Archive
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2022
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January
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- Chain of Responsibility
- Factory Pattern
- Proxy Design Pattern
- Back of envelope estimation
- Autodiff
- problem solution
- Gossip Protocol
- Consistency
- Design thinking process
- Stage gate process
- Redundancy vs Replication
- Numpy <=> Tensor
- tensor vs numpy computation
- Load balancer
- Domain Name System
- RNN History
- Sequence Learning
- RNN Introduction
- Proxies
- Indexes
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January
(20)
Recent Comments
Chain of Responsibility
Chain of Responsibility:
Scenario: Design the software for a system that approves purchasing requests. The approval authority depends on the dollar amount of the purchase. The approval authority for a given dollar amount could change at any time and the system should be flexible enough to handle this situation.
Solution: PurchaseRequest objects forward the approval request to a PurchaseApproval
object. Depending on the dollar amount, the PurchaseApproval object may approve
the request or forward it on to the next approving authority in the chain. The
approval authority at any level in the chain can be easily modified without affecting
the original PurchaseRequest object. => Chain of Responsibility pattern.
Avoid coupling the sender of a request to
its receiver by giving more than
one object a chance to handle the
request. Chain the receiving objects and
pass the request along the chain until an
object handles it.
Use Chain of Responsibility:
Ø When more than one object may handle a request and the actual
handler is not know in advance
Ø When requests follow a “handle or forward” model - that is, some
requests can be handled where they are generated while others must be forwarded
to another object to be handled
Ø Reduced coupling between the sender of a request and the receiver –
the sender and receiver have no explicit knowledge of each other
Ø The chain of handlers can be modified dynamically
DisAdvantages:
Receipt is not guaranteed - a request
could fall off the end of the chain without being handled
Structure:
The derived classes know how to satisfy Client requests. If the “current” object is not available or sufficient, then it delegates to the base class, which delegates to the “next” object, and the circle of life continues.
Multiple handlers
could contribute to the handling of each request. The request can be passed
down the entire length of the chain, with the last link being careful not to
delegate to a “null next”.
Code Flow:
- The base class maintains a
“next” pointer.
- Each derived class implements its
contribution for handling the request.
- If the request needs to be “passed
on”, then the derived class “calls back” to the base class, which
delegates to the “next” pointer.
- The client (or some third party)
creates and links the chain (which may include a link from the last node
to the root node).
- The client “launches and leaves”
each request with the root of the chain.
- Recursive delegation produces the
illusion of magic.
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#include <iostream> using namespace std;
enum ErrorStates { ANALYZE=0,FIX,VERIFY,CLOSE };
class ErrorReport {
private: ErrorStates state;
public: ErrorReport(ErrorStates state) { this->state = state; } ErrorStates GetState() { return state; } void setState(ErrorStates state) { this->state= state; } };
class Error { protected: ErrorStates state; Error *next;
public: //Constructor Error(ErrorStates astate){state = astate;}
//set the successor void setnext(Error *n) { this->next = n; }
//pure virtual function
to be implemented by concrete classes virtual void ProcessError(ErrorReport &Err) =
0; };
class FixError : public Error {
public: FixError() : Error(FIX) {} void ProcessError(ErrorReport &Err) { if(Err.GetState() == FIX) cout << "Error to be fixed "<< endl; else { cout <<"error not fixed"<< endl; |
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next->ProcessError(Err); } } }; class AnalyzeError : public Error { public: AnalyzeError() : Error(ANALYZE){} void ProcessError(ErrorReport &Err) { if(Err.GetState() == ANALYZE) cout << "Error to be analyzed "<< endl; else { cout <<"error not handled in analysis"<< endl; next->ProcessError(Err); } } };
class VerifyError : public Error { public: VerifyError() : Error(VERIFY){} void ProcessError(ErrorReport &Err) { if(Err.GetState() == VERIFY) cout << "Error to be verified "<< endl; else { cout <<"error not handled in verify"<< endl; next->ProcessError(Err); } } }; class CloseError : public Error { public: CloseError() : Error(CLOSE){} void ProcessError(ErrorReport &Err) { if(Err.GetState() == CLOSE) cout << "Error to be closed "<< endl; else { cout <<"error not handled in close"<< endl; next->ProcessError(Err); } } };
int main() { AnalyzeError *AE = new AnalyzeError(); FixError *FE = new FixError(); |
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CloseError *CE= new CloseError(); VerifyError *VE = new VerifyError();
AE->setnext(FE); FE->setnext(VE); VE->setnext(CE);
ErrorReport *ERA = new ErrorReport(ANALYZE); AE->ProcessError(*ERA);
ErrorReport *ERC = new ErrorReport(CLOSE); AE->ProcessError(*ERC);
delete AE; delete FE; delete CE; delete VE; delete ERA; delete ERC;
cout << "Stack
Implementation" <<
endl; // prints Stack Implementation return 0; } |
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Factory Pattern
Factory
Patterns:
Creational patterns: Abstract the object instantiation process. They hide how objects are
created and help
make the overall system independent of how its
objects are
created and composed.
be instantiated.
instantiation to
another object.
The
Factory method pattern:
“Define an interface for creating an object but let subclasses decide which class to instantiate. Factory method lets a class defer instantiation to subclasses.”
Applicability:
Use the Factory Method pattern in any of
the following situations:
v A class can't anticipate the class of objects it must create
v A class wants its subclasses to specify the objects it creates
Structure:
Product : Defines the interface for the type of objects the factory method creates
ConcreteProduct: Implements the Product interface
Creator: Declares the factory method, which returns an object of type Product
ConcreteCreator: Overrides the factory method to return an instance of concreteProduct
The Factory Method Pattern lets
subclasses decide which class to instantiate?
It
means that Creator class is written without knowing what actual ConcreteProduct
class will be instantiated. The ConcreteProduct class which is instantiated is
determined solely by which ConcreteCreator subclass is instantiated and used by
the application.
Example:
#include <iostream>
using namespace std;
class product
{
public:
product()
{
cout
<< "product constructor" << endl;
}
virtual void displayname()
= 0;
};
class concreteprd1 : public product
{
public:
concreteprd1()
{
cout
<< "concreteprd1
constructor" << endl;
}
void displayname()
{
cout
<< "the concrete product 1" << endl;
}
};
class concreteprd2 : public product
{
public:
concreteprd2()
{
cout
<< "concreteprd2
constructor" << endl;
}
void displayname()
{
cout
<< "the concrete product 2" << endl;
}
};
class creator
{
public:
virtual product* createproduct()
= 0;
};
class concretecreator1 : public creator
{
public:
virtual product* createproduct()
{
cout
<< "concrete creator 1 " << endl;
return new concreteprd1;
}
};
class concretecreator2 : public creator
{
public:
virtual product* createproduct()
{
cout
<< "concrete creator 2 " << endl;
return new concreteprd2;
}
};
int main() {
cout <<
"Factory Pattern" << endl; //
prints Factory Pattern
creator *c = new concretecreator1();
product *p =
c->createproduct();
p->displayname();
delete c;
delete p;
return 0;
}
=======================================================================
Simple Factory Example
//
// Interface
//
public interface IChoice
{
string Buy();
}
//
// Factory Class
//
public class FactoryChoice
{
static public IChoice getChoiceObj(string cChoice)
{
IChoice objChoice=null;
if (cChoice.ToLower() == "car")
{
objChoice = new clsCar();
}
else if (cChoice.ToLower() == "bike")
{
objChoice = new clsBike();
}
else
{
objChoice = new InvalidChoice();
}
return objChoice;
}
}
//Business classes
//Car
public class clsBike:IChoice
{
#region IChoice Members
public string Buy()
{
return ("You choose Bike");
}
#endregion
}
//Bike
public class clsCar:IChoice
{
#region IChoice Members
public string Buy()
{
return ("You choose Car");
}
#endregion
}
//Client class
IChoice objInvoice;
objInvoice = FactoryClass.FactoryChoice.getChoiceObj(txtChoice.Text.Trim());
MessageBox.Show(objInvoice.Buy());