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1.
面向对象的方法和设计模式   总被引:7,自引:0,他引:7  
重新分类了现有的面向对象方法,并以此对《设计模式》(Erich Gamma、Richard Heln、Ralph Johnson、John Vlissides著)一书中的23个模式重新进行分类,以揭示面向对象方法的本质和原理,并试图说明在设计模式中是如何使用这些方法来增加软件的复用能力的。  相似文献   

2.
MVC在Web系统中的模式与应用   总被引:17,自引:0,他引:17  
董卫军  周警伟 《计算机仿真》2003,20(12):111-114
面向对象的设计模式是经验的总结,MVC思想是原先用于构建用户界面的。这篇文章主要论述了如何在新的Web应用领域中使用设计模式和MVC架构。文章首先介绍了设计模式的概念和特点,以及MVC架构的设计思想,并分析了MVC架构中包含的几种主要的模式。然后根据Web应用系统的特点,就如何应用模式和MVC架构提出了一些设计思路。  相似文献   

3.
成功地利用模式可以有效提高软件的开发效率和设计质量,通用模式具有较强的普适性,结合具体领域特点形成的实例模式具有更强、更具体的指导作用。为了实现一个辅助设计模式复用的CASE工具,对设计模式的几个面向对象的原则进行分析,提出了一种面向对象的分布式软件实例模式库来存储设计模式,并给出相应的类层次库组织结构、分布式的交互管理和基于聚类的多级索引方法及面向对象的嵌套索引方法。依此存储模式以更有效地管理和利用模式。  相似文献   

4.
一种面向对象的软件设计模式库的设计   总被引:5,自引:3,他引:2  
成功地利用模式可以有效提高软件的开发效率和设计质量,通用模式具有较强的普适性,结合具体领域特点形成的实例模式具有更强、更具体的指导作用.为了实现一个辅助设计模式复用的CASE工具,对设计模式的几个面向对象的原则进行分析,提出了一种面向对象的分布式软件实例模式库来存储设计模式,并给出相应的类层次库组织结构、分布式的交互管理和基于聚类的多级索引方法及面向对象的嵌套索引方法.依此存储模式以更有效地管理和利用模式.  相似文献   

5.
VB设计模式探析   总被引:1,自引:0,他引:1  
设计模式是一种高级软件重用技术,指在软件开发过程中,在特定的环境下解决问题的方法,使用设计模式可以更加简便地重用成功的的设计和体系结构,文中讨论了VB6及其升级版本VB7中的几种主要设计模式,并总结出这些模式在其它高级语言中也有相应实现。  相似文献   

6.
朱学伟  孙奎  路鹏  殷兆麟 《福建电脑》2007,(12):31-31,30
工作流管理系统在实现业务流程自动化和企业应用集成等方面有着广泛的应用。模式是对一定上下文中连续发生的具体形式的抽象,E.Gamma.等在可重用面向对象面向编程技术中首次系统地分类了大约23个设计模式。工作流模式正是借鉴了面向对象编程中设计模式的概念。本文着重概述了这些工作流模式。  相似文献   

7.
企业级应用中的模式策略研究   总被引:1,自引:0,他引:1  
设计模式总结了面向对象设计中最有价值的经验,并且用简洁可复用的形式表达出来,在企业级开发中应用设计模式是利用J2EE技术构建健壮、可靠的体系结构的必要手段.文中提出了几个应用在J2EE中的典型设计模式,并给出了它们综合应用的框架,阐述了构建企业级应用过程中的大量设计策略和实践经验.  相似文献   

8.
针对面向对象程序设计中计算思维和设计模式的概念、面向对象设计的原则及常见的设计模式,提出绘制计算思维图,同时以Struts2框架中所体现的MVC设计模式为例,阐述该设计模式的思想、Struts2的使用、原理和自定义拦截器,指出在注重应用的同时突出思维模式的讲解,培养学生的计算思维能力。  相似文献   

9.
介绍了C语言成为嵌入式技术领域主要的程序设计语言的原因,及当前用C语言所编写的程序仍然存在的问题,然后介绍了面向对象的设计模式的概念及优点.并提出将面向对象的思想与C语言结合起来,接着用C语言实现了部分面向对象的设计模式,给出了其代码,并做了相应的注释,为优化C程序的结构提供了途径.最后总结了在C程序中使用这些设计模式的价值.文中所指的C语言均为标准C(ANSIC).  相似文献   

10.
詹雄涛 《福建电脑》2005,(3):13-13,3
设计模式是面向对象程序设计过程中经验的总结,MVC为那些需要为同样的数据提供多个视图的应用程序而设计的.文章主要论述了MVC内部部件之间的关系及该模式在组件设计和WEB系统上的应用,以及总结出开发MVC系统的基本步聚。  相似文献   

11.
This paper considers how we may provide support for the development of general design principles in domestic environments. In particular, we examine the potential for usingdesign patterns as a means of presenting ethnographic material and outlining design solutions. The paper reports on the development of an initial pattern language based on our studies of a number of domestic, environments and offers a general structure for presenting these patterns. Finally, we briefly reflect on our experiences of developing an on-line set of patterns for this class of environment.  相似文献   

12.
毕野 《计算机教育》2008,(16):131-133,113
摘要:本文从编程结构理解、知识点梳理和类库分析等方面出发,剖析了OO设计策略、设计原则和设计模式对Java语言教学的指导作用,并指出立足于这些OO技术讲解Java的语言机制,将有助于教学目标的眵确和教学效果的提高。  相似文献   

13.
MFC框架中的设计模式分析   总被引:6,自引:0,他引:6  
分析MFC框架中的设计模式,有利于更好地理解、使用设计模式和MFC。文章分析了MFC的View/Document结构中使用到设计模式,并详细介绍了各种模式在MFC中的实现方法。  相似文献   

14.
Principles versus patterns   总被引:1,自引:0,他引:1  
《Computer》1997,30(9):130-131
Early in the history of programming, brilliant people realized that every good software system has some desirable properties: It should be extensible; parts of it should be modifiable without major impact on other parts; and so on. Because of the Feigenbaum Bottleneck, it is very hard to describe precise, step-by-step instructions to build systems with such properties. It is easier to articulate the desirable properties in the form of design principles. Over the years, the wealth of knowledge accumulated as design principles has reached a critical mass. Entire books are now dedicated to the subject. Still, despite this body of knowledge, design remains difficult. A major problem is that principles are ambiguous and not very constructive. In more recent times, design patterns have emerged as a valid alternative to the principles-driven approach. If principles represent the “say-what” approach to design, patterns are the “show-how” way  相似文献   

15.
In many mature engineering disciplines, reuse of available design knowledge is helped by the presence of handbooks. These handbooks record the details of existing system components and help in the process of evaluating design alternatives while building new systems. In recent times, design patterns have been identified as fundamental components of an object oriented design. However, they are presented in a format that may not be best suited for systematic selection and use while evaluating design alternatives. This paper provides a procedure to construct a handbook based on design patterns. This handbook helps designers in methodical selection of design patterns. The construction of the handbook is based on the identification of a set of key attributes of a design pattern and quantification of these attributes using the principles of measurement theory. A new methodology for object oriented design which consults the handbook during the design process is also introduced. The proposed methodology along with the handbook helps in evaluating different design alternatives. This revised version was published online in June 2006 with corrections to the Cover Date.  相似文献   

16.
Ralf Bruns  Jürgen Dunkel 《Software》2014,44(11):1395-1416
Recently, event processing (EP) has gained considerable attention as an individual discipline in computer science. From a software engineering perspective, EP systems still lack the maturity of well‐established software architectures. For the development of industrial EP systems, generally accepted software architectures based on proven design patterns and principles are still missing. In this article, we introduce a catalog of design patterns that supports the development of event‐driven architectures (EDAs) and complex EP systems. The design principles originate from experiences reported in publications as well as from our own experiences in building EP systems with industrial and academic partners. We present several patterns on different layers of abstractions that define the overall structure as well as the building blocks for EP systems. Architectural patterns that determine the top‐level structure of an EDA can be distinguished from design patterns that specify the basic mechanisms of EP. The practical application of the catalog of patterns is described by the pattern‐based design of a sample EDA for a sensor‐based energy control system. Finally, we propose a coherent and general reference architecture for EP derived from the proposed patterns.Copyright © 2013 John Wiley & Sons, Ltd.  相似文献   

17.
The object-oriented approach has been the most popular software design methodology for the past twenty-five years. Several design patterns and principles are defined to improve the design quality of object-oriented software systems. In addition, designers can use unique design motifs that are designed for the specific application domains. Another commonly used technique is cloning and modifying some parts of the software while creating new modules. Therefore, object-oriented programs can include many identical design structures. This work proposes a sub-graph mining-based approach for detecting identical design structures in object-oriented systems. By identifying and analyzing these structures, we can obtain useful information about the design, such as commonly-used design patterns, most frequent design defects, domain-specific patterns, and reused design clones, which could help developers to improve their knowledge about the software architecture. Furthermore, problematic parts of frequent identical design structures are appropriate refactoring opportunities because they affect multiple areas of the architecture. Experiments with several open-source and industrial projects show that we can successfully find many identical design structures within a project (intra-project) and between different projects (inter-project). We observe that usually most of the detected identical structures are an implementation of common design patterns; however, we also detect various anti-patterns, domain-specific patterns, reused design parts and design-level clones.  相似文献   

18.
Xiao Y  Vicente KJ 《Human factors》2000,42(1):87-101
In their search for generalizable behavioral patterns and design principles, cognitive field researchers should reflect on the epistemological limitations of empirical studies. In this paper we describe a framework for epistemological analysis that can help serve this purpose and discuss its application to two prototypical cases of cognitive engineering research: laboratory experiments and field studies. The framework examines two, often implicit, processes in empirical research: the abstraction from empirical data and the substantiation of theoretical constructs and principles. By explicitly considering these two processes in several systematic steps, we can gain appreciation for the epistemological contribution of empirical studies to cognitive engineering research. The framework and its application also provide guidance to such important issues as generalizability of results and external validity. Possible applications of this research include providing guidance to researchers and practitioners in evaluating design principles or conducting field studies.  相似文献   

19.
《Software, IEEE》2001,18(1):97-99
Software design is not easy-not easy to do, teach, or evaluate. Much of software education these days is about products and APIs, yet much of these are transient, whereas good design is eternal, if only we could figure out what good design is. The author has been struck by one of the underlying principles that leads to better designs: remove duplication. The principle is simple: say anything in your program only once. Stated blandly like that, it hardly bears saying. Yet identifying and removing repetition can lead to many interesting consequences. The author looks at a simple case of subroutine calls. He considers the benefits of design patterns  相似文献   

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