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Patterns Senior Member of Technical Staff and Pattern Languages Knowledge Systems Corp
Kyle Brown An Introduction to Patterns Senior Member of Technical Staff and Pattern Languages Knowledge Systems Corp. 4001 Weston Parkway CSC591O Cary, North Carolina 27513-2303 April 7-9, 1997 919-481-4000 Raleigh, NC [email protected] http://www.ksccary.com Copyright (C) 1996, Kyle Brown, Bobby Woolf, and 1 2 Knowledge Systems Corp. All rights reserved. Overview Bobby Woolf Senior Member of Technical Staff O Patterns Knowledge Systems Corp. O Software Patterns 4001 Weston Parkway O Design Patterns Cary, North Carolina 27513-2303 O Architectural Patterns 919-481-4000 O Pattern Catalogs [email protected] O Pattern Languages http://www.ksccary.com 3 4 Patterns -- Why? Patterns -- Why? !@#$ O Learning software development is hard » Lots of new concepts O Must be some way to » Hard to distinguish good communicate better ideas from bad ones » Allow us to concentrate O Languages and on the problem frameworks are very O Patterns can provide the complex answer » Too much to explain » Much of their structure is incidental to our problem 5 6 Patterns -- What? Patterns -- Parts O Patterns are made up of four main parts O What is a pattern? » Title -- the name of the pattern » A solution to a problem in a context » Problem -- a statement of what the pattern solves » A structured way of representing design » Context -- a discussion of the constraints and information in prose and diagrams forces on the problem »A way of communicating design information from an expert to a novice » Solution -- a description of how to solve the problem » Generative: -
Iot Design Patterns: Computational Constructs to Design, Build and Engineer Edge Applications
2016 IEEE First International Conference on Internet-of-Things Design and Implementation IoT Design Patterns: Computational Constructs to Design, Build and Engineer Edge Applications Soheil Qanbari∗, Samim Pezeshki†, Rozita Raisi †, Samira Mahdizadeh∗, Rabee Rahimzadeh†, Negar Behinaein†, Fada Mahmoudi†, Shiva Ayoubzadeh †, Parham Fazlali†, Keyvan Roshani†, Azalia Yaghini†, Mozhdeh Amiri†, Ashkan Farivarmoheb†, Arash Zamani†, and Schahram Dustdar∗ ∗Distributed Systems Group, Vienna University of Technology, Vienna, Austria {qanbari, dustdar}@dsg.tuwien.ac.at †Baha’i Institute for Higher Education (BIHE) {firstname.lastname}@bihe.org Abstract—The objective of design patterns is to make design wiring approach of Hanmer [7]. This articulates the benefits robust and to abstract reusable solutions behind expressive of applying patterns by showing how each piece can fit into interfaces, independent of a concrete platform. They are ab- one integrated solution. stracted away from the complexity of underlying and enabling technologies. The connected things in IoT tend to be diverse With this motivation in mind, the paper continues in Sec- in terms of supported protocols, communication methods and tion II, with a brief review of how IoT design patterns are capabilities, computational power and storage. This motivates documented. Next, we introduce the diversity of our proposed us to look for more cost-effective and less resource-intensive patterns and how they are related to the edge applications IoT microservice models. We have identified a wide range of life-cycle in Section III. With some definitive clues on the design disciplines involved in creating IoT systems, that act as a seamless interface for collaborating heterogeneous things, and pattern language convention, we propose an edge provisioning suitable to be implemented on resource-constrained devices. -
Structured Patterns Metamodel Standardtm Publication
An OMG® Structured Patterns Metamodel StandardTM Publication OBJECT MANAGEMENT GROUP Structured Patterns Metamodel StandardTM V1.1 _______________________________________________ OMG Document Number: formal/2017-04-05 Release Date: July 2017 Standard document URL: http://www.omg.org/spec/SPMS/1.1 Normative Machine Consumable File(s): http://www.omg.org/spec/ SPMS /201 60301 /SPMS.xmi http://www.omg.org/spec/ SPMS/20160301/PHORML.xml http://www.omg.org/spec/ SPMS /201 60301 /APML.xmi _________________________________________________ Copyright © 2017, Object Management Group, Inc. Copyright © 2014, The Software Revolution, Inc. Copyright © 2014, CAST Copyright © 2014, KDM Analytics Copyright © 2014, Benchmark Consulting Copyright © 2014, eCube Systems Copyright © 2014, MITRE Copyright © 2014, University of North Carolina at Chapel Hill Copyright © 2014, École Polytechnique de Montréal USE OF SPECIFICATION – TERMS, CONDITIONS & NOTICES The material in this document details an Object Management Group specification in accordance with the terms, conditions and notices set forth below. This document does not represent a commitment to implement any portion of this specification in any company's products. The information contained in this document is subject to change without notice. LICENSES The companies listed above have granted to the Object Management Group, Inc. (OMG) a nonexclusive, royalty-free, paid up, worldwide license to copy and distribute this document and to modify this document and distribute copies of the modified version. Each of the copyright holders listed above has agreed that no person shall be deemed to have infringed the copyright in the included material of any such copyright holder by reason of having used the specification set forth herein or having conformed any computer software to the specification. -
Research Challenges in Nextgen Service Orchestration
Research Challenges in Nextgen Service Orchestration Luis M. Vaquero1, Felix Cuadrado2, Yehia Elkhatib3, Jorge Bernal-Bernabe4, Satish N. Srirama5, and Mohamed Faten Zhani6 1Faculty of Engineering, University of Bristol, UK Corresponding author: [email protected] 2EECS, Queen Mary University of London, UK 3MetaLab, SCC, Lancaster University, UK 4DIIC, University of Murcia, Spain 5Institute of Computer Science, University of Tartu, Estonia 6École de Technologie Supérieure, Montréal Abstract Fog/edge computing, function as a service, and programmable infrastructures, like software-defined networking or network function virtualisation, are becoming ubiquitously used in modern Information Technology infrastructures. These technologies change the characteristics and capabilities of the underlying computational substrate where services run (e.g. higher volatility, scarcer computational power, or programmability). As a consequence, the nature of the services that can be run on them changes too (smaller codebases, more fragmented state, etc.). These changes bring new requirements for service orchestrators, which need to evolve so as to support new scenarios where a close interaction between service and infrastructure becomes essential to deliver a seamless user experience. Here, we present the challenges brought forward by this new breed of technologies and where current orchestration techniques stand with regards to the new challenges. We also present a set of promising technologies that can help tame this brave new world. Keywords: NVM; SDN; NFV; orchestration; large scale; serverless; FaaS; churn; edge; fog. 1. Introduction arXiv:1806.00764v2 [cs.DC] 7 Jun 2018 There is a new breed of technologies that are becoming mainstream in current Information Technology (IT) infrastructures. Fog computing aims to partially move services from core cloud data centres into the edge of the network [159]. -
The Culture of Patterns
UDC 681.3.06 The Culture of Patterns James O. Coplien Vloebergh Professor of Computer Science, Vrije Universiteit Brussel, PO Box 4557, Wheaton, IL 60189-4557 USA [email protected] Abstract. The pattern community came about from a consciously crafted culture, a culture that has persisted, grown, and arguably thrived for a decade. The culture was built on a small number of explicit principles. The culture became embodied in its activities conferences called PLoPs that centered on a social activity for reviewing technical worksand in a body of literature that has wielded broad influence on software design. Embedded within the larger culture of software development, the pattern culture has enjoyed broad influence on software development worldwide. The culture hasnt been without its problems: conflict with academic culture, accusations of cultism, and compromises with other cultures. However, its culturally rich principles still live on both in the original organs of the pattern community and in the activities of many other software communities worldwide. 1. Introduction One doesnt read many papers on culture in the software literature. You might ask why anyone in software would think that culture is important enough that an article about culture would appear in such a journal, and you might even ask yourself: just what is culture, anyhow? The software pattern community has long taken culture as a primary concern and focus. Astute observers of the pattern community note a cultural tone to the conferences and literature of the discipline, but probably view it as a distant and puzzling phenomenon. Casual users of the pattern form may not even be aware of the cultural focus or, if they are, may discount it as a distraction. -
A Model of Inheritance for Declarative Visual Programming Languages
An Abstract Of The Dissertation Of Rebecca Djang for the degree of Doctor of Philosophy in Computer Science presented on December 17, 1998. Title: Similarity Inheritance: A Model of Inheritance for Declarative Visual Programming Languages. Abstract approved: Margaret M. Burnett Declarative visual programming languages (VPLs), including spreadsheets, make up a large portion of both research and commercial VPLs. Spreadsheets in particular enjoy a wide audience, including end users. Unfortunately, spreadsheets and most other declarative VPLs still suffer from some of the problems that have been solved in other languages, such as ad-hoc (cut-and-paste) reuse of code which has been remedied in object-oriented languages, for example, through the code-reuse mechanism of inheritance. We believe spreadsheets and other declarative VPLs can benefit from the addition of an inheritance-like mechanism for fine-grained code reuse. This dissertation first examines the opportunities for supporting reuse inherent in declarative VPLs, and then introduces similarity inheritance and describes a prototype of this model in the research spreadsheet language Forms/3. Similarity inheritance is very flexible, allowing multiple granularities of code sharing and even mutual inheritance; it includes explicit representations of inherited code and all sharing relationships, and it subsumes the current spreadsheet mechanisms for formula propagation, providing a gradual migration from simple formula reuse to more sophisticated uses of inheritance among objects. Since the inheritance model separates inheritance from types, we investigate what notion of types is appropriate to support reuse of functions on different types (operation polymorphism). Because it is important to us that immediate feedback, which is characteristic of many VPLs, be preserved, including feedback with respect to type errors, we introduce a model of types suitable for static type inference in the presence of operation polymorphism with similarity inheritance. -
Pedagogical and Elementary Patterns Patterns Overview
Pedagogical and Elementary Patterns Overview Patterns Joe Bergin Pace University http://csis.pace.edu/~bergin Thanks to Eugene Wallingford for some material here. Jim (Cope) Coplien also gave advice in the design. 11/26/00 1 11/26/00 2 Patterns--What they DO Where Patterns Came From • Capture Expert Practice • Christopher Alexander --A Pattern Language • Communicate Expertise to Others – Architecture • Solve Common Recurring Problems • Structural Relationships that recur in good spaces • Ward Cunningham, Kent Beck (oopsla ‘87), • Vocabulary of Solutions. Dick Gabriel, Jim Coplien, and others • Bring a set of forces/constraints into • Johnson, Gamma, Helm, and Vlisides (GOF) equilibrium • Structural Relationships that recur in good programs • Work with other patterns 11/26/00 3 11/26/00 4 Patterns Branch Out Patterns--What they ARE • Software Design Patterns (GOF...) •A Thing • Organizational Patterns (XP, SCRUM...) • A Description of a Thing • Telecommunication Patterns (Hub…) • A Description of how to Create the Thing • Pedagogical Patterns •A Solution of a Recurring Problem in a • Elementary Patterns Context – Unfortunately this “definition” is only useful if you already know what patterns are 11/26/00 5 11/26/00 6 Patterns--What they ARE (2) Elements of a Pattern • Structural relationships between •Problem components of a system that brings into • Context equilibrium a set of demands on the system •Forces • A way to generate complex (emergent) •Solution behavior from simple rules • Examples of Use (several) • A way to make the world a better place for humans -- not just developers or teachers... • Consequences and Resulting Context 11/26/00 7 11/26/00 8 Exercise Exercise • Problem: Build a stairway up a castle tower • Problem: Design the intersection of two or • Context: 12th Century Denmark. -
Modest Formalization of Software Design Patterns A.V.Srihasha1, Dr
International Journal of Latest Research in Engineering and Technology (IJLRET) ISSN: 2454-5031(Online) www.ijlret.comǁ Volume 1 Issue 3ǁAugust 2015 ǁ PP 52-57 Modest Formalization of Software Design Patterns A.V.Srihasha1, Dr. A. Rama Mohan Reddy2 1(PhD Research Scholar, Department of CSE, S V University, Tirupati, India) 2(Professor, Department of CSE, S V University, Tirupati, India) ABSTRACT: Formalization is the document form of formalism, where the practical compositional elements are represented by the symbols and variables. The Software Requirement Specification is documented in such a way that it breaks the deliverables into smaller components. Design patterns are among the most powerful methods for building large software systems. Patterns provide well-known solutions to recurring problems that developers face. Predicate logic is used for describing the formal specification of the design patterns. In this paper we urge to explain that formal specification of design patterns is very essential before they are implemented in any platform, further the formal specification of the design pattern is derived into a formula with respect to the application of the domain. In this paper we state some of the illustration to understand the concept of the formal specification and formula and we call this Modest Formalization of Software Design Patterns. KEYWORDS – modesty, formalization, design patterns, software architecture, calculus. I. INTRODUCTION In art theory, formalism is the concept that a work„s artistic value is entirely determined by its form–the way it is made, its purely visual aspects, and its medium. Formalism emphasizes compositional elements such as color, line, shape and texture rather than realism, context, and content. -
Lean Architecture for Agile Software Development
LEAN ARCHITECTURE FOR AGILE SOFTWARE DEVELOPMENT This manuscript is Copyright ©2009 by James O. Coplien and Gertrud Bjørnvig. All rights reserved. No portion of this manuscript may be copied or repro- duced in any form nor by any means, whether elec- tronic, reprographic, or photographic, without prior written consent of the authors and all pertinent legal stakeholders. For a printable copy of this draft, contact Jim Co- plien at [email protected] Draft of August 2, 2009 ii LEAN ARCHITECTURE FOR AGILE SOFTWARE DEVELOPMENT James O. Coplien Gertrud Bjørnvig JOHN WILEY AND SONS Chichester • New York • Brisbane • Toronto • Singapore 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 Wiley was aware of a trademark claim, the designations have been pointed in initial caps or all caps. The authors and publishers have taken care in the preparation of this book, but make not expressed or implied warranty of any kind and assume no responsibility for errors or omis- sions. No liability is assumed for incidental or consequential damages in connection with or arising out of the use of the information or programs contained herein. Library of Congress Cataloging-in-Publication Data Coplien, James O. and Gertrud Bjørnvig Lean Software Architecture and Agile Production / James O. Coplien and Gertrud Bjørnvig. p. cm. Includes bibliographical references and index ISBN 0-XXX-YYYYY-1 C++ (Computer program language) I. Title QA7673C153C675 2010 05. 13’3-dcl21 08-36336 CIP Copyright ©2010 James O. Coplien and Gertrud Bjørnvig. All rights reserved. -
Human-Computer Interaction Design Patterns: Structure, Methods, and Tools
International Journal on Advances in Software, vol 3 no 1 & 2, year 2010, http://www.iariajournals.org/software/ 225 Human-Computer Interaction Design Patterns: Structure, Methods, and Tools Christian Kruschitz Martin Hitz Department of Informatics-Systems Department of Informatics-Systems University of Klagenfurt University of Klagenfurt Klagenfurt am Wörthersee, Austria Klagenfurt am Wörthersee, Austria [email protected] [email protected] Abstract—Design patterns play an important role when patterns for easier retrieval of the right pattern for a given managing design knowledge for later reuse. In the Human- design problem within an collection or pattern language. Computer Interaction (HCI) community, design patterns are Section VI shows how to identify relationships among an often used tool for sharing design knowledge among user design patterns. Relationships represent a key concept to interface (UI) designers as well as non UI experts. An HCI gain the full reuse potential from individual patterns. Proper design pattern consists of several different components. The first component is the structure of a pattern, which consideration of relationships promises even more powerful encapsulates the description of the problem, its context, and search and navigation opportunities. Section VII describes the solution suggested by the pattern. Relationships and research approaches on how to enrich design patterns with semantics are important when design patterns are used in semantic information. By using ontologies, it is possible to pattern management tools. To make sure that the developed share HCI design patterns across different collections and it patterns satisfy their users, it is important to evaluate and is easier to identify patterns for a specific design problem. -
Introducing Patterns (Or Any New Idea) Into Organizations
Introducing Patterns (or any new idea) into Organizations ** A WORK-IN-PROGRESS ** Last Update: August 8, 2001 Copyright © 2001, Mary Lynn Manns, Linda Rising Mary Lynn Manns Linda Rising University of North Carolina at Asheville 1109 E. Tapatio Dr. Department of Management & Accountancy Phoenix, AZ 85020-1185 USA Asheville, NC 28804 USA [email protected] [email protected] Submitted to PLoP’01 August 8, 2001 Note: Since we have been working on this document for many years, there are quite a few patterns in this growing language-in-progress. However, many of the patterns have been shepherded and workshopped at previous PLoPs and other events -- this information is noted at the end of each of these patterns. In order to prevent those who shepherd and workshop these patterns for PLoP’01 from becoming too overwhelmed, we ask that they read the complete document (in order to understand the domain), provide feedback on anything, but concentrate their efforts on the patterns that have not yet been exposed to review. These are designated with asterisks in the pattern list on the next page. Thank you! The work in using and writing patterns began with Christopher Alexander who wrote A Timeless Way of Building [Alexander79] and A Pattern Language [Alexander+77] in the 1970s. When the software community began studying his ideas, interest in patterns began to spread throughout the software development industry in the 1990s. However, efforts to introduce patterns into organizations have had mixed success. The patterns presented here are the beginning of a pattern language whose focus is the introduction of patterns into an organization, with the long-term goal of developing a patterns culture. -
Web Site Wanderer History of Patterns
[This note has a parallel existence as a draft of an article invited for trial issue of IEE Infor- matics, aimed at a general computer-literate audience. Suggestions for improvement in the next few days are most welcome.] Web site wanderer \Pattern" { one of the latest of manywords to b e taken over and given a completely new technical meaning. Not that it didn't have technical meanings enough already of course; ask the arti cial intelligence practitioners and the functional programmers. In software engineering, design patterns are another twist in the reuse tale. A design pattern can b e seen as a reusable chunk of design exp ertise. The idea is that patterns help novice designers pro duce more exp ert designs, by clearly explaining common design problems together with solu- tions which are known to work. Think of dress patterns: the seamstress still has to decide what variant of the pattern to follow, make minor adjustments and make up the garment implement the design, but the pattern makes the pro cess of design much easier. Where the analogy breaks down is that a software design pattern normally covers only a small part of the design of a system. In practice the usefulness of design patterns is not limited to novice designers; the names of design patterns provide a high-level addition to the design vo cabulary, which is useful to exp erts as well. Probably, though, you'd heard of software design patterns b efore; p erhaps you've read the Gang of Four b o ok. You know there's a lot more information out there on the web.