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Showing posts with the label object-oriented

Uber's Michelangelo vs. Netflix's Metaflow

  Uber's Michelangelo vs. Netflix's Metaflow Michelangelo Pain point Without michelangelo, each team at uber that uses ML (that’s all of them - every interaction with the ride or eats app involves ML) would need to build their own data pipelines, feature stores, training clusters, model storage, etc.  It would take each team copious amounts of time to maintain and improve their systems, and common patterns/best practices would be hard to learn.  In addition, the highest priority use cases (business critical, e.g. rider/driver matching) would themselves need to ensure they have enough compute/storage/engineering resources to operate (outages, scale peaks, etc.), which would results in organizational complexity and constant prioritization battles between managers/directors/etc. Solution Michelangelo provides a single platform that makes the most common and most business critical ML use cases simple and intuitive for builders to use, while still allowing self-serve extensibi...

Notes on Effective Java 2nd Edition

Chapter 3 - Methods Common to All Objects   Item 8 : Obey the general congract when overriding equals - page 33 If you decide to implement equals, make sure it is reflexive: for all x, x.equals(x) symmetric: for all x & y, x.equals(y) iff y.equals(x) transitive: for all x, y, z, if x.equals(y) and y.equals(z), then x.equals(z) must be true consistent: for all x & y, multiple invocations of x.equals(y) return the same result provided nothing used in equality is changed in either x or y for all x, x.equals(null) must return false Item 9 : Always override hashCode when you override equals Item 10 : Always override toString Item 11 : Override clone judiciously Item 12 : Consider implementing Comparable Chapter 4 - Classes and Interfaces   Item 13 : Minimize the accessibility of classes and members accessibilities private package-private (default) protected public classes with public mutable fields are not thread-safe Item 14 : In public cla...

Develop With Passion Week Long Course

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This past week I attended a course in Austin, TX by a company called Develop With Passion, where I got some much-needed education on design patterns, good OO design and how to apply it to a code base.  This post will be about the course and my thoughts on my journey in software so far. "The greatest of weaknesses is the fear of appearing weak to others."  - First off, I should share where I'm at.  I've just graduated with a BSc. in Computer Science from the University of Calgary.  I landed a sweet job at Amazon in Seattle, and I'm starting there later this year.  I did an internship in oil & gas in Calgary, AB that finished in Dec. 2011, and that combined with my class assignments and small personal projects makes up the entirety of my programming experience...I thought I was ok at coding, I figured I could probably hold my own in design discussions with most professionals, especially after my experience in my internship.  After all, having a d...

Adapter Design Pattern

The adapter pattern is an extremely useful pattern for a few reasons. The reason I like it so much is because if you understand it, then you understand the concept of Dependency Inversion (the "D" in SOLID object-oriented design). Dependency Inversion is an object-oriented principle which states that in code, higher level modules should not depend on lower level modules. Instead, lower level modules should depend on higher level ones. Let's say you've got one higher level object that requires a lower level object to do it's job. But the lower-level object is likely to change or be swapped out for another. Here's the bad way to do it: namespace HigherLevelModule { public class HigherLevelObject { ...... public void Run() { LowerLevelObject obj = new LowerLevelObject(); string result = obj.GetSomething(); Console.WriteLine(result); } } } namespace LowerLevelMod...

Command Design Pattern

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The command pattern is best used when you have a command that must be executed by one object, while another object has the responsibility of deciding WHEN that command will be executed. The three entities associated with the command pattern are: client : the object that CREATES the command object and assigns it's receiver receiver : the object that HAS the method that will be run invoker : the object that DECIDES WHEN the command will be run Now let's look at an example. You have an IDE, and the 'undo' command is extremely important. Every action that is performed on the IDE has a method called undo() on it. But the actions have to be stored somewhere after they perform their task though, so that it's possible to call the undo() methods later, right? The solution is to push each action onto a stack when it's run, and register a listener for the 'undo' keyboard-combination/menu-item. The listener will pop() the stack, and invoke the popped ac...