共查询到19条相似文献,搜索用时 93 毫秒
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面向对象的方法和设计模式 总被引:7,自引:0,他引:7
杨莉萍 《计算机应用与软件》2006,23(3):36-38,91
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
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MVC在Web系统中的模式与应用 总被引:17,自引:0,他引:17
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
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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
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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
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朱进 《计算机技术与发展》2005,15(11)
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
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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
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John Hughes Jon O'Brien Tom Rodden Mark Rouncefield Stephen Viller 《Personal and Ubiquitous Computing》2000,4(1):25-38
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
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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
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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
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D. Janaki Ram K.N. Anantharaman K.N. Guruprasad M. Sreekanth S.V.G.K. Raju A. Ananda Rao 《Annals of Software Engineering》2000,10(1-4):329-358
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
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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
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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
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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
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《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