Patterns of Software
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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: -
Neuroscience, the Natural Environment, and Building Design
Neuroscience, the Natural Environment, and Building Design. Nikos A. Salingaros, Professor of Mathematics, University of Texas at San Antonio. Kenneth G. Masden II, Associate Professor of Architecture, University of Texas at San Antonio. Presented at the Bringing Buildings to Life Conference, Yale University, 10-12 May 2006. Chapter 5 of: Biophilic Design: The Theory, Science and Practice of Bringing Buildings to Life, edited by Stephen R. Kellert, Judith Heerwagen, and Martin Mador (John Wiley, New York, 2008), pages 59-83. Abstract: The human mind is split between genetically-structured neural systems, and an internally-generated worldview. This split occurs in a way that can elicit contradictory mental processes for our actions, and the interpretation of our environment. Part of our perceptive system looks for information, whereas another part looks for meaning, and in so doing gives rise to cultural, philosophical, and ideological constructs. Architects have come to operate in this second domain almost exclusively, effectively neglecting the first domain. By imposing an artificial meaning on the built environment, contemporary architects contradict physical and natural processes, and thus create buildings and cities that are inhuman in their form, scale, and construction. A new effort has to be made to reconnect human beings to the buildings and places they inhabit. Biophilic design, as one of the most recent and viable reconnection theories, incorporates organic life into the built environment in an essential manner. Extending this logic, the building forms, articulations, and textures could themselves follow the same geometry found in all living forms. Empirical evidence confirms that designs which connect humans to the lived experience enhance our overall sense of wellbeing, with positive and therapeutic consequences on physiology. -
Speech Understanding Systems: Summary of Results of the Five-Year Research Effort at Carnegie-Mellon University
Carnegie Mellon University Research Showcase Computer Science Department School of Computer Science 1-1-1977 Speech understanding systems: summary of results of the five-year research effort at Carnegie-Mellon University. Carnegie-Mellon University.Computer Science Dept. Carnegie Mellon University Follow this and additional works at: http://repository.cmu.edu/compsci Recommended Citation Carnegie-Mellon University.Computer Science Dept., "Speech understanding systems: summary of results of the five-year research effort at Carnegie-Mellon University." (1977). Computer Science Department. Paper 1529. http://repository.cmu.edu/compsci/1529 This Technical Report is brought to you for free and open access by the School of Computer Science at Research Showcase. It has been accepted for inclusion in Computer Science Department by an authorized administrator of Research Showcase. For more information, please contact research- [email protected]. NOTICE WARNING CONCERNING COPYRIGHT RESTRICTIONS: The copyright law of the United States (title 17, U.S. Code) governs the making of photocopies or other reproductions of copyrighted material. Any copying of this document without permission of its author may be prohibited by law. "7? • 3 SPEECH UNDERSTANDING SYSTEMS Summary of Results of the Five-Year Research Effort at Carnegie-Mellon University Carnegie-Mellon University Department of Computer Science Pittsburgh, Pennsylvania 15213 First Version printed September 1976 Present Version printed August 1977 M d R— <h Projects A en, un^coX^no. TSS^l MiF*"™ ™™ B Scientific Research. ™ and monitored by ,h. Air Z^0^!7, PREFACE This report is an augmented version of a report originally issued in September of 1976, during the demonstration at the end of the five-year speech effort. -
Open Source Architecture, Began in Much the Same Way As the Domus Article
About the Authors Carlo Ratti is an architect and engineer by training. He practices in Italy and teaches at the Massachusetts Institute of Technology, where he directs the Senseable City Lab. His work has been exhibited at the Venice Biennale and MoMA in New York. Two of his projects were hailed by Time Magazine as ‘Best Invention of the Year’. He has been included in Blueprint Magazine’s ‘25 People who will Change the World of Design’ and Wired’s ‘Smart List 2012: 50 people who will change the world’. Matthew Claudel is a researcher at MIT’s Senseable City Lab. He studied architecture at Yale University, where he was awarded the 2013 Sudler Prize, Yale’s highest award for the arts. He has taught at MIT, is on the curatorial board of the Media Architecture Biennale, is an active protagonist of Hans Ulrich Obrist’s 89plus, and has presented widely as a critic, speaker, and artist in-residence. Adjunct Editors The authorship of this book was a collective endeavor. The text was developed by a team of contributing editors from the worlds of art, architecture, literature, and theory. Assaf Biderman Michele Bonino Ricky Burdett Pierre-Alain Croset Keller Easterling Giuliano da Empoli Joseph Grima N. John Habraken Alex Haw Hans Ulrich Obrist Alastair Parvin Ethel Baraona Pohl Tamar Shafrir Other titles of interest published by Thames & Hudson include: The Elements of Modern Architecture The New Autonomous House World Architecture: The Masterworks Mediterranean Modern See our websites www.thamesandhudson.com www.thamesandhudsonusa.com Contents -
High-Level Language Features Not Found in Ordinary LISP. the GLISP
DOCUMENT RESUME ED 232 860 SE 042 634 AUTHOR Novak, Gordon S., Jr. TITLE GLISP User's Manual. Revised. INSTITUTION Stanford Univ., Calif. Dept. of Computer Science. SPONS AGENCY Advanced Research Projects Agency (DOD), Washington, D.C.; National Science Foundation, Washington, D.C. PUB DATE 23 Nov 82 CONTRACT MDA-903-80-c-007 GRANT SED-7912803 NOTE 43p.; For related documents, see SE 042 630-635. PUB TYPE Guides General (050) Reference Materials General (130) EDRS PRICE MF01/PCO2 Plus Postage. DESCRIPTORS *Computer Programs; *Computer Science; Guides; *Programing; *Programing Languages; *Resource Materials IDENTIFIERS *GLISP Programing Language; National Science Foundation ABSTRACT GLISP is a LISP-based language which provides high-level language features not found in ordinary LISP. The GLISP language is implemented by means of a compiler which accepts GLISP as input and produces ordinary LISP as output. This output can be further compiled to machine code by the LISP compiler. GLISP is available for several ISP dialects, including Interlisp, Maclisp, UCI Lisp, ELISP, Franz Lisp, and Portable Standard Lisp. The goal of GLISP is to allow structured objects to be referenced in a convenient, succinct language and to allow the structures of objects to be changed without changing the code which references the objects. GLISP provides both PASCAL-like and English-like syntaxes; much of the power and brevity of GLISP derive from the compiler features necessary to support the relatively informal, English-like language constructs. Provided in this manual is the documentation necessary for using GLISP. The documentation is presented in the following sections: introduction; object descriptions; reference to objects; GLISP program syntax; messages; context rules and reference; GLISP and knowledge representation languages; obtaining and using GLISP; GLISP hacks (some ways of doing things in GLISP which might not be entirely obvious at first glance); and examples of GLISP object declarations and programs. -
Design Patterns Promote Reuse
Design Patterns Promote Reuse “A pattern describes a problem that occurs often, along with a tried solution to the problem” - Christopher Alexander, 1977 • Christopher Alexander’s 253 (civil) architectural patterns range from the creation of cities (2. distribution of towns) to particular building problems (232. roof cap) • A pattern language is an organized way of tackling an architectural problem using patterns Kinds of Patterns in Software • Architectural (“macroscale”) patterns • Model-view-controller • Pipe & Filter (e.g. compiler, Unix pipeline) • Event-based (e.g. interactive game) • Layering (e.g. SaaS technology stack) • Computation patterns • Fast Fourier transform • Structured & unstructured grids • Dense linear algebra • Sparse linear algebra • GoF (Gang of Four) Patterns: structural, creational, behavior The Gang of Four (GoF) • 23 structural design patterns • description of communicating objects & classes • captures common (and successful) solution to a category of related problem instances • can be customized to solve a specific (new) problem in that category • Pattern ≠ • individual classes or libraries (list, hash, ...) • full design—more like a blueprint for a design The GoF Pattern Zoo 1. Factory 13. Observer 14. Mediator 2. Abstract factory 15. Chain of responsibility 3. Builder Creation 16. Command 4. Prototype 17. Interpreter 18. Iterator 5. Singleton/Null obj 19. Memento (memoization) 6. Adapter Behavioral 20. State 21. Strategy 7. Composite 22. Template 8. Proxy 23. Visitor Structural 9. Bridge 10. Flyweight 11. -
Genera Workbook Using This Book Preface This Is the Document To
Genera Workbook Using This Book Preface This is the document to read when you’re ready to sit down at your Symbol- ics computer. It teaches you the initial skills you need to use the Genera system effectively. We present concepts you need to know, as well as providing exercises andactivitiesthatturnthoseconceptsintopracticalskills. The material covered in the first group of chapters in this workbook is a pre- requisite for all Symbolics Education Services Courses. However, you can com plete the second and third sections after taking your first course. Practicing the material helpsyou learn it faster. Bring this workbook to all courses you take with Symbolics. We expect that you have used a computer before; we do not expect that you have used a Symbolics computer before. You need to learn this material whether or not you are a programmer. This is not a programming textbook. We make no assumptions about your programming background or future; this work bookisforbothprogrammersandnonprogrammers. Every time we use a term for the first time, we put it in italics. If you see a term you don’t recognize, be sure to check the glossary at the end of the work book. This workbook uses Symbolics documentation conventions and a few of its own. If you see a word or phrase enclosed in brackets, like [Help], it is a menu item.We use two different conventions withrespect to Symbolics keyboard keys: in text,thekeylabelledHELPlookslikethis: HELP butinexamplesitlookslikethis: <HELP> todifferentiateitasasinglekeystrokefromthetextaroundit. It is very important to have a Symbolics computer available so that you can work through the hands-on activities, called walk-throughs. -
Aniplex of America to Release the Complete First Season of Silver Spoon on DVD
FOR IMMEDIATE RELEASE May 24, 2014 Aniplex of America to Release The Complete First Season of Silver Spoon on DVD ©Hiromu Arakawa, Shogakukan/EZONO Festa Executive Committee From the Author of the Hit Series Fullmetal Alchemist Comes a Story of Farm work, Friendship, and the Freshest Food! SANTA MONICA, CA (May 24, 2014) –Aniplex of America announced earlier today of their plans to release the first season of Silver Spoon in a complete DVD set on July 15th. Pre-orders for this product will begin on May 27th through official Aniplex of America retailers. Silver Spoon is an anime adaptation of the manga series originally created by author, Hiromu Arakawa (Fullmetal Alchemist), which has been awarded both the 5th Manga Taisho Award and the 58th Shogakukan Manga Award in 2012. The unique story follows Yugo Hachiken, a young man who decides to attend an agricultural high school in the countryside of Hokkaido prefecture in order to escape the academic pressures he had to live within the city. The series demonstrates how Yugo, who is initially burned-out, comes to see his life through a different light as he engages with his classmates and works with the animals on the farm at Oezo Agricutral High School a.k.a. Ezono. The anime series is directed by Tomohiko Ito, best known for his work with Sword Art Online, and the animation was produced by A-1 Pictures notable for their work on popular titles such as Sword Art Online, Magi: The Kingdom of Magic, Blue Exorcist, and Oreimo 2. The first season of Silver Spoon’s anime series began its simulcast schedule in July of last year. -
Perspectives on Free and Open Source Software.Pdf
Perspectives on Free and Open Source Software Perspectives on Free and Open Source Software edited by Joseph Feller, Brian Fitzgerald, Scott A. Hissam, and Karim R. Lakhani The MIT Press Cambridge, Massachusetts London, England © 2005 Massachusetts Institute of Technology All rights reserved. No part of this book may be reproduced in any form by any electronic or mechanical means (including photocopying, recording, or information storage and retrieval) without permission in writing from the publisher. MIT Press books may be purchased at special quantity discounts for business or sales promotional use. For information, please e-mail [email protected] or write to Special Sales Department, The MIT Press, 5 Cambridge Center, Cambridge, MA 02142. This book was set in Stone sans and Stone serif by SNP Best-set Typesetter Ltd., Hong Kong. Printed and bound in the United States of America. Library of Congress Cataloging-in-Publication Data Perspectives on free and open source software / edited by Joseph Feller . [et al.]. p. cm. Includes bibliographical references and index. ISBN 0-262-06246-1 (alk. paper) 1. Shareware (Computer software) 2. Open source software. 3. Computer software—Development. I. Feller, Joseph, 1972– QA76.76.S46P47 2005 005.36—dc22 2004064954 10987654321 My love, thanks and humble apologies go to my very patient and supportive family: Carol, Caelen, Damien, and Dylan. JF Arís as Gaeilge: Buíochas mór le mo chlann, Máire, Pól agus Eimear. Is mór agam an iarracht a rinne sibh ar mo shon. BF With heartfelt warmth, I dedicate this book to my wife, Jacqueline, and my two sons, Derek and Zachery, who bring meaning to everything I do. -
The Literature of Kita Morio DISSERTATION Presented In
Insignificance Given Meaning: The Literature of Kita Morio DISSERTATION Presented in Partial Fulfillment of the Requirements for the Degree Doctor of Philosophy in the Graduate School of The Ohio State University By Masako Inamoto Graduate Program in East Asian Languages and Literatures The Ohio State University 2010 Dissertation Committee: Professor Richard Edgar Torrance Professor Naomi Fukumori Professor Shelley Fenno Quinn Copyright by Masako Inamoto 2010 Abstract Kita Morio (1927-), also known as his literary persona Dokutoru Manbô, is one of the most popular and prolific postwar writers in Japan. He is also one of the few Japanese writers who have simultaneously and successfully produced humorous, comical fiction and essays as well as serious literary works. He has worked in a variety of genres. For example, The House of Nire (Nireke no hitobito), his most prominent work, is a long family saga informed by history and Dr. Manbô at Sea (Dokutoru Manbô kôkaiki) is a humorous travelogue. He has also produced in other genres such as children‟s stories and science fiction. This study provides an introduction to Kita Morio‟s fiction and essays, in particular, his versatile writing styles. Also, through the examination of Kita‟s representative works in each genre, the study examines some overarching traits in his writing. For this reason, I have approached his large body of works by according a chapter to each genre. Chapter one provides a biographical overview of Kita Morio‟s life up to the present. The chapter also gives a brief biographical sketch of Kita‟s father, Saitô Mokichi (1882-1953), who is one of the most prominent tanka poets in modern times. -
Software Architecture: the Next Step for Object Technology (PANEL)
Software Architecture: The Next Step for Object Technology (PANEL) Bruce Anderson, University of ESSPX (moderator) Mary Shaw, Carnegie-Mellon University Larry Best, American Management Systems Kent Beck, First Class Software What is the next step for you? Progress comes Abstract from taking aware steps, but what steps are those? Architectures are the structuring paradigms, styles They could be in attempting to discover and and patterns that make up our software systems. catalogue architectures; creating awareness of this They are important in many ways: they allow us to level of product envisioning; doing design more talk usefully about systems without talking about consciously; finding ways of describing systems; their detail; a knowledge of them gives us design consolidating legacy code; abandoning legacy code; choices; attention to this level can make systems and making new software lifecycles. families of systems have the non-functional What is the next step for the community? Are there properties we want, especially changeability. ways to work that go beyond projects and Each panelist will address the following issues: companies? Will there be focus on the community, l What is architecture? which suggests cooperation, learning, divergence l What is the value you have had so far from and empowerment; or on the marketplace, which this concept? suggests competition, confidentiality, convergence l What is the next step for you? and dependence? l What is the next step for the community? 2 Mary Shaw 1 Background Software architecture is concerned with the What is architecture? We all have experience of organization of software systems: the selection of systems of great conceptual clarity and integrity. -
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.