نتایج جستجو برای: design pattern
تعداد نتایج: 1280378 فیلتر نتایج به سال:
There is an undeniable demand to capture already proven and matured object-oriented design so that building reusable object-oriented software does not always have to start from scratch. The term design pattern emerged as buzzword that is associated as a means to meet that goal. Already existing approaches such as the catalog of design patterns of Erich Gamma et al. [5, 6] and Peter Coad’s objec...
To what extent can design patterns be turned into reusable, off-the-shelf components, taking advantage of advanced language features? We reviewed the patterns described in the book Design Patterns by Gamma et al. [5], and established a new classification of these patterns by level of “componentizability” (possibility to transform a design pattern into a reusable component) [1]. This article rep...
A critical and often overlooked aspect underlying the design and consequent realisation of an artifact is its design intent. Given the highly distributed and diverse nature of workflows in today’s design environments, the need to have a shared understanding of the design intent, to enable effective communication and coordination between the development teams is crucial. In this paper we present...
This paper introduces the Recovery design pattern. The pattern presents an abstract design model that helps in the designing the recovery problem independent of a specific application. This pattern has been developed based on the concepts of Stable Design Patterns. Stable design patterns are built based on the concepts of software stability introduced in [5,6,and 7].
In this paper, we describe a content ontology design pattern to represent objects that can be simple or aggregated. The aggregation relation refers to several objects gathered in another object acting as a whole; all these objects should belong to the same concept in the model.
An apparent paradigm shift has created increased impetus to offer higher education across multiple delivery platforms. Utilising technology can support design and delivery for enhanced learning, albeit with additional pressures on academic workloads, affecting the ability to deliver quality formal education that meets the needs of individuals and society. The issue is exacerbated when technolog...
The core intention of the pattern is to enrich the learner‘s perspectives by giving and receiving feedback through peer-review.
What constitutes a good example in the context of teaching design patterns? How can instructors judge whether one example is better than another one for teaching a design pattern to students? How might an example be presented to best connect with students, equipping them with the necessary know-how? In this paper, I address these questions by offering a means to judge the quality of examples fo...
Serious games rely on two main types of competence and expertise: the game designer’s and the teacher’s. One of the main problems in creating a serious game that is both amusing and educational, and efficiently so, is building a cooperative environment allowing both types of experts to understand each other and communicate with a common language. The aim of this paper is to create such a langua...
Recently there is an increased interest in social agency and in designing and building organizations of agents. In this paper we view an organization as an interrelated set of groups. Each group has an explicit structure in terms of positions and their interrelations. Agents in groups deliberate socially, distinguishing between their individual and group attitudes: Each agent is able to agree o...
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