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Application of design patterns in framework developmentDella, Lewis, n/a January 1999 (has links)
Since the coining of the term "Design Patterns" in the software engineering context, and
specifically as related to object-oriented applications, there has been an increasing
emphasis placed on the relevance of patterns in successfully designing object-oriented
software, by the provision of generic, recurring designs. Various authors have produced
design pattern catalogues as a record of applied design pattern experiences
[Buschmann+96] [Gamma+95] [Coad92]. These catalogues are invaluable to
experienced practitioners. However, the examples are frequently given in the context of a
complex application with partially coded examples. Also, there is no standard with
regard to the name used to designate a particular design pattern and, in some cases,
different designers have designated relatively similar patterns with quite different names.
This limits their accessibility to less experienced designers who require fully coded
examples applied in a familiar landscape. Thus, while patterns have dramatically shaped
the manner in which object-oriented solutions are developed, the full realisation of their
use and reuse potential by inexperienced practitioners is limited by lack of completely
coded examples.
In this thesis we consider the implementation (in Java), using fully coded examples, of a
number of design patterns applied to business oriented applications. These will be applied
in an application specific environment, with the resultant framework being capable of use
across a family of similar applications. The source code examples are compact enough so
that the pattern structure can be readily appreciated, while at the same time being large
enough to demonstrate the pattern in a practical, viable sense. These are applied in a
familiar application domain, business-oriented applications, resulting in an application
framework, that is, a partially completed system that provide the core architecture
functionality, suitable for reuse across a family of systems. In this way, the link between
design patterns and their implementation via these coded frameworks will be easier to
comprehend. It is anticipated that the end result will be a better appreciation of design
patterns and a clearer understanding of how to apply these patterns, with the availability
of a set of useful, reusable software components, with appropriate interface connection,
to be used as central building blocks, in developing object-oriented solutions for business
applications.
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Langage et méthode pour une ingénierie des modèles fiableFleurey, Franck Le Traon, Yves January 2006 (has links) (PDF)
Thèse doctorat : Informatique : Rennes 1 : 2006. / Bibliogr. p. 201-210.
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Maquettes pour évaluer les systèmes d'information des organisations.Dufourd, Jean-François. January 1900 (has links)
Th.--Sci. math.--Nancy 1, 1980. N°: 717.
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Understanding patterns: conceptual tools for design pattern analysisLong, Donna Kaminskyj 21 June 2012 (has links)
This thesis presents two separate and complementary tools for understanding and analyzing design patterns. The first tool, the High-Level Pattern Representation (HiLPR), exposes the fundamental characteristics hidden within a design pattern's solution. This tool combines the information in parallel patterns' solutions and forces, and integrates information that is critical for pattern implementation. The second tool, the Dynamic Pattern Categorization (DPC), works between all of the patterns in an entire pattern language, and groups patterns of similar characteristics to support analysis and selection. Possible categories are presented and discussed, and further work can combine the exposure of characteristics from HiLPR into categorization by the DPC. The evaluation of these tools highlights a hidden weakness of current design pattern languages and practices. The conclusions raised by this work suggest that there are methods that will support pattern language construction. / Graduate
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Foundations of GameplayHolopainen, Jussi January 2011 (has links)
People in all known cultures play games and today digital gaming is an important leisure activity for hundreds of millions of people. At the same time game design has developed into a profession of its own. There are several practical game design guidelines and text books but they rarely manage to connect their findings into relevant areas of research such as psychology and design research. Understanding game design, both as an activity and as an end result of that activity, in a more profound way could alleviate this problem. The main goals of this thesis are to understand in a more profound way how to design games and based on that understanding develop frameworks and methods for aiding game design. By extending knowledge about game design can not only improve the quality of the end-products but also expand the potential design space even in unpredictable ways. Game design contains many sub-areas. Character, story, and environment design are integral parts of the current game development projects. The aim of this thesis, however, is to have a critical and exploratory look at structures of gameplay as design material. Gameplay is the interaction between the game rules, challenges, elements, and players.In one sense gameplay defines the game. The focus of the thesis is mainly analytical, although parts of the results are based on practical research through design activities. The thesis contributes to game research in three interralated ways: (1) An analytical contribution to understanding gameplay was done in the gameplay design patterns work. The patterns are described as an approach to both analyse existing games and aid in designing new games. The patterns describe recurrent gameplay and also analyse these structures from the design material point of view. (2) A theoretical study of basis for gameplay experiences was conducted through review of relevant models and theories in neuroaesthetics, cognitive and social psychology and game research. The framework offered in the thesis explains why certain gameplay structures are more recurrent based on defining gameplay as caricatures of intentional behaviour. (3) The game design patterns approach and research through design projects have contributed to the analysis of game design as an activity and practical guidelines for concrete design work in more specific areas of game design. The goals of this thesis are ambitious and many questions are left unanswered. Using the patterns approach in conjunction with game design and ideation methods is still in its infancy. The concept of gameplay as caricatures of intentional behaviour should be explored further, especially in conjunction with other theories and frameworks relevant for understanding gameplay experience such as user engagement, immersion, and presence. Empirical experiments validating or falsifying this view on gameplay would be valuable as further contributions to game research.
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Evolutionary, Not Revolutionary, Programming Exercises Using Design Patterns in an OO Data Structures CourseZucker, Ron, Ritzhaupt, Albert 24 November 2009 (has links)
Over the years there have been many papers supporting the use of design patterns in a traditional data structures course. In support of this approach, we present an evolutionary sequence of five programming exercises, concentrating on problems that require the use of six different design patterns in the context of a data structures course. Included with these exercises are brief descriptions, code segments, and teaching tips to demonstrate the simplicity and power of design patterns to teach object-oriented design principles. UML class diagrams are used to visualize and supplement the discussions.
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ONTOLOGY DESIGN PATTERNS WITH APPLICATIONS TO SOFTWARE MEASUREMENTAlzyoud, Mazen Salem 25 November 2015 (has links)
No description available.
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Design Pattern ContractsHallstrom, Jason Olof 29 September 2004 (has links)
No description available.
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Využití návrhových vzorů v prostředí .NET / Application of Design Patterns in .NET EnvironmentMiško, Stanislav Unknown Date (has links)
The thesis deals with the design patterns in .NET environment. The theoretical part consists of four chapters. The first one is about the code of enterprise applications focusing on readability, robustness and reusability. The second chapter briefly describes the structure of 3-tier applications. The rest of work is about the design patterns pointing out its help in designing large applications. The thesis also describes the implementation of chosen design patterns.
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Design patterns in practiceJacobsson, Ingemar January 2003 (has links)
No description available.
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