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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. -
Rugby - a Process Model for Continuous Software Engineering
INSTITUT FUR¨ INFORMATIK DER TECHNISCHEN UNIVERSITAT¨ MUNCHEN¨ Forschungs- und Lehreinheit I Angewandte Softwaretechnik Rugby - A Process Model for Continuous Software Engineering Stephan Tobias Krusche Vollstandiger¨ Abdruck der von der Fakultat¨ fur¨ Informatik der Technischen Universitat¨ Munchen¨ zur Erlangung des akademischen Grades eines Doktors der Naturwissenschaften (Dr. rer. nat.) genehmigten Dissertation. Vorsitzender: Univ.-Prof. Dr. Helmut Seidl Prufer¨ der Dissertation: 1. Univ.-Prof. Bernd Brugge,¨ Ph.D. 2. Prof. Dr. Jurgen¨ Borstler,¨ Blekinge Institute of Technology, Karlskrona, Schweden Die Dissertation wurde am 28.01.2016 bei der Technischen Universitat¨ Munchen¨ eingereicht und durch die Fakultat¨ fur¨ Informatik am 29.02.2016 angenommen. Abstract Software is developed in increasingly dynamic environments. Organizations need the capability to deal with uncertainty and to react to unexpected changes in require- ments and technologies. Agile methods already improve the flexibility towards changes and with the emergence of continuous delivery, regular feedback loops have become possible. The abilities to maintain high code quality through reviews, to regularly re- lease software, and to collect and prioritize user feedback, are necessary for con- tinuous software engineering. However, there exists no uniform process model that handles the increasing number of reviews, releases and feedback reports. In this dissertation, we describe Rugby, a process model for continuous software en- gineering that is based on a meta model, which treats development activities as parallel workflows and which allows tailoring, customization and extension. Rugby includes a change model and treats changes as events that activate workflows. It integrates re- view management, release management, and feedback management as workflows. As a consequence, Rugby handles the increasing number of reviews, releases and feedback and at the same time decreases their size and effort. -
Test Driven .NET Development with Fitnesse
Test Driven .NET Development with FitNesse second edition Gojko Adzic Test Driven .NET Development with FitNesse: second edition Gojko Adzic Copy-editor: Marjory Bisset Cover picture: Brian Samodra Published 2009 Copyright © 2008-2009 Neuri Limited Many of the designations used by manufacturers and sellers to distinguish their products are claimed as trademarks. Where these designations appear in this book, and the publisher was aware of a trademark claim, the designations have been printed with initial capital letters or in all capitals. The author has taken care in the preparation of this book, but makes no expressed or implied warranty of any kind and assumes no responsibility for errors or omissions. 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. All rights reserved. This publication is protected by copyright, and permission must be obtained from the publisher prior to any prohibited reproduction, storage in a retrieval system, or transmission in any form or by any means, electronic, mechanical, photocopying, recording, or likewise. For information regarding permissions, write to: Neuri Limited 25 Southampton Buildings London WC2A 1AL United Kingdom You can also contact us by e-mail: [email protected] Register your book online Visit http://gojko.net/fitnesse and register your book online to get free PDF updates and notifications about corrections or future editions of this book. ISBN: 978-0-9556836-2-6 REVISION:2009-12-08 Preface to the second edition ........................................................... vii What's new in this version? ..................................................... vii Training and consultancy ................................................................ ix Acknowledgements ........................................................................ -
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 -
Wiki As Pattern Language
Wiki as Pattern Language Ward Cunningham Cunningham and Cunningham, Inc.1 Sustasis Foundation Portland, Oregon Michael W. Mehaffy Faculty of Architecture Delft University of Technology2 Sustasis Foundation Portland, Oregon Abstract We describe the origin of wiki technology, which has become widely influential, and its relationship to the development of pattern languages in software. We show here how the relationship is deeper than previously understood, opening up the possibility of expanded capability for wikis, including a new generation of “federated” wiki. [NOTE TO REVIEWERS: This paper is part first-person history and part theory. The history is given by one of the participants, an original developer of wiki and co-developer of pattern language. The theory points toward future potential of pattern language within a federated, peer-to-peer framework.] 1. Introduction Wiki is today widely established as a kind of website that allows users to quickly and easily share, modify and improve information collaboratively (Leuf and Cunningham, 2001). It is described on Wikipedia – perhaps its best known example – as “a website which allows its users to add, modify, or delete its content via a web browser usually using a simplified markup language or a rich-text editor” (Wikipedia, 2013). Wiki is so well established, in fact, that a Google search engine result for the term displays approximately 1.25 billion page “hits”, or pages on the World Wide Web that include this term somewhere within their text (Google, 2013a). Along with this growth, the definition of what constitutes a “wiki” has broadened since its introduction in 1995. Consider the example of WikiLeaks, where editable content would defeat the purpose of the site. -
What Is Spring Framework?
Software Engineering a.a. 2019-2020 Introduction to Spring Framework Prof. Luca Mainetti Università del Salento Roadmap ■ Introduction to Spring ■ Dependency Injection and IoC ■ Bean ■ AoP ■ Module Architecture Introduction to Spring Framework 2 Luca Mainetti What Is Spring Framework? ■ Spring is the most popular application development framework for Java enterprise ■ Open source Java platform since 2003. ■ Spring supports all main application servers and JEE standards ■ Spring handles the infrastructure so you can focus on your application ■ Current version: 5.0.X Introduction to Spring Framework 3 Luca Mainetti What does Spring offer? ■ Dependency Injection – Also known as IoC (Inversion of Control) ■ Aspect Oriented Programming – Runtime injection-based ■ Portable Service Abstractions – The rest of spring • ORM, DAO, Web MVC, Web, etc. • Allows access to these without knowing how they actually work Introduction to Spring Framework 4 Luca Mainetti Dependency Injection ■ The technology that actually defines Spring (Heart of Spring). ■ Dependency Injection helps us to keep our classes as indepedent as possible. – Increase reuse by applying low coupling – Easy testing – More understandable An injection is the passing of a dependency (a service) to a dependent object (a client). Passing the service to the client, rather than allowing a client to build or find the service, is the fundamental requirement of the pattern. Introduction to Spring Framework 5 Luca Mainetti Dependency Injection and Inversion of Control (IoC) In software engineering, inversion of control (IoC) describes a design in which custom-written portions of a computer program receive the flow of control from a generic, reusable library. ■ The Inversion of Control (IoC) is a general concept, and it can be expressed in many different ways and dependency Injection is merely one concrete example of Inversion of Control. -
2019 Stateof the Software Supply Chain
2019 State of the Software Supply Chain The 5th annual report on global open source software development presented by in partnership with supported by Table of Contents Introduction................................................................................. 3 CHAPTER 4: Exemplary Dev Teams .................................26 4.1 The Enterprise Continues to Accelerate ...........................27 Infographic .................................................................................. 4 4.2 Analysis of 12,000 Large Enterprises ................................27 CHAPTER 1: Global Supply of Open Source .................5 4.3 Component Releases Make Up 85% of a Modern Application......................................... 28 1.1 Supply of Open Source is Massive ...........................................6 4.4 Characteristics of Exemplary 1.2 Supply of Open Source is Expanding Rapidly ..................7 Development Teams ................................................................... 29 1.3 Suppliers, Components and Releases ..................................7 4.5 Rewards for Exemplary Development Teams ..............34 CHAPTER 2: Global Demand for Open Source ..........8 CHAPTER 5: The Changing Landscape .......................35 2.1 Accelerating Demand for 5.1 Deming Emphasizes Building Quality In ...........................36 Open Source Libraries .....................................................................9 5.2 Tracing Vulnerable Component Release 2.2 Automated Pipelines and Downloads Across Software Supply Chains -
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. -
Ioc Containers in Spring
301AA - Advanced Programming Lecturer: Andrea Corradini [email protected] http://pages.di.unipi.it/corradini/ AP-2018-11: Frameworks and Inversion of Control Frameworks and Inversion of Control • Recap: JavaBeans as Components • Frameworks, Component Frameworks and their features • Frameworks vs IDEs • Inversion of Control and Containers • Frameworks vs Libraries • Decoupling Components • Dependency Injection • IoC Containers in Spring 2 Components: a recap A software component is a unit of composition with contractually specified interfaces and explicit context dependencies only. A software component can be deployed independently and is subject to composition by third party. Clemens Szyperski, ECOOP 1996 • Examples: Java Beans, CLR Assemblies • Contractually specified interfaces: events, methods and properties • Explicit context dependencies: serializable, constructor with no argument • Subject to composition: connection to other beans – Using connection oriented programming (event source and listeners/delegates) 3 Towards Component Frameworks • Software Framework: A collection of common code providing generic functionality that can be selectively overridden or specialized by user code providing specific functionality • Application Framework: A software framework used to implement the standard structure of an application for a specific development environment. • Examples: – GUI Frameworks – Web Frameworks – Concurrency Frameworks 4 Examples of Frameworks Web Application Frameworks GUI Toolkits 5 Examples: General Software Frameworks – .NET – Windows platform. Provides language interoperability – Android SDK – Supports development of apps in Java (but does not use a JVM!) – Cocoa – Apple’s native OO API for macOS. Includes C standard library and the Objective-C runtime. – Eclipse – Cross-platform, easily extensible IDE with plugins 6 Examples: GUI Frameworks • Frameworks for Application with GUI – MFC - Microsoft Foundation Class Library. -
Acceptance Testing How Cslim and Fitnesse Can Help You Test Your Embedded System
Acceptance Testing How CSlim and FitNesse Can Help You Test Your Embedded System Doug Bradbury Software Craftsman, 8th Light Tutorial Environment git clone git://github.com/dougbradbury/c_learning.git cd c_learning ./bootstrap.sh or with a live CD: cp -R cslim_agile_package c_clearning cd c_learning git pull ./bootstrap.sh Overview Talk w/ exercises: Acceptance Tests Tutorial: Writing Acceptance tests Tutorial: Fitnesse Tutorial: CSlim Talk: Embedded Systems Integration Bonus Topics Introductions Who are you? Where do you work? What experience do you have with ... embedded systems? acceptance testing? FitNesse and Slim? Objectives As a result of this course you will be able to: Understand the purposes of acceptance testing; Use acceptance tests to define and negotiate scope on embedded systems projects; Integrate a CSlim Server into your embedded systems; Objectives (cont) As a result of this course you will be able to: Add CSlim fixtures to your embedded system; Write Fitnesse tests to drive the execution of CSlim fixtures; Write and maintain suites of tests in a responsible manner. Points on a star How many points does this star have? Star Point Specification Points on a star are counted by the number of exterior points. Points on a star How many points does this star have? By Example 3 5 9 Points on a star Now, how many points does this star have? Robo-draw Pick a partner ... Acceptance Testing Collaboratively producing examples of what a piece of software is supposed to do Unit Tests help you build the code right. Acceptance Tests -
Analysis Patterns.Pdf
Symbols for mappings DLKING , : www.dlking.com Generalization notation DLKING , : www.dlking.com Contents Foreword v Foreword vii Preface xv Chapter 1. Introduction 1 1.1 Conceptual Models 1 1.2 The World of Patterns 4 1.3 The Patterns in this Book 8 1.4 Conceptual Models and Business Process Reengineering 10 1.5 Patterns and Frameworks 11 1.6 Using the Patterns 11 References 14 Part 1. Analysis Patterns 15 Chapter 2. Accountability 17 2.1 Party 18 2.2 Organization Hierarchies 19 2.3 Organization Structure 21 2.4 Accountability 22 2.5 Accountability Knowledge Level 24 2.6 Party Type Generalizations 27 2.7 Hierarchic Accountability 28 2.8 Operating Scopes 30 2.9 Post 32 References 33 Chapter 3. Observations and Measurements 35 3.1 Quantity 36 3.2 Conversion Ratio 38 3.3 Compound Units 39 3.4 Measurement 41 3.5 Observation 42 3.6 Subtyping Observation Concepts 46 3.7 Protocol 46 3.8 Dual Time Record 47 IX DLKING , : www.dlking.com x Contents 3.9 Rejected Observation 48 3.10 Active Observation, Hypothesis, and Projection 49 3.11 Associated Observation 50 3.12 Process of Observation 51 References 55 Chapter 4. Observations for Corporate Finance 57 4.1 Enterprise Segment 59 4.2 Measurement Protocol 65 4.3 Range 76 4.4 Phenomenon with Range 77 4.5 Using the Resulting Framework 82 References 83 Chapter 5. Referring to Objects 85 5.1 Name 86 5.2 Identification Scheme 88 5.3 Object Merge 90 5.4 Object Equivalence 92 References 93 Chapter 6.