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.
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.
Lecture two,
An introduction to Design Pattern
History
Pattern Language,
Categorization according to GoF
MVC
Creational Design Patterm
Factory Method
Abstract Factory
Singleton
Builder
This is an intermediate conversion course for C++, suitable for second year computing students who may have learned Java or another language in first year.
Software Design Patterns. Part I :: Structural PatternsSergey Aganezov
In a nutshell, software design patterns are generally reusable solutions to a commonly occurring problems. And this says it all! We are going to learn when it is completely unnecessary for you to reinvent the wheel, and what are the best ways to approach each particular problem during software development process.
An introduction to systems design process. We have a look at an in-depth overview of topics in architectural design patterns such as SOLID principles, hexagonal architecture etc. Then we proceed to software design patterns and explore topics such as creational patterns, structural patterns etc. We also have a look at hardware design patterns with examples such as Modularity, pipelining, redundancy etc. And finally, we go through project management methodologies, explaining methodologies such as waterfall, agile, lean etc. Further information was provided on sources to learn more about the presentation.
Explore the innovative world of trenchless pipe repair with our comprehensive guide, "The Benefits and Techniques of Trenchless Pipe Repair." This document delves into the modern methods of repairing underground pipes without the need for extensive excavation, highlighting the numerous advantages and the latest techniques used in the industry.
Learn about the cost savings, reduced environmental impact, and minimal disruption associated with trenchless technology. Discover detailed explanations of popular techniques such as pipe bursting, cured-in-place pipe (CIPP) lining, and directional drilling. Understand how these methods can be applied to various types of infrastructure, from residential plumbing to large-scale municipal systems.
Ideal for homeowners, contractors, engineers, and anyone interested in modern plumbing solutions, this guide provides valuable insights into why trenchless pipe repair is becoming the preferred choice for pipe rehabilitation. Stay informed about the latest advancements and best practices in the field.
Lecture two,
An introduction to Design Pattern
History
Pattern Language,
Categorization according to GoF
MVC
Creational Design Patterm
Factory Method
Abstract Factory
Singleton
Builder
This is an intermediate conversion course for C++, suitable for second year computing students who may have learned Java or another language in first year.
Software Design Patterns. Part I :: Structural PatternsSergey Aganezov
In a nutshell, software design patterns are generally reusable solutions to a commonly occurring problems. And this says it all! We are going to learn when it is completely unnecessary for you to reinvent the wheel, and what are the best ways to approach each particular problem during software development process.
An introduction to systems design process. We have a look at an in-depth overview of topics in architectural design patterns such as SOLID principles, hexagonal architecture etc. Then we proceed to software design patterns and explore topics such as creational patterns, structural patterns etc. We also have a look at hardware design patterns with examples such as Modularity, pipelining, redundancy etc. And finally, we go through project management methodologies, explaining methodologies such as waterfall, agile, lean etc. Further information was provided on sources to learn more about the presentation.
Explore the innovative world of trenchless pipe repair with our comprehensive guide, "The Benefits and Techniques of Trenchless Pipe Repair." This document delves into the modern methods of repairing underground pipes without the need for extensive excavation, highlighting the numerous advantages and the latest techniques used in the industry.
Learn about the cost savings, reduced environmental impact, and minimal disruption associated with trenchless technology. Discover detailed explanations of popular techniques such as pipe bursting, cured-in-place pipe (CIPP) lining, and directional drilling. Understand how these methods can be applied to various types of infrastructure, from residential plumbing to large-scale municipal systems.
Ideal for homeowners, contractors, engineers, and anyone interested in modern plumbing solutions, this guide provides valuable insights into why trenchless pipe repair is becoming the preferred choice for pipe rehabilitation. Stay informed about the latest advancements and best practices in the field.
Final project report on grocery store management system..pdfKamal Acharya
In today’s fast-changing business environment, it’s extremely important to be able to respond to client needs in the most effective and timely manner. If your customers wish to see your business online and have instant access to your products or services.
Online Grocery Store is an e-commerce website, which retails various grocery products. This project allows viewing various products available enables registered users to purchase desired products instantly using Paytm, UPI payment processor (Instant Pay) and also can place order by using Cash on Delivery (Pay Later) option. This project provides an easy access to Administrators and Managers to view orders placed using Pay Later and Instant Pay options.
In order to develop an e-commerce website, a number of Technologies must be studied and understood. These include multi-tiered architecture, server and client-side scripting techniques, implementation technologies, programming language (such as PHP, HTML, CSS, JavaScript) and MySQL relational databases. This is a project with the objective to develop a basic website where a consumer is provided with a shopping cart website and also to know about the technologies used to develop such a website.
This document will discuss each of the underlying technologies to create and implement an e- commerce website.
COLLEGE BUS MANAGEMENT SYSTEM PROJECT REPORT.pdfKamal Acharya
The College Bus Management system is completely developed by Visual Basic .NET Version. The application is connect with most secured database language MS SQL Server. The application is develop by using best combination of front-end and back-end languages. The application is totally design like flat user interface. This flat user interface is more attractive user interface in 2017. The application is gives more important to the system functionality. The application is to manage the student’s details, driver’s details, bus details, bus route details, bus fees details and more. The application has only one unit for admin. The admin can manage the entire application. The admin can login into the application by using username and password of the admin. The application is develop for big and small colleges. It is more user friendly for non-computer person. Even they can easily learn how to manage the application within hours. The application is more secure by the admin. The system will give an effective output for the VB.Net and SQL Server given as input to the system. The compiled java program given as input to the system, after scanning the program will generate different reports. The application generates the report for users. The admin can view and download the report of the data. The application deliver the excel format reports. Because, excel formatted reports is very easy to understand the income and expense of the college bus. This application is mainly develop for windows operating system users. In 2017, 73% of people enterprises are using windows operating system. So the application will easily install for all the windows operating system users. The application-developed size is very low. The application consumes very low space in disk. Therefore, the user can allocate very minimum local disk space for this application.
TECHNICAL TRAINING MANUAL GENERAL FAMILIARIZATION COURSEDuvanRamosGarzon1
AIRCRAFT GENERAL
The Single Aisle is the most advanced family aircraft in service today, with fly-by-wire flight controls.
The A318, A319, A320 and A321 are twin-engine subsonic medium range aircraft.
The family offers a choice of engines
Student information management system project report ii.pdfKamal Acharya
Our project explains about the student management. This project mainly explains the various actions related to student details. This project shows some ease in adding, editing and deleting the student details. It also provides a less time consuming process for viewing, adding, editing and deleting the marks of the students.
Automobile Management System Project Report.pdfKamal Acharya
The proposed project is developed to manage the automobile in the automobile dealer company. The main module in this project is login, automobile management, customer management, sales, complaints and reports. The first module is the login. The automobile showroom owner should login to the project for usage. The username and password are verified and if it is correct, next form opens. If the username and password are not correct, it shows the error message.
When a customer search for a automobile, if the automobile is available, they will be taken to a page that shows the details of the automobile including automobile name, automobile ID, quantity, price etc. “Automobile Management System” is useful for maintaining automobiles, customers effectively and hence helps for establishing good relation between customer and automobile organization. It contains various customized modules for effectively maintaining automobiles and stock information accurately and safely.
When the automobile is sold to the customer, stock will be reduced automatically. When a new purchase is made, stock will be increased automatically. While selecting automobiles for sale, the proposed software will automatically check for total number of available stock of that particular item, if the total stock of that particular item is less than 5, software will notify the user to purchase the particular item.
Also when the user tries to sale items which are not in stock, the system will prompt the user that the stock is not enough. Customers of this system can search for a automobile; can purchase a automobile easily by selecting fast. On the other hand the stock of automobiles can be maintained perfectly by the automobile shop manager overcoming the drawbacks of existing system.
Industrial Training at Shahjalal Fertilizer Company Limited (SFCL)MdTanvirMahtab2
This presentation is about the working procedure of Shahjalal Fertilizer Company Limited (SFCL). A Govt. owned Company of Bangladesh Chemical Industries Corporation under Ministry of Industries.
Immunizing Image Classifiers Against Localized Adversary Attacksgerogepatton
This paper addresses the vulnerability of deep learning models, particularly convolutional neural networks
(CNN)s, to adversarial attacks and presents a proactive training technique designed to counter them. We
introduce a novel volumization algorithm, which transforms 2D images into 3D volumetric representations.
When combined with 3D convolution and deep curriculum learning optimization (CLO), itsignificantly improves
the immunity of models against localized universal attacks by up to 40%. We evaluate our proposed approach
using contemporary CNN architectures and the modified Canadian Institute for Advanced Research (CIFAR-10
and CIFAR-100) and ImageNet Large Scale Visual Recognition Challenge (ILSVRC12) datasets, showcasing
accuracy improvements over previous techniques. The results indicate that the combination of the volumetric
input and curriculum learning holds significant promise for mitigating adversarial attacks without necessitating
adversary training.
Quality defects in TMT Bars, Possible causes and Potential Solutions.PrashantGoswami42
Maintaining high-quality standards in the production of TMT bars is crucial for ensuring structural integrity in construction. Addressing common defects through careful monitoring, standardized processes, and advanced technology can significantly improve the quality of TMT bars. Continuous training and adherence to quality control measures will also play a pivotal role in minimizing these defects.
Quality defects in TMT Bars, Possible causes and Potential Solutions.
UNIT IV DESIGN PATTERNS.pptx
1. UNIT IV DESIGN PATTERNS
Presented By R.Krishna Prakash,
Assistant Professor/CSE,
Kongunadu College Of Engineering And Technology.
KONGUNADU COLLEGE OF ENGINEERING
AND TECHNOLOGY
(AUTONOMOUS)
3. Design Patterns
• It’s typical solutions to common problems in software design.
• Each pattern is like a blueprint that you can customize to solve a
particular design problem in your code
4. Designing objects with responsibilities
• GRASP-General responsibility assignment software patterns
- GRASP is a tool that helps to master the basics of OOD and
understanding responsibilities
- A learning aid that helps to understand for OO design with
responsibilities
5. • RDD -Responsibility Driven Design
It’s thinking about object oriented design
Doing responsibility- creating action, initializing, controlling
and coordinating activities
Knowing responsibilities- includes knowing about private
and related data
6. Applying Grasp to Object Design
There are nine different GRASP patterns:
(i) Creator
(ii) Information expert
(iii) Low coupling
(iv) Controller
(v) High cohesion
(vi) Polymorphism
(vii) Pure fabrication
(viii) Indirection
(ix) Protected variations
7. Creator
• Its one of the common activities in object oriented system
is creation of object
• General principle is applied for the assignment of creation
responsibilities.
8. If B is a creator of A objects then atleast one of the following
must be true.
• B contains A
• B compositely aggregates A
• B records A
• B closely uses A
9.
10. INFORMATION EXPERT
•Designing objects, interaction between objects are defined
about assigning responsibilities to software classes
This makes the software easier to
• Maintain
• Understand
• Extend
11.
12.
13.
14. LOW COUPLING
Coupling is the measure of less strongly one element is
connected to the other elements.
Types of coupling
There are 2 types of coupling
1) Low coupling or weak coupling
2) High coupling or strong coupling
15. • Low coupling
An element if does not depend on too many other elements like
classes, subsystems systems it is having low coupling
• High coupling
A class with high coupling relies on many other classes.
The problems of high coupling are
• Harder to understand
• Harder to reuse
17. Benefits for LOW Coupling
•Not affected by changes in other components
•Simple to understand
•Convenient to reuse
18. HIGH COHESION
•Strongly related and focused responsibilities of an
element. An element has high cohesion if it,
•Difficulties of low cohesion are
•Hard to comprehend
•Hard to reuse
•Hard to maintain
19.
20. Functional Cohesion
(1) Very low cohesion
• A class is solely responsible for many things in different functional areas.
(2) Low cohesion
• A class has sole responsibility for a complex task in one functional area.
(3) High cohesion
• A class has moderate responsibilities in one functional area and
collaborates with others.
(4) Moderate cohesion
• A class has light weight. It is responsible for different areas logically
related to the class concept but not to each other
21. High cohesion is
• Easy to maintain
• Understand
• Reuse
Benefits of high cohesion are
•Clarity
•Ease of comprehension
22. CONTROLLER
•A controller is defined as the first object beyond the user interface
(UI) layer that is responsible for the receiving or handling a system
operation message.
23.
24. Design patterns
Designing for visibility:
• One object to have reference of another is called visibility
Ex: getProductDescription message sent from a Register to a
product catalog means that ProductCatalog instance is
visible to register.
25.
26. Ways of visibility: from Object A to Object B
Attribute visibility – B is an attribute of A
Parameter visibility – B is a parameter of a method of A
Local visibility – B is a local object in a method of A
Global visibility – B is globally visible in some way
30. Factory Method
•Factory Method is a creational design pattern that provides
an interface for creating objects in a superclass, allows
subclasses to alter the type of objects that will be created.
31. Factory Method pattern
PROBLEM:
◦ A framework with abstract application classes and application-
specific subclasses to instantiate to realize different
implementations
SOLUTION:
◦ The Factory Method pattern encapsulates the knowledge of which
subclass to create and moves this knowledge out of the framework
32. Bridge pattern
The Bridge pattern is designed to separate a class's interface from its
implementation
so you can vary or replace the implementation without changing the
client code.
33. •Decouple an abstraction from its implementation
•Allows different implementations of an interface to be decided upon
dynamically.
•Also known as Handle/Body pattern
34. •Avoid a permanent binding between an abstraction and its
implementation
•Both the abstractions and their implementation should be extensible
by subclass
•Changes in the implementation of an abstraction do not impact the
clients
•Share an implementation among multi objects and this facts should
be hidden from the client
•E.g: Windows, program
37. Adapter
• The adapter pattern is adapting between classes and
objects.
• Like any adapter in the real world it is used to be an
interface, a bridge between two objects.
• EX :Camera memory
38. Variations in Adapters
•Class Adapters
Use multiple inheritance to compose classes
•Object Adapters
Object adapters use a compositional technique to adapt
one interface to another.
39. Variations in Adapters
• Name : Adapter
• Problem : If similar components have different
interfaces then how to resolve incompatible interfaces.
• Solution : Using an intermediate adapter object,
convert original interface of a component to another
interface.
41. Use of Adapter
•Tax calculators
•Credit authorization services
•Accounting systems etc
42. SINGLETON
•Singleton is a class that allows only a single instance of itself
to be created and gives access to that created instance.
•It contains static variables that can accommodate unique
and private instances of itself.
43. Implementation of singleton
• Singleton is implemented with a ‘1‘ in the top right corner
of name compartment.
• Class X defines a static method getInstance‘ that provides
single instance of X
44. Class
public class Register
{
public void initialize ( )
{
… do some work…
//accessing singleton factory in a getInstance call accounting
Adapter =
ServicesFactory.getInstance().getAccountingAdapter( );
… do some work…
} //other methods…
}//end of class
45.
46. Design Issues in implementation
public static synchronized ServiceFactory getInstance ( )
{
if (instance ==null)
{
instance = newServicesFactory ( );
}
return instance;
}
47. Eager initialization
public class servicesFactory
{
private static servicesFactory instance = new ServicesFactory ( );
public static servicesFactory getInstance ( )
{
Return instance;
}
// other methods…
}
48. Observer pattern
•To extend the solution found for changing data, add the ability for a
GUI window to refresh its sale.
•The Observer design pattern, or more accurately some
implementation of this pattern, is used to assure consistency
between different objects
49. Subject & Observer
Subject
◦The object which will frequently change its state and
upon which other objects depend
Observer
◦The object which depends on a subject and updates
according to its subject's state.
50. Observer Pattern - Example
a b c
60
y
x
5030
30
20
10
z 801010 a b c
a
b
c
a = 50%
b = 30%
c = 20%
change notification
requests, modifications
Subject
52. MAPPING DESIGN TO CODE
•The implementation Model, the UML artifacts
created during the code generation is used as input.
•The implementation artifacts consists of source code,
database definitions, JSP/XML/HTML pages
56. Message
public void enterItem (itemID, int qty)
ProductDescription desc = catalog.getProductDescription (itemID);
CurrentSale.makeLineItem (desc, qty);
57.
58. Exceptions and Error Handling
•Applications development consider large – scale exception handling
strategies during design modeling.
•Indicated in the property strings of messages and operation
declarations
59. Exceptions and Error Handling
• Exceptions are indicated in the property strings of
messages and operation declarations.
Collection Classes in Code
• There are many one to many relationships.
• These are implemented with the collection object such as
List or Map or array