Design patterns: elements of reusable object-oriented software
Design patterns: elements of reusable object-oriented software
Linux Journal
Design patterns explained: a new perspective on object-oriented design
Design patterns explained: a new perspective on object-oriented design
A plug-in architecture for generating collaborative agent responses
Proceedings of the first international joint conference on Autonomous agents and multiagent systems: part 2
Computer
A Plug-in Architecture Providing Dynamic Negotiation Capabilities for Mobile Agents
MA '98 Proceedings of the Second International Workshop on Mobile Agents
Striving for versatility in publish/subscribe infrastructures
SEM '05 Proceedings of the 5th international workshop on Software engineering and middleware
SRP-plugin: a strategic release planning plug-in for visual studio 2010
Proceedings of the 1st Workshop on Developing Tools as Plug-ins
A parallel plug-in programming paradigm
HPCC'06 Proceedings of the Second international conference on High Performance Computing and Communications
Rigorous Methods for Software Construction and Analysis
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"Fat software" significantly reduces the effect of new and faster computer hardware. Such software is only possible due to the impressive success of the hardware developers. The main reason for this trend is the users' demand for new gimmicks driving the software developers to include all possible features into their systems. Those features are loaded every time the program is executed and make the system bulky. The fact that most add-ons are simply integrated without a clear interface only adds insult to the injury. This paper shows a way to design software which helps to battle this development of bulky systems. The well-known plug-in concept is formally described as a design pattern. Based on this pattern a development principle is proposed. As a special case, GUI development is considered.