Big Data(day02) -- Architecture, V pattern, Wireless transmission, Design pattern

一.Architecture View

1.Logical View -- User

2.Development View -- Developer Engineering

3.Physical View -- OPS Engineering

4.Process View -- Senior member or Architect


二.Wireless transmission

1.PAN(short distance):

(1)ZigBee

(2)BlueTooth

2.WAN-A(HTTP protocol)

3.WAN-T(TCP protocol)

4.Big Data Analysis --> Machine Learning -->(1)AI 

      -->(2)Deep Learning

三.V pattern


四.Design Pattern

1.Observer Pattern:

The observer pattern is a software design pattern in which an object, called the subject, maintains a list of its dependents, called observers, and notifies them automatically of any state changes, usually by calling one of their methods.

It is mainly used to implement distributed event handling systems, in "event driven" software. Most modern languages such as C# have built in "event" constructs which implement the observer pattern components, for easy programming and short code.

The observer pattern is also a key part in the familiar model–view–controller (MVC) architectural pattern.[1] The observer pattern is implemented in numerous programming libraries and systems, including almost all GUI toolkits -- Wiki

 (Wiki)


2.State Pattern:

The state pattern is a behavioral software design pattern that implements a state machine in an object-oriented way. With the state pattern, a state machine is implemented by implementing each individual state as a derived class of the state pattern interface, and implementing state transitions by invoking methods defined by the pattern's superclass.

The state pattern can be interpreted as a strategy pattern which is able to switch the current strategy through invocations of methods defined in the pattern's interface.

This pattern is used in computer programming to encapsulate varying behavior for the same object based on its internal state. This can be a cleaner way for an object to change its behavior at runtime without resorting to large monolithic conditional statements[1]:395 and thus improve maintainability. -- Wiki

 (Wiki)


3.Strategy Pattern

In computer programming, the strategy pattern (also known as the policy pattern) is a behavioral software design pattern that enables selecting an algorithm at runtime. The strategy pattern

  • defines a family of algorithms,
  • encapsulates each algorithm, and
  • makes the algorithms interchangeable within that family.

Strategy lets the algorithm vary independently from clients that use it.[1] Strategy is one of the patterns included in the influential book Design Patterns by Gamma et al. that popularized the concept of using design patterns to describe how to design flexible and reusable object-oriented software.

For instance, a class that performs validation on incoming data may use the Strategy pattern to select a validation algorithm depending on the type of data, the source of the data, user choice, or other discriminating factors. These factors are not known until run-time and may require radically different validation to be performed. The validation algorithms (strategies), encapsulated separately from the validating object, may be used by other validating objects in different areas of the system (or even different systems) without code duplication.

The essential requirement to implement the Strategy pattern is the ability to store a reference to some code in a data structure and retrieve it. This can be achieved by mechanisms such as the native function pointer, the first-class function, classes or class instances in object-oriented programming languages, or accessing the language implementation's internal storage of code via reflection. -- Wiki






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