topical media & game development

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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.

Polymorphism

1



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.

Idioms in hush

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.

A catalogue of design patterns

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.

Event-driven computation

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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