topical media & game development
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.
1
- drawing canvas -- in hush
- drawtool -- compound widgets
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.
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.
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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