Design patterns: elements of reusable object-oriented software
Design patterns: elements of reusable object-oriented software
Automatic code generation from design patterns
IBM Systems Journal
A pattern language of transport systems (point and route)
Pattern languages of program design 3
Proceedings of the 17th IEEE international conference on Automated software engineering
ScriptEase: Generative Design Patterns for Computer Role-Playing Games
Proceedings of the 19th IEEE international conference on Automated software engineering
ScriptEase: Generating Scripting Code for Computer Role-Playing Games
Proceedings of the 19th IEEE international conference on Automated software engineering
Pattern-based AI scripting using ScriptEase
AI'03 Proceedings of the 16th Canadian society for computational studies of intelligence conference on Advances in artificial intelligence
ScriptEase: A generative/adaptive programming paradigm for game scripting
Science of Computer Programming
Two families: dynamical policy models in interactive storytelling
IE '07 Proceedings of the 4th Australasian conference on Interactive entertainment
Interactive story authoring: A viable form of creative expression for the classroom
Computers & Education
A metric for measuring the abstraction level of design patterns
Proceedings of the 14th Conference on Pattern Languages of Programs
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Patterns and pattern catalogs (pattern languages) have been proposed as a mechanism for re-use. Traditionally, patterns have been used to foster design re-use, and generative design patterns have been used to achieve both design and code re-use. In theory, a pattern catalog could be created and used to provide re-usable patterns within a project and across a group of related projects. This idea raises a natural question. How can we measure the effectiveness of a pattern catalog or compare the effectiveness of different pattern catalogs? In this paper, we define four metrics that can be used to measure the effectiveness of pattern catalogs. We illustrate these metrics by applying them to a case study that uses a pattern catalog of generative design patterns to generate scripting code for computer games. The metrics are general enough to assess any pattern catalog, independent of application domain or whether the patterns are generative or descriptive.