Developing GUI Applications. Architectural Patterns Revisited
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Swing: Components for Graphical User Interfaces
Swing: Components for Graphical User Interfaces Computer Science and Engineering College of Engineering The Ohio State University Lecture 22 GUI Computer Science and Engineering The Ohio State University GUI: A Hierarchy of Nested Widgets Computer Science and Engineering The Ohio State University Visual (Containment) Hierarchy Computer Science and Engineering The Ohio State University Top-level widgets: outermost window (a container) Frame, applet, dialog Intermediate widgets: allow nesting (a container) General purpose Panel, scroll pane, tabbed pane, tool bar Special purpose Layered pane Atomic widgets: nothing nested inside Basic controls Button, list, slider, text field Uneditable information displays Label, progress bar, tool tip Interactive displays of highly formatted information Color chooser, file chooser, tree For a visual (“look & feel”) of widgets see: http://java.sun.com/docs/books/tutorial/uiswing/components Vocabulary: Widgets usually referred to as “GUI components” or simply “components” History Computer Science and Engineering The Ohio State University Java 1.0: AWT (Abstract Window Toolkit) Platform-dependent implementations of widgets Java 1.2: Swing Most widgets written entirely in Java More portable Main Swing package: javax.swing Defines various GUI widgets Extensions of classes in AWT Many class names start with “J” Includes 16 nested subpackages javax.swing.event, javax.swing.table, javax.swing.text… Basic GUI widgets include JFrame, JDialog JPanel, JScrollPane, JTabbedPane, -
The Future of Embedded Software
The Future of Embedded Software Edward A. Lee Professor, Chair of EE, and Associate Chair of EECS UC Berkeley ARTEMIS 2006 Annual Conference Graz, Austria May 22-24, 2006 Why Embedded Software? Why Now? “Information technology (IT) is on the verge of another revolution. Driven by the increasing capabilities and ever declining costs of computing and communications devices, IT is being embedded into a growing range of physical devices linked together through networks and will become ever more pervasive as the component technologies become smaller, faster, and cheaper... These networked systems of embedded computers ... have the potential to change radically the way people interact with their environment by linking together a range of devices and sensors that will allow information to be collected, shared, and processed in unprecedented ways. ... The use of [these embedded computers] throughout society could well dwarf previous milestones in the information revolution.” National Research Council Report Embedded Everywhere Lee, Berkeley 2 The Key Obstacle to Progress: Gap Between Systems and Computing | Traditional dynamic systems theory needs to adapt to better account for the behavior of software and networks. | Traditional computer science needs to adapt to embrace time, concurrency, and the continuum of physical processes. Lee, Berkeley 3 The Next Systems Theory: Simultaneously Physical and Computational The standard model: Embedded software is software on small computers. The technical problem is one of optimization (coping with limited resources). The Berkeley model: Embedded software is software integrated with physical processes. The technical problem is managing time and concurrency in computational systems. Lee, Berkeley 4 Obstacles in Today’s Technology: Consider Real Time Electronics Technology Delivers Timeliness… … and the overlaying software abstractions discard it. -
View of XML Technology
AN APPLICATION OF EXTENSlBLE MARKUP LANGUAGE FOR INTEGRATION OF KNOWLEDGE-BASED SYSTEM WITH JAVA APPLICATIONS A Thesis Presented to The Faculty of the Fritz J. and Dolores H. Russ College of Engineering and Technology Ohio University In Partial Fulfillment of the Requirement for the Degree Master of Science BY Sachin Jain November, 2002 ACKNOWLEDGEMENTS It is a pleasure to thank the many people who made this thesis possible. My sincere gratitude to my thesis advisor, Dr. DuSan Sormaz, who helped and guided me towards implementing the ideas presented in this thesis. His dedication to research and his effort in the development of my thesis was an inspiration throughout this work. The thesis would not be successful without other members of my committee, Dr. David Koonce and Dr. Constantinos Vassiliadis. Special thanks to them for their substantial help and suggestions during the development of this thesis. I would like also to thank Dr. Dale Masel for his class on guidelines for how to write thesis. Thanlts to my fellow colleagues and members of the lMPlanner Group, Sridharan Thiruppalli, Jaikumar Arumugam and Prashant Borse for their excellent cooperation and suggestions. A lot of infom~ation~1sef~11 to the work was found via the World Wide Web; 1 thank those who made their material available on the Web and those who kindly responded back to my questions over the news-groups. Finally, it has been pleasure to pursue graduate studies at IMSE department at Ohio University, an unique place that has provided me with great exposures to intricacies underlying development, prograrn~ningand integration of different industrial systems; thus making this thesis posslbie. -
1. Domain Modeling
Software design pattern seminar sse, ustc Topic 8 Observer, Mediator, Facade Group K 1. The observer pattern (Behavioral pattern, chapter 16 and 17) 1) the observer is an interface or abstract class defining the operations to be used to update itself 2) a solution to these problems A. Decouple change and related responses so that such dependencies can be added or removed freely and dynamically 3) solution A. Observable defines the operations for attaching, de-attaching and notifying observers B. Observer defines the operations to update itself 4) liabilities A. Unwanted concurrent update to a concrete observable may occur Figure 1 Sample Observer Pattern 2. The mediator pattern (Behavioral pattern, chapter 16 and 17) 1) the mediator encapsulates how a set of objects interact and keeps objects from referring to each other explicitly 2) a solution to these problems A. a set of objects communicate in well-defined but complex ways. The resulting interdependencies are unstructured and difficult to understand B. reusing an object is difficult because it refers to and communicates with many other objects C. a behavior that's distributed between several classes should be customizable without a lot of subclassing 3) solution A. Mediator defines an interface for communicating with Colleague objects, knows the colleague classes and keep a reference to the colleague objects, and implements the communication and transfer the messages between the colleague classes 1 Software design pattern seminar sse, ustc B. Colleague classes keep a reference to its Mediator object, and communicates with the Mediator whenever it would have otherwise communicated with another Colleague 4) liabilities A. -
Programming Java for OS X
Programming Java for OS X hat’s so different about Java on a Mac? Pure Java applica- tions run on any operating system that supports Java. W Popular Java tools run on OS X. From the developer’s point of view, Java is Java, no matter where it runs. Users do not agree. To an OS X user, pure Java applications that ignore the feel and features of OS X are less desirable, meaning the customers will take their money elsewhere. Fewer sales translates into unhappy managers and all the awkwardness that follows. In this book, I show how to build GUIs that feel and behave like OS X users expect them to behave. I explain development tools and libraries found on the Mac. I explore bundling of Java applications for deployment on OS X. I also discuss interfacing Java with other languages commonly used on the Mac. This chapter is about the background and basics of Java develop- ment on OS X. I explain the history of Java development. I show you around Apple’s developer Web site. Finally, I go over the IDEs commonly used for Java development on the Mac. In This Chapter Reviewing Apple Java History Exploring the history of Apple embraced Java technologies long before the first version of Java on Apple computers OS X graced a blue and white Mac tower. Refugees from the old Installing developer tan Macs of the 1990s may vaguely remember using what was tools on OS X called the MRJ when their PC counterparts were busy using JVMs. Looking at the MRJ stands for Mac OS Runtime for Java. -
Design Pattern Interview Questions
DDEESSIIGGNN PPAATTTTEERRNN -- IINNTTEERRVVIIEEWW QQUUEESSTTIIOONNSS http://www.tutorialspoint.com/design_pattern/design_pattern_interview_questions.htm Copyright © tutorialspoint.com Dear readers, these Design Pattern Interview Questions have been designed specially to get you acquainted with the nature of questions you may encounter during your interview for the subject of Design Pattern. As per my experience good interviewers hardly plan to ask any particular question during your interview, normally questions start with some basic concept of the subject and later they continue based on further discussion and what you answer: What are Design Patterns? Design patterns represent the best practices used by experienced object-oriented software developers. Design patterns are solutions to general problems that software developers faced during software development. These solutions were obtained by trial and error by numerous software developers over quite a substantial period of time. What is Gang of Four GOF? In 1994, four authors Erich Gamma, Richard Helm, Ralph Johnson and John Vlissides published a book titled Design Patterns - Elements of Reusable Object-Oriented Software which initiated the concept of Design Pattern in Software development. These authors are collectively known as Gang of Four GOF. Name types of Design Patterns? Design patterns can be classified in three categories: Creational, Structural and Behavioral patterns. Creational Patterns - These design patterns provide a way to create objects while hiding the creation logic, rather than instantiating objects directly using new opreator. This gives program more flexibility in deciding which objects need to be created for a given use case. Structural Patterns - These design patterns concern class and object composition. Concept of inheritance is used to compose interfaces and define ways to compose objects to obtain new functionalities. -
Framework Overview with UML Diagrams
Framework Overview with UML Diagrams Learn to Build Robust, Scalable and Maintainable Applications using PureMVC Framework Overview This document discusses the classes and interfaces of the PureMVC framework; illustrating their roles, responsibilities and collaborations with simple UML (Unified Modeling Language) diagrams. The PureMVC framework has a very narrow goal. That is to help you separate your application’s coding concerns into three discrete tiers; Model, View and Controller. In this implementation of the classic MVC design meta-pattern, the application tiers are represented by three Singletons (a class where only one instance may be created). A fourth Singleton, the Façade, simplifies development by providing a single interface for communications throughout the application. The Model caches named references to Proxies, which expose an API for manipulating the Data Model (including data retrieved from remote services). The View primarily caches named references to Mediators, which adapt and steward the View Components that make up the user interface. The Controller maintains named mappings to Command classes, which are stateless, and only created when needed. The Façade initializes and caches the Core actors (Model, View and Controller), and provides a single place to access all of their public methods. AUTHOR: Cliff Hall <[email protected]> LAST MODIFIED: 3/05/2008 Façade and Core The Façade class makes it possible for the Proxies, Mediators and Commands that make up most of our final application to talk to each other in a loosely coupled way, without having to import or work directly with the Core framework actors. When we create a concrete Façade implementation for our application, we are able to use the Core actors ‘out of the box’, incidental to our interaction with the Façade, minimizing the amount of API knowledge the developer needs to have to be successful with the framework. -
Object-Oriented Analysis, Design and Implementation
Undergraduate Topics in Computer Science Brahma Dathan Sarnath Ramnath Object-Oriented Analysis, Design and Implementation An Integrated Approach Second Edition Undergraduate Topics in Computer Science Undergraduate Topics in Computer Science (UTiCS) delivers high-quality instruc- tional content for undergraduates studying in all areas of computing and information science. From core foundational and theoretical material to final-year topics and applications, UTiCS books take a fresh, concise, and modern approach and are ideal for self-study or for a one- or two-semester course. The texts are all authored by established experts in their fields, reviewed by an international advisory board, and contain numerous examples and problems. Many include fully worked solutions. More information about this series at http://www.springer.com/series/7592 Brahma Dathan • Sarnath Ramnath Object-Oriented Analysis, Design and Implementation An Integrated Approach Second Edition 123 Brahma Dathan Sarnath Ramnath Department of Information and Computer Department of Computer Science Science and Information Technology Metropolitan State University St. Cloud State University St. Paul, MN St. Cloud, MN USA USA Series editor Ian Mackie Advisory Board Samson Abramsky, University of Oxford, Oxford, UK Karin Breitman, Pontifical Catholic University of Rio de Janeiro, Rio de Janeiro, Brazil Chris Hankin, Imperial College London, London, UK Dexter Kozen, Cornell University, Ithaca, USA Andrew Pitts, University of Cambridge, Cambridge, UK Hanne Riis Nielson, Technical University of Denmark, Kongens Lyngby, Denmark Steven Skiena, Stony Brook University, Stony Brook, USA Iain Stewart, University of Durham, Durham, UK A co-publication with the Universities Press (India) Private Ltd., licensed for sale in all countries outside of India, Pakistan, Bhutan, Bangladesh, Sri Lanka, Nepal, The Maldives, Middle East, Malaysia, Indonesia and Singapore. -
Design Patterns in PHP and Laravel — Kelt Dockins Design Patterns in PHP and Laravel
Design Patterns in PHP and Laravel — Kelt Dockins Design Patterns in PHP and Laravel Kelt Dockins [email protected] Design Patterns in PHP and Laravel Kelt Dockins Dolph, Arkansas USA ISBN-13 (pbk): 978-1-4842-2450-2 ISBN-13 (electronic): 978-1-4842-2451-9 DOI 10.1007/978-1-4842-2451-9 Library of Congress Control Number: 2016961807 Copyright © 2017 by Kelt Dockins This work is subject to copyright. All rights are reserved by the Publisher, whether the whole or part of the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfilms or in any other physical way, and transmission or information storage and retrieval, electronic adaptation, computer software, or by similar or dissimilar methodology now known or hereafter developed. Trademarked names, logos, and images may appear in this book. Rather than use a trademark symbol with every occurrence of a trademarked name, logo, or image we use the names, logos, and images only in an editorial fashion and to the benefit of the trademark owner, with no intention of infringement of the trademark. The use in this publication of trade names, trademarks, service marks, and similar terms, even if they are not identified as such, is not to be taken as an expression of opinion as to whether or not they are subject to proprietary rights. While the advice and information in this book are believed to be true and accurate at the date of publication, neither the authors nor the editors nor the publisher can accept any legal responsibility for any errors or omissions that may be made. -
Enterprise Development with Flex
Enterprise Development with Flex Enterprise Development with Flex Yakov Fain, Victor Rasputnis, and Anatole Tartakovsky Beijing • Cambridge • Farnham • Köln • Sebastopol • Taipei • Tokyo Enterprise Development with Flex by Yakov Fain, Victor Rasputnis, and Anatole Tartakovsky Copyright © 2010 Yakov Fain, Victor Rasputnis, and Anatole Tartakovsky.. All rights reserved. Printed in the United States of America. Published by O’Reilly Media, Inc., 1005 Gravenstein Highway North, Sebastopol, CA 95472. O’Reilly books may be purchased for educational, business, or sales promotional use. Online editions are also available for most titles (http://my.safaribooksonline.com). For more information, contact our corporate/institutional sales department: (800) 998-9938 or [email protected]. Editor: Mary E. Treseler Indexer: Ellen Troutman Development Editor: Linda Laflamme Cover Designer: Karen Montgomery Production Editor: Adam Zaremba Interior Designer: David Futato Copyeditor: Nancy Kotary Illustrator: Robert Romano Proofreader: Sada Preisch Printing History: March 2010: First Edition. Nutshell Handbook, the Nutshell Handbook logo, and the O’Reilly logo are registered trademarks of O’Reilly Media, Inc. Enterprise Development with Flex, the image of red-crested wood-quails, and related trade dress are trademarks of O’Reilly Media, Inc. Many of the designations used by manufacturers and sellers to distinguish their products are claimed as trademarks. Where those designations appear in this book, and O’Reilly Media, Inc. was aware of a trademark claim, the designations have been printed in caps or initial caps. While every precaution has been taken in the preparation of this book, the publisher and authors assume no responsibility for errors or omissions, or for damages resulting from the use of the information con- tained herein. -
Toga Documentation Release 0.2.15
Toga Documentation Release 0.2.15 Russell Keith-Magee Aug 14, 2017 Contents 1 Table of contents 3 1.1 Tutorial..................................................3 1.2 How-to guides..............................................3 1.3 Reference.................................................3 1.4 Background................................................3 2 Community 5 2.1 Tutorials.................................................5 2.2 How-to Guides.............................................. 17 2.3 Reference................................................. 18 2.4 Background................................................ 24 2.5 About the project............................................. 27 i ii Toga Documentation, Release 0.2.15 Toga is a Python native, OS native, cross platform GUI toolkit. Toga consists of a library of base components with a shared interface to simplify platform-agnostic GUI development. Toga is available on Mac OS, Windows, Linux (GTK), and mobile platforms such as Android and iOS. Contents 1 Toga Documentation, Release 0.2.15 2 Contents CHAPTER 1 Table of contents Tutorial Get started with a hands-on introduction to pytest for beginners How-to guides Guides and recipes for common problems and tasks Reference Technical reference - commands, modules, classes, methods Background Explanation and discussion of key topics and concepts 3 Toga Documentation, Release 0.2.15 4 Chapter 1. Table of contents CHAPTER 2 Community Toga is part of the BeeWare suite. You can talk to the community through: • @pybeeware on Twitter -
GUI Object Level Architectures Recap
GUI Object Level Architectures Recap • Lots of Input Devices – Basic input devices (keyboard, mouse, buttons, valuators) – Exotic input devices (3D Input, Gloves, Crosspads) – Research input devices (Peephole display, speech, touch) Recap • Handling input – Predefine all kinds of devices (too rigid, didn’t work too well) – Instead, organize everything as event or sampled devices – Handle everything in software as events Mouse Events Software Keyboard Software Today • Object-level architectures – Design patterns for GUIs – Model-View-Controller – Pluggable Look and Feel – Undo / Redo Internal Organization of Widgets • GUI widgets organized Model-View-Controller (MVC) – Basic idea: split widget into three separate objects – Each handles different aspect of widget Model-View-Controller • Model handles core functionality and data • Micro-level (internal to widget) – Scrollbar state – Checkbox state – What cell in table is currently highlighted • Macro-level (application) – Table data – Content in a document – Image in paint program Model-View-Controller • Model provides: – methods to edit data, which Controller can call – methods to access state, which View and Controller can request • Model has registry of dependent Views to notify on data changes • In Swing, listeners stored here Model-View-Controller • Model examples: – text editor: model is text string – slider: model is an integer – spreadsheet: collection of values related by functional constraints Model-View-Controller • View handles how the widget appears – Handles display of information