topical media & game development
object-oriented programming
This chapter has introduced the idioms and patterns
of
object-oriented programming.
We looked at a polymorphism in Java and C++,
and discussed assertions in C++
and canonical class idioms.
1
- inheritance and delegation in Java
- polymorphism in C++
- assertions in C++
- canonical class idioms
slide: Section 2.1: Polymorphism
In section 2, we
proceeded with a fairly detailed
discussion of the idioms in hush,
which illustrate basic solutions to
problems occurring in the development of frameworks.
2
- the handle/body idiom
- virtual self-reference
- dynamic role switching
- the art of hush programming
slide: Section 2.2: Idioms in hush
Further, we looked at how these idioms are related
to patterns that provide a solution on the level of design.
3
- creational patterns
- structural patterns
- behavioral patterns
slide: Section 2.3: A catalogue of design patterns
Following the treatment of idioms and patterns
in hush, section 3 gave an overview of the catalogue
of design patterns presented in [GOF94].
The catalogue includes creational,
structural and behavioral patterns.
4
- the Reactor pattern
- abstract event systems
slide: Section 2.4: Event-driven computation
In section 4, we discussed the
reactor pattern, which provides
a generalization of event-driven software architectures.
We concluded with looking at an example of a simple
temperature-monitoring system,
implemented using events to maintain internal consistency.
(C) Æliens
04/09/2009
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