Adaptive Object-Models: a Research Roadmap
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Naked Objects: a Technique for Designing More Expressive Systems
Naked objects: a technique for designing more expressive systems Richard Pawson Robert Matthews Computer Sciences Corporation NakedObjects.org and Computer Science Department, Tdnity College, Dublin, IE rpawson@csc;com ABSTRACT OOUIs provide a number of advantages to the user including Naked objects is an approach to systems design in which core reduced modality [6], and greater expressiveness for the user business objects show directly through to the user interface, and [10], and have become the norm for 'creative' applications such in which all interaction consists of invoking methods on those as drawing, computer aided design (CAD), page make-up and objects in the noun-verb style. One advantage of this approach multimedia editing. OOUIs are far less common in transactional is that it reaults in systems that arc more expressive from the business systems. This may be because the need for viewpoint of the user: they treat the user like a problem solver, expressiveness is less clear. It may also be because the not as merely a process-follower. Another advantage is that the underlying structure of most transactional business applications, 1:1 mapping between the user's representation and the comprising scripted procedures and data operations, does not underlying model means that it is possible to auto-generate the map well onto an OOUI. former from the latter, which yields benefits to the development Surprisingly, though, even where a transactional business process. The authors have designed a Java-based, open source system is based upon a true business object model, the core toolkit called Naked Objects which facilitates this style of business objects are typically hidden from the user. -
Design Patterns Design Patterns
Design Patterns CSC207 – Software Design Design Patterns • Design pattern: – A general description of the solution to a well- established problem using an arrangement of classes and objects. • Patterns describe the shape of code rather than the details. – There are lots of them in CSC 301 and 302. Loop patterns from first year • Loop pattern: – A general description of an algorithm for processing items in a collection. • All of you (hopefully) have some loop patterns in your heads. • You don’t really need to think about these any more; you just use them, and you should be able to discuss them with your fellow students. • Some first-year patterns: – Process List – Counted Loop – Accumulator – Sentinel Process list pattern • Purpose: to process every item in a collection where you don’t care about order or context; you don’t need to remember previous items. • Outline: • Example: • Other example: darken every pixel in a picture Counted loop pattern • Purpose: to process a range of indices in a collection. • Outline: • Example: • Other example: print indices of even-length string Accumulator pattern • Purpose: to accumulate information about items in a collection. • Outline: • Example: • Other examples: sum, min, accumulate a list of items meeting a particular criterion. Sentinel pattern • Purpose: to remove a condition in a loop guard. • Outline: • Example: Sentinel pattern, continued • Here is the code that Sentinal replaces; note that i != list.size() is evaluated every time through the loop, even though it is false only once. Design Pattern -
Presentación De Powerpoint
Software Architecture of Oviedoof University Modularity Science Computer of of Course 2018/2019 Jose E. Labra Gayo School Software Software School of Computer Science University of Oviedo Modularity Architecture Software Architecture of Oviedoof University Big Ball of Mud Modular decomposition Definitions Recommendations Modularity styles Layers Aspect Oriented decomposition Domain based decomposition Science Computer of of School Software Architecture Big Ball of Mud of Oviedoof Big Ball of Mud University Described by Foote & Yoder, 1997 Elements Lots of entities intertwined Constraints None Science Computer of of School Software Architecture Big Ball of Mud of Oviedoof Quality attributes (?) University Time-to-market Quick start It is possible to start without defining an architecture Incremental piecemeal methodology Solve problems on demand Cost Cheap solution for short-term projects Science Computer of of School Software Architecture Big Ball of Mud of Oviedoof Problems University High Maintenance costs Low flexibility at some given point At the beginning, it can be very flexible After some time, a change can be dramatic Inertia When the system becomes a Big Ball of Mud it is very difficult to convert it to another thing A few prestigious developers know where to touch Science Clean developers run away from these systems Computer of of School Software Architecture Big Ball of Mud of Oviedoof Some reasons University Throwaway code: You need an immediate fix for a small problem, a quick prototype or proof of concept When it is good -
Towards Software Development
WDS'05 Proceedings of Contributed Papers, Part I, 36–40, 2005. ISBN 80-86732-59-2 © MATFYZPRESS Towards Software Development P. Panuška Charles University, Faculty of Mathematics and Physics, Prague, Czech Republic. Abstract. New approaches to software development have evolved recently. Among these belong not only development tools like IDEs, debuggers and Visual modelling tools but also new, modern1 styles of programming including Language Oriented Programming, Aspect Oriented Programming, Generative Programming, Generic Programming, Intentional Programming and others. This paper brings an overview of several methods that may help in software development. Introduction An amazing progress in software algorithms, hardware, GUI and group of problems we can solve has been made within last 40 years. Unfortunately, the same we cannot say about the way the software is actually made. The source code of programs has not changed and editors we use to edit, create and maintain computer programs still work with the source code mainly as with a piece of text. This is not the only relic remaining in current software development procedures. Software development is one of human tasks where most of the job must be done by people. Human resources belong to the most expensive, most limiting and most unreliable ones. People tend to make more mistakes than any kind of automatic machines. They must be trained, may strike, may get ill, need holidays, lunch breaks, baby breaks, etc. Universities can not produce an unlimited number of software engineers. Even if the number of technical colleges were doubled, it would not lead in double amount of high-quality programmers. -
Bibliography on Transformation Systems (PDF Format)
Transformation Technology Bibliography, 1998 Ira Baxter Semantic Designs 12636 Research Blvd, Suite C214 Austin, Texas 78759 [email protected] The fundamental ideas for transformation systems are: domains where/when does one define a notation for a problem area; semantics how the meaning of a notation is defined; implementation what it means for one spec fragment to “implement” another; and control how to choose among possible implementations. The following references describe various ways of implementing one or more of the above ideas. Unfortunately, there aren't any easy, obviously good articles or books on the topic, and there is a lot of exotic technology. I recommend: the Agresti book (a number of short papers) for overview, the Feather survey paper for conciseness and broadness. These are the minimum required reading to get a sense of the field. The Partsch book is excellent for a view of transformational development using wide spectrum languages, but fails to address domains and control. The Turski book is very good for some key theory, but you have to be determined to wade through it. Bibliography [AGRESTI86] What are the New Paradigms?, William W. Agresti, New Paradigms for Software Development, William W. Agresti, IEEE Press, 1986, ISBN 0-8186-0707-6. [ALLEMANG90] Understandings Programs as Devices, Dean T. Allemang, Ph.D. Thesis, Computer Science Department, Ohio State University, Columbus, Ohio, 1990. [ALLEN90] Readings in Planning, James Allen, James Hendler and Austin Tate, Morgan Kaufmann, San Mateo, California,1990, ISBN 1-55860-130-9. [ASTESIANO87] An Introduction to ASL, Egidio Astesiano and Martin Wirsing, pp. 343-365, Program Specification and Transformation, L. -
A Project to Model-Driven Development with Naked Objects and Domain-Driven Design
Elihu: A Project to Model-Driven Development with Naked Objects and Domain-Driven Design Samuel Alves Soares1 and Mariela Ines´ Cortes´ 2 1Federal Institute of Education, Science and Technology of Ceara,´ Taua,´ Ceara,´ Brazil 2State University of Ceara,´ Fortaleza, Ceara,´ Brazil Keywords: Model Driven Development, Naked Objects, Domain Driven Design, Domain Patterns, Design Patterns. Abstract: The model-driven development is a approach to creating software through well-defined models containing the information needed to generate the application. However, the software modeling in this approach requires the definition of application infrastructure artifacts in the model, such as user interface technologies and data persistence scheme, in order to transform modeling in final application. This makes the modeling complex, difficult to understand and maintain since new artifacts need to be added, failing to keep the focus on application business domain. To resolve this problem, we propose the Elihu project, a solution based on Naked Objects Pattern, Domain-Driven Design and software design patterns where the developer models just business objects and their characteristics related to the application domain. The full application is generated based on these software patterns and a Naked Objects Pattern framework is responsible for the application infrastructure code and the display of objects to users. The proposed solution benefits the creation of less complex models, that support evolution and modification of requirements along the development and the generation of full applications without manual intervention in the generated code. 1 INTRODUCTION 2006). On the other hand, the ambiguous nature of models and information redundancy along different The focus on the problem domain is pointed views of the same object make it difficult to maintain out as the ideal approach to the development of and make it difficult to adopt the MDD in the industry computer systems (Pawson, 2004). -
Pawson Thesis.Pdf
Naked objects A thesis submitted to the University of Dublin, Trinity College for the degree of Doctor of Philosophy Richard Pawson, Department of Computer Science, Trinity College, Dublin June 2004 1 Foreword by Trygve Reenskaug (Author’s note: Prof. Reenskaug was the external examiner for this thesis. One of the pioneers of object-oriented programming, he is best known as the inventor of the Model- View-Controller pattern. After the thesis was accepted, he generously agreed to write a foreword to the electronically-published version.) The world’s shipbuilding industry went through a heavy modernization program through the nineteen fifties and sixties. My colleague Kjell Kveim invented a control unit for the numerical control of machine tools such as flame cutters. The first unit was installed at the Stord shipyard in 1960 and opened the field for integrated computer aided design and manufacturing. The matching design system, Autokon, was first deployed at the Stord Yard in 1963. Autokon was subsequently adopted by most major shipyards around the world and was still in use by the late nineties. The purpose of Autokon was to empower the ship’s designers. It had a central database holding important information about the shape of the hull, the position of frames and decks, and the shapes of the parts. There was a language that permitted the designers to specify parts in shipbuilding terminology. There was a designer programming facility so that they could specify families of similar parts. Autokon was developed in close collaboration between shipbuilders and scientists. We considered ourselves as tool builders; the success criterion was that the tools should be handy, practicable, serviceable and useful. -
Components and Generative Programming
Components and Generative Programming Krzysztof Czarnecki1 and Ulrich W. Eisenecker2 1DaimlerChrysler AG Research and Technology, Ulm, Germany [email protected] 2University of Applied Sciences Heidelberg, Germany [email protected] Abstract. This paper is about a paradigm shift from the current practice of manually searching for and adapting components and their manual assembly to Generative Programming, which is the automatic selection and assembly of components on demand. First, we argue that the current OO technology does not support reuse and configurability in an effective way. Then we show how a system family approach can aid in defining reusable components. Finally, we describe how to automate the assembly of components based on configuration knowledge. We compare this paradigm shift to the introduction of interchangeable parts and automated assembly lines in the automobile industry. We also illustrate the steps necessary to develop a product line using a simple example of a car product line. We present the feature model of the product line, develop a layered architecture for it, and automate the assembly of the components using a generator. We also discuss some design issues, applicability of the approach, and future development. 1 From Handcrafting to an Automated Assembly Line This paper is about a paradigm shift from the current practice of manually searching for and adapting components and their manual assembly to Generative Programming, which is the automatic selection and assembly of components on demand. This paradigm shift takes two steps. First, we need to move our focus from engineering single systems to engineering families of systems—this will allow us to come up with the “right” implementation components. -
Domain-Driven Design Using Naked Objects
Extracted from: Domain-Driven Design Using Naked Objects This PDF file contains pages extracted from Domain-Driven Design, published by the Pragmatic Bookshelf. For more information or to purchase a paperback or PDF copy, please visit http://www.pragprog.com. Note: This extract contains some colored text (particularly in code listing). This is available only in online versions of the books. The printed versions are black and white. Pagination might vary between the online and printer versions; the content is otherwise identical. Copyright © 2009 The Pragmatic Programmers, LLC. All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted, in any form, or by any means, electronic, mechanical, photocopying, recording, or otherwise, without the prior consent of the publisher. Many of the designations used by manufacturers and sellers to distinguish their prod- ucts are claimed as trademarks. Where those designations appear in this book, and The Pragmatic Programmers, LLC was aware of a trademark claim, the designations have been printed in initial capital letters or in all capitals. The Pragmatic Starter Kit, The Pragmatic Programmer, Pragmatic Programming, Pragmatic Bookshelf and the linking g device are trademarks of The Pragmatic Programmers, LLC. Every precaution was taken in the preparation of this book. However, the publisher assumes no responsibility for errors or omissions, or for damages that may result from the use of information (including program listings) contained herein. Our Pragmatic courses, workshops, and other products can help you and your team create better software and have more fun. For more information, as well as the latest Pragmatic titles, please visit us at http://www.pragprog.com Copyright © 2009 Dan Haywood. -
Object-Oriented Programming (VB Version)
Object-Oriented Programming (VB version) by Richard Pawson v1.0.0 ©Richard Pawson, 2020. The moral right of the author has been asserted. This document is distributed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License: https://creativecommons.org/licenses/by-nc-nd/4.0/. The author is willing, in principle, to grant permission for distribution of derivative versions, on a case by case basis, and may be contacted as [email protected]. ‘Metal Up’ is a registered trademark, number UK00003361893. Author’s acknowledgements I am indebted to John Stout who has acted as a continuous reviewer throughout the writing of this book, offering many corrections and improvements to both text and program code. Responsibility for any remaining errors remains mine alone – please report any that you find to me as [email protected]. Foreword by Alan Kay In my first day in grad school in 1966, the head of the department gave me a thesis from just a few years earlier: “Sketchpad: A Man-Machine Communications System” by Ivan Sutherland at MIT. It completely turned upside down my ideas about computing. It was not just the invention of interactive computer graphics, but also allowed the user to define complex “Ideas” — such as beams for a bridge, rivets, transistors, linkages, text characters, and much more — produce as many “instances” of each Idea as needed to make more complex assemblies (which could themselves be turned into Ideas) — then use goal-solving graphical programming to give the Ideas dynamic relationships and larger simulation behaviors. For example, you could define a beam as being like a stiff spring, use many instances of them to make a bridge, hang simulated weights from the bridge, and Sketchpad would dynamically compute the tensions and compressions on the beams and show these numerically — all without the system knowing anything about beams or bridges, or even the numeral forms for numbers ahead of time. -
Architectural Styles and Patterns
Architectural Styles and Patterns Wednesday 13 February 13 Architectural Patterns & Styles Consensus Controversy • Established • Philosophy (context- Solutions problem-solution vs components- Common • connections) vocabulary Granularity (vs Document • • Design patterns) Reason over quality • • Categorization Wednesday 13 February 13 Architectural Patterns (Wikipedia) • Presentation- abstraction- • Peer-to-peer control • Service-oriented • Three-tier architecture • Pipeline • Naked Objects Implicit Invocation • Model-View • Controller • Blackboard Wednesday 13 February 13 Architectural Patterns (Shaw & Garland) • Dataflow Systems -- Batch, Pipes and Filters • Call-and-return systems -- Main program and subroutines, OO systems, Hierarchical Layers • Independent components -- Communicating processes, Event systems • Virtual Machines -- Interpreters, Rule-based systems • Data-Centered Systems -- Databases, Hypertext systems Blackboards Wednesday 13 February 13 Elements of Architecture (Shaw & Garland) Components Connectors • Clients • Procedure calls • Servers • Events broadcast • Filters • Database protocols • Layers • Pipes • Databases - What are the structural patterns permitted? - What is the underlying computational model? - What are the invariants of the style? BUT ... - What are examples of its use? - What are the tradeoffs? - ... Wednesday 13 February 13 Architectural Patterns (Baas, Clements & Kazman) • Dataflow Systems -- Batch, Pipes and Filters • Data-Centered -- Repository, Blackboard • Virtual machine -- Interpreter, Rule-based -
Object Thinking
PUBLISHED BY Microsoft Press A Division of Microsoft Corporation One Microsoft Way Redmond, Washington 98052-6399 Copyright © 2004 by David West All rights reserved. No part of the contents of this book may be reproduced or transmitted in any form or by any means without the written permission of the publisher. Library of Congress Cataloging-in-Publication Data pending. Printed and bound in the United States of America. 1 2 3 4 5 6 7 8 9 QWE 8 7 6 5 4 3 Distributed in Canada by H.B. Fenn and Company Ltd. A CIP catalogue record for this book is available from the British Library. Microsoft Press books are available through booksellers and distributors worldwide. For further information about international editions, contact your local Microsoft Corporation office or contact Microsoft Press International directly at fax (425) 936-7329. Visit our Web site at www.microsoft.com/mspress. Send comments to [email protected]. Microsoft, Visual Basic, Visual C++, Visual C#, Visual Studio, and Windows are either registered trademarks or trademarks of Microsoft Corporation in the United States and/or other countries. Other product and company names mentioned herein may be the trademarks of their respective owners. The example companies, organizations, products, domain names, e-mail addresses, logos, people, places, and events depicted herein are fictitious. No association with any real company, organization, product, domain name, e-mail address, logo, person, place, or event is intended or should be inferred. This book expresses the author’s views and opinions. The information contained in this book is provided without any express, statutory, or implied warranties.