The software engineer faces a dilemma of whether to use an undisciplined "code-and-fix" approach or a more systematic process requiring documentation for their project. While the systematic process is more appropriate, the engineer dislikes the required documentation. An ethics code could help provide guidance on making the best decision.
Design patterns are optimized, reusable solutions to the programming problems that we encounter every day. A design pattern is not a class or a library that we can simply plug into our system; it's much more than that. It is a template that has to be implemented in the correct situation. It's not language-specific either. A good design pattern should be implementable in most—if not all—languages, depending on the capabilities of the language. Most importantly, any design pattern can be a double-edged sword— if implemented in the wrong place, it can be disastrous and create many problems for you. However, implemented in the right place, at the right time, it can be your savior.
The document provides an overview of the GoF design patterns including the types (creational, structural, behavioral), examples of common patterns like factory, abstract factory, singleton, adapter, facade, iterator, observer, and strategy, and UML diagrams illustrating how the patterns can be implemented. Key aspects of each pattern like intent, relationships, pros and cons are discussed at a high level. The document is intended to introduce software engineers to design patterns and how they can be applied.
The document discusses Unit II of a syllabus which covers class diagrams, including elaboration, domain modeling, finding conceptual classes and relationships. It discusses when to use class diagrams and provides examples of a class diagram for a hotel management system. It also discusses inception and elaboration phases in software development processes and provides artifacts used in elaboration. Finally, it discusses domain modeling including how to identify conceptual classes, draw associations, and avoid adding too many associations.
This document discusses passing data between activities in Android applications. It provides an overview of different data passing methods, including using global variables stored in the application object, storing data in a separate data layer like a database, and sending data in bundles via intents. It also covers the Android activity lifecycle and how activities are stacked. The document includes code snippets and diagrams to illustrate concepts. It concludes with demos of passing data between activities using global variables and intents.
This document provides an overview and introduction to design patterns. It discusses creational, structural, and behavioral patterns. For each category it briefly introduces and describes the intent and use of some common patterns, including Factory Method, Singleton, Decorator, Facade, Command, Iterator, and Observer. It also includes diagrams to illustrate the relationships between objects in sample implementations.
Programación I 2. Arquitectura de CapasEdward Ropero
El documento explica los conceptos básicos de la programación en capas, la cual divide el código según su funcionalidad principal en capas de presentación, negocio y datos. La capa de presentación contiene la interfaz de usuario, la capa de negocio encapsula las reglas de negocio y validaciones, y la capa de datos se encarga del acceso y almacenamiento de datos en la base de datos. Esta arquitectura mejora la modularidad y facilita el mantenimiento separando las responsabilidades.
The software engineer faces a dilemma of whether to use an undisciplined "code-and-fix" approach or a more systematic process requiring documentation for their project. While the systematic process is more appropriate, the engineer dislikes the required documentation. An ethics code could help provide guidance on making the best decision.
Design patterns are optimized, reusable solutions to the programming problems that we encounter every day. A design pattern is not a class or a library that we can simply plug into our system; it's much more than that. It is a template that has to be implemented in the correct situation. It's not language-specific either. A good design pattern should be implementable in most—if not all—languages, depending on the capabilities of the language. Most importantly, any design pattern can be a double-edged sword— if implemented in the wrong place, it can be disastrous and create many problems for you. However, implemented in the right place, at the right time, it can be your savior.
The document provides an overview of the GoF design patterns including the types (creational, structural, behavioral), examples of common patterns like factory, abstract factory, singleton, adapter, facade, iterator, observer, and strategy, and UML diagrams illustrating how the patterns can be implemented. Key aspects of each pattern like intent, relationships, pros and cons are discussed at a high level. The document is intended to introduce software engineers to design patterns and how they can be applied.
The document discusses Unit II of a syllabus which covers class diagrams, including elaboration, domain modeling, finding conceptual classes and relationships. It discusses when to use class diagrams and provides examples of a class diagram for a hotel management system. It also discusses inception and elaboration phases in software development processes and provides artifacts used in elaboration. Finally, it discusses domain modeling including how to identify conceptual classes, draw associations, and avoid adding too many associations.
This document discusses passing data between activities in Android applications. It provides an overview of different data passing methods, including using global variables stored in the application object, storing data in a separate data layer like a database, and sending data in bundles via intents. It also covers the Android activity lifecycle and how activities are stacked. The document includes code snippets and diagrams to illustrate concepts. It concludes with demos of passing data between activities using global variables and intents.
This document provides an overview and introduction to design patterns. It discusses creational, structural, and behavioral patterns. For each category it briefly introduces and describes the intent and use of some common patterns, including Factory Method, Singleton, Decorator, Facade, Command, Iterator, and Observer. It also includes diagrams to illustrate the relationships between objects in sample implementations.
Programación I 2. Arquitectura de CapasEdward Ropero
El documento explica los conceptos básicos de la programación en capas, la cual divide el código según su funcionalidad principal en capas de presentación, negocio y datos. La capa de presentación contiene la interfaz de usuario, la capa de negocio encapsula las reglas de negocio y validaciones, y la capa de datos se encarga del acceso y almacenamiento de datos en la base de datos. Esta arquitectura mejora la modularidad y facilita el mantenimiento separando las responsabilidades.
This document discusses problem frames, which is an approach to software requirements analysis developed by Michael A. Jackson. Problem frames provide a conceptual language for recognizing classes of problems in a client's requirements. A problem frame describes a recognizable class of problems that has a known solution. The document outlines several key problem frames including required behavior, commanded behavior, information display, simple workpieces, and transformation. It also provides an example of applying the problem frames approach to analyze a one-way traffic lights problem.
The document discusses 2-tier and 3-tier architecture, with the 2-tier having direct communication between the client and database while the 3-tier separates the user interface, business logic, and data layers; it provides details on each layer including advantages like improved performance, scalability, and security for the 3-tier architecture over the 2-tier. The presentation was created by trainees of Baabtra as part of a mentoring program to explain different architecture types.
This document discusses advanced data modeling concepts in database systems, including the extended entity relationship (EER) model and its main constructs such as entity supertypes, subtypes, and clusters. It covers specialization hierarchies, inheritance, subtype discriminators, and guidelines for selecting primary keys. Special design cases demonstrate flexible design approaches and proper identification of primary keys and foreign keys.
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.
This document provides best practices for coding. It discusses the importance of coding practices in reducing rework time and saving money. It covers four key areas: program design, naming conventions, documentation, and formatting. Program design discusses architectures like MVC and data storage. Naming conventions provide guidelines for naming classes, methods, variables and packages using conventions like camel casing. Documentation comments are important for maintaining programs and explaining code to other developers. Formatting addresses indentation, whitespace and brace formatting.
The Proxy design pattern provides a surrogate or placeholder for another object to control access to it. A proxy can act as a placeholder for complex, expensive objects that should not be initialized until needed. This delays the creation of these objects until they are actually required. Proxies can also protect the real component from undue complexity or provide extra functionality. Some common uses of proxies include remote proxies for objects in a different address space, virtual proxies that create objects on demand, and protection proxies that control access to the original object.
This document discusses problem frames, which is an approach to software requirements analysis developed by Michael A. Jackson. Problem frames provide a conceptual language for recognizing classes of problems in a client's requirements. A problem frame describes a recognizable class of problems that has a known solution. The document outlines several key problem frames including required behavior, commanded behavior, information display, simple workpieces, and transformation. It also provides an example of applying the problem frames approach to analyze a one-way traffic lights problem.
The document discusses 2-tier and 3-tier architecture, with the 2-tier having direct communication between the client and database while the 3-tier separates the user interface, business logic, and data layers; it provides details on each layer including advantages like improved performance, scalability, and security for the 3-tier architecture over the 2-tier. The presentation was created by trainees of Baabtra as part of a mentoring program to explain different architecture types.
This document discusses advanced data modeling concepts in database systems, including the extended entity relationship (EER) model and its main constructs such as entity supertypes, subtypes, and clusters. It covers specialization hierarchies, inheritance, subtype discriminators, and guidelines for selecting primary keys. Special design cases demonstrate flexible design approaches and proper identification of primary keys and foreign keys.
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.
This document provides best practices for coding. It discusses the importance of coding practices in reducing rework time and saving money. It covers four key areas: program design, naming conventions, documentation, and formatting. Program design discusses architectures like MVC and data storage. Naming conventions provide guidelines for naming classes, methods, variables and packages using conventions like camel casing. Documentation comments are important for maintaining programs and explaining code to other developers. Formatting addresses indentation, whitespace and brace formatting.
The Proxy design pattern provides a surrogate or placeholder for another object to control access to it. A proxy can act as a placeholder for complex, expensive objects that should not be initialized until needed. This delays the creation of these objects until they are actually required. Proxies can also protect the real component from undue complexity or provide extra functionality. Some common uses of proxies include remote proxies for objects in a different address space, virtual proxies that create objects on demand, and protection proxies that control access to the original object.