Object-oriented programming and design patterns

2001 ◽  
Vol 33 (4) ◽  
pp. 68-70 ◽  
Author(s):  
Joseph E. Lang ◽  
Brian R. Bogovich ◽  
Sean C. Barry ◽  
Brian G. Durkin ◽  
Michael R. Katchmar ◽  
...  
2021 ◽  
Author(s):  
◽  
Frank Schmager

<p>GO is a new object-oriented programming language developed at Google by Rob Pike, Ken Thompson, and others. GO has the potential to become a major programming language. GO deserves an evaluation.  Design patterns document reoccurring problems and their solutions. The problems presented are programming language independent. Their solutions, however, are dependent on features programming languages provide. In this thesis we use design patterns to evaluate GO. We discuss GO features that help or hinder implementing design patterns, and present a pattern catalogue of all 23 Gang-of-Four design patterns with GO specific solutions. Furthermore, we present GoHotDraw, a GO port of the pattern dense drawing application framework JHotDraw. We discuss design and implementation differences between the two frameworks with regards to GO.</p>


2020 ◽  
Vol 14 (1) ◽  
pp. 57-63
Author(s):  
Andrés Armando Sánchez Martin ◽  
Luis Eduardo Barreto Santamaría ◽  
Juan José Ochoa Ortiz ◽  
Sebastián Enrique Villanueva Navarro

One of the difficulties for the development and testing of data analysis applications used by IoT devices is the economic and temporary cost of building the IoT network, to mitigate these costs and expedite the development of IoT and analytical applications, it is proposed NIOTE, an IoT network emulator that generates sensor and actuator data from different devices that are easy to configure and deploy over TCP/IP and MQTT protocols, this tool serves as support in academic environments and conceptual validation in the design of IoT networks. The emulator facilitates the development of this type of application, optimizing the development time and improving the final quality of the product. Object-oriented programming concepts, architecture, and software design patterns are used to develop this emulator, which allows us to emulate the behavior of IoT devices that are inside a specific network, where you can add the number of necessary devices, model and design any network. Each network sends data that is stored locally to emulate the process of transporting the data to a platform, through a specific format and will be sent to perform Data Analysis.


2014 ◽  
Vol 9 (1) ◽  
pp. 87-94
Author(s):  
Alexey Bevzov ◽  
Aleksandr Kurochkin ◽  
Anatoliy Lubkov ◽  
Aleksandr Petukhov ◽  
Pavel Filatov

The paper describes experience of software development for automated system for Large Solar Vacuum Telescope. Most attention is given to the work evolution on the different stages of this process. Automated system software has been developed using Object-Oriented Programming, Design Patterns and Qt tools to achieve reusable code, that can be used in other telescopes and be portable to different operating systems


2019 ◽  
Vol 2 (2) ◽  
pp. 1-6 ◽  
Author(s):  
Ram Naresh Thakur ◽  
U.S. Pandey

Object Oriented Software Development (OOSD) is a design technique that is used before the development and design of a software. This design method makes the system appears as a collection of objects to communicate with other objects by passing messages. The Model-View-Controller (MVC) has been inherited from Object-Oriented Programming (OOP) with the integration of Graphical User Interface (GUI) and interactive program execution. The MVC is very useful for developing Interactive and Dynamic Web Applications and iOS. With MVC, developers can trust on design patterns that are widely accepted as solutions for recurring problems. MVC can be used to develop flexible, reusable and modular Software. Applying the MVC design pattern in object-oriented Software development a flexible, reliable, modular and scalable website can be built. So, it’s necessary for every developer to have the knowledge of software development using MVC design pattern.


2021 ◽  
pp. 101-109
Author(s):  
Максим Олександрович Бичок ◽  
Ольга Костянтинівна Погудіна

The subject of study in the article is software development processes using design patterns. The aim is to improve the quality of modern software development projects through the use of experience and knowledge, to build software subsystems that are focused on infrastructure and work with an external client. Objectives: to review the methodology, programming paradigms and the possibility of their application at the design and coding stages of the software development life cycle; development of the concept of using design patterns in software design as knowledge available for reuse, propose an approach to the practical implementation of design patterns to node.js projects. The models used are the Composite design pattern, the Chain of responsibility design pattern. The used methodologies are object-oriented programming, as the most common programming paradigm, a unified modeling language UML for displaying the structure of design patterns. The following results are obtained. Modern methodologies and design paradigms are considered, a classification is formed in the form of a tree structure with a division into declarative and imperative subspecies, it is concluded that within the framework of the study we will use an object-oriented methodology as the most common design paradigm. An example of building an information system of the node.js project is considered. Analyzed the main errors that arise when developing and writing code for working with an external client. The elements of the node.js project and the concepts of structuring their relationship with existing design patterns are considered. An example of a practical implementation of a node.js project and its relationship with the Composite and Chain of responsibility design patterns is considered. In this connection, the work provides the structure of these templates. Findings. The scientific novelty of the results obtained is as follows: the model of design patterns was further developed through their use in the concept of building a node.js application, which makes it possible to improve the quality of interaction between the project team and reduce its execution time.


2021 ◽  
Author(s):  
◽  
Frank Schmager

<p>GO is a new object-oriented programming language developed at Google by Rob Pike, Ken Thompson, and others. GO has the potential to become a major programming language. GO deserves an evaluation.  Design patterns document reoccurring problems and their solutions. The problems presented are programming language independent. Their solutions, however, are dependent on features programming languages provide. In this thesis we use design patterns to evaluate GO. We discuss GO features that help or hinder implementing design patterns, and present a pattern catalogue of all 23 Gang-of-Four design patterns with GO specific solutions. Furthermore, we present GoHotDraw, a GO port of the pattern dense drawing application framework JHotDraw. We discuss design and implementation differences between the two frameworks with regards to GO.</p>


Author(s):  
Fuensanta Medina-Domínguez ◽  
Maria-Isabel Sanchez-Segura ◽  
Antonio de Amescua ◽  
Arturo Mora-Soto

In the mid 1960’s, the architect Christopher Alexander (1964) came up with the idea of Patterns, as “a solution to a problem within a defined context” and developed this concept. He explains, in a very original way, his ideas of urban planning and building architecture, using patterns to explain the “what”, “when”, and “how” of a design. Alexander invented a Pattern Language that is the fundamental to good building and city designs, and describes it in a collection of repetitive schemas called patterns. In Computer Science, software is susceptible to conceptual patterns. Consequently, Ward Cunningham and Kent Beck, used Alexander’s idea to develop a programming pattern language composed of five patterns as an initiation guide for Smalltalk programming. This work was presented at the Object-Oriented Programming, Systems, Languages & Applications Conference (OOPSLA) in 1987. In the early 1990’s, Erich Gamma and Richard Helm did a joint research that resulted in the first specific design patterns catalog. They identified four patterns: Composite, Decider, Observer, and Constrainer patterns. According to many authors, OOPSLA ’91 highlighted the evolutionary process of design patterns. The synergy between Erich Gamma, Richard Helm, Rala Johnson, and John Vlissides (better known as the “Gang of Four” or GoF) and other reputable researchers (Ward Cunningham, Kant Beck or Doug Lea) definitively launched the study of and research into Object Oriented Design Patterns. At the same time, James Coplien, another software engineer, was compiling and shaping a programming patterns catalogue in C++, which was a significant advance in the implementation phase in software development. Coplien’s catalog was published in 1991 under the title “Advanced C++ Programming Styles and Idioms”. Between 1991 and 1994 the concept of pattern design was discussed at international congresses and conferences. All of these encounters culminated in OOPSLA ’94. The GoF took advantage of this event to present their compilation (Gamma, Helm, Johnson & Vlissides, 1995). This publication, considered at that time as the best book on Object Orientation, compiled a 23-pattern catalog, founding the basis of patterns design. The number of pattern-related works, studies and publications in general, but especially in design, has exponentially grown since. However, the different research groups being born must be cataloged into three fundamental paradigms: • Theoretical approximations to the software pattern design concept and pattern languages. Coplien’s work (Coplien, 1996; 2004; Coplien & Douglas, 1995) stands out in this field. • Analysis and compilation of software applications design patterns. Rising’s efforts (Rising, 1998; 2000) and Buschmman (Buschmann, Meunier, Rohnert, Sommerlad & Stal, 1996; Buschmann, Rohnert, Stal & Schmidt, 2000) are included in this classification. • The study of special purpose patterns, like antipatterns (Brown, 1998).


Author(s):  
Alex Blewitt

Patterns are often described in terms of concrete examples in specific programming languages in catalogues (Gamma, Helm, Johnson, & Vlissides, 1995). The description is worded such that a practitioner in an object-oriented programming language will be able to understand the key points of the pattern and translate it into a programming language of their choice.This abstract description of patterns is well suited for intelligent readers, but less suited for automated tasks that must process pattern information. Furthermore, the way in which the pattern information is encoded is often strongly influenced by the type of processing that is being performed on the pattern. In this chapter, the Spine language will be presented as a way of representing Design patterns in a suitable manner for performing verification of a pattern’s implementation in a particular source language. It is used by a proof engine


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