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Unit title 20
LO 04
Advance programming.
Hospital management
system
Table of Contents
Design patterns
In software engineering, a design pattern is a general repeatable solution to a commonly
occurring problem in software design. A design pattern isn't a finished design that can be
transformed directly into code. It is a description or template for how to solve a problem
that can be used in many different situations.
Use of design pattern
Design patterns can accelerate the improvement procedure by giving tried, demonstrated
advancement standards. Software design requires considering issues that may not become
visible until later in the implementation. Reusing configuration examples averts
inconspicuous issues that can cause serious issues and improves code clarity for coders
and modelers acquainted with the Design patterns.
Creational design pattern
These design patterns are all about class instantiation. This pattern can be further divided
into class-creation patterns and object-creational patterns. While class-creation patterns
use inheritance effectively in the instantiation process, object-creation patterns use
delegation effectively to get the job done.
Abstract Factory
Creates an instance of several families of classes
Builder
Separates object construction from its representation
Factory Method
Creates an instance of several derived classes
Object Pool
Avoid expensive acquisition and release of resources by recycling objects that are no
longer in use
Prototype
A fully initialized instance to be copied or cloned
Singleton
A class of which only a single instance can exist
Structural design pattern
These design patterns are all about Class and Object composition. Structural class-creation
patterns use inheritance to compose interfaces. Structural object-patterns define ways to
compose objects to obtain new functionality.
Adapter
Match interfaces of different classes
Bridge
Separates an object’s interface from its implementation
Composite
A tree structure of simple and composite objects
Decorator
Add responsibilities to objects dynamically
Facade
A single class that represents an entire subsystem
Flyweight
A fine-grained instance used for efficient sharing
Private Class Data
Restricts accessor/mutator access
Proxy
An object representing another object
UML Diagram for hospital management system
Figure 1 entire UML DIAGRAM Figure 2 DATABASE All the diagrams are connecting with the data base.
Figure 3 ABOUT, login details and patient discharge
Figure 5 In this part documents records, patient admit room and user records.
Figure 6 Patient login and patient discharge.
Figure 9 patient discharge and main class
References
Sourcemaking.com. (2019). Design Patterns and Refactoring. [online] Available at:
https://sourcemaking.com/design_patterns [Accessed 25 Sep. 2019].