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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Application of design patterns in framework development

Della, 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.
2

Langage et méthode pour une ingénierie des modèles fiable

Fleurey, Franck Le Traon, Yves January 2006 (has links) (PDF)
Thèse doctorat : Informatique : Rennes 1 : 2006. / Bibliogr. p. 201-210.
3

Maquettes pour évaluer les systèmes d'information des organisations.

Dufourd, Jean-François. January 1900 (has links)
Th.--Sci. math.--Nancy 1, 1980. N°: 717.
4

Understanding patterns: conceptual tools for design pattern analysis

Long, 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
5

Foundations of Gameplay

Holopainen, 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.
6

Evolutionary, Not Revolutionary, Programming Exercises Using Design Patterns in an OO Data Structures Course

Zucker, 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.
7

ONTOLOGY DESIGN PATTERNS WITH APPLICATIONS TO SOFTWARE MEASUREMENT

Alzyoud, Mazen Salem 25 November 2015 (has links)
No description available.
8

Design Pattern Contracts

Hallstrom, Jason Olof 29 September 2004 (has links)
No description available.
9

Design patterns in practice

Jacobsson, Ingemar January 2003 (has links)
No description available.
10

A Quantitative Study of the Application of Design Patterns in Java

Hahsler, Michael January 2003 (has links) (PDF)
Using design patterns is a widely accepted method to improve software development. There are many benefits of the application of patterns claimed in the literature. The most cited claim is that design patterns can provide a common design vocabulary and therefore improve greatly communication between software designers. Most of the claims are supported by experiences reports of practitioners, but there is a lack of quantitative research concerning the actual application of design patterns and about the realization of the claimed benefits. In this paper we analyze the development process of over 1000 open source software projects using version control information. We explore this information to gain an insight into the differences of software development with and without design patters. (author's abstract) / Series: Working Papers on Information Systems, Information Business and Operations

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