Business Delegate Pattern
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Business Delegate Pattern
Business delegate is a Java EE design pattern. This pattern is directed towards reducing the coupling in between business services and the connected presentation tier, and to hide the implementation details of services (including lookup and accessibility of EJB architecture). Business delegates acts as an adaptor to invoke business objects from the presentation tier. Structure Requests to access underlying business services are sent from clients, and lookup services are used by business delegates to locate the business service components. Components Basic components are Business delegate, Lookup service and business service. Business delegate Control and protection are provided through business delegate which can have two types of structures, without ID and with ID, where ID is a string version of the reference to a remote object such as EJBHome or EJBObject. Lookup service Business service is located by lookup service which is used by the business delegate. The implementation d ...
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Java Platform, Enterprise Edition
Jakarta EE, formerly Java Platform, Enterprise Edition (Java EE) and Java 2 Platform, Enterprise Edition (J2EE), is a set of specifications, extending Java SE with specifications for enterprise features such as distributed computing and web services. Jakarta EE applications are run on reference runtimes, which can be microservices or application servers, which handle transactions, security, scalability, concurrency and management of the components they are deploying. Jakarta EE is defined by its specification. The specification defines APIs (application programming interface) and their interactions. As with other Java Community Process specifications, providers must meet certain conformance requirements in order to declare their products as ''Jakarta EE compliant''. Examples of contexts in which Jakarta EE referencing runtimes are used are: e-commerce, accounting, banking information systems. History The platform created by Sun Microsystems was known as ''Java 2 Platform, ...
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Coupling (computer Programming)
A coupling is a device used to connect two shafts together at their ends for the purpose of transmitting power. The primary purpose of couplings is to join two pieces of rotating equipment while permitting some degree of misalignment or end movement or both. In a more general context, a coupling can also be a mechanical device that serves to connect the ends of adjacent parts or objects. Couplings do not normally allow disconnection of shafts during operation, however there are torque-limiting couplings which can slip or disconnect when some torque limit is exceeded. Selection, installation and maintenance of couplings can lead to reduced maintenance time and maintenance cost. Uses Shaft couplings are used in machinery for several purposes. A primary function is to transfer power from one end to another end (ex: motor transfer power to pump through coupling). Other common uses: * To alter the vibration characteristics of rotating units * To connect the driving and the driven ...
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Enterprise JavaBeans
Jakarta Enterprise Beans (EJB; formerly Enterprise JavaBeans) is one of several Java APIs for modular construction of enterprise software. EJB is a server-side software component that encapsulates business logic of an application. An EJB web container provides a runtime environment for web related software components, including computer security, Java servlet lifecycle management, transaction processing, and other web services. The EJB specification is a subset of the Jakarta EE specification. Specification The EJB specification was originally developed in 1997 by IBM and later adopted by Sun Microsystems (EJB 1.0 and 1.1) in 1999 and enhanced under the Java Community Process aJSR 19(EJB 2.0)JSR 153(EJB 2.1)JSR 220(EJB 3.0)JSR 318(EJB 3.1) anJSR 345(EJB 3.2). The EJB specification provides a standard way to implement the server-side (also called " back-end") 'business' software typically found in enterprise applications (as opposed to 'front-end' user interface software ...
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Service Locator Pattern
The service locator pattern is a design pattern used in software development to encapsulate the processes involved in obtaining a service with a strong abstraction layer. This pattern uses a central registry known as the "service locator", which on request returns the information necessary to perform a certain task. Proponents of the pattern say the approach simplifies component-based applications where all dependencies are cleanly listed at the beginning of the whole application design, consequently making traditional dependency injection a more complex way of connecting objects. Critics of the pattern argue that it is an anti-pattern which obscures dependencies and makes software harder to test. Advantages * The "service locator" can act as a simple run-time linker. This allows code to be added at run-time without re-compiling the application, and in some cases without having to even restart it. * Applications can optimize themselves at run-time by selectively adding and remo ...
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Proxy Pattern
In computer programming, the proxy pattern is a software design pattern. A ''proxy'', in its most general form, is a class functioning as an interface to something else. The proxy could interface to anything: a network connection, a large object in memory, a file, or some other resource that is expensive or impossible to duplicate. In short, a proxy is a wrapper or agent object that is being called by the client to access the real serving object behind the scenes. Use of the proxy can simply be forwarding to the real object, or can provide additional logic. In the proxy, extra functionality can be provided, for example caching when operations on the real object are resource intensive, or checking preconditions before operations on the real object are invoked. For the client, usage of a proxy object is similar to using the real object, because both implement the same interface. Overview The Proxy design pattern is one of the twenty-three well-known '' GoF design patterns'' that ...
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Adapter Pattern
In software engineering, the adapter pattern is a software design pattern (also known as wrapper, an alternative naming shared with the decorator pattern) that allows the interface of an existing class to be used as another interface. It is often used to make existing classes work with others without modifying their source code. An example is an adapter that converts the interface of a Document Object Model of an XML document into a tree structure that can be displayed. Overview The adapter design pattern is one of the twenty-three well-known Gang of Four design patterns that describe how to solve recurring design problems to design flexible and reusable object-oriented software, that is, objects that are easier to implement, change, test, and reuse. The adapter design pattern solves problems like: * How can a class be reused that does not have an interface that a client requires? * How can classes that have incompatible interfaces work together? * How can an alternative inte ...
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Software Design Patterns
In software engineering, a software design pattern or design pattern is a general, reusable solution to a commonly occurring problem in many contexts in software design. A design pattern is not a rigid structure to be transplanted directly into source code. Rather, it is a description or a template for solving a particular type of problem that can be deployed in many different situations. Design patterns can be viewed as formalized best practices that the programmer may use to solve common problems when designing a software application or system. Object-oriented design patterns typically show relationships and interactions between classes or objects, without specifying the final application classes or objects that are involved. Patterns that imply mutable state may be unsuited for functional programming languages. Some patterns can be rendered unnecessary in languages that have built-in support for solving the problem they are trying to solve, and object-oriented patterns are no ...
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