This presentation provide information to understand factory method pattern, it’s various implementation and Applicability. Major focus is on implementation of factory method pattern using reflection and without reflection.
The document discusses design patterns, including 23 classic software design patterns. It focuses on creational patterns such as abstract factory, builder, factory method, prototype, and singleton. The factory method pattern deals with creating objects without specifying the exact class, instead defining a method for object creation that subclasses can override. This avoids tight coupling between classes. The singleton pattern restricts object creation to only one instance, useful when exactly one object is needed to coordinate actions across a system.
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 document discusses the factory design pattern in Java. The factory pattern is used when the creator hides class creation and instantiation from the client. The client only cares about getting an object that can do the job, without knowing the specific class. The factory provides an interface for clients to obtain the desired object, acting as a producer that handles object instantiation. The factory pattern implements an interface with different product classes that the factory can produce.
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.
Design patterns are general reusable solutions to common problems in software design. They are not specific designs that can be transformed directly into code, but descriptions that can be applied to many situations. In 1994, the "Gang of Four" authors published the influential book Design Patterns, which introduced design patterns to software development. The book categorized patterns into creational, structural, and behavioral groups. Factory pattern is a creational pattern that provides a way to create objects without exposing object creation logic to the client. It allows for more flexibility in deciding which objects need to be created.
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.
Desing pattern prototype-Factory Method, Prototype and Builder paramisoft
The document discusses three design patterns: Factory Method, Prototype, and Builder. Factory Method defines an interface for creating objects but lets subclasses decide which class to instantiate. Prototype specifies the kinds of objects to create using a prototypical instance that new objects can be cloned from. Builder separates the construction of a complex object from its representation so that the same construction process can create different representations.
The Factory Method pattern defines an interface for creating objects but allows subclasses to determine which object class to instantiate. This pattern encapsulates object creation and delegates it to subclasses, allowing classes to be extended without modifying the original code. The document also discusses why design patterns are useful, some strategies for using them like programming to interfaces, and themes and consequences of the Factory Method pattern like increased flexibility and eliminating hard-coded dependencies.
The document discusses design patterns, including 23 classic software design patterns. It focuses on creational patterns such as abstract factory, builder, factory method, prototype, and singleton. The factory method pattern deals with creating objects without specifying the exact class, instead defining a method for object creation that subclasses can override. This avoids tight coupling between classes. The singleton pattern restricts object creation to only one instance, useful when exactly one object is needed to coordinate actions across a system.
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 document discusses the factory design pattern in Java. The factory pattern is used when the creator hides class creation and instantiation from the client. The client only cares about getting an object that can do the job, without knowing the specific class. The factory provides an interface for clients to obtain the desired object, acting as a producer that handles object instantiation. The factory pattern implements an interface with different product classes that the factory can produce.
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.
Design patterns are general reusable solutions to common problems in software design. They are not specific designs that can be transformed directly into code, but descriptions that can be applied to many situations. In 1994, the "Gang of Four" authors published the influential book Design Patterns, which introduced design patterns to software development. The book categorized patterns into creational, structural, and behavioral groups. Factory pattern is a creational pattern that provides a way to create objects without exposing object creation logic to the client. It allows for more flexibility in deciding which objects need to be created.
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.
Desing pattern prototype-Factory Method, Prototype and Builder paramisoft
The document discusses three design patterns: Factory Method, Prototype, and Builder. Factory Method defines an interface for creating objects but lets subclasses decide which class to instantiate. Prototype specifies the kinds of objects to create using a prototypical instance that new objects can be cloned from. Builder separates the construction of a complex object from its representation so that the same construction process can create different representations.
The Factory Method pattern defines an interface for creating objects but allows subclasses to determine which object class to instantiate. This pattern encapsulates object creation and delegates it to subclasses, allowing classes to be extended without modifying the original code. The document also discusses why design patterns are useful, some strategies for using them like programming to interfaces, and themes and consequences of the Factory Method pattern like increased flexibility and eliminating hard-coded dependencies.
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.
Design Pattern: Factory Pattern
In Factory pattern, we create object without exposing the creation logic to the client and refer to newly created object using a common interface.
Blog Article: http://jyaasa.com/blog/factory-design-pattern-in-ruby/
This document discusses factory design patterns, which create objects without exposing the instantiation logic to clients. Factory patterns allow for inheritance to easily edit how a class is created and provide alternative class options. Examples of factories include services in Symfony2 that create security objects. The factory pattern abstracts object creation for flexibility and reuse.
Creational patterns deal with object creation and aim to create objects in a suitable manner. There are three main creational patterns: the factory pattern, which provides a consistent interface for creating properly configured objects; the abstract factory pattern, which is a factory for factories and handles more complex situations; and the singleton pattern, which ensures a single instance of an object and consistency of data by restricting object instantiation.
This presentation explains two design patterns using Java source code. The design patterns used in this presentation are the factory method and abstract factory. You will be able to download java source code.
This document discusses 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 discusses different types of factory design patterns, including simple factory, factory method, and abstract factory. It defines factories as patterns that encapsulate object creation and separate the decision of which object to create from the code that requests the object. The key benefits are flexibility in changing which classes are instantiated without impacting client code and creating families of related objects. It provides logical diagrams and descriptions of each factory type.
The document discusses the composite design pattern, which allows clients to treat individual objects and compositions of objects uniformly. It can be used to represent recursive data structures like arithmetic expressions. The pattern involves defining components as objects in a tree structure, with leaf nodes as individual objects and composite nodes containing and managing child components. It allows operations to be applied uniformly to both leaf and composite nodes. The document provides examples and discusses implementation issues like where to declare child management methods.
Creational abstract factory_design_patternbhaskara k
The Abstract Factory design pattern provides a way to create families of related objects without specifying their concrete classes. It defines an interface for creating families of related or dependent objects but leaves the concrete class implementation to subclasses. This pattern allows a system to be independent of how its objects are created, composed, and represented. The pattern provides a single point of access to obtain related objects from the factory.
The Factory Method Pattern allows subclasses to determine which object to create by overriding a factory method, providing flexibility in object creation. It defines an interface for creating objects but lets subclasses decide which class to instantiate. This pattern is useful when the class that creates the object is different than the class that knows which object is required or when subclasses need to specify the objects that will be created. The document provides an example of applying the Factory Method Pattern to a banking account management system to create different account objects based on configuration parameters while avoiding violations of the Open/Closed Principle.
The presentation describes the properties of a good unit test. The code examples are written in java, but should make sense in each object oriented programming language.
Builder Design Pattern (Generic Construction -Different Representation)Sameer Rathoud
Generic Construction -Different Representation
This presentation provide information to understand builder design pattern, it’s structure, it’s implementation.
The Abstract Factory pattern provides an interface for creating families of related or dependent objects without specifying their concrete classes. It encapsulates knowledge about which concrete classes a system uses and hides how they are created and assembled. The pattern is applicable when a system needs to be independent of how product objects are created, created product families can be used independently, and products within a family are usually used together. Common implementations of the pattern include the Factory Method, Prototype, and Builder patterns. The classic Abstract Factory pattern isolates concrete classes but makes exchanging product families and enforcing consistency among products more difficult. Variations like pluggable and extensible factories aim to address these issues but also have tradeoffs around complexity and type safety.
The document discusses how to develop user interfaces in an agile manner using the Presenter First approach and Spring Dynamic Modules. It introduces the Presenter First pattern which separates presentation logic from the user interface using interfaces for the view and model. This allows testing just the presenter logic. It also describes how Spring can be used to manage the Presenter, View, and Model objects and share them across bundles in Eclipse RCP applications. The Agile RCP framework implements these concepts and provides base classes and utilities to support an agile development process for RCP applications.
The document discusses object creation and destruction in C#. It covers using constructors to initialize objects, initializing data through constructor initializer lists and readonly fields. It also discusses object lifetime and memory management through garbage collection. Finally, it discusses resource management through destructors, the IDisposable interface, and using the using statement to automatically dispose of objects.
Effective Java - Chapter 4: Classes and Interfacesİbrahim Kürce
Classes and interfaces lie at the heart of the Java programming language. They are its basic units of abstraction.
This chapter contains guidelines to help you make the best use of these elements so that your classes and interfaces are usable, robust, and flexible.
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 interface. Concrete subclasses override the factory method to instantiate the appropriate ConcreteProduct. This allows code to work with any product subclasses without needing to know their concrete types.
This document discusses the Factory Method design pattern. The Factory Method pattern defines an interface for creating objects but allows subclasses to decide which class to instantiate. This allows subclasses to vary the type of objects that will be created. The code examples demonstrate creating different types of pages for documents by overriding the factory method in subclasses to return the specific page product.
The Abstract Factory pattern provides an interface for creating families of related or dependent objects without specifying their concrete classes. In the example code, abstract factories like ContinentFactory define interfaces for creating herbivores and carnivores, while concrete factories like AfricaFactory and AmericaFactory implement the interfaces and produce animal objects appropriate for their continent. A client like AnimalWorld uses the factories to populate ecosystems with different sets of animals.
The document discusses software design patterns and how they can help address common problems that arise during design. It describes three main categories of patterns - creational, structural, and behavioral - and provides examples of specific patterns like Singleton, Factory, Adapter, and Bridge. The key benefits of design patterns are that they provide proven, reusable solutions to general problems and help create flexible, modular designs that can more easily adapt to changes.
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.
Design Pattern: Factory Pattern
In Factory pattern, we create object without exposing the creation logic to the client and refer to newly created object using a common interface.
Blog Article: http://jyaasa.com/blog/factory-design-pattern-in-ruby/
This document discusses factory design patterns, which create objects without exposing the instantiation logic to clients. Factory patterns allow for inheritance to easily edit how a class is created and provide alternative class options. Examples of factories include services in Symfony2 that create security objects. The factory pattern abstracts object creation for flexibility and reuse.
Creational patterns deal with object creation and aim to create objects in a suitable manner. There are three main creational patterns: the factory pattern, which provides a consistent interface for creating properly configured objects; the abstract factory pattern, which is a factory for factories and handles more complex situations; and the singleton pattern, which ensures a single instance of an object and consistency of data by restricting object instantiation.
This presentation explains two design patterns using Java source code. The design patterns used in this presentation are the factory method and abstract factory. You will be able to download java source code.
This document discusses 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 discusses different types of factory design patterns, including simple factory, factory method, and abstract factory. It defines factories as patterns that encapsulate object creation and separate the decision of which object to create from the code that requests the object. The key benefits are flexibility in changing which classes are instantiated without impacting client code and creating families of related objects. It provides logical diagrams and descriptions of each factory type.
The document discusses the composite design pattern, which allows clients to treat individual objects and compositions of objects uniformly. It can be used to represent recursive data structures like arithmetic expressions. The pattern involves defining components as objects in a tree structure, with leaf nodes as individual objects and composite nodes containing and managing child components. It allows operations to be applied uniformly to both leaf and composite nodes. The document provides examples and discusses implementation issues like where to declare child management methods.
Creational abstract factory_design_patternbhaskara k
The Abstract Factory design pattern provides a way to create families of related objects without specifying their concrete classes. It defines an interface for creating families of related or dependent objects but leaves the concrete class implementation to subclasses. This pattern allows a system to be independent of how its objects are created, composed, and represented. The pattern provides a single point of access to obtain related objects from the factory.
The Factory Method Pattern allows subclasses to determine which object to create by overriding a factory method, providing flexibility in object creation. It defines an interface for creating objects but lets subclasses decide which class to instantiate. This pattern is useful when the class that creates the object is different than the class that knows which object is required or when subclasses need to specify the objects that will be created. The document provides an example of applying the Factory Method Pattern to a banking account management system to create different account objects based on configuration parameters while avoiding violations of the Open/Closed Principle.
The presentation describes the properties of a good unit test. The code examples are written in java, but should make sense in each object oriented programming language.
Builder Design Pattern (Generic Construction -Different Representation)Sameer Rathoud
Generic Construction -Different Representation
This presentation provide information to understand builder design pattern, it’s structure, it’s implementation.
The Abstract Factory pattern provides an interface for creating families of related or dependent objects without specifying their concrete classes. It encapsulates knowledge about which concrete classes a system uses and hides how they are created and assembled. The pattern is applicable when a system needs to be independent of how product objects are created, created product families can be used independently, and products within a family are usually used together. Common implementations of the pattern include the Factory Method, Prototype, and Builder patterns. The classic Abstract Factory pattern isolates concrete classes but makes exchanging product families and enforcing consistency among products more difficult. Variations like pluggable and extensible factories aim to address these issues but also have tradeoffs around complexity and type safety.
The document discusses how to develop user interfaces in an agile manner using the Presenter First approach and Spring Dynamic Modules. It introduces the Presenter First pattern which separates presentation logic from the user interface using interfaces for the view and model. This allows testing just the presenter logic. It also describes how Spring can be used to manage the Presenter, View, and Model objects and share them across bundles in Eclipse RCP applications. The Agile RCP framework implements these concepts and provides base classes and utilities to support an agile development process for RCP applications.
The document discusses object creation and destruction in C#. It covers using constructors to initialize objects, initializing data through constructor initializer lists and readonly fields. It also discusses object lifetime and memory management through garbage collection. Finally, it discusses resource management through destructors, the IDisposable interface, and using the using statement to automatically dispose of objects.
Effective Java - Chapter 4: Classes and Interfacesİbrahim Kürce
Classes and interfaces lie at the heart of the Java programming language. They are its basic units of abstraction.
This chapter contains guidelines to help you make the best use of these elements so that your classes and interfaces are usable, robust, and flexible.
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 interface. Concrete subclasses override the factory method to instantiate the appropriate ConcreteProduct. This allows code to work with any product subclasses without needing to know their concrete types.
This document discusses the Factory Method design pattern. The Factory Method pattern defines an interface for creating objects but allows subclasses to decide which class to instantiate. This allows subclasses to vary the type of objects that will be created. The code examples demonstrate creating different types of pages for documents by overriding the factory method in subclasses to return the specific page product.
The Abstract Factory pattern provides an interface for creating families of related or dependent objects without specifying their concrete classes. In the example code, abstract factories like ContinentFactory define interfaces for creating herbivores and carnivores, while concrete factories like AfricaFactory and AmericaFactory implement the interfaces and produce animal objects appropriate for their continent. A client like AnimalWorld uses the factories to populate ecosystems with different sets of animals.
The document discusses software design patterns and how they can help address common problems that arise during design. It describes three main categories of patterns - creational, structural, and behavioral - and provides examples of specific patterns like Singleton, Factory, Adapter, and Bridge. The key benefits of design patterns are that they provide proven, reusable solutions to general problems and help create flexible, modular designs that can more easily adapt to changes.
The document discusses design patterns including the Gang of Four book, UML class diagrams, and categories of design patterns such as creational, structural, and behavioral patterns. It provides definitions and examples of specific design patterns including abstract factory, factory method, observer, and bridge patterns. Key aspects like intent, participants, collaborations, and implementations are covered for some of the patterns.
Software System Architecture-Lecture 6.pptxssuser9a23691
The document discusses the strategy design pattern. It describes strategy as defining a family of algorithms, encapsulating each one, and making them interchangeable. The strategy pattern is used when you have multiple algorithms that perform the same task and you want to be able to switch between them at runtime. It allows algorithms to be changed independently of clients that use them.
The document discusses different approaches to implementing the factory pattern in Java, including a naive implementation, smart products, object-oriented, and functional approaches. A naive implementation directly returns products in a switch statement and breaks open/closed principles. Smart products self-register to avoid this. An object-oriented approach leverages a dependency injection container. A functional implementation defines product factories as functions to cleanly separate concerns. The examples are meant to illustrate the concepts rather than be production-ready.
The document discusses various design patterns including Factory Method, Abstract Factory, Builder, Singleton, Adapter, Bridge, and Decorator patterns. It provides definitions and explanations of the intent, structure, participants, and sample code for implementing each pattern. The Factory Method pattern allows subclasses to determine which object to create, Abstract Factory creates families of related objects without specifying their concrete classes, and Builder separates object construction from representation. Singleton ensures only one instance, Adapter converts interfaces, Bridge decouples abstraction and implementation, and Decorator adds responsibilities dynamically. Design patterns provide reusable solutions to common programming problems.
The document discusses the Abstract Factory and Builder design patterns. It defines Abstract Factory as providing a higher level of interface than Factory Method by returning one of several factories. Builder is defined as constructing complex objects step-by-step by separating the construction from the representation. Examples are provided for both patterns to illustrate how they can be implemented. Related patterns like Factory Method, Singleton, and Prototype are also discussed in relation to Abstract Factory and Builder.
The document discusses several design patterns including creational patterns like abstract factory, builder, factory method, and prototype which are used to create objects, as well as structural patterns like adapter and bridge which connect classes and support inheritance, and behavioral patterns like strategy and state which alter object behavior. Code examples are provided to illustrate how to implement abstract factory, builder, factory method, prototype, and singleton patterns.
The Abstract Factory pattern provides a way to encapsulate a group of individual factories that have a common theme without specifying their concrete classes. It allows a client class to work with families of related product objects independently of their representations. The pattern defines a factory interface for creating products but leaves the concrete product class implementation to the subclasses. There are two common approaches to implementing Abstract Factory - one uses a factory producer that returns the appropriate concrete factory based on a parameter, while the other directly passes the concrete factory. The pattern is useful for decoupling clients from implementations and enforcing constraints on valid class combinations.
The document discusses new and improved debugging features in Visual Studio 2015, including easier breakpoint configuration with an inline toolbar, simplified context menus, and settings windows that appear as peek windows. It also covers breakpoint conditions that allow hitting a breakpoint based on the number of hits or a conditional expression. Breakpoint actions allow logging messages to the output window. Additionally, the improved Error List in VS 2015 displays all errors at once, allows filtering by severity and error code, and links error codes to documentation.
The document describes creating an ASP.NET Web API project to perform CRUD operations on products. It includes creating a Product model and ProductManager class to manage products. A ProductController is added to handle GET, POST, PUT, and DELETE requests for products by calling methods on the ProductManager. The Web API project is configured to use routing and the default ValuesController is removed. This establishes the backend API portion, with the next part covering consuming the API through a client.
JSR-299 defines a unifying dependency injection and contextual lifecycle model for Java EE 6. It allows injection of various types of objects like classes, EJBs, producer methods, resources, etc. It also defines concepts like qualifiers, scopes, events, interceptors, and stereotypes to customize injections. Producers are used as sources of injectable objects and can be annotated with scopes and qualifiers.
03-Factory Method for design patterns.pdfssusera587d2
The Factory Design Pattern is a creational design pattern that provides a way to encapsulate the instantiation process of an object. It involves defining an interface for creating an object but lets subclasses decide which class to instantiate. The Factory pattern is used when a class cannot anticipate the class of objects it needs to create beforehand or when a class wants its subclasses to specify the objects it creates.
Here’s a high-level overview of the components involved in the Factory Design Pattern:
Product: This is an abstract class or interface that defines the operations for the objects that the factory will create.
Concrete Products: These are the classes that implement the Product interface, each representing a specific type of object to be created.
Creator: An abstract class or interface that declares the factory method, responsible for creating Product objects.
Concrete Creators: Subclasses of the Creator that implement the factory method and decide which specific Concrete Product to create.
Factory Method: A method defined in the Creator class that is responsible for creating Product objects. It’s typically declared as abstract in the Creator and implemented in the Concrete Creators.
The Factory Method pattern allows for the creation of objects without specifying the exact class of object that will be created. This is done by creating objects via a factory method rather than by direct construction calls (using the new operator). This method is often referred to as a “Virtual Constructor”.
For
This document provides a summary of dependency injection and Dagger 2 in Android applications. It explains that dependency injection separates configuration from usage to improve maintainability, testability and reduce coupling. It describes how Dagger generates code to inject dependencies using annotations and component and module definitions. Modules provide dependencies while components inject them into classes. Scopes like per activity are supported. Overall Dagger improves architecture by managing object creation and dependencies through compile time verification rather than runtime errors.
This document provides an introduction to design patterns, including their motivation, history, definition, categories, and examples. Some key points:
- Design patterns solve common programming problems by describing reusable solutions that can be adapted for different situations.
- Common categories include creational, structural, and behavioral patterns. Example patterns discussed are Singleton, Decorator, Abstract Factory.
- Design patterns speed up development, promote code reuse, and make software more robust, maintainable and extensible. Resources for further information on design patterns are provided.
This document summarizes projects completed by Matt Willmer as part of a .NET Masters program. The projects involved building multi-tier applications using technologies like C#, ASP.NET, Windows Forms, SQL Server, and Visual Studio. Project 1 focused on learning C# features like properties and enumerators. Project 2 involved creating a Windows Forms application for a library management system. Project 3 added database functionality using LINQ to SQL. Project 4 created a web-based presentation layer for the library system using ASP.NET.
Dagger is a dependency injection framework that helps manage object creation and dependencies. It allows injecting dependencies into classes rather than having them directly instantiate dependencies. This improves testability. The document discusses how Dagger is used at the New York Times, including setting up modules, components, scopes like activity scope, and testing with Dagger. Qualifiers are used to provide different implementations for different flavors. Modules provide dependencies, components compose modules and inject dependencies. This architecture allows scaling across build variants and libraries while improving testability and code organization.
Similar to Factory method pattern (Virtual Constructor) (20)
These companies like Airbnb, Snapchat, and Uber have created multibillion-dollar platforms by connecting producers and consumers without owning the products or services themselves. They allow individuals to monetize assets like homes, vehicles, or videos by listing them on the companies' platforms. This platform model differs from traditional businesses that create and sell products, and will likely continue growing as it benefits all parties - producers, consumers, and the platform companies.
The document discusses the rise of the Internet of Things (IoT) and the security concerns that come with connecting everyday devices to the internet. It notes that while IoT promises to make life more convenient by allowing refrigerators, lights, shoes and other objects to communicate with each other, it also creates new security vulnerabilities that could be exploited by hackers. The document cites the example of the Stuxnet computer virus that damaged Iranian nuclear centrifuges. It warns that as more devices connect to the internet, they will generate large amounts of sensitive data and become potential entry points for attacks that might compromise people's privacy, safety and property if not properly secured.
The document discusses the observer design pattern. It defines the observer pattern as a design where a subject maintains a list of dependent observers and notifies them automatically of any state changes. It then provides an example problem of a news broadcasting company, FakingNews, that needs to update subscribers through different mechanisms. This is solved using the observer pattern by having FakingNews be the subject and the different broadcasting mechanisms (web, SMS, TV) be observers. The implementation in C# code is also outlined, showing interfaces for the subject and observers, and concrete classes for the subject, observers, and a client.
The proxy design pattern provides a surrogate or placeholder for another object to control access to it. It works by adding an extra layer of indirection between clients and the real subject. This allows the proxy to perform additional tasks like lazy initialization, access control, caching and logging before forwarding the request to the real subject. There are different types of proxies like remote, virtual and protection proxies. The proxy pattern implementation in C# creates a proxy class that implements the same interface as the real subject and holds a reference to an instance of the real subject. The proxy forwards requests to the real subject while also performing other operations like access control.
Singleton Pattern (Sole Object with Global Access)Sameer Rathoud
This presentation provide information about the various implementation of singleton design pattern with there pros and cons. Programming language used for implementation is c#.
Infrastructure Challenges in Scaling RAG with Custom AI modelsZilliz
Building Retrieval-Augmented Generation (RAG) systems with open-source and custom AI models is a complex task. This talk explores the challenges in productionizing RAG systems, including retrieval performance, response synthesis, and evaluation. We’ll discuss how to leverage open-source models like text embeddings, language models, and custom fine-tuned models to enhance RAG performance. Additionally, we’ll cover how BentoML can help orchestrate and scale these AI components efficiently, ensuring seamless deployment and management of RAG systems in the cloud.
Unlock the Future of Search with MongoDB Atlas_ Vector Search Unleashed.pdfMalak Abu Hammad
Discover how MongoDB Atlas and vector search technology can revolutionize your application's search capabilities. This comprehensive presentation covers:
* What is Vector Search?
* Importance and benefits of vector search
* Practical use cases across various industries
* Step-by-step implementation guide
* Live demos with code snippets
* Enhancing LLM capabilities with vector search
* Best practices and optimization strategies
Perfect for developers, AI enthusiasts, and tech leaders. Learn how to leverage MongoDB Atlas to deliver highly relevant, context-aware search results, transforming your data retrieval process. Stay ahead in tech innovation and maximize the potential of your applications.
#MongoDB #VectorSearch #AI #SemanticSearch #TechInnovation #DataScience #LLM #MachineLearning #SearchTechnology
HCL Notes und Domino Lizenzkostenreduzierung in der Welt von DLAUpanagenda
Webinar Recording: https://www.panagenda.com/webinars/hcl-notes-und-domino-lizenzkostenreduzierung-in-der-welt-von-dlau/
DLAU und die Lizenzen nach dem CCB- und CCX-Modell sind für viele in der HCL-Community seit letztem Jahr ein heißes Thema. Als Notes- oder Domino-Kunde haben Sie vielleicht mit unerwartet hohen Benutzerzahlen und Lizenzgebühren zu kämpfen. Sie fragen sich vielleicht, wie diese neue Art der Lizenzierung funktioniert und welchen Nutzen sie Ihnen bringt. Vor allem wollen Sie sicherlich Ihr Budget einhalten und Kosten sparen, wo immer möglich. Das verstehen wir und wir möchten Ihnen dabei helfen!
Wir erklären Ihnen, wie Sie häufige Konfigurationsprobleme lösen können, die dazu führen können, dass mehr Benutzer gezählt werden als nötig, und wie Sie überflüssige oder ungenutzte Konten identifizieren und entfernen können, um Geld zu sparen. Es gibt auch einige Ansätze, die zu unnötigen Ausgaben führen können, z. B. wenn ein Personendokument anstelle eines Mail-Ins für geteilte Mailboxen verwendet wird. Wir zeigen Ihnen solche Fälle und deren Lösungen. Und natürlich erklären wir Ihnen das neue Lizenzmodell.
Nehmen Sie an diesem Webinar teil, bei dem HCL-Ambassador Marc Thomas und Gastredner Franz Walder Ihnen diese neue Welt näherbringen. Es vermittelt Ihnen die Tools und das Know-how, um den Überblick zu bewahren. Sie werden in der Lage sein, Ihre Kosten durch eine optimierte Domino-Konfiguration zu reduzieren und auch in Zukunft gering zu halten.
Diese Themen werden behandelt
- Reduzierung der Lizenzkosten durch Auffinden und Beheben von Fehlkonfigurationen und überflüssigen Konten
- Wie funktionieren CCB- und CCX-Lizenzen wirklich?
- Verstehen des DLAU-Tools und wie man es am besten nutzt
- Tipps für häufige Problembereiche, wie z. B. Team-Postfächer, Funktions-/Testbenutzer usw.
- Praxisbeispiele und Best Practices zum sofortigen Umsetzen
“An Outlook of the Ongoing and Future Relationship between Blockchain Technologies and Process-aware Information Systems.” Invited talk at the joint workshop on Blockchain for Information Systems (BC4IS) and Blockchain for Trusted Data Sharing (B4TDS), co-located with with the 36th International Conference on Advanced Information Systems Engineering (CAiSE), 3 June 2024, Limassol, Cyprus.
Let's Integrate MuleSoft RPA, COMPOSER, APM with AWS IDP along with Slackshyamraj55
Discover the seamless integration of RPA (Robotic Process Automation), COMPOSER, and APM with AWS IDP enhanced with Slack notifications. Explore how these technologies converge to streamline workflows, optimize performance, and ensure secure access, all while leveraging the power of AWS IDP and real-time communication via Slack notifications.
Full-RAG: A modern architecture for hyper-personalizationZilliz
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2. About presentation
This presentation provide information to understand factory method pattern, it’s
various implementation and Applicability.
I have tried my best to explain the concept in very simple language.
The programming language used for implementation is c#. But any one from
different programming background can easily understand the implementation.
3. Definition
The factory method pattern is a design pattern that define an interface for
creating an object from one among a set of classes based on some logic.
Factory method pattern is a creational design pattern.
Factory method pattern is also known as virtual constructor pattern.
Factory method pattern is the most widely used pattern in the software
engineering world
4. Motivation and Intent
At times, application only knows about the super class (may be abstract class),
but doesn’t know which sub class (concrete implementation) to be instantiated at
compile time.
Choice of sub class may be based on factors like:
• Application configuration.
• Expansion of requirements or enhancements.
• The state of the application running.
• Creates objects without exposing the instantiation logic to the client.
• Refers to the newly created object through a common interface
5. Structure
Client uses Product
Client
Ask for a new Product
Factory
<< interface >>
Product
Inheritance
Concrete ProductA
Concrete ProductB
+CreateProduct(): Product
6. Implementation (C#)
Product product = new Product()
Product productA = new ProductA();
Product productB = new ProductB();
When we are using “new” keyword in C#, It allocates the
memory and creates a object of specified type.
This will be ok if we are having only one type of product
and a concrete class named “Product”.
But if we are having more than one product type, we can
create our “Product” as interface and provide various
implementation to it. Let the classes providing
implementation to our “Product” interface are “ProductA”
and “ProductB”. But now for Instantiating “Product” we
need to call the constructor of “Product” implementation.
But here Product type specified is fixed (hard-coded).
Let’s try for some generic implementation for this
scenario.
7. Implementation (C#)
public Product CreateProduct(string productType)
{
Product product = null;
if (productType.Equals("ProductA"))
{
product = new ProductA();
}
else if (productType.Equals("ProductB"))
{
product = new ProductB();
}
return product;
}
Client:
Product productA = CreateProduct(“ProductA”);
Product productB = CreateProduct(“ProductB”);
Here function “CreateProduct” provide us a
generic implementation of our scenario.
“CreateProduct” function takes argument as
“string productType” and returns a object of
“ProductA” or “ProductB” based on the
condition and now we can call this function
with particular type of product and we will
get the object.
Although the code shown is far from
perfection like:
• Argument “string productType” can be
replaced by an “enum”.
• “if else” condition can be replaced by
“switch case” statements … etc.
But we can call our function “CreateProduct”
as a factory.
Let’s try to explore a better factory for our
product.
8. Implementation (C#)
class ProductFactory {
public Product CreateProduct(string productType) {
Product product = null;
if (productType.Equals("ProductA")) {
product = new ProductA();
}
else if (productType.Equals("ProductB")){
product = new ProductB();
}
return product;
}
}
Client:
ProductFactory factory = new ProductFactory();
factory.CreateProduct(“ProductA”);
factory.CreateProduct(“ProductB”);
Instead of function “CreateProduct” we
can have a class “ProductFactory” which
will help us in creating product and
provide a better control (class can have
helper function for product like packaging
etc.) on creation of product.
9. Implementation (C#)
enum ProductType {
ProductA, ProductB,
};
Modified our “ProductFactory” class
by adding a “enum ProductType”
and added “switch” statement
instead of “If-else”.
Now our “ProductFactory” is good
to go.
If user is adding a new “ProductC”
in its product range, he a has to
define a new implementation to
Product
interface
(class
“ProductC”), Need to make changes
for
“ProductC”
in
enum
“ProductType” and need to add a
switch
case
in
our
“ProductFactory.CreateProduct”.
class ProductFactory {
public Product CreateProduct(ProductType productType) {
Product product = null;
switch(productType) {
case ProductType.ProductA:
product = new ProductA();
break;
case ProductType.ProductB:
product = new ProductB();
break;
default:
product = null;
break;
Client:
}
ProductFactory factory = new ProductFactory();
return product;
factory.CreateProduct(ProductType.ProductA);
}
factory.CreateProduct(ProductType.ProductB);
}
10. Options for adding new class without change in factory (C#)
If user is adding a new product in his product range he has to modify his “ProductFactory”. To
solve this problem we need a mechanism where “ProductFactory” is always aware of supported
Product types.
There can be two possible ways to achieve this solution:
• Using reflection (C#/Java).
• Without reflection (C++/C#/Java)
11. Factory using reflection (C#)
public enum ProductType : int {
ProductA = 1,
ProductB,
};
[AttributeUsage(AttributeTargets.Class)]
public class ProductAttribute : Attribute {
private ProductType mProductType;
public ProductAttribute(ProductType vProductType) {
mProductType = vProductType;
}
public ProductType ProductSupported {
get {
return mProductType;
}
set {
mProductType = value;
}
}
}
12. Factory using reflection continue ….
[AttributeUsage(AttributeTargets.Interface)]
public class ImplAttr : Attribute {
private Type[] mImplementorList;
public ImplAttr(Type[] Implementors) {
mImplementorList = Implementors;
}
public Type[] ImplementorList {
get {
return mImplementorList;
}
set {
mImplementorList = value;
}
}
}
13. Factory using reflection continue ….
[ImplAttr(new Type[] { typeof(ProductA), typeof(ProductB)})]
interface Product {
void Print();
}
[ProductAttribute(ProductType.ProductA)]
class ProductA : Product {
public void Print() {
Console.WriteLine("I am ProductA");
}
}
[ProductAttribute(ProductType.ProductB)]
class ProductB : Product {
public void Print() {
Console.WriteLine("I am ProductB");
}
}
14. Factory using reflection continue ….
class ProductFactory {
public Product CreateProduct(ProductType vProductType)
{
Product product = null;
object Obj;
Type[] IntrfaceImpl;
Attribute Attr;
ProductType productType;
ProductAttribute productAttr;
int ImplementorCount;
Attr = Attribute.GetCustomAttribute(typeof(Product), typeof(ImplAttr));
IntrfaceImpl = ((ImplAttr)Attr).ImplementorList;
ImplementorCount = IntrfaceImpl.GetLength(0);
for (int i = 0; i < ImplementorCount; i++) {
Attr = Attribute.GetCustomAttribute(IntrfaceImpl[i], typeof(ProductAttribute));
productAttr = (ProductAttribute)Attr;
16. Factory using reflection continue ….
class Client
{
static void Main(string[] args)
{
ProductFactory factory = new ProductFactory();
Product product = factory.CreateProduct(ProductType.ProductA);
product.Print();
}
}
In the above mentioned code, we are having a factory which will remain unchanged even when user
is adding in product classes (new implementation of Product Interface) in his product range. In the
above implementation we have used reflection to achieve our objective.
17. Factory without reflection
class ProductFactory {
private static Dictionary<string, Product> registeredProducts = new Dictionary<string,Product>();
private static ProductFactory factoryInstance = new ProductFactory();
private ProductFactory() {
}
public static ProductFactory Instance {
get {
return factoryInstance;
}
}
public void registerProduct(String productID, Product p) {
registeredProducts.Add(productID, p);
}
18. Factory without reflection continue ….
public Product createProduct(String productID) {
Product product = null;
if (registeredProducts.ContainsKey(productID)) {
product = (Product)registeredProducts[productID];
}
return product;
}
}
19. Factory without reflection continue ….
interface Product {
void Print();
}
class ProductA: Product {
public static void RegisterID(string id) {
ProductFactory.Instance.registerProduct(id, new ProductA());
}
public void Print() {
System.Console.WriteLine("I am ProductA");
}
}
class ProductB : Product {
public static void RegisterID(string id) {
ProductFactory.Instance.registerProduct(id, new ProductB());
}
public void Print() {
System.Console.WriteLine("I am ProductB");
}
}
20. Factory without reflection continue ….
class Client {
static void Main(string[] args) {
ProductFactory factory = ProductFactory.Instance;
ProductA.RegisterID("ProductA");
Product productA = factory.createProduct("ProductA");
((ProductA)productA).Print();
ProductB.RegisterID("ProductB");
Product productB = factory.createProduct("ProductB");
((ProductB)productB).Print();
}
}
In the above mentioned code, we are having a factory which will remain unchanged even when user
is adding in product classes (new implementation of Product Interface) in his product range. The
above implementation is achieved without reflection. In the above implementation the
“ProductFactory” class is created as singleton.