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Introduction to Software Engineering
Slide no 11 (week 11)
Design Patterns Design patterns are general solutions to recurring problems that developers encounter during software design and development. They provide a way to structure and organize code to create more maintainable, flexible, and efficient software systems. Creational Design Patterns Creational design patterns deal with object creation mechanisms, trying to create objects in a manner that suits the situation. There are five main creational design patterns: Singleton Pattern: Ensures a class has only one instance while providing a global point of access to this instance. Factory Method Pattern: Defines an interface for creating objects, but allows subclasses to decide which class to instantiate. Abstract Factory Pattern: Provides an interface for creating families of related or dependent objects without specifying their concrete classes. Builder Pattern: Separates the construction of a complex object from its representation, allowing the same construction process to create different representations. Prototype Pattern: Specifies the kinds of objects to create using a prototypical instance, making copies of the prototype to create new objects. Structural Design Patterns Structural design patterns focus on composition of classes or objects to form larger structures. There are seven main structural design patterns: Adapter Pattern: Converts the interface of a class into another interface that clients expect, enabling incompatible classes to work together. Bridge Pattern: Decouples an abstraction from its implementation, allowing both to evolve independently. Composite Pattern: Composes objects into tree structures to represent part-whole hierarchies. Clients can treat individual objects and compositions uniformly. Decorator Pattern: Dynamically adds responsibilities to objects without altering their code, providing a flexible alternative to subclassing. Facade Pattern: Provides a unified interface to a set of interfaces in a subsystem, simplifying complex interactions. Flyweight Pattern: Shares objects to reduce memory usage, particularly useful when there are a large number of similar objects. Proxy Pattern: Provides a surrogate or placeholder for another object to control access, add functionality, or perform optimizations. Behavioral Design Patterns Behavioral design patterns deal with communication between objects to achieve specific behaviors. There are eleven main behavioral design patterns: Chain of Responsibility Pattern: Passes a request along a chain of handlers until it's handled or reaches the end of the chain. Command Pattern: Turns a request into a stand-alone object, allowing parameterization of clients with different requests. Interpreter Pattern: Provides a way to evaluate language grammar or expressions. Iterator Pattern: Provides a way to access elements of a collection sequentially without exposing its underlying representation. Mediator Pattern: Reduces direct dependencies between objects by introducing a mediator to coordinate interactions. Memento Pattern: Captures an object's internal state without exposing its structure, allowing undo/redo functionality. Observer Pattern: Defines a dependency between objects so that when one object changes state, its dependents are notified and updated automatically. State Pattern: Allows an object to change its behavior when its internal state changes. Strategy Pattern: Defines a family of algorithms, encapsulates each one, and makes them interchangeable. Template Method Pattern: Defines the structure of an algorithm, allowing subclasses to provide specific implementations of certain steps. Visitor Pattern: Separates an algorithm from the object structure it operates on, allowing new operations to be added without modifying the objects. Mediator Pattern: Reduces direct dependencies between objects by introducing a mediator to coordinate interactions. Memento Pattern: Captures an object's internal state without exposing its structure, allowing undo/redo functionality. Observer Pattern: Defines a dependency between objects so that when one object changes state, its dependents are notified and updated automatically. State Pattern: Allows an object to change its behavior when its internal state changes. Strategy Pattern: Defines a family of algorithms, encapsulates each one, and makes them interchangeable. Template Method Pattern: Defines the structure of an algorithm, allowing subclasses to provide specific implementations of certain steps. Visitor Pattern: Separates an algorithm from the object structure it operates on, allowing new operations to be added without modifying the objects. Implementation Issues and Reusability During software development, several implementation issues can arise, such as: Performance: Balancing speed and memory usage to achieve optimal performance. Maintainability: Designing code in a way that is easy to understand, modify, and extend. Scalability: Ensuring that the software can handle increased load and demand. Testing and Debugging: Implementing proper testing procedures to identify and fix errors. Security: Incorporating security measures to protect against vulnerabilities and breaches. Reusability is a key principle in software engineering, promoting the creation of components that can be used across multiple projects. It improves development efficiency, reduces redundancy, and enhances software quality. Configuration Management Configuration management involves tracking and controlling changes to software, ensuring that the right version of software is being used at all times. Key concepts include version control, change management, and release management. Configuration management tools like Git, Subversion, and Mercurial facilitate collaborative development and maintain a history of changes, aiding in project management and troubleshooting.
Pattern What Is Pattern How To Create It. Types Ofpatterns. Pattern Matching Explain Examples Method of Thepatterns. Laudagues of Pattern. Examples Related Types Ofpatterns