Friday, May 24, 2024
HMI - Human Machine Interface or Hacker Machine Interface - the vulnerability in the SCADA system - the entry of Rust...
Tuesday, April 9, 2024
Observer pattern in Rust - driven by intrinsic motivation...
Work is worship...
The observer design pattern is a very popular design pattern in the Object Oriented world. I must admit, I first saw the usefulness of this design pattern while studying the document view architecture of the MFC source code.
Later on, I used this pattern in many places.
There is a lot of similarity between the Observer Pattern, the Callback mechanism, and the Event Handler pattern in Java. Usually, the callback method is used when there is only one observer who awaits the signal from the subject.
So, let me put it in this fashion.
Suppose, there is a central document that is viewed by a few applications - someone is viewing it in a spreadsheet, someone as a Pie chart, and so on.
Now if the data in the document is updated, all the viewers must be updated and they should synchronise their views with the latest data set. So basically all the viewers were observing the central data. The moment it changes, all the observers get their respective views updated.
The class diagram and the sequence diagram of the observer pattern will be as follows.
Here goes an example of Observer Pattern written in Rust.
trait Observer {
fn update(&self,data:&str);
}
struct Subject<'a> {
observers: Vec<&'a dyn Observer>,
state: String,
}
impl<'a> Subject<'a> {
fn new(state: String) -> Self {
Self {
observers: Vec::new(),
state: state,
}
}
fn attach(&mut self, observer: &'a dyn Observer) {
self.observers.push(observer);
}
fn detach(&mut self, observer: &dyn Observer) {
self.observers.retain(|o| !std::ptr::eq(*o, observer));
}
fn notify(&self) {
for o in &self.observers {
o.update(&self.state);
}
}
fn set_state(&mut self, state: String) {
self.state = state;
self.notify();
}
}
struct ConcreteObserver {
name: String,
}
impl Observer for ConcreteObserver {
fn update(&self,data:&str) {
println!("{} received data: {}",self.name,data);
}
}
fn main() {
let mut subject = Subject::new("initial data".to_string());
let observer1=ConcreteObserver {
name: "Observer 1".to_string(),
};
let observer2=ConcreteObserver {
name: "Observer 2".to_string(),
};
subject.attach(&observer1);
subject.attach(&observer2);
subject.set_state("updated_data".to_string());
subject.detach(&observer2);
subject.set_state("Again updated data".to_string());
subject.detach(&observer1);
}
Explanation of Key Concepts:
Lifetimes ('a):
to the lifetime of the Subject. This ensures that all observer
references in the vector remain valid as long as the Subject
exists.
Trait Objects (dyn Observer):
The dyn Observer in the Vec<&'a dyn Observer> denotes a trait
object. A trait object allows different types that implement
the Observer trait to be stored in the same collection (Vec).
This enables polymorphism, where the exact type of the observer
is determined at runtime.
Important Considerations
Lifetime Management:Ensure that the lifetimes of all observers are correctly managed
to avoid dangling references.
Trait Object Overhead:
Using trait objects (dyn Trait) introduces some runtime overhead
due to dynamic dispatch.
&mut self:
&mut self in a method signature allows the method to modify the state of the object it's called on.mut) to call such a methodFriday, March 29, 2024
Adapter pattern in Rust - my exploration continues - in Rust, I keep my Trust...
It's truly said that if you teach a person, actually two people learn.
As a guru of my young son, Ridit, I taught him many design patterns and he implemented them in three different languages.
Here's his discussion on Adaptor Design Pattern.
Please go through his explanation.
use std::io;
trait IWeatherFinder {
fn get_temperature(&self, city_name : &str)-> i32;
}
struct WeatherFinder{}
impl IWeatherFinder for WeatherFinder{
fn get_temperature(&self, city_name : &str) -> i32{
if (city_name.trim().eq("Kolkata".trim())){
40
}
else{
println!("Unknown City Name...Could not read temperature");
-273
}
}
}
trait iWeatherFinderClient {
fn get_temperature (&self, city_pincode : i32)->i32;
}
struct WeatherAdapter{}
impl WeatherAdapter {
fn get_city_name (&self, pincode : i32) -> &str {
if pincode == 700078 {
"Kolkata".trim()
}
else {
"UnknownCity"
}
}
fn get_temperature (&self, pincode : i32)-> i32 {
let city_name = self.get_city_name(pincode);
let weatherfinder : WeatherFinder = *Box::new(WeatherFinder{});
weatherfinder.get_temperature(city_name)
}
}
fn main() {
println!("Enter pin code");
let mut pincode = String::new();
io::stdin().read_line(&mut pincode).expect("Failed to read line");
let pin_code: i32 = pincode.trim().parse().expect("Input not an integer");
let weatheradapter = WeatherAdapter{};
let temperature: i32 = weatheradapter.get_temperature(pin_code);
println!("The temparature is {} degree celcius", temperature);
}
Output:
Enter pin code
700078
The temperature is 40 degree celcius
Thursday, March 28, 2024
Strategy Design Pattern in Rust...
Karmyog - Work is worship...
In Rust, i keep my Trust...
The strategy design pattern is a behavioral design pattern that lets you dynamically switch the behavior of an object at runtime. It achieves this by separating the core functionality of the object from the specific algorithms it uses.
Here's a breakdown of the core concepts:
Strategy Interface: This interface defines the common operation that all the different algorithms will implement. This ensures that all the interchangeable strategies can be used by the context object.
Concrete Strategies: These are the classes that implement the specific algorithms. Each concrete strategy class implements the strategy interface and provides its own unique behavior for the operation.
Context Object: This object holds a reference to a strategy object and delegates the specific operation to it. It can change its behavior at runtime by switching the reference to a different concrete strategy.
Here's an example of an UML diagram for the Strategy Design Pattern.
In my code, the
trait TransportationToAirport{
fn going_to_the_airport(&self);
}
plays the role of the Strategy interface.
Three concrete Strategy classes have been derived from this interface - namely, By_Ola, By_Bus and By_Rapido.
These concrete strategy classes help to pick up a specific way for going to the airport dynamically, i.e., in runtime.
Here's the source code for Strategy Pattern implemented in Rust.
use std::io;
trait TransportationToAirport{
fn going_to_the_airport(&self);
}
struct By_Bus{}
impl TransportationToAirport for By_Bus {
fn going_to_the_airport(&self) {
println!("Going to airport by Bus...");
}
}
struct By_Ola{}
impl TransportationToAirport for By_Ola{
fn going_to_the_airport(&self) {
println!("Going to airport by Ola...")
}
}
struct By_Rapido{}
impl TransportationToAirport for By_Rapido{
fn going_to_the_airport(&self) {
println!("Going to airport by Rapido...");
}
}
struct Traveller{
strategy : Box<dyn TransportationToAirport>,
}
impl Traveller{
fn new(strategy: Box<dyn TransportationToAirport>) -> Self {
Traveller { strategy }
}
fn travel(&self){
self.strategy.going_to_the_airport();
}
pub fn set_strategy(&mut self, strategy: Box<dyn TransportationToAirport>) {
self.strategy = strategy;
}
}
fn main() {
println!("Enter your choice...");
let mut choice = String::new();
io::stdin().read_line(&mut choice);
if choice.trim().eq("BUS".trim()){
let traveller : Traveller = Traveller::new(Box::new(By_Bus{}));
traveller.travel();
}
if choice.trim().eq("OLA".trim()){
let traveller : Traveller = Traveller::new(Box::new(By_Ola{}));
traveller.travel();
}
if choice.trim().eq("RAPIDO".trim()){
let traveller : Traveller = Traveller::new(Box::new(By_Rapido{}));
traveller.travel();
}
}
Here's the output of the above code:
Enter your choice...
OLA
Going to airport by Ola...
Monday, March 25, 2024
Proxy design pattern in Rust - my exploration continues - Karmyog is the best way forward...
Proxy pattern - as the name suggests - creates a proxy in place of a real heavy-duty object.
Let me give you a real-life example taken from computer science.
In case a document contains many huge-sized images, it does not load all the images when the doc gets loaded into the memory. Because it might take a very long time.
The proxy pattern comes as a rescue.
The document, instead of the actual mega images, gets loaded with very lightweight proxies of those images. And then when needed - in actual run time, i.e., when we need to see an image, the images get loaded by the proxy. This kind of proxy is called a virtual proxy.
Now let us talk from our example.
We are a family of three. Now my son does all the lightweight jobs - like, if there is a guest, he opens the door. So, he is the initial interface for the guests. However, in case, a guest wants to have lunch or dinner, my son calls his Mamma - because it's a heavy-duty job that he himself cannot do.
So basically my son gives proxy to his Mom, and if needed - like when he has to perform a heavy-duty job like cooking - he simply delegates the task to his Mom. For all other lightweight jobs, his Mom, who obviously has a lot of significant jobs to perform, remains in the background. She comes in the foreground in case there is a heavy-duty task like cooking for a guest.
Here's the UML class diagram of the proxy pattern.
Now the source code of Proxy Pattern implemented in Rust
Source Code
trait Family{
fn cook(&self);
fn open_the_door(&self){
println!("Son will handle Open The Door task");
}
}
struct Mamma{}
impl Family for Mamma {
fn cook(&self){
println!("Mamma is an expert cook..Mamma is cooking the food...");
}
}
struct Son<'a > {
mamma : & 'a Mamma,
}
impl <'a> Son<'a > {
fn new (mamma : & 'a Mamma)-> Son {
Son { mamma }
}
}
impl <'a> Family for Son<'a> {
fn cook(&self) {
println!("Son cannot cook.... So he is passing the buck to Mamma");
self.mamma.cook();
}
}
fn main() {
let mamma : Mamma = Mamma { };
let son = Son :: new(&mamma);
son.open_the_door();
son.cook();
}
If we run the above code, the output will be like this:
Son will handle Open The Door task
Son cannot cook.... So he is passing the buck to Mamma
Mamma is an expert cook..Mamma is cooking the food...
Friday, March 22, 2024
Factory Design Pattern in Rust - my exploration continues...
Living a purposeful life - Karmyog... Salvation... Awakening...
You know, the best way to learn a modern computer programming language is to apply the nuances in designing a real life problem. This way I learned C++, Java and Python. And now I am applying the same logic while picking up Rust.
in Rust I keep my trust...
So...
here we go...
A simple factory design pattern in Rust - my second program of Rust.
Enjoy...
Source Code:
trait Food{
fn display(&self);
}
enum FoodType{
Chocolate,
Biscuit,
}
struct Chocolate{}
impl Food for Chocolate {
fn display(&self) {
println!("A chocolate is made...");
}
}
struct Biscuit{}
impl Food for Biscuit {
fn display(&self){
println!("A biscuit is made...");
}
}
struct FoodFactory;
impl FoodFactory{
fn new_food (item:&FoodType) -> Box<dyn Food>{
match item {
FoodType::Chocolate => Box::new(Chocolate{}),
FoodType::Biscuit => Box ::new(Biscuit{}),
}
}
}
fn main() {
let food = FoodFactory::new_food(&FoodType::Chocolate);
food.display();
let food = FoodFactory::new_food(&FoodType::Biscuit);
food.display();
}
Thursday, March 21, 2024
My first program using Rust - delving into trait...
चरैवेति, चरैवेति - Charaiveti, Charaiveti - keep walking...
because the motion is the life - we need to move on to keep the balance of life...
We must not stop.
The movement is essential.
Life is like a bicycle
The moment it stops - the balance goes for a toss
The moment the flow of the stream is lost, all sorts of fungi pollute the water - and the water becomes dirty and ceases to be a potable one.
So, we have to keep moving all throughout our lives - physically - spiritually - and metaphorically - we must not stop the movement - because the
Ultimate Stop comes with Death.
So, here we go...
After C++, Java and Python...
my first program in Rust delving into trait - which is like an interface in Java or an abstract class of C++...
The cornerstone of abstraction in Rust is traits:
Traits are Rust's sole notion of interface. A trait can be implemented by multiple types, and in fact new traits can provide implementations for existing types.
Traits can be statically dispatched. Like C++ templates, you can have the compiler generate a separate copy of an abstraction for each way it is instantiated. Static dispatch generally results in faster code execution because there is no overhead associated with determining which function to call at runtime. The trade-off is that the code footprint will be larger.
use std::any::type_name;
trait Shape {
fn area(&self) -> f64;
}
struct Circle {
radius: f64,
}
struct Square {
side: f64,
}
impl Shape for Circle {
fn area(&self) -> f64 {
3.14 * self.radius * self.radius
}
}
impl Shape for Square {
fn area(&self) -> f64 {
self.side * self.side
}
}
fn print_area<T: Shape>(shape: T) {
println!("Area of : {} is {} :", type_name::<T>(), shape.area());
}
fn main() {
let c = Circle { radius: 3.0 };
let s = Square { side: 2.0 };
print_area(c); // Statically dispatched to Circle's implementation of `area`
print_area(s); // Statically dispatched to Square's implementation of `area`
}
Traits can be dynamically dispatched. Sometimes you really do need an indirection, and so it doesn't make sense to "erase" an abstraction at runtime. The same notion of interface -- the trait -- can also be used when you want to dispatch at runtime.
Source Code of dynamic dispatch:
trait Animal {
fn make_sound(&self);
fn wag_tail(&self){
println!("i don't have a tail...");
}
}
struct Human{}
impl Animal for Human {
fn make_sound(&self) {
println!("Human is speaking...");
}
}
struct Dog {}
impl Animal for Dog {
fn make_sound(&self) {
println!("Dog barks...");
}
fn wag_tail(&self) {
println!("The dog is waging it's tail");
}
}
fn main() {
let dog = Box::new (Dog {});
dog.make_sound();
dog.wag_tail();
let man = Box::new (Human {});
man.make_sound();
man.wag_tail();
}
The output:
Dog barks... The dog is waging it's tail Human is speaking... i don't have a tail...



