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1.
The process of designing a networked learning environment can be characterized by a high degree of uncertainty. This is especially true when the design includes innovative technologies. It is difficult to design a networked learning environment that closely fits the requirements of the educational practice. Often the technology seems leading in the design process because it is the most tangible aspect of the e-learning environment. This brings along the risk that the technology becomes detached from its context of use.Design patterns are a means to overcome this problem of detachment between design and practice. Design patterns make the tight relationship between the two more explicit. In this paper we further elaborate on the relationship between design and practice. We will stress the importance of theory in the development of design patterns. Theory development is an essential aspect of our approach to the development of design patterns. The approach is oriented towards a systematic analysis of problems and the development of conceptual models that guide the definition and evaluation of design patterns. In this paper we present a case study of how the approach was used to develop design patterns for networked learning in the classroom.  相似文献   

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Implementation of a design pattern can take many forms according to the programming language being used. Most of the literature presents design patterns in their conventional object-oriented implementations. Several other studies show the implementation in aspect-oriented languages such as AspectJ, EOS, and Caesar. In this work, we compare the implementation of three design patterns: singleton, observer, and decorator design patterns in these languages and also discuss the possibility of implementing them in ParaAJ: an extension to the AspectJ language that implements the idea of parametric aspects. We found that ParaAJ helps in making the implementation of the singleton and observer patterns reusable but it fails to help in the decorator case. The problem with the decorator pattern exists because of the current translation mechanism of ParaAJ׳s aspects to normal AspectJ׳s aspects. This opens the door for further work in ParaAJ to better support the idea of parametric aspects.  相似文献   

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Design patterns have become a widely acknowledged software engineering practice and therefore have been incorporated in the curricula of most computer science departments. This paper presents an observational study on students’ ability to understand and apply design patterns. Within the context of a postgraduate software engineering course, students had to deliver two versions of a software system; one without and one with design patterns. The former served as a poorly designed system suffering from architectural problems, while the latter served as an improved system where design problems had been solved by appropriate patterns. The experiment allowed the quantitative evaluation of students’ preference to patterns. Moreover, it was possible to assess students’ ability in relating design problems with patterns and interpreting the impact of patterns on software metrics. The overall goal was to empirically identify ways in which a course on design patterns could be improved.  相似文献   

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Context

Practitioners may use design patterns to organize program code. Various empirical studies have investigated the effects of pattern deployment and work experience on the effectiveness and efficiency of program maintenance. However, results from these studies are not all consistent. Moreover, these studies have not considered some interesting factors, such as a maintainer’s prior exposure to the program under maintenance.

Objective

This paper aims at identifying what factors may contribute to the productivity of maintainers in the context of making correct software changes when they work on programs with deployed design patterns.

Method

We performed an empirical study involving 118 human subjects with three change tasks on a medium-sized program to explore the possible effects of a suite of six human and program factors on the productivity of maintainers, measured by the time taken to produce a correctly revised program in a course-based setting. The factors we studied include the deployment of design patterns and the presence of pattern-unaware solutions, as well as the maintainer’s prior exposure to design patterns, the subject program and the programming language, and prior work experience.

Results

Among the factors under examination, we find that the deployment of design patterns, prior exposure to the program and the presence of pattern-unaware solutions are strongly correlated with the time taken to correctly complete maintenance tasks. We also report some interesting observations from the experiment.

Conclusion

A new factor, namely, the presence of pattern-unaware solutions, contributes to the efficient completion of maintenance tasks of programs with deployed design patterns. Moreover, we conclude from the study that neither prior exposure to design patterns nor prior exposure to the programming language is supported by sufficient evidences to be significant factors, whereas the subjects’ exposure to the program under maintenance is notably more important.  相似文献   

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This paper presents an interdisciplinary systems approach to service modeling, design and deployment. The study is based on a longitudinal case study of the development process of a complex logistic service system based on an advanced logistics model. The case examines the development of a Virtual Enterprise Architecture (VEA) for an automatic high-speed transport and sorting system applied in airports for baggage handling. The study traces the evolution of the system from the early conceptual phases to a successful commercial service deployed at Changi, Singapore Airport. The study is conducted using a retrospective analysis of the case using a design science research approach. The paper evaluates and discusses the issues of creating and designing a new complex logistics service, distinct from the physical product, based on an advanced discrete event-based simulation model. The paper concludes by presenting a generalized and validated conceptual framework for a VEA based on an advanced simulation model. The paper thus contributes to the field of service systems and service management by identifying a novel approach to effective design of a new service.  相似文献   

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Software products, especially large applications, need to continuously evolve, in order to adapt to the changing environment and updated requirements. With both the producer and the customer unwilling to replace the existing application with a completely new one, adoption of design constructs and techniques which facilitate the application extension is a major design issue. In the current work we investigate the behavior of an object-oriented software application at a specific extension scenario, following three implementation alternatives with regards to a certain design problem relevant to the extension. The first alternative follows a simplistic solution, the second makes use of a design pattern and the third applies Aspect-Oriented Programming techniques to implement the same pattern. An assessment of the three alternatives is attempted, both on a qualitative and a quantitative level, by identifying the additional design implications needed to perform the extension and evaluating the effect of the extension on several quality attributes of the application.  相似文献   

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Interaction design patterns are a proven way to communicate good design. However, current pattern collections are not sufficiently powerful and generative to be used as a guide for designing an entire application such as those used in complex business environments. This study shows how we built and validated interaction design patterns that serve as the specification for the redesign of an application. Additionally, they were integrated into a pattern language, as a ruleset for human–computer interaction (HCI) non-professionals to continue development of the application. We demonstrate how individual phases in the redesign of an application can be matched with the process of creating an interaction design pattern language. To facilitate the writing of individual interaction design patterns as well as the development of the pattern language as a whole, a combination of user interviews, controlled experiments and analytical methods has been applied successfully.  相似文献   

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Case based reasoning method for computer aided welding fixture design   总被引:2,自引:0,他引:2  
This paper presents a case-based reasoning (CBR) method for welding fixture design, a critical issue in the manufacturing of large and complicated equipment. However, previous fixture design research has mainly focused on machining fixtures rather than welding fixtures. In this paper, an approach of data abstraction for fixture design information representation is proposed, first to systemize and manage myriads of fixture related resources, e.g., past fixture design solutions, fixture units depository. Based on this approach, a multi-level CBR method for welding fixture design is then presented. This method could help designers, by referencing previous design cases, to make a conceptual fixturing solution quickly and, finally, finish the detailed solution of fixture design.  相似文献   

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Many studies report changes taking place in the field of higher education, changes which present considerable challenges to educational practice. Educational science should contribute to developing design guidance, enabling practitioners to respond to these challenges. Design patterns, as a form of design guidance, show potential since they promise to facilitate the design process and provide common ground for communication. However, the potential of patterns has not been fully exploited yet. We have proposed the introduction of a task conceptualization as an abstract view of the concept chosen as central: the task. The choice of the constituting elements of the task conceptualization has established an analytical perspective for analysis and (re)design of (e)learning environments. One of the constituting elements is that of ‘boundary objects’, which has added a focus on objects facilitating the coordination, alignment and integration of collaborative activities. The presented task conceptualization is deliberately generic in nature, to ease the portability between schools of thought and make it suitable for a wide target audience. The conceptualization and the accompanying graphical and textual representations have shown much promise in supporting the process of analysis and (re)design and add innovative insights to the domain of facilitating the creation of design patterns.  相似文献   

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Representing design decisions for complex software systems, tracing them to code, and enforcing them throughout the lifecycle are pressing concerns for software architects and developers. To be of practical use, specification and modeling languages for software design need to combine rigor with abstraction and simplicity, and be supported by automated design verification tools that require minimal human intervention. This paper examines closely the use of the visual language of Codecharts for representing design decisions and demonstrate the process of verifying the conformance of a program to the chart. We explicate the abstract semantics of segments of the Java package java.awt as a finite structures, specify the Composite design pattern as a Codechart and unpack it as a set of formulas, and prove that the structure representing the program satisfies the formulas. We also describe a set of tools for modeling design patterns with Codecharts and for verifying the conformance of native (plain) Java programs to the charts.  相似文献   

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In this work, we present an automatic code generation process from conceptual models. This process incorporates the use of design patterns in OO-Method, an automated software production method, which is built on a formal object-oriented model called OASIS. Our approach defines a precise mapping between conceptual patterns, design patterns and their implementation. Design patterns make the code generation process easy because they provide methodological guidance to go from the problem space to the solution space. In order to understand these ideas, we introduce a complete code generation process for conceptual models that have dynamic specialization relationships. This proposal can be incorporated into CASE tools, making the automation of the software production process feasible.  相似文献   

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One of the important themes that emerged from the CAL’07 conference was the failure of technology to bring about the expected disruptive effect to learning and teaching. We identify one of the causes as an inherent weakness in prevalent development methodologies. While the problem of designing technology for learning is irreducibly multi-dimensional, design processes often lack true interdisciplinarity. To address this problem we present IDR, a participatory methodology for interdisciplinary techno-pedagogical design, drawing on the design patterns tradition [Alexander, C., Silverstein, M., & Ishikawa, S. (1977). A pattern language: Towns, buildings, construction (Center for environmental structure series). New York, NY: Oxford University Press] and the design research paradigm [DiSessa, A. A., & Cobb, P. (2004) Ontological innovation and the role of theory in design experiments. Journal of the Learning Sciences, 13(1), 77–103]. We discuss the iterative development and use of our methodology by a pan-European project team of educational researchers, software developers and teachers. We reflect on our experiences of the participatory nature of pattern design and discuss how, as a distributed team, we developed a set of over 120 design patterns, created using our freely available open source web toolkit. Furthermore, we detail how our methodology is applicable to the wider community through a workshop model, which has been run and iteratively refined at five major international conferences, involving over 200 participants.  相似文献   

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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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Service-oriented computing is playing an important role in several domains. Today the biggest shift in mainstream design and programming is toward service-oriented applications. However, the service paradigm raises a bundle of problems that did not exist in traditional component-based development where abstraction, encapsulation, and modularity were the only main concerns. Due to their distributed, dynamic, and heterogeneous nature, service-oriented software applications require us to discover, document, and share new design patterns at the service- and architecture-level. Moreover, service-oriented applications are hard to design and validate, and demand for new foundational theories, modeling notations and analysis techniques.In line to such a vision, this article presents a framework, called SCA-PatternBox, to design and prototype service-oriented applications with design patterns. The framework relies on the OASIS standard Service Component Architecture (SCA) and on SCA component implementation types, such as SCA-Java, for supporting an “implementation-oriented” approach to service-oriented architecture modeling and to the definition and instantiation of design patterns. Moreover, in order to provide formally verified design patterns, SCA-PatternBox allows the formal specification and analysis of the functional behavioral aspects of a design pattern using a formal service specification language called SCA-ASM (Service Component Architecture-Abstract State Machine). As major evaluation of the framework, two case studies and lessons learned are presented. A final comparison of existing design pattern languages is also reported.  相似文献   

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