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Main Design Patterns - Research Paper Example

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The paper "Main Design Patterns" discusses that structural design patterns refer to design patterns that simplify the design by recognizing an uncomplicated way to find out the connections between entities. In the flyweight pattern, a high quantity of objects split a frequent properties object…
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Main Design Patterns
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Extract of sample "Main Design Patterns"

? Design Patterns                 Design Patterns Behavioral Design: Observer Behavioral design patterns refer to design patterns which recognize ordinary communication patterns between objects and apprehend these patterns. These patterns enhance flexibility in accomplishing this communication. The observer design pattern is a software design pattern whereby the object referred to as the subject, preserves a record of its dependents referred to as observers, and alerts them of any changes in state, normally by utilizing one of their techniques. The observer design pattern is largely utilized to enforce disseminated systems of handling events. The observer design pattern highlights a one-to-many reliance between a subject object and any amount of server objects. This is significant when the subject object alters situation, all its observer objects will not be updated and notified instinctively (Butler, 2012). The observer design pattern is also used when the subject object is not aware of the number of observer objects present. Finally, it is used if the subject object is required to inform its observer objects without being aware of the nature of the objects. Advantages First, the observer pattern is a terrific way of maintaining action based applications in significant architectures. In a given application, an individual may have a large number of events taking place at the same time in a browser session. Second, a person may reduce event attachment and enable the observable object to deal with the actions on your behalf using a sole event listener and pass on the information to different subscribers, thus lessening speeding up connection and memory performance. Third, the dynamic link between observer and subject may be instituted at run time. This provides extra programming flexibility. Fourth, there is support for broad communication. The notice is transmitted involuntarily to the interested objects that may subscribe to it (Madsen, 2012). Disadvantages One, there is a lot of cost incurred in load time when installing the observable objects. Two, there are unanticipated updates. Observers are not aware of one another and are oblivious to the cost of alteration in subject. Three, the update dependence may be difficult to discover due to the dynamic association between observers and subject (Madsen, 2012). Creational Pattern: Prototype Creational design patterns refer to design patterns that handle object creation mechanisms, attempting to develop objects in a way fitting to the situation. The prototype design pattern identifies the form of object to develop utilizing a prototypical instance, and develops novel objects through cloning the prototype. The prototype design pattern is used to elude the intrinsic cost of developing a novel object in the conventional way when it is prohibitively costly for a specified application (Chandler & Munday, 2012). In addition, the prototype design pattern is utilized to avert subclasses of an object designer in the application of the client, in the same way as the abstract factory pattern. Advantages One, the prototype design pattern establishes a profound copy of the complicated hierarchy of objects. The prototype design pattern assists in lessening the work given all objects in the composition can enforce ICloneable interface. This is an essential design pattern in copying objects, for example, trees. Two, the design pattern causes a decreased load of initialization. All novel objects developed using the clone technique highlights the precise object form of the initial object (Proctor, 2011). The need of initialization may be tremendously lessened by utilizing the prototype design pattern. It allows an individual to develop a clone of the original object developed in the application to readily have the objects initialized to the default or non-default state. Three, the design pattern causes a simplified process of copying objects. Since copying the object is conducted recursively by calling the clone technique on every composition member object, this makes the structure of the program less complicated to maintain and understand (Van der Aalst, 2011). Four, the prototype design pattern promotes reusability. A single object developed in the system and initialized either to non-default or default form is adequate to develop the identical copies repeatedly. Disadvantages One, in some instances, it can be complex creating copy of an object using the prototype design pattern. Two, because of the dissimilarities in design fidelity, processes, and materials, it may be probable that a prototype may acceptably fail to perform, whereas the production design may have been reliable (Yares, 2013). Structural Pattern: Flyweight Structural design patterns refer to design patterns which simplify the design by recognizing an uncomplicated way to find out the connections between entities. In the flyweight pattern a high quantity of objects split a frequent properties object to make use of less space. The flyweight design pattern is used so as to utilize objects in significant quantities when a less complicated recurrent representation would utilize too much memory. Frequently, a number of components of the object state may be split, and it is an ordinary activity to hold them in exterior data structures and move them temporarily to the flyweight objects when they are in use (Gleick, 2011). A typical example use of the flyweight design pattern is the data structures for characters in a word processor that are graphically represented. In addition, it may be attractive to have, for every character in a document, a glyph object having its font metrics, font outline, and additional formatting data. Nonetheless, this would lead to a large number of bytes for every character (Alavudeen & Venkateshwaran, 2010). As an alternative, for each character there may be a reference to a flyweight glyph object split among every situation of a similar character in the document; only the location of every character would require to be internally stored. Advantages One, there is a rise runtime cost linked with computing, finding, or transferring extrinsic data. Two, the design pattern lessens the amount of objects developed, enhance performance, and lessen memory footprint. Three, an object in an extrinsic form can be split among classes (Tedre, 2011). Four, if objects require to be persisted, it decreases the storage memory and space. Five, it lessens quantity of objects to be handled. Disadvantages One, in the flyweight design pattern all instances of the class are connected, therefore, sole instances of the class do not have the capacity to act separately from other instances. Two, the flyweight design pattern introduces extra complexity because an individual will be compelled to manage non-shared state externally (Raymond, Serway & Jewett, 2010). Three, a subject is not aware of other observers’ details. This has a probable limitation of repeated or successive updates to the observers if there is a sequence of significant alterations to the data. Four, it may be significantly costly in terms of memory use and performance. References Alavudeen, A., & Venkateshwaran, N. (2010). Computer integrated manufacturing. New York: PHI Learning. Butler, J. G. (2012). A history of information technology and systems. Arizona: University of Arizona. Chandler, D., & Munday, R. (2012). Information technology: A dictionary of media and communication (1st ed.). New York: Oxford University Press. Gleick, J. (2011). The information: A history, a theory, a flood. New York: Pantheon Books. Madsen, D. A. (2012). Engineering drawing & design. New York: Delmar. Proctor, K. S. (2011). Optimizing and assessing information technology: Improving business project execution. New Jersey: John Wiley & Sons. Raymond, A., Serway, J. W., & Jewett, Jr. (2010). Physics for scientists and engineers (8th ed.). Kentucky: Cengage Learning. Tedre, M. (2011). Computing as a science: A survey of competing viewpoints. Minds and Machines, 21(3), 361-387. Van der Aalst, M. P. (2011). Process mining: Discovery, conformance and enhancement of business processes. New York: Springer. Yares, E. (2013) 50 Years of CAD. DesignWorld. Read More
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