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 discusses object-oriented programming concepts in C#, including defining classes, constructors, properties, static members, interfaces, inheritance, and polymorphism. It provides examples of defining a simple Cat class with fields, a constructor, properties, and methods. It also demonstrates using the Dog class by creating dog objects, setting their properties, and calling their bark method.
This document provides an overview of the UML Weekend Crash CourseTM. The course contains 30 half-hour sessions organized into six parts that can be completed over a weekend. It is designed to teach the core concepts of the Unified Modeling Language (UML) through examples, exercises and a case study. By working through the sessions, readers should gain a solid understanding of UML diagrams like use case diagrams, class diagrams, sequence diagrams and others and how to apply them in modeling a software system. The document also describes features included in the course like quizzes, tips, references and a accompanying CD-ROM.
Inheritance and polymorphism are key concepts in object-oriented programming that allow for code reuse. Inheritance allows a subclass to inherit attributes and behaviors from a superclass, while also adding its own attributes and behaviors. Polymorphism allows subclasses to override or modify inherited behaviors from the superclass. This allows subclasses to be treated as their superclass type while still maintaining their specific behaviors. The document discusses inheritance in Java including inheriting classes, the super reference, overriding and final methods/classes, abstract classes, and interfaces. It also covers polymorphism, access modifiers, and packages in Java.
This all is about the object oriented programming in c++ language. It includes the importent components of oops , related terminologies and the related details.
This document provides information about a class on Object Oriented Programming (OOP) with C++ taught by Venkatadri.M, an Assistant Professor at the University of Petroleum and Energy Studies in Dehradun, India. The class covers the evolution of OOP, the history of C++, organizing data and functions in OOP, features of object oriented languages, and polymorphism. The instructor uses diagrams, animations and PowerPoint presentations to teach the concepts and address frequently asked questions from students.
The document discusses various options for data storage in Android applications, including shared preferences, internal storage, external storage, SQLite databases, and network connections. It provides details on when each option would be suitable and code examples for using shared preferences, internal storage, and SQLite databases to store persistent data in key-value pairs, files, and structured databases, respectively. The document also covers best practices for accessing external storage and creating databases using the SQLiteOpenHelper class or directly with SQLiteDatabase objects.
Fragments allow modular sections of an activity's UI to be reused across activities and configurations. A fragment must be embedded in an activity and shares its lifecycle. Fragments can be added or removed dynamically at runtime and their transactions can be added to a back stack. Activities can combine multiple fragments to build a multi-pane UI on tablets and reuse fragments across activities on handsets. To create a fragment, subclass Fragment and move code from activities into fragment lifecycle methods.
In this core java training session, you will learn OOP with Java Contd. Topics covered in this session are:
• Review of last class concepts
• Types of Inheritance and a look at Aggregation
• Polymorphism
• Method overloading
• Method overriding
For more information about this course visit on this link: https://www.mindsmapped.com/courses/software-development/learn-java-fundamentals-hands-on-training-on-core-java-concepts/
The document discusses object-oriented programming concepts in C#, including defining classes, constructors, properties, static members, interfaces, inheritance, and polymorphism. It provides examples of defining a simple Cat class with fields, a constructor, properties, and methods. It also demonstrates using the Dog class by creating dog objects, setting their properties, and calling their bark method.
This document provides an overview of the UML Weekend Crash CourseTM. The course contains 30 half-hour sessions organized into six parts that can be completed over a weekend. It is designed to teach the core concepts of the Unified Modeling Language (UML) through examples, exercises and a case study. By working through the sessions, readers should gain a solid understanding of UML diagrams like use case diagrams, class diagrams, sequence diagrams and others and how to apply them in modeling a software system. The document also describes features included in the course like quizzes, tips, references and a accompanying CD-ROM.
Inheritance and polymorphism are key concepts in object-oriented programming that allow for code reuse. Inheritance allows a subclass to inherit attributes and behaviors from a superclass, while also adding its own attributes and behaviors. Polymorphism allows subclasses to override or modify inherited behaviors from the superclass. This allows subclasses to be treated as their superclass type while still maintaining their specific behaviors. The document discusses inheritance in Java including inheriting classes, the super reference, overriding and final methods/classes, abstract classes, and interfaces. It also covers polymorphism, access modifiers, and packages in Java.
This all is about the object oriented programming in c++ language. It includes the importent components of oops , related terminologies and the related details.
This document provides information about a class on Object Oriented Programming (OOP) with C++ taught by Venkatadri.M, an Assistant Professor at the University of Petroleum and Energy Studies in Dehradun, India. The class covers the evolution of OOP, the history of C++, organizing data and functions in OOP, features of object oriented languages, and polymorphism. The instructor uses diagrams, animations and PowerPoint presentations to teach the concepts and address frequently asked questions from students.
The document discusses various options for data storage in Android applications, including shared preferences, internal storage, external storage, SQLite databases, and network connections. It provides details on when each option would be suitable and code examples for using shared preferences, internal storage, and SQLite databases to store persistent data in key-value pairs, files, and structured databases, respectively. The document also covers best practices for accessing external storage and creating databases using the SQLiteOpenHelper class or directly with SQLiteDatabase objects.
Fragments allow modular sections of an activity's UI to be reused across activities and configurations. A fragment must be embedded in an activity and shares its lifecycle. Fragments can be added or removed dynamically at runtime and their transactions can be added to a back stack. Activities can combine multiple fragments to build a multi-pane UI on tablets and reuse fragments across activities on handsets. To create a fragment, subclass Fragment and move code from activities into fragment lifecycle methods.
In this core java training session, you will learn OOP with Java Contd. Topics covered in this session are:
• Review of last class concepts
• Types of Inheritance and a look at Aggregation
• Polymorphism
• Method overloading
• Method overriding
For more information about this course visit on this link: https://www.mindsmapped.com/courses/software-development/learn-java-fundamentals-hands-on-training-on-core-java-concepts/
JavaScript variables hold values and are declared with var. Variable names are case sensitive and must begin with a letter or underscore. Variables can hold numbers, strings, Booleans, objects, and null values. Arrays are objects that hold multiple values in a single variable. Functions are blocks of code that perform tasks and are executed by events or calls. Objects store related data and functions to represent self-contained entities.
This presentation is ideal for a beginner of Java or someone who wants to brush up their Java Knowledge. It's simple to understand and well organized in a way most of the area in core Java has been covered.
This document provides an overview of object-oriented programming concepts using C++. It discusses key OOP concepts like objects, classes, encapsulation, inheritance, polymorphism, and dynamic binding. It also covers C++ specific topics like functions, arrays, strings, modular programming, and classes and objects in C++. The document is intended to introduce the reader to the fundamentals of OOP using C++.
Fragments allow modularizing an app's UI into reusable components. A fragment represents a portion of UI within an activity and has its own lifecycle. Multiple fragments can be used within a single activity to create a multi-pane UI or reuse fragments across activities. Key advantages are modularity, ability to reuse fragments, and maintaining a back stack of fragment states. The document discusses implementing fragments in different screen types, writing fragment and activity classes, and including fragments in layouts. It also covers fragment types like ListFragment and DialogFragment and ensuring compatibility by adding the support library.
The document discusses sending emails using PHP. It provides the syntax for PHP's mail() function which requires parameters like to, subject, message, headers, and parameters. It also discusses configuring PHP in the php.ini file to send emails and debugging email issues. Common PHP errors like syntax errors, runtime errors, and logical errors are covered as well as basic error handling techniques.
We are covering following topics:
If...Else...Elseif Statements: if statement executes some code if one condition is true.
Switch Statement: Switch Statement tests a variable against a series of values.
For Loop: For loop executes a block of code a specified number of times.
While Loop: While loop executes a block of code as long as the specified condition is true.
Do…While Loop: Do...While loop will always execute the block of code once, it will then check the condition, and repeat the loop while the specified condition is true.
Pure virtual function and abstract classAmit Trivedi
This document discusses pure virtual functions and abstract classes. It provides an introduction and schedule, then covers rules for virtual functions, pure virtual functions, virtual base classes, virtual destructors, abstract classes, and limitations of virtual functions. It also discusses the difference between early binding and late binding.
The document discusses file input and output streams in C++. It covers key topics like:
- Opening files using constructors and the open() function
- Using input and output streams like ifstream and ofstream to read from and write to files
- Controlling file pointers using functions like seekg(), seekp(), tellg(), and tellp()
- Performing sequential and random access file I/O using functions like put(), get(), read(), and write()
- Handling errors during file operations using functions in the ios class like fail(), eof(), bad(), and good()
The document discusses three programming language translators: assemblers translate assembly language into machine code, compilers translate high-level languages into executable object code, and interpreters execute instructions one at a time without producing an executable file. Assemblers convert mnemonics to machine language equivalents and assign addresses, compilers check syntax and generate all code at once, and interpreters check keywords and convert instructions individually to machine code.
This document discusses assemblies in .NET. It begins with an introduction to assemblies, which are compiled .NET code files with the extension .exe or .dll. Assemblies include metadata and intermediate language code. There are two types of assemblies: private assemblies used only by one application, and shared assemblies stored in the global assembly cache (GAC) to be used by multiple applications. The document then covers strong naming assemblies, which involves assigning an assembly a unique name, version number, culture, and public key for deployment and security. Finally, it discusses the GAC which stores strongly named assemblies to be shared across applications on a machine.
Object-oriented programming (OOP) involves splitting a program into objects that contain both data and functions. OOP allows developers to define objects, their properties, and relationships. Classes are blueprints that define objects and don't use memory, while objects are instances of classes that hold both data and methods. Key concepts of OOP include inheritance, abstraction, polymorphism, and encapsulation.
The document provides an overview of key Java concepts including classes, objects, methods, constructors, inheritance, polymorphism, abstraction, and encapsulation. It defines classes like Circle and Shape that demonstrate these concepts. Circles have fields like radius and methods like area() and circumference(). The Shape class is abstract with abstract area() and circumference() methods that concrete subclasses like Circle must implement. Access modifiers like public, private, and protected are used to control access to class members.
C# is a component-oriented programming language that builds on the .NET framework. It has a familiar C-like syntax that is easy for developers familiar with C, C++, Java, and Visual Basic to adopt. C# is fully object-oriented and optimized for building .NET applications. Everything in C# belongs to a class, with basic data types including integers, floats, booleans, characters, and strings. C# supports common programming constructs like variables, conditional statements, loops, methods, and classes. C# can be easily combined with ASP.NET for building web applications in a powerful, fast, and high-level way.
This document discusses reading from and writing to files in Java programs. It explains how to open a file using a Scanner or PrintWriter object, read/write data using methods like next() and println(), and close the file when finished. It recommends storing file data in memory structures, processing it, then writing the results back to improve efficiency over sequential file access. Proper file handling and exception handling are also emphasized.
Command-line arguments are given after the name of the program in command-line shell of Operating Systems.
To pass command line arguments, we typically define main() with two arguments : first argument is the number of command line arguments and second is list of command-line arguments.
Black box testing refers to testing software without knowledge of its internal implementation by focusing on inputs and outputs. There are several techniques including boundary value analysis, equivalence partitioning, state transition testing, and graph-based testing. Black box testing is useful for testing functionality, behavior, and non-functional aspects from the end user's perspective.
This document provides an overview of pre-processor hypertext and core PHP concepts. It discusses software engineering, web programming, and introduces PHP as a scripting language. It covers PHP variables, expressions, operators, conditional statements, functions, arrays, syntax, strings, databases, sessions, cookies, files, email handling, JavaScript, AJAX and XML. It also discusses programming fundamentals like data types, keywords, operators, variables, conditional statements, loops, functions and object-oriented programming concepts.
The document discusses Java Database Connectivity (JDBC) API which defines how Java programs can communicate with databases. It describes key JDBC concepts like drivers, packages, and products. It also covers JDBC design considerations like different types of drivers and client-server models. Basic steps to use JDBC include loading drivers, establishing connections, executing statements, and closing connections.
Generic programming and concepts that should be in C++Anton Kolotaev
The document discusses the concepts and principles of generic programming (GP). Some key points:
- GP aims to develop reusable software libraries by categorizing abstractions into concepts and implementing generic algorithms based on concepts.
- Generic libraries are reusable across user-defined types, composable by operating on types from other libraries, and efficient by having performance on par with hand-coded implementations.
- The generic programming process involves lifting algorithms to higher levels of abstraction through concepts while balancing reusability and efficiency. This allows single generic algorithms to support many concrete types.
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 known as best practices that the programmer can use to solve common problems when designing an application or system.
Singelton Design Pattern
Factory Design Pattern
Builder Design Pattern
Strategy Design Pattern
Iterator Design Pattern
Observer Design Pattern
Prototype Design Pattern
Command Design Pattern
Decorator Pattern
Proxy Pattern
Adapter Pattern
JavaScript variables hold values and are declared with var. Variable names are case sensitive and must begin with a letter or underscore. Variables can hold numbers, strings, Booleans, objects, and null values. Arrays are objects that hold multiple values in a single variable. Functions are blocks of code that perform tasks and are executed by events or calls. Objects store related data and functions to represent self-contained entities.
This presentation is ideal for a beginner of Java or someone who wants to brush up their Java Knowledge. It's simple to understand and well organized in a way most of the area in core Java has been covered.
This document provides an overview of object-oriented programming concepts using C++. It discusses key OOP concepts like objects, classes, encapsulation, inheritance, polymorphism, and dynamic binding. It also covers C++ specific topics like functions, arrays, strings, modular programming, and classes and objects in C++. The document is intended to introduce the reader to the fundamentals of OOP using C++.
Fragments allow modularizing an app's UI into reusable components. A fragment represents a portion of UI within an activity and has its own lifecycle. Multiple fragments can be used within a single activity to create a multi-pane UI or reuse fragments across activities. Key advantages are modularity, ability to reuse fragments, and maintaining a back stack of fragment states. The document discusses implementing fragments in different screen types, writing fragment and activity classes, and including fragments in layouts. It also covers fragment types like ListFragment and DialogFragment and ensuring compatibility by adding the support library.
The document discusses sending emails using PHP. It provides the syntax for PHP's mail() function which requires parameters like to, subject, message, headers, and parameters. It also discusses configuring PHP in the php.ini file to send emails and debugging email issues. Common PHP errors like syntax errors, runtime errors, and logical errors are covered as well as basic error handling techniques.
We are covering following topics:
If...Else...Elseif Statements: if statement executes some code if one condition is true.
Switch Statement: Switch Statement tests a variable against a series of values.
For Loop: For loop executes a block of code a specified number of times.
While Loop: While loop executes a block of code as long as the specified condition is true.
Do…While Loop: Do...While loop will always execute the block of code once, it will then check the condition, and repeat the loop while the specified condition is true.
Pure virtual function and abstract classAmit Trivedi
This document discusses pure virtual functions and abstract classes. It provides an introduction and schedule, then covers rules for virtual functions, pure virtual functions, virtual base classes, virtual destructors, abstract classes, and limitations of virtual functions. It also discusses the difference between early binding and late binding.
The document discusses file input and output streams in C++. It covers key topics like:
- Opening files using constructors and the open() function
- Using input and output streams like ifstream and ofstream to read from and write to files
- Controlling file pointers using functions like seekg(), seekp(), tellg(), and tellp()
- Performing sequential and random access file I/O using functions like put(), get(), read(), and write()
- Handling errors during file operations using functions in the ios class like fail(), eof(), bad(), and good()
The document discusses three programming language translators: assemblers translate assembly language into machine code, compilers translate high-level languages into executable object code, and interpreters execute instructions one at a time without producing an executable file. Assemblers convert mnemonics to machine language equivalents and assign addresses, compilers check syntax and generate all code at once, and interpreters check keywords and convert instructions individually to machine code.
This document discusses assemblies in .NET. It begins with an introduction to assemblies, which are compiled .NET code files with the extension .exe or .dll. Assemblies include metadata and intermediate language code. There are two types of assemblies: private assemblies used only by one application, and shared assemblies stored in the global assembly cache (GAC) to be used by multiple applications. The document then covers strong naming assemblies, which involves assigning an assembly a unique name, version number, culture, and public key for deployment and security. Finally, it discusses the GAC which stores strongly named assemblies to be shared across applications on a machine.
Object-oriented programming (OOP) involves splitting a program into objects that contain both data and functions. OOP allows developers to define objects, their properties, and relationships. Classes are blueprints that define objects and don't use memory, while objects are instances of classes that hold both data and methods. Key concepts of OOP include inheritance, abstraction, polymorphism, and encapsulation.
The document provides an overview of key Java concepts including classes, objects, methods, constructors, inheritance, polymorphism, abstraction, and encapsulation. It defines classes like Circle and Shape that demonstrate these concepts. Circles have fields like radius and methods like area() and circumference(). The Shape class is abstract with abstract area() and circumference() methods that concrete subclasses like Circle must implement. Access modifiers like public, private, and protected are used to control access to class members.
C# is a component-oriented programming language that builds on the .NET framework. It has a familiar C-like syntax that is easy for developers familiar with C, C++, Java, and Visual Basic to adopt. C# is fully object-oriented and optimized for building .NET applications. Everything in C# belongs to a class, with basic data types including integers, floats, booleans, characters, and strings. C# supports common programming constructs like variables, conditional statements, loops, methods, and classes. C# can be easily combined with ASP.NET for building web applications in a powerful, fast, and high-level way.
This document discusses reading from and writing to files in Java programs. It explains how to open a file using a Scanner or PrintWriter object, read/write data using methods like next() and println(), and close the file when finished. It recommends storing file data in memory structures, processing it, then writing the results back to improve efficiency over sequential file access. Proper file handling and exception handling are also emphasized.
Command-line arguments are given after the name of the program in command-line shell of Operating Systems.
To pass command line arguments, we typically define main() with two arguments : first argument is the number of command line arguments and second is list of command-line arguments.
Black box testing refers to testing software without knowledge of its internal implementation by focusing on inputs and outputs. There are several techniques including boundary value analysis, equivalence partitioning, state transition testing, and graph-based testing. Black box testing is useful for testing functionality, behavior, and non-functional aspects from the end user's perspective.
This document provides an overview of pre-processor hypertext and core PHP concepts. It discusses software engineering, web programming, and introduces PHP as a scripting language. It covers PHP variables, expressions, operators, conditional statements, functions, arrays, syntax, strings, databases, sessions, cookies, files, email handling, JavaScript, AJAX and XML. It also discusses programming fundamentals like data types, keywords, operators, variables, conditional statements, loops, functions and object-oriented programming concepts.
The document discusses Java Database Connectivity (JDBC) API which defines how Java programs can communicate with databases. It describes key JDBC concepts like drivers, packages, and products. It also covers JDBC design considerations like different types of drivers and client-server models. Basic steps to use JDBC include loading drivers, establishing connections, executing statements, and closing connections.
Generic programming and concepts that should be in C++Anton Kolotaev
The document discusses the concepts and principles of generic programming (GP). Some key points:
- GP aims to develop reusable software libraries by categorizing abstractions into concepts and implementing generic algorithms based on concepts.
- Generic libraries are reusable across user-defined types, composable by operating on types from other libraries, and efficient by having performance on par with hand-coded implementations.
- The generic programming process involves lifting algorithms to higher levels of abstraction through concepts while balancing reusability and efficiency. This allows single generic algorithms to support many concrete types.
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 known as best practices that the programmer can use to solve common problems when designing an application or system.
Singelton Design Pattern
Factory Design Pattern
Builder Design Pattern
Strategy Design Pattern
Iterator Design Pattern
Observer Design Pattern
Prototype Design Pattern
Command Design Pattern
Decorator Pattern
Proxy Pattern
Adapter Pattern
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 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 to object-oriented concepts, modeling, and system development. It discusses key topics such as:
- The benefits of object-oriented programming like modularity, information hiding, and code reuse.
- Basic concepts in OOP like objects, classes, encapsulation, inheritance, and polymorphism.
- The role of modeling in engineering by providing information about systems before they are built through mapping, reducing complexity, and being pragmatic.
- Object-oriented analysis focuses on understanding a system's functional requirements, unlike traditional function/data analysis which considers behavior and data separately.
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.
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.
Object Oriented Approach for Software DevelopmentRishabh Soni
This document provides an overview of object-oriented design methodologies. It discusses key object-oriented concepts like abstraction, encapsulation, and polymorphism. It also describes the three main models used in object-oriented analysis: the object model, dynamic model, and functional model. Finally, it outlines the typical stages of the object-oriented development life cycle, including system conception, analysis, system design, class design, and implementation.
If you're looking to land a technical job, then you already know that the interview process can be rigorous and challenging. That's why we've created an eBook that focuses on the Top 30 Technical Interview Questions that you're likely to face during the interview process.
Our eBook is a comprehensive guide that covers all the technical aspects of the interview, including software development, database administration, system administration, and much more. With each question, we've included a detailed explanation of the concept and a step-by-step solution to help you answer the question with confidence.
The Top 30 Technical Interview Questions eBook is perfect for anyone who is preparing for a technical interview. Whether you're a student, a recent graduate, or an experienced professional, our eBook will provide you with the knowledge and skills you need to succeed in your interview.
Sajjad Ali Khan submitted a seminar on object-oriented programming that covered key concepts like classes, objects, messages, and design principles. The content included definitions of objects, classes, and messages. It discussed why OOP is used and requirements for object-oriented languages like encapsulation, inheritance, and dynamic binding. Popular OO languages were listed and concepts like polymorphism were explained with examples.
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.
Patterns (contd)Software Development ProcessDesign patte.docxdanhaley45372
Patterns (contd)
Software Development Process
Design patterns used to handle change
More time extending and changing code than developing it.
The Strategy design pattern handle change by selecting from a family of external algorithms rather than rewrite.
Design point: Make code closed for modification of code, but open for extension
Problem
Computer object created
Description Method returns
Getting a Computer
Problem
Program has to change every time
Customer changes options
Decorator Pattern
Wrapper code used to extend your core code
Extend a class dynamically at runtime
Decorator uses wrapper code to extend core functionality - decorating the code
Decorator Pattern
description() returns “You are getting a computer”
Wrapper description() returns
“You are getting a computer and a disk”
Wrapper description() returns
“You are getting a computer and a disk and a monitor”
Decorator Pattern
Core component: Computer
Variables holding computer objects should also be able to hold objects that wrap computer objects.
Extend the wrapper classes from the Computer class.
Abstract class cannot be instantiated
Ensures all wrappers are consistent
Developers have to provide their own description
Decorator Pattern
Method calls the core computer object’s
description method and adds “and a disk”
Decorator Pattern
Method calls the core computer object’s
description method and adds “and a disk”
Extend the core object by wrapping it in decorator wrappers. Avoids modification of the core code.
Each successive wrapper called the description method of the object it wrapped and added something to it.
Factory Pattern
Based on type, call the
Connection method
Factory Pattern
Create a method that returns the
correct connection type
Factory Pattern
New operator used to create OracleConnection objects.
New operator used to create SqlServerConnection objects, and MySqlConnection objects.
New operator to instantiate many different concrete classes
Code becomes larger and needs to be replicated in many places
Factor that code out into a method.
Code keeps changing
Encapsulate code into a factory object
Goal: Separate out the changeable code and leave the core code closed for modification
Building the Factory
Creating the Factory
FirstFactory class encapsulates the connection object creation
Pass to it the type of connection (“Oracle”, “SQL Server”,)
Use the factory object to create connection objects with a factory method named createConnection
Building the Factory
Create the FirstFactory class.
Save the type of the database, passed to the FirstFactory class’s constructor.
Object-creation code changes
Check which type of object to be created
(OracleConnection, SqlServerConnection,
and then create it.
Factory Class
Create the Abstract Connection Class
Core code should not be modified or has to be modified
as little as possible.
Using the connection object returned by the
new factory object
Use t.
Software objects contain state and behavior. An object's state is stored in fields and its behavior is exposed through methods. Hiding internal data and only allowing access through methods is known as encapsulation. Common behavior can be defined in a superclass and inherited into subclasses using the extends keyword. A collection of related classes organized into a namespace is called a package.
Intro to JAVA
Basics of Oops
Features of Oops
Applications of Oops
How to create a JAVA program
How to Edit a Java Program
Compiling a Java program
Java Class file
Run or Executing a Java program
Command line arguments
This document provides an overview of object oriented analysis and design using the Unified Modeling Language (UML). It discusses key concepts in object oriented programming like classes, objects, encapsulation, inheritance and polymorphism. It also outlines the software development lifecycle and phases like requirements analysis, design, coding, testing and maintenance. Finally, it introduces UML and explains how use case diagrams can be used to model the user view of a system by defining actors and use cases.
Object-oriented analysis and design is an evolutionary development method built upon past proven concepts. The document discusses object-oriented systems development processes including use case driven analysis, the Object Modeling Technique (OMT), class diagrams, relationships between classes, and object-oriented modeling. It provides examples of class diagrams showing classes, attributes, operations, and relationships. It also explains the four views of OMT - the object model, dynamic model, functional model, and how OMT separates modeling.
This document discusses object-oriented concepts and modeling. It begins by listing three textbooks on these topics. It then provides an overview of object-oriented concepts like objects, classes, inheritance, polymorphism, and encapsulation. It describes the stages of object-oriented analysis, design and implementation. It discusses the three main models used in object-oriented modeling: class models, state models, and interaction models. Finally, it covers object-oriented themes like abstraction, encapsulation, and polymorphism and the purposes of modeling.
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.
This presentation by Thibault Schrepel, Associate Professor of Law at Vrije Universiteit Amsterdam University, was made during the discussion “Artificial Intelligence, Data and Competition” held at the 143rd meeting of the OECD Competition Committee on 12 June 2024. More papers and presentations on the topic can be found at oe.cd/aicomp.
This presentation was uploaded with the author’s consent.
This presentation by Professor Giuseppe Colangelo, Jean Monnet Professor of European Innovation Policy, was made during the discussion “The Intersection between Competition and Data Privacy” held at the 143rd meeting of the OECD Competition Committee on 13 June 2024. More papers and presentations on the topic can be found at oe.cd/ibcdp.
This presentation was uploaded with the author’s consent.
This presentation by OECD, OECD Secretariat, was made during the discussion “Artificial Intelligence, Data and Competition” held at the 143rd meeting of the OECD Competition Committee on 12 June 2024. More papers and presentations on the topic can be found at oe.cd/aicomp.
This presentation was uploaded with the author’s consent.
This presentation by Yong Lim, Professor of Economic Law at Seoul National University School of Law, was made during the discussion “Artificial Intelligence, Data and Competition” held at the 143rd meeting of the OECD Competition Committee on 12 June 2024. More papers and presentations on the topic can be found at oe.cd/aicomp.
This presentation was uploaded with the author’s consent.
This presentation by OECD, OECD Secretariat, was made during the discussion “Competition and Regulation in Professions and Occupations” held at the 77th meeting of the OECD Working Party No. 2 on Competition and Regulation on 10 June 2024. More papers and presentations on the topic can be found at oe.cd/crps.
This presentation was uploaded with the author’s consent.
This presentation by Juraj Čorba, Chair of OECD Working Party on Artificial Intelligence Governance (AIGO), was made during the discussion “Artificial Intelligence, Data and Competition” held at the 143rd meeting of the OECD Competition Committee on 12 June 2024. More papers and presentations on the topic can be found at oe.cd/aicomp.
This presentation was uploaded with the author’s consent.
1.) Introduction
Our Movement is not new; it is the same as it was for Freedom, Justice, and Equality since we were labeled as slaves. However, this movement at its core must entail economics.
2.) Historical Context
This is the same movement because none of the previous movements, such as boycotts, were ever completed. For some, maybe, but for the most part, it’s just a place to keep your stable until you’re ready to assimilate them into your system. The rest of the crabs are left in the world’s worst parts, begging for scraps.
3.) Economic Empowerment
Our Movement aims to show that it is indeed possible for the less fortunate to establish their economic system. Everyone else – Caucasian, Asian, Mexican, Israeli, Jews, etc. – has their systems, and they all set up and usurp money from the less fortunate. So, the less fortunate buy from every one of them, yet none of them buy from the less fortunate. Moreover, the less fortunate really don’t have anything to sell.
4.) Collaboration with Organizations
Our Movement will demonstrate how organizations such as the National Association for the Advancement of Colored People, National Urban League, Black Lives Matter, and others can assist in creating a much more indestructible Black Wall Street.
5.) Vision for the Future
Our Movement will not settle for less than those who came before us and stopped before the rights were equal. The economy, jobs, healthcare, education, housing, incarceration – everything is unfair, and what isn’t is rigged for the less fortunate to fail, as evidenced in society.
6.) Call to Action
Our movement has started and implemented everything needed for the advancement of the economic system. There are positions for only those who understand the importance of this movement, as failure to address it will continue the degradation of the people deemed less fortunate.
No, this isn’t Noah’s Ark, nor am I a Prophet. I’m just a man who wrote a couple of books, created a magnificent website: http://www.thearkproject.llc, and who truly hopes to try and initiate a truly sustainable economic system for deprived people. We may not all have the same beliefs, but if our methods are tried, tested, and proven, we can come together and help others. My website: http://www.thearkproject.llc is very informative and considerably controversial. Please check it out, and if you are afraid, leave immediately; it’s no place for cowards. The last Prophet said: “Whoever among you sees an evil action, then let him change it with his hand [by taking action]; if he cannot, then with his tongue [by speaking out]; and if he cannot, then, with his heart – and that is the weakest of faith.” [Sahih Muslim] If we all, or even some of us, did this, there would be significant change. We are able to witness it on small and grand scales, for example, from climate control to business partnerships. I encourage, invite, and challenge you all to support me by visiting my website.
This presentation by OECD, OECD Secretariat, was made during the discussion “The Intersection between Competition and Data Privacy” held at the 143rd meeting of the OECD Competition Committee on 13 June 2024. More papers and presentations on the topic can be found at oe.cd/ibcdp.
This presentation was uploaded with the author’s consent.
This presentation by OECD, OECD Secretariat, was made during the discussion “Pro-competitive Industrial Policy” held at the 143rd meeting of the OECD Competition Committee on 12 June 2024. More papers and presentations on the topic can be found at oe.cd/pcip.
This presentation was uploaded with the author’s consent.
Why Psychological Safety Matters for Software Teams - ACE 2024 - Ben Linders.pdfBen Linders
Psychological safety in teams is important; team members must feel safe and able to communicate and collaborate effectively to deliver value. It’s also necessary to build long-lasting teams since things will happen and relationships will be strained.
But, how safe is a team? How can we determine if there are any factors that make the team unsafe or have an impact on the team’s culture?
In this mini-workshop, we’ll play games for psychological safety and team culture utilizing a deck of coaching cards, The Psychological Safety Cards. We will learn how to use gamification to gain a better understanding of what’s going on in teams. Individuals share what they have learned from working in teams, what has impacted the team’s safety and culture, and what has led to positive change.
Different game formats will be played in groups in parallel. Examples are an ice-breaker to get people talking about psychological safety, a constellation where people take positions about aspects of psychological safety in their team or organization, and collaborative card games where people work together to create an environment that fosters psychological safety.
This presentation by Professor Alex Robson, Deputy Chair of Australia’s Productivity Commission, was made during the discussion “Competition and Regulation in Professions and Occupations” held at the 77th meeting of the OECD Working Party No. 2 on Competition and Regulation on 10 June 2024. More papers and presentations on the topic can be found at oe.cd/crps.
This presentation was uploaded with the author’s consent.
This presentation by Nathaniel Lane, Associate Professor in Economics at Oxford University, was made during the discussion “Pro-competitive Industrial Policy” held at the 143rd meeting of the OECD Competition Committee on 12 June 2024. More papers and presentations on the topic can be found at oe.cd/pcip.
This presentation was uploaded with the author’s consent.
This presentation by Katharine Kemp, Associate Professor at the Faculty of Law & Justice at UNSW Sydney, was made during the discussion “The Intersection between Competition and Data Privacy” held at the 143rd meeting of the OECD Competition Committee on 13 June 2024. More papers and presentations on the topic can be found at oe.cd/ibcdp.
This presentation was uploaded with the author’s consent.
The importance of sustainable and efficient computational practices in artificial intelligence (AI) and deep learning has become increasingly critical. This webinar focuses on the intersection of sustainability and AI, highlighting the significance of energy-efficient deep learning, innovative randomization techniques in neural networks, the potential of reservoir computing, and the cutting-edge realm of neuromorphic computing. This webinar aims to connect theoretical knowledge with practical applications and provide insights into how these innovative approaches can lead to more robust, efficient, and environmentally conscious AI systems.
Webinar Speaker: Prof. Claudio Gallicchio, Assistant Professor, University of Pisa
Claudio Gallicchio is an Assistant Professor at the Department of Computer Science of the University of Pisa, Italy. His research involves merging concepts from Deep Learning, Dynamical Systems, and Randomized Neural Systems, and he has co-authored over 100 scientific publications on the subject. He is the founder of the IEEE CIS Task Force on Reservoir Computing, and the co-founder and chair of the IEEE Task Force on Randomization-based Neural Networks and Learning Systems. He is an associate editor of IEEE Transactions on Neural Networks and Learning Systems (TNNLS).
XP 2024 presentation: A New Look to Leadershipsamililja
Presentation slides from XP2024 conference, Bolzano IT. The slides describe a new view to leadership and combines it with anthro-complexity (aka cynefin).
This presentation by Tim Capel, Director of the UK Information Commissioner’s Office Legal Service, was made during the discussion “The Intersection between Competition and Data Privacy” held at the 143rd meeting of the OECD Competition Committee on 13 June 2024. More papers and presentations on the topic can be found at oe.cd/ibcdp.
This presentation was uploaded with the author’s consent.
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2. Object-oriented programming
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?
3. OOP: Basic
Attribute - things that the object stores data in, generally variables
Method - Functions and Procedures attached to an Object and allowing the
object to perform actions
Class - a class is a template definition of the methods and variables in a
particular kind of object
Object - is a specific instance of a class; it contains real values instead of
variables
4. OOP: Visibility
Public
- can be accessed everywhere
Protected
- can be accessed only within the class itself and by inherited classes
Private
- may only be accessed by the class that defines the member
Access modifiers (or access specifiers) are keywords in object-oriented languages that set the
accessibility of classes, methods, and other members
5. OOP: What is a design pattern?
In software engineering, a design pattern is a general repeatable solution to a
commonly occurring problem in software design.
A design pattern isn't a finished design that can be transformed directly into
code.
It is a description or template for how to solve a problem that can be used in
many different situations.
6. Design Patterns: History
Patterns originated as an architectural concept by Christopher Alexander (1977).
In 1994, four authors Erich G., Richard H., Ralph J. and John V. published a book
Design Patterns - Elements of Reusable Object-Oriented Software.
These authors are collectively known as Gang of Four (GOF). According to these
authors design patterns are primarily based on the following principles of object
orientated design.
Program to an interface not an implementation
Favor object composition over inheritance
7. Design Patterns: Types
Creational Patterns - These design patterns provide a way to create objects
while hiding the creation logic, rather than instantiating objects directly using
new operator. This gives program more flexibility in deciding which objects
need to be created for a given use case.
Structural Patterns - These design patterns concern class and object
composition. Concept of inheritance is used to compose interfaces and define
ways to compose objects to obtain new functionalities.
Behavioral Patterns - These design patterns are specifically concerned with
communication between objects.
8. Creational Patterns
Abstract factory create series of related or dependent objects without
specifying their concrete classes. Usually the created classes all implement
the same interface
Static factory uses just one static method to create all types of objects it can
create. It is usually named factory or build
Factory method pattern creates objects without specifying the exact class to
create.
Builder pattern constructs complex objects by separating construction and
representation.
Prototype pattern creates objects by cloning an existing object.
Singleton pattern restricts object creation for a class to only one instance.
9. Structural Patterns (1 of 2)
Adapter / Wrapper - translate one interface for a class into a compatible interface
Bridge - Decouple an abstraction from its implementation so that the two can vary
independently.
Composite - treat a group of objects the same way as a single instance of the
object
Data Mapper - performs bidirectional transfer of data between a persistent data
store (database) and an in memory data representation (domain).
Decorator - allows behavior to be added to an individual object without affecting
the behavior of other objects from the same class
Dependency Injection - implement a loosely coupled architecture in order to get
better testable, maintainable and extendable code.
10. Structural Patterns (2 of 2)
Facade - provides a simplified interface to a larger body of code, such as a
class library.
Fluent Interface - write code that is easy readable just like sentences in a
natural language (like English).
Flyweight - instances of a class which are identical are shared in an
implementation instead of creating a new instance of that class for every
instance
Proxy - one class stands in for and handles all access to another class
Registry(Service locator pattern) - implement a central storage for objects often
used throughout the application, is typically implemented using an abstract
class with only static methods (or using the Singleton pattern)
11. Behavioral Patterns (1 of 2)
Chain Of Responsibilities - build a chain of objects to handle a call in
sequential order.
Command - an object is used to encapsulate all information needed to perform
an action or trigger an event at a later time
Iterator - make an object iterable and to make it appear like a collection of
objects
Mediator - easy way to decouple many components working together
Memento - provides the ability to restore an object to it’s previous state (undo
via rollback) or to gain access to state of the object, without revealing it’s
implementation
Null Object - not a GoF design pattern but a schema which appears frequently
enough to be considered a pattern
12. Behavioral Patterns (2 of 2)
Observer - implement a publish/subscribe behaviour to an object, whenever a
“Subject” object changes it’s state, the attached “Observers” will be notified
Specification - separate the statement of how to match a candidate, from the
candidate object that it is matched against
State - implements a state machine in an object-oriented way
Visitor - lets you outsource operations on objects to other objects
Strategy - separate strategies and to enable fast switching between them
Template Method - one or more algorithm steps can be overridden by
subclasses to allow differing behaviors while ensuring that the overarching
algorithm is still followed