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Inhaltsangabe:Einleitung: Diese Diplomarbeit ist zusammen mit der Diplomarbeit Entwicklung einer patternorientierten Programmiersprache und eines dazugehörigen Compilers von S. Bünnig (Best.Nr. 29011914) die Grundlage für die Studienarbeit Patternorientierte Programmierung am Anwendungsbeispiel von N. Seemann und S. Bünnig (Best.Nr. 29011913). Ein Entwurfsmuster beschreibt ein in unserer Umwelt beständig wiederkehrendes Problem und erläutert den Kern der Lösung für dieses Problem, so dass diese Lösung beliebig oft anwendbar ist, ohne dass man sie jemals ein zweites Mal gleich ausführen muss. Das Ziel dieser Arbeit besteht nun darin, diesen abstrakten Grundgedanken auf dem Gebiet der Softwareentwicklung formal in einem Programmiermodell zu fassen, das Entwurfsmuster und damit verbundene Konzepte direkt unterstützt und als Erweiterung des objektorientierten Programmiermodells verstanden werden kann. Im Anschluss daran wird ein Sprachentwurf für eine sogenannte patternorientierte Programmiersprache vorgestellt, die es ermöglichen soll, Entwurfsmuster zu implementieren und wiederzuverwenden. Abstract: The development of large scale software systems in a systematic way is still a challenging task in software engineering. The use of structural, modular and object oriented programming techniques and environments have proven to be powerful and reliable for the creation of correct, reusable and maintainable software. Specifically, the object oriented programming model has improved the quality of software by providing structures for better support of abstraction, encapsulation and reusability. In recent years, these properties have become more important since hardware and software systems have grown bigger and more complex. Also, customers have made higher requirements an the quality of software. Object oriented programming languages like Eiffel, Smalltalk or C++ provide basic facilities for network programming, database access, etc. in form of class libraries which exploit these concepts. This helps developers concentrate an the solving of the actual problems, without having to spend time an reinventing already implemented solutions to common problems. The object-oriented paradigm primarily involve objects. These usually represent abstractions of real world entities. Objects are typically defined by classes in programming languages. Classes representing different entities may be related to each other in several different ways. These normally [...]
In this new book, intended as a language companion to the classic Design Patterns , noted Smalltalk and design patterns experts implement the 23 design patterns using Smalltalk code. This approach has produced a language-specific companion that tailors the topic of design patterns to the Smalltalk programmer. The authors have worked closely with the authors of Design Patterns to ensure that this companion volume meets the same quality standards that made the original a bestseller and indispensable resource. The full source code will be available on the AWL web site.
Using research in neurobiology, cognitive science and learning theory, this text loads patterns into your brain in a way that lets you put them to work immediately, makes you better at solving software design problems, and improves your ability to speak the language of patterns with others on your team.
"One of the great things about the book is the way the authors explain concepts very simply using analogies rather than programming examples–this has been very inspiring for a product I'm working on: an audio-only introduction to OOP and software development." –Bruce Eckel "...I would expect that readers with a basic understanding of object-oriented programming and design would find this book useful, before approaching design patterns completely. Design Patterns Explained complements the existing design patterns texts and may perform a very useful role, fitting between introductory texts such as UML Distilled and the more advanced patterns books." –James Noble Leverage the quality and productivity benefits of patterns–without the complexity! Design Patterns Explained, Second Edition is the field's simplest, clearest, most practical introduction to patterns. Using dozens of updated Java examples, it shows programmers and architects exactly how to use patterns to design, develop, and deliver software far more effectively. You'll start with a complete overview of the fundamental principles of patterns, and the role of object-oriented analysis and design in contemporary software development. Then, using easy-to-understand sample code, Alan Shalloway and James Trott illuminate dozens of today's most useful patterns: their underlying concepts, advantages, tradeoffs, implementation techniques, and pitfalls to avoid. Many patterns are accompanied by UML diagrams. Building on their best-selling First Edition, Shalloway and Trott have thoroughly updated this book to reflect new software design trends, patterns, and implementation techniques. Reflecting extensive reader feedback, they have deepened and clarified coverage throughout, and reorganized content for even greater ease of understanding. New and revamped coverage in this edition includes Better ways to start "thinking in patterns" How design patterns can facilitate agile development using eXtreme Programming and other methods How to use commonality and variability analysis to design application architectures The key role of testing into a patterns-driven development process How to use factories to instantiate and manage objects more effectively The Object-Pool Pattern–a new pattern not identified by the "Gang of Four" New study/practice questions at the end of every chapter Gentle yet thorough, this book assumes no patterns experience whatsoever. It's the ideal "first book" on patterns, and a perfect complement to Gamma's classic Design Patterns. If you're a programmer or architect who wants the clearest possible understanding of design patterns–or if you've struggled to make them work for you–read this book.
Provides information on analyzing, designing, and writing object-oriented software.
You can use this book to design a house for yourself with your family; you can use it to work with your neighbors to improve your town and neighborhood; you can use it to design an office, or a workshop, or a public building. And you can use it to guide you in the actual process of construction. After a ten-year silence, Christopher Alexander and his colleagues at the Center for Environmental Structure are now publishing a major statement in the form of three books which will, in their words, "lay the basis for an entirely new approach to architecture, building and planning, which will we hope replace existing ideas and practices entirely." The three books are The Timeless Way of Building, The Oregon Experiment, and this book, A Pattern Language. At the core of these books is the idea that people should design for themselves their own houses, streets, and communities. This idea may be radical (it implies a radical transformation of the architectural profession) but it comes simply from the observation that most of the wonderful places of the world were not made by architects but by the people. At the core of the books, too, is the point that in designing their environments people always rely on certain "languages," which, like the languages we speak, allow them to articulate and communicate an infinite variety of designs within a forma system which gives them coherence. This book provides a language of this kind. It will enable a person to make a design for almost any kind of building, or any part of the built environment. "Patterns," the units of this language, are answers to design problems (How high should a window sill be? How many stories should a building have? How much space in a neighborhood should be devoted to grass and trees?). More than 250 of the patterns in this pattern language are given: each consists of a problem statement, a discussion of the problem with an illustration, and a solution. As the authors say in their introduction, many of the patterns are archetypal, so deeply rooted in the nature of things that it seemly likely that they will be a part of human nature, and human action, as much in five hundred years as they are today.
Software -- Software Engineering.
Cay Horstmann offers readers an effective means for mastering computing concepts and developing strong design skills. This book introduces object-oriented fundamentals critical to designing software and shows how to implement design techniques. The author's clear, hands-on presentation and outstanding writing style help readers to better understand the material.· A Crash Course in Java· The Object-Oriented Design Process· Guidelines for Class Design· Interface Types and Polymorphism· Patterns and GUI Programming· Inheritance and Abstract Classes· The Java Object Model· Frameworks· Multithreading· More Design Patterns
Take your Haskell and functional programming skills to the next level by exploring new idioms and design patterns About This Book Explore Haskell on a higher level through idioms and patterns Get an in-depth look into the three strongholds of Haskell: higher-order functions, the Type system, and Lazy evaluation Expand your understanding of Haskell and functional programming, one line of executable code at a time Who This Book Is For If you're a Haskell programmer with a firm grasp of the basics and ready to move more deeply into modern idiomatic Haskell programming, then this book is for you. What You Will Learn Understand the relationship between the “Gang of Four” OOP Design Patterns and Haskell Try out three ways of Streaming I/O: imperative, Lazy, and Iteratee based Explore the pervasive pattern of Composition: from function composition through to high-level composition with Lenses Synthesize Functor, Applicative, Arrow and Monad in a single conceptual framework Follow the grand arc of Fold and Map on lists all the way to their culmination in Lenses and Generic Programming Get a taste of Type-level programming in Haskell and how this relates to dependently-typed programming Retrace the evolution, one key language extension at a time, of the Haskell Type and Kind systems Place the elements of modern Haskell in a historical framework In Detail Design patterns and idioms can widen our perspective by showing us where to look, what to look at, and ultimately how to see what we are looking at. At their best, patterns are a shorthand method of communicating better ways to code (writing less, more maintainable, and more efficient code). This book starts with Haskell 98 and through the lens of patterns and idioms investigates the key advances and programming styles that together make "modern Haskell". Your journey begins with the three pillars of Haskell. Then you'll experience the problem with Lazy I/O, together with a solution. You'll also trace the hierarchy formed by Functor, Applicative, Arrow, and Monad. Next you'll explore how Fold and Map are generalized by Foldable and Traversable, which in turn is unified in a broader context by functional Lenses. You'll delve more deeply into the Type system, which will prepare you for an overview of Generic programming. In conclusion you go to the edge of Haskell by investigating the Kind system and how this relates to Dependently-typed programming. Style and approach Using short pieces of executable code, this guide gradually explores the broad pattern landscape of modern Haskell. Ideas are presented in their historical context and arrived at through intuitive derivations, always with a focus on the problems they solve.
Now that ActionScript is reengineered from top to bottom as a true object-oriented programming (OOP) language, reusable design patterns are an ideal way to solve common problems in Flash and Flex applications. If you're an experienced Flash or Flex developer ready to tackle sophisticated programming techniques with ActionScript 3.0, this hands-on introduction to design patterns is the book you need. ActionScript 3.0 Design Patterns takes you step by step through the process, first by explaining how design patterns provide a clear road map for structuring code that actually makes OOP languages easier to learn and use. You then learn about various types of design patterns and construct small abstract examples before trying your hand at building full-fledged working applications outlined in the book. Topics in ActionScript 3.0 Design Patterns include: Key features of ActionScript 3.0 and why it became an OOP language OOP characteristics, such as classes, abstraction, inheritance, and polymorphism The benefits of using design patterns Creational patterns, including Factory and Singleton patterns Structural patterns, including Decorator, Adapter, and Composite patterns Behavioral patterns, including Command, Observer, Strategy, and State patterns Multiple design patterns, including Model-View-Controller and Symmetric Proxy designs During the course of the book, you'll work with examples of increasing complexity, such as an e-business application with service options that users can select, an interface for selecting a class of products and individual products in each class, an action game application, a video record and playback application, and many more. Whether you're coming to Flash and Flex from Java or C++, or have experience with ActionScript 2.0, ActionScript 3.0 Design Patterns will have you constructing truly elegant solutions for your Flash and Flex applications in no time.