TL;DR: This paper introduces a new method for achieving design patterns automation that differs from the currently available UML-based and wizard-based design patterns automate techniques and provides support for increased flexibility, expandability and compatibility in developing software using design patterns.
Abstract: Design patterns offer reusable solutions to particular software design problems. Design patterns automation is an approach that applies design patterns at the implementation stage of the software development life cycle. Inspired by two commonly used template libraries, Active Template Library and Standard Template Library, and one of the most popular generic programming technologies, C++ templates, this paper introduces a new method for achieving design patterns automation. This method differs from the currently available UML-based and wizard-based design patterns automation techniques and provides support for increased flexibility, expandability and compatibility in developing software using design patterns. Seven of the patterns proposed by Gamma et al. have been implemented using C++ templates, namely singleton, factory method, visitor, memento, strategy, iterator, and decorator. To illustrate the method proposed, details of singleton and decorator implementations are provided and a larger "check" example developed using the decorator template is presented. The paper also includes a comparison with similar approaches and presents several directions of future work
TL;DR: This paper considers a downgraded version of the standard Soduko game, and shows that patterns allow modifications to be made without opening up too many classes, and how the proposed design of the Sudoku game facilitates the design of other games.
Abstract: In this paper, we demonstrate the use of design patterns to develop games for mobile devices on the J2ME platform. We believe that the proposed idea will help J2ME game developers to write better re-usable code faster. We consider a single player Sudoku board game which is based on the model-view-controller architecture. The view is configured with a Game Controller Choice pattern so that different controllers can be selected. The view and the model implement the Game State Observer pattern. The Canvas drawing logic is created using the Drawing Template pattern, which ensures reusability of the board size computation as well as provides a means for the programmer to implement game specific drawing functionalities. A generic undo method is provided using the Game Memento pattern. Setting of the current display is achieved through the Change Screen pattern. We note that the use of patterns in the Sudoku game makes it possible to cater for changes without breaking up the overall architecture of the game. By considering a downgraded version of the standard Soduko game, we show that patterns allow modifications to be made without opening up too many classes. We also show how the proposed design of the Sudoku game facilitates the design of other games.
TL;DR: Using the Object System pattern, you can build precisely the kind of objects you need for your application, but these objects will require more memory space and execution time than the more rigid objects supported by programming languages.
Abstract: Classical object oriented systems require every object to be an instance of a class, and all classes to be written before the program is deployed. Some programs need exible, con gurable, dynamically extensible representations of objects, which cannot be determined in advance. The Object System pattern describes how you can build your own object system from scratch. Using the Object System pattern, you can build precisely the kind of objects you need for your application, but these objects will require more memory space and execution time than the more rigid objects supported by programming languages.
TL;DR: The paper presents the importance of design pattern in reusable GIS software development, and three typical design patterns such as template method, strategy and memento pattern are elaborated.
Abstract: The paper presents the importance of design pattern in reusable GIS software development.Three typical design patterns such as template method,strategy and memento pattern,which are implemented in GIS software development,are elaborated.Finally,it points out that more research of using design pattern is needed.