Design patterns: elements of reusable object-oriented software
Design patterns: elements of reusable object-oriented software
Pattern-oriented software architecture: a system of patterns
Pattern-oriented software architecture: a system of patterns
Communications of the ACM
Enhanced reuse and teamwork capabilities for an object-oriented extension of VHDL
Proceedings of the conference on Design, automation and test in Europe
Computer
Introducing Core-Based System Design
IEEE Design & Test
Are we on the way towards design habitability?
ECBS'97 Proceedings of the 1997 international conference on Engineering of computer-based systems
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The concept of roles in a model-based design process is discussed in this article. It is shown that roles can positively contribute to: - easier discovery of the right level of abstraction in a design, - thus better communication between team members or designer and reuser, and - raising the reusability as well as the evolvability of a component. The role concept is compared to the well-known class concept of object-oriented design and to the interface concept of the Java programming language. It is also stated that objects, being instances of classes. can take on different roles during their life-time. and - vice versa - roles can be fulfilled by different objects. The paper takes a look at design patterns. too, as well as at the Unified Modeling Language (UML) and relates them to the role concept. This is not an experience report like in [I]. but rather a programmatic view at some requirements that have become important for the design of long-lasting CBS components which are designed for evolution. These requirements are accompanied by suggestions for the designers of modeling and programming languages.