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File: Programming Pdf 184445 | Mmp11 Item Download 2023-02-01 05-17-08
11 design patterns for multimedia programs 11 1 specic design patterns for multimedia software 11 2 classical design patterns applied to multimedia literature r nystrom game programming patterns genever banning ...

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               11  Design Patterns 

                            for Multimedia Programs
               11.1 Specific Design Patterns for Multimedia Software
               11.2 Classical Design Patterns Applied to Multimedia
               Literature:
                       R. Nystrom: Game Programming Patterns, genever banning 2014,
                               See also http://gameprogrammingpatterns.com/
                       Erich Gamma, Richard Helm, Ralph Johnson, John Vlissides, 

                               Design Patterns, Addison-Wesley 1994
              LMU München, Sommer 2016                                    Prof. Hußmann: Multimedia-Programmierung                                Kapitel 11, Folie 1
               Design Patterns
               •    A design pattern is a generic solution for a class of recurring 
                    programming problems
                       – Helpful idea for programming
                       – No need to adopt literally when applied
               •    Origin:
                       – Famous book by Gamma/Helm/Johnson/Vlissides ("Gang of Four", "GoF")
                               » List of standard design patterns for object-oriented programming
                               » Mainly oriented towards graphical user interface frameworks
                               » Examples: Observer, Composite, Abstract Factory
               •    Frequently used in all areas of software design
               •    Basic guidelines:
                       – Patterns are not invented but recovered from existing code
                       – Pattern description follows standard outline 
                               » E.g.: Name, problem, solution, examples
              LMU München, Sommer 2016                                    Prof. Hußmann: Multimedia-Programmierung                                Kapitel 11, Folie 2
               Window Place: Architectural Pattern
               Christopher Alexander et al., A Pattern Language, 1977 

                    (quoted in Buschmann et al. 1996)
               •    Problem: In a room with a window and a sitting opportunity users have 
                    to decide whether to have a look or to sit.
               •    Solution: 

                    At least one window of the room 

                    shall provide a sitting place.
               •    Structure:
              Each pattern describes a problem which occurs over and over again in our 
              environment, and then describes the core of the solution to that problem, in such a 
              way that you can use this solution a million times over, without ever doing it the same 
              way twice. 
                                        Christopher Alexander et al., A Pattern Language 
              LMU München, Sommer 2016                                    Prof. Hußmann: Multimedia-Programmierung                                Kapitel 11, Folie 3
               Description of a Design Pattern
               •    Name
               •    Problem
                       – Motivation
                       – Application area
               •    Solution
                       – Structure (class diagram)
                       – Participants (usually class, association und operation names):
                               » Role name, i.e. place holders for parts of implementation
                               » Fixed parts of implementaton
                       – Collaboration (sequence of events, possibly diagrams)
               •    Discussion
                       – Pros and cons
                       – Dependencies, restrictions
                       – Special cases
               •    Known uses
              LMU München, Sommer 2016                                    Prof. Hußmann: Multimedia-Programmierung                                Kapitel 11, Folie 4
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...Design patterns for multimedia programs specic software classical applied to literature r nystrom game programming genever banning see also http gameprogrammingpatterns com erich gamma richard helm ralph johnson john vlissides addison wesley lmu munchen sommer prof hu mann programmierung kapitel folie a pattern is generic solution class of recurring problems helpful idea no need adopt literally when origin famous book by gang four gof list standard object oriented mainly towards graphical user interface frameworks examples observer composite abstract factory frequently used in all areas basic guidelines are not invented but recovered from existing code description follows outline e g name problem window place architectural christopher alexander et al language quoted buschmann room with and sitting opportunity users have decide whether look or sit at least one the shall provide structure each describes which occurs over again our environment then core that such way you can use this mill...

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