create objects while hiding the instantiation logic. The behavioral patterns (e.g. chain of responsibility, command) are concerned with communication between objects. The structural patterns (e.g. adapter, bridge) focus on relationships between entities and how they can be composed. For each pattern, the document briefly outlines its purpose and examples of when it may be used.
Design patterns are reusable solutions to common software design problems. There are three main types of design patterns: creational patterns, which create objects for you rather than having you instantiate them directly; structural patterns, which help compose groups of objects into larger structures; and behavioral patterns, which help define communication between objects. Some common design patterns used in Android development include Model-View-Controller (MVC), Model-View-Presenter (MVP), and Observer. MVC separates an application into three components - the model, the view, and the controller. MVP builds on MVC by introducing a presenter component to separate the application logic and flow from the view components. The Observer pattern allows an object to publish changes to its state
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 document discusses several design patterns including Iterator, Adapter, Singleton, and Flyweight. It provides descriptions of each pattern, including when they should be used and how they work. The Iterator pattern provides a standard way to access elements of a collection. The Adapter pattern allows incompatible interfaces to work together. The Singleton pattern ensures that only one instance of a class can exist. The Flyweight pattern reduces memory usage by sharing instances for identical object states. Design patterns provide reusable solutions to common programming problems and improve code design, documentation and collaboration between developers.
Full description of design pattern. Mostly focused on structural design patterns and there types. In software engineering, a software design pattern is a general, reusable solution to a commonly occurring problem within a given context in software design. It is not a finished design that can be transformed directly into source or machine code.
Design patterns are reusable solutions to common programming problems. The Gang of Four (GoF) authored the seminal book on design patterns, identifying 23 patterns divided into creational, structural and behavioral categories. Creational patterns provide object creation mechanisms, structural patterns manage object relationships, and behavioral patterns define communication between objects. Design patterns can be further divided into class and object patterns based on whether relationships are defined at compile-time or run-time.
This document provides an introduction and overview of design patterns. It begins with an agenda that lists common design pattern categories like creational, structural, behavioral and J2EE patterns. It then defines what a design pattern is and explains that patterns describe solutions to common programming problems. The document outlines several pattern categories and provides brief descriptions and examples of well-known patterns like abstract factory, builder, prototype, decorator and mediator. It also includes UML diagrams for some of the patterns discussed.
Supermarket Management System Project Report.pdfKamal Acharya
Supermarket management is a stand-alone J2EE using Eclipse Juno program.
This project contains all the necessary required information about maintaining
the supermarket billing system.
The core idea of this project to minimize the paper work and centralize the
data. Here all the communication is taken in secure manner. That is, in this
application the information will be stored in client itself. For further security the
data base is stored in the back-end oracle and so no intruders can access it.
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.
The document summarizes several design patterns including creational, structural, and behavioral patterns. Creational patterns like abstract factory, builder, and factory method deal with object instantiation. Structural patterns like adapter, bridge, composite deal with class and object composition. Behavioral patterns like chain of responsibility, command, and observer deal with object communication and can be used to implement things like menus, toolbars, and event handling. Many of these patterns are used throughout the .NET framework in various class libraries.
This document discusses software design patterns. It defines a design pattern as a general reusable solution to common problems in software design. It describes the Gang of Four (GOF) design patterns book, which introduced and popularized design patterns. The GOF patterns are divided into creational, structural, and behavioral categories. Creational patterns deal with object creation. Structural patterns concern class and object composition. Behavioral patterns address communication between objects. Examples are provided for some of the most common patterns.
The document provides an introduction to the object-oriented paradigm and design patterns. It discusses key characteristics of object-oriented programming including encapsulation, inheritance, and polymorphism. It then describes different categories of design patterns (creational, structural, behavioral) and provides examples of specific patterns like singleton, factory method, adapter, composite, and observer. The relationship between object-oriented programming and design patterns is explored, noting how OOP principles support design pattern implementation and how patterns address common OOP problems.
The document discusses various software design patterns including Strategy, State, Bridge, Composite, Flyweight, Interpreter, Decorator, Chain of Responsibility, Facade, Adapter, Proxy, Command, Memento, Iterator, Mediator, Observer, Template Method, Visitor, Factory Method, Prototype, Abstract Factory, Builder, and Singleton. For each pattern, it provides a brief definition and example use cases. It also includes links to Wikipedia pages with more detailed explanations of each design pattern.
Design Pattern in Software Engineering Bilal Hassan
1. Design patterns are general reusable solutions to common problems in software design. There are creational, structural, and behavioral patterns.
2. Creational patterns deal with object creation mechanisms and include abstract factory, builder, factory method, prototype, and singleton patterns.
3. Structural patterns concern class and object composition, using inheritance to compose interfaces and objects. Examples include adapter, bridge, composite, decorator, facade, flyweight, and proxy patterns.
This presentation on C# programming tutorial will acquaint you with a clear understanding of the fundamentals of C# Design pattern. In this Design pattern Tutorial for begineers, you will get better understanding on what is Design pattern. we will start with an introduction to C# Design pattern, Then we will discuss the types of Design pattern in C#. then we will discuss each type of design pattern first we will discuss creational Design pattern. after that first we will discuss structural Design pattern. then first we will discuss behavioral Design pattern. Finally we will conclude the tutorial with Advantages of C# design pattern tutorial.
The topics covered in this presentation are:
1. Introduction to C# Design patterns
2. What is C# Design patterns
3. Types of C# Design patterns
4. creational Design patterns in C# Design patterns
5. structural Design patterns in C# Design patterns
6. behavioral Design patterns in C# Design patterns
7. Conclusion to C# Design patterns
What is C# programming language?
C# (C Sharp) is a multi-paradigm, general-purpose programming language. C# programming language encompasses the programming disciplines of static typing, strong typing, lexically scoped, imperative, declarative, functional, generic, object-oriented (class-based), and component-oriented.
What is C# application?
C# is a popular programming language for creating desktop applications, web applications, and web services. It is widely used in the development of Microsoft applications on a large scale. C# is also used in Unity game development.
Net framework is a ground-breaking platform that allows you to create the following types of applications:
Applications for Windows
Web-based applications
Web-based services
Net framework applications are cross-platform in nature.
✅What is C# Programming?
C# is a modern, object-oriented, general-purpose programming language that is pronounced "C sharp." It was created inside the.Net project by Microsoft, led by Anders Hejlsberg and his team, and was authorised by the European Computer Manufacturers Association (ECMA) and the International Standards Organization (ISO). C# is one of the languages supported by the Common Language Infrastructure, and the current version is 7.2. C# is syntactically similar to Java and is simple for users who are familiar with C, C++, or Java.
To know about C++ programming, visit: https://www.simplilearn.com/c-plus-plus-programming-for-beginners-article
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 summarizes several design patterns: Adapter allows existing classes to work together by creating an adapter class; Observer uses subjects that notify observers of state changes; Proxy acts as a wrapper class to provide interfaces to other objects; Dispatcher helps implement workflow but can be difficult to modify; and MVC splits applications into three components - model, view, controller - with the model notifying views and controllers of state changes and the controller sending commands to change presentation and state.
Software Architecture and Project Management module III : PATTERN OF ENTERPRISEsreeja_rajesh
This document discusses various software architecture patterns. It begins by covering communication patterns, including the forward-receiver and client-dispatcher-server patterns. It then discusses structural patterns, including decorator, proxy, bridge, composite and others. For each pattern, it provides descriptions, examples, and UML diagrams. The document is focused on explaining different types of architectural patterns for software design.
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.
The document summarizes several common design patterns organized into categories - creational, structural, behavioral, architectural, concurrency, and cloud patterns. Each pattern includes an intent describing the problem it addresses and a use case example. The document provides an overview of key design patterns and their purposes without delving into detailed explanations of each pattern.
The 23 gof design patterns in java ,the summaryguestebd714
The document summarizes the Gang of Four (GoF) design patterns, which are divided into three main categories: creational patterns, structural patterns, and behavioral patterns. It provides a brief description of each design pattern, including the problem it addresses and examples of when it would be used. The summary focuses on the high-level purpose and organization of the document rather than detailing each individual pattern.
The 23 gof design patterns in java ,the summaryachraf_ing
The document summarizes several design patterns categorized as creational, behavioral, and structural patterns. The creational patterns (e.g. abstract factory, builder) describe ways to create objects while hiding the instantiation logic. The behavioral patterns (e.g. chain of responsibility, command) are concerned with communication between objects. The structural patterns (e.g. adapter, bridge) focus on relationships between entities and how they can be composed. For each pattern, the document briefly outlines its purpose and examples of when it may be used.
Design patterns are reusable solutions to common software design problems. There are three main types of design patterns: creational patterns, which create objects for you rather than having you instantiate them directly; structural patterns, which help compose groups of objects into larger structures; and behavioral patterns, which help define communication between objects. Some common design patterns used in Android development include Model-View-Controller (MVC), Model-View-Presenter (MVP), and Observer. MVC separates an application into three components - the model, the view, and the controller. MVP builds on MVC by introducing a presenter component to separate the application logic and flow from the view components. The Observer pattern allows an object to publish changes to its state
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 document discusses several design patterns including Iterator, Adapter, Singleton, and Flyweight. It provides descriptions of each pattern, including when they should be used and how they work. The Iterator pattern provides a standard way to access elements of a collection. The Adapter pattern allows incompatible interfaces to work together. The Singleton pattern ensures that only one instance of a class can exist. The Flyweight pattern reduces memory usage by sharing instances for identical object states. Design patterns provide reusable solutions to common programming problems and improve code design, documentation and collaboration between developers.
Full description of design pattern. Mostly focused on structural design patterns and there types. In software engineering, a software design pattern is a general, reusable solution to a commonly occurring problem within a given context in software design. It is not a finished design that can be transformed directly into source or machine code.
Design patterns are reusable solutions to common programming problems. The Gang of Four (GoF) authored the seminal book on design patterns, identifying 23 patterns divided into creational, structural and behavioral categories. Creational patterns provide object creation mechanisms, structural patterns manage object relationships, and behavioral patterns define communication between objects. Design patterns can be further divided into class and object patterns based on whether relationships are defined at compile-time or run-time.
This document provides an introduction and overview of design patterns. It begins with an agenda that lists common design pattern categories like creational, structural, behavioral and J2EE patterns. It then defines what a design pattern is and explains that patterns describe solutions to common programming problems. The document outlines several pattern categories and provides brief descriptions and examples of well-known patterns like abstract factory, builder, prototype, decorator and mediator. It also includes UML diagrams for some of the patterns discussed.
Supermarket Management System Project Report.pdfKamal Acharya
Supermarket management is a stand-alone J2EE using Eclipse Juno program.
This project contains all the necessary required information about maintaining
the supermarket billing system.
The core idea of this project to minimize the paper work and centralize the
data. Here all the communication is taken in secure manner. That is, in this
application the information will be stored in client itself. For further security the
data base is stored in the back-end oracle and so no intruders can access it.
Generative AI Use cases applications solutions and implementation.pdfmahaffeycheryld
Generative AI solutions encompass a range of capabilities from content creation to complex problem-solving across industries. Implementing generative AI involves identifying specific business needs, developing tailored AI models using techniques like GANs and VAEs, and integrating these models into existing workflows. Data quality and continuous model refinement are crucial for effective implementation. Businesses must also consider ethical implications and ensure transparency in AI decision-making. Generative AI's implementation aims to enhance efficiency, creativity, and innovation by leveraging autonomous generation and sophisticated learning algorithms to meet diverse business challenges.
https://www.leewayhertz.com/generative-ai-use-cases-and-applications/
Determination of Equivalent Circuit parameters and performance characteristic...pvpriya2
Includes the testing of induction motor to draw the circle diagram of induction motor with step wise procedure and calculation for the same. Also explains the working and application of Induction generator
Applications of artificial Intelligence in Mechanical Engineering.pdfAtif Razi
Historically, mechanical engineering has relied heavily on human expertise and empirical methods to solve complex problems. With the introduction of computer-aided design (CAD) and finite element analysis (FEA), the field took its first steps towards digitization. These tools allowed engineers to simulate and analyze mechanical systems with greater accuracy and efficiency. However, the sheer volume of data generated by modern engineering systems and the increasing complexity of these systems have necessitated more advanced analytical tools, paving the way for AI.
AI offers the capability to process vast amounts of data, identify patterns, and make predictions with a level of speed and accuracy unattainable by traditional methods. This has profound implications for mechanical engineering, enabling more efficient design processes, predictive maintenance strategies, and optimized manufacturing operations. AI-driven tools can learn from historical data, adapt to new information, and continuously improve their performance, making them invaluable in tackling the multifaceted challenges of modern mechanical engineering.
Accident detection system project report.pdfKamal Acharya
The Rapid growth of technology and infrastructure has made our lives easier. The
advent of technology has also increased the traffic hazards and the road accidents take place
frequently which causes huge loss of life and property because of the poor emergency facilities.
Many lives could have been saved if emergency service could get accident information and
reach in time. Our project will provide an optimum solution to this draw back. A piezo electric
sensor can be used as a crash or rollover detector of the vehicle during and after a crash. With
signals from a piezo electric sensor, a severe accident can be recognized. According to this
project when a vehicle meets with an accident immediately piezo electric sensor will detect the
signal or if a car rolls over. Then with the help of GSM module and GPS module, the location
will be sent to the emergency contact. Then after conforming the location necessary action will
be taken. If the person meets with a small accident or if there is no serious threat to anyone’s
life, then the alert message can be terminated by the driver by a switch provided in order to
avoid wasting the valuable time of the medical rescue team.
This study Examines the Effectiveness of Talent Procurement through the Imple...DharmaBanothu
In the world with high technology and fast
forward mindset recruiters are walking/showing interest
towards E-Recruitment. Present most of the HRs of
many companies are choosing E-Recruitment as the best
choice for recruitment. E-Recruitment is being done
through many online platforms like Linkedin, Naukri,
Instagram , Facebook etc. Now with high technology E-
Recruitment has gone through next level by using
Artificial Intelligence too.
Key Words : Talent Management, Talent Acquisition , E-
Recruitment , Artificial Intelligence Introduction
Effectiveness of Talent Acquisition through E-
Recruitment in this topic we will discuss about 4important
and interlinked topics which are
Levelised Cost of Hydrogen (LCOH) Calculator ManualMassimo Talia
The aim of this manual is to explain the
methodology behind the Levelized Cost of
Hydrogen (LCOH) calculator. Moreover, this
manual also demonstrates how the calculator
can be used for estimating the expenses associated with hydrogen production in Europe
using low-temperature electrolysis considering different sources of electricity
Build the Next Generation of Apps with the Einstein 1 Platform.
Rejoignez Philippe Ozil pour une session de workshops qui vous guidera à travers les détails de la plateforme Einstein 1, l'importance des données pour la création d'applications d'intelligence artificielle et les différents outils et technologies que Salesforce propose pour vous apporter tous les bénéfices de l'IA.
Blood finder application project report (1).pdfKamal Acharya
Blood Finder is an emergency time app where a user can search for the blood banks as
well as the registered blood donors around Mumbai. This application also provide an
opportunity for the user of this application to become a registered donor for this user have
to enroll for the donor request from the application itself. If the admin wish to make user
a registered donor, with some of the formalities with the organization it can be done.
Specialization of this application is that the user will not have to register on sign-in for
searching the blood banks and blood donors it can be just done by installing the
application to the mobile.
The purpose of making this application is to save the user’s time for searching blood of
needed blood group during the time of the emergency.
This is an android application developed in Java and XML with the connectivity of
SQLite database. This application will provide most of basic functionality required for an
emergency time application. All the details of Blood banks and Blood donors are stored
in the database i.e. SQLite.
This application allowed the user to get all the information regarding blood banks and
blood donors such as Name, Number, Address, Blood Group, rather than searching it on
the different websites and wasting the precious time. This application is effective and
user friendly.
1. Design patterns are known as best practices that the programmer can use to solve common problems when designing an
application or system.
2. Classification of Design Patterns
Creational
Creational patterns provide various object creation mechanisms, which increase flexibility and reuse of
existing code.
Structural
Structural patterns explain how to assemble objects and classes into larger structures while keeping these
structures flexible and efficient.
Behavioral
Behavioral patterns take care of effective communication and the assignment of responsibilities between
objects.
3. Singleton Design Pattern
Creational(1/4)
Is a creational design pattern that lets you ensure
that a class has only one instance, while providing
a global access point to this instance.
A Singleton encapsulates a unique resource and
makes it readily available throughout the
application
4. Singleton Design Pattern
Creational(1/4)
When we use it ?
- When a class in your program should have just a single
instance available to all clients; for example, a single
database object shared by different parts of the program.
-Similarly, there can be a single configuration manager or
error manager in an application that handles all problems
instead of creating multiple managers.
-Centralise logging staff
5. Singleton Design Pattern
Creational(1/4)
Bad things?
-Create a dependance for other classes who create the
instance
-Classes that depend on singletons are relatively harder
to unit test in isolation.Directly impacting testability and
maintainability
-The Singleton design pattern promotes tight coupling
between the classes in your application
The pattern requires special treatment in a
multithreaded environment so that multiple threads
won’t create a singleton object several times.
7. Factory Design Pattern
Creational(2/4)
Factory is a creational design pattern that provides an
interface for creating objects in a superclass, but allows
subclasses to alter the type of objects that will be created.
-Allows the consumer to create new objects without having
to know the details of how they're created, or what their
dependencies are -. they only have to give the information
they actually want.
8. Factory Design Pattern
Creational(2/4)
When we use it ?
- You don’t know beforehand the exact types and
dependencies of the objects your code should work with.
-Construction is very complex and you need to reuse it.
- You want to save system resources by reusing existing
objects instead of rebuilding them each time.
9. Factory Design Pattern
Creational(2/4)
When NOT use it ?
- We don’t have any complex creation logic.
if the factory doesn’t make any decision, the creation logic
is very simple or is used only in a single place, the factory
will be a needless abstraction.
11. Builder Design Pattern Creational(3/4)
Builder pattern builds a complex object using simple objects
and using a step by step approach.The pattern allows you to
produce different types and representations of an object
using the same construction code.
This builder is independent of other objects.
12. Builder Design Pattern Creational(3/4)
When we use it ?
-When you want your code to be able to create different
representations of some product.
-When you want isolate complex construction code from the
business logic of the product.
15. Prototype Design Pattern
Creational(4/4)
When we use it ?
-when creation of object directly is costly (heavy process).
For example, an object is to be created after a costly
database operation. We can cache the object, returns its
clone on next request and update the database as and when
needed thus reducing database calls.
Your code shouldn’t depend on the concrete classes of
objects that you need to copy.
17. Decorator Design Pattern Structural(1/3)
Decorator is a structural design pattern that lets you attach
new behaviors to objects by placing these objects inside
special wrapper objects that contain the behaviors.
The decorator pattern allows a user to add new functionality
to an existing object without altering its structure.
18. Decorator Design Pattern Structural(1/3)
When we use it ?
-When you need to be able to assign extra behaviors to
objects at runtime without breaking the code that uses these
objects.
-When it’s difficult or not possible to extend an object’s
behavior using inheritance.
20. Proxy Design Pattern Structural(2/3)
Proxy is a structural design pattern that lets you provide a
substitute or placeholder for another object.
A proxy controls access to the original object, allowing
you to perform something either before or after the
request gets through to the original object.
The proxy could interface to anything: a network
connection, a large object in memory, a file, or some other
resource that is expensive or impossible to duplicate
21. Proxy Design Pattern Structural(2/3)
When we use it (1/2) ?
you want only specific clients to be able to use the
service object; for instance, when your objects are central
parts of an operating system and clients are various
launched applications (including malicious ones).
The proxy can pass the request to the service object only
if the client’s credentials match some criteria.(control
proxy)
Logging requests (logging proxy). This is when you want
to keep a history of requests to the service object.
The proxy can log each request before passing it to the
service.
22. Proxy Design Pattern Structural(2/3)
When we use it (2/2) ?
Caching request results (caching proxy). This is when you
need to cache results of client requests and manage the
life cycle of this cache, especially if results are quite large.
The proxy can implement caching for recurring requests
that always generate the same results
24. Adapter Design Pattern Structural(3/3)
Adapter is a structural design pattern that allows objects with
incompatible interfaces to collaborate.
This pattern involves a single class which is responsible to join
functionalities of independent or incompatible interfaces.
The Adapter pattern lets you create a middle-layer class that
serves as a translator between your code and a legacy class, a
3rd-party class or any other class with a weird interface.
25. Adapter Design Pattern Structural(3/3)
When we use it ?
-Use the Adapter class when you want to use some existing
class, but its interface isn’t compatible with the rest of your
code.
-Use the pattern when you want to reuse several existing
subclasses that lack some functionality that can’t be added to
the superclass.
-
27. Iterator Design Pattern
Behavioral(1/4)
This pattern is used to get a way to access the elements of a
collection object in a sequential manner without any need to know
its underlying representation. (list, stack, tree, complex data
structures.).
As name implies, iterator helps in traversing the collection of objects
in a defined manner which is useful the client applications.
28. Iterator Design Pattern
Behavioral(1/4)
When we use it ?
-when your collection has a complex data structure under the hood,
but you want to hide its complexity from clients (either for
convenience or security reasons).
-when you want your code to be able to traverse different data
structures or when types of these structures are unknown
beforehand.
30. Observer Design Pattern Behavioral(2/4)
Observer is a behavioral design pattern that lets you define a
subscription mechanism to notify multiple objects about any events
that happen to the object they’re observing.
31. Observer Design Pattern Behavioral(2/4)
When we use it ?
-When some objects in your app must observe others, but only for a
limited time or in specific cases.
-When changes to the state of one object may require changing
other objects, and the actual set of objects is unknown beforehand or
changes dynamically.
33. Command Design Pattern Behavioral(3/4)
Command is a behavioral design pattern that turns a
request into a stand-alone object that contains all
information about the request. This transformation lets
you parameterize methods with different requests, delay
or queue a request’s execution, and support undoable
operations.
34. Command Design Pattern Behavioral(3/4)
-When you want to queue operations, schedule their
execution, or execute them remotely.
-when you want to implement reversible operations.
(undo/redo, the Command pattern is perhaps the most
popular of all.)
-Use the Command pattern when you want to parametrize
objects with operations.
( you can pass commands as method arguments, store
them inside other objects, switch linked commands at
runtime, etc.)
36. Strategy Design Pattern Behavioral (4/4)
Strategy is a behavioral design pattern that lets you
define a family of algorithms, put each of them into a
separate class, and make their objects
interchangeable.
37. Strategy Design Pattern Behavioral (4/4)
When we use it ?
-you want to use different variants of an algorithm
within an object and be able to switch from one
algorithm to another during runtime.
-you have a lot of similar classes that only differ in
the way they execute some behavior.