topical media & game development

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object-oriented programming

This chapter looked at application development. We started with a simple example and subsequently discussed guidelines for class design. We then looked at a more formal approach, involving the transition from a formal specification to the actual implementation based on a notion of abstract systems and events.

The drawtool application

1



slide: Section 4.1: The drawtool application

In section 1 we looked at how to develop applications in hush, as a typical example of inplementing an interactive editor.

Guidelines for design

2


  • individual class design
  • establishing invariants
  • an objective sense of style

slide: Section 4.2: Guidelines for design

In section 2, some guidelines for design were presented. We looked at issues that may arise when attempting to establish class invariants. Finally, we discussed the rules imposed by the Demeter method.

From specification to implementation

3


  • structure versus behavior
  • model-based specification
  • abstract systems

slide: Section 4.3: From specification to implementation

In section 3, we discussed the distinction between structural and behavioral aspects of a system. We looked at the application of formal methods to specify the requirements for a system, and we studied an implementation based on abstract systems and events which was derived from the original formal specification.

(C) Æliens 04/09/2009

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