CSC/ECE 517 Fall 2011/ch4 4h lp: Difference between revisions

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==Introduction==
This page has been moved to [http://expertiza.csc.ncsu.edu/wiki/index.php/CSC/ECE_517_Fall_2011/ch4_4h_kp http://expertiza.csc.ncsu.edu/wiki/index.php/CSC/ECE_517_Fall_2011/ch4_4h_kp]
This wiki article discusses about some of the commonly used & easy to understand Desgin patterns[http://en.wikipedia.org/wiki/Design_pattern_(computer_science)] in the software industry. Specifically, we will be studying about the Singleton, Adapter, Command & Strategy patterns.
 
==Design Pattern==
 
===Definition===
===Examples===
 
==Case Study==
===Singleton===
[http://en.wikipedia.org/wiki/Singleton_pattern Singleton] is a design pattern which imposes a restriction on the class to instantiate exactly one object of that class.
====When should we use Singleton ?==== <ref>[http://stackoverflow.com/questions/228164/on-design-patterns-when-to-use-the-singleton When should we use Singleton ?]</ref>
For an object to be considered as a singleton object, they must satisfy three requirements:
#controls concurrent access to a shared resource.
#access to the resource will be requested from multiple, disparate parts of the system.
#there can be only one object.  
 
====Uses====
====Advantages====
*Singletons are often preferred to global variables as they don't pollute the global [http://en.wikipedia.org/wiki/Namespace namespace] with unnecessary variables & also can be instantiated only when needed unlike global variables which always consume resources.
 
====Drawbacks====
*Introduces a global state into the application.
*Can make unit testing classes in isolation difficult.
 
===Adapter===
 
===Command===
 
===Strategy===
 
==Conclusion==
 
==References==
<references/>
 
==External Links==

Latest revision as of 04:54, 21 October 2011