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#484 From: "Alan Shalloway" <alshall@...>
Date: Fri Aug 8, 2008 4:04 am
Subject: [ANN] Requirements and Design Webinar for Agile Devs
alshalloway
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Scrum#: Extending Scrum to the Enterprise                       Free 3-Part Webinar Series

 

Part II - Monday, August 18th
Managing Requirements in Scrum#                   REGISTER                                   Management Track: Process - 11 am PDT
This webinar discusses how Scrum#'s enterprise and product focus improves on the standard method of managing with Epics and User Stories. By stepping back to include product portfolio management, Scrum# facilitates working on the right product features across the enterprise, not just working on the right stories in a project. Topics discussed include:

·   Product Portfolio Management with Minimum Marketable Features (MMF)

·   How MMFs are more useful than Epics

·   Going beyond user stories

·   Managing stories from business value

·   Handling time and team dependencies in your Sprint backlog

 

Avoiding Over and Under Design in Agile Projects       REGISTER      Technical Track: Design & Programming - 1 pm PDT
This webinar focuses on what developers must attend to when building systems with Agile methods. It discusses an alternative to the choices of:

·   Design for the future which often results in overdesign

·   Not designing at all which often makes code difficult to change

The mantra of the talk is “minimizing complexity and rework” and shows how to use the advice from Design Patterns, coupled with the attitude of not building what you don’t need from Agile. The talk is basically a compendium of the essential ideas Net Objectives believes that developers need to understand after learning the basics of Scrum or Agile process. At the end of the day, you are still writing code. This webinar is a first start in what you need to know in writing code in an Agile environment.
Attendees will learn:

·   How Design Patterns give an alternative design approach to the common approaches of over and under design

·   How decoupling modules from the start can often be done in a simple manner without requiring pre-cognitive abilities

·   How the understanding of components written by one group and used by another can be defined better

 

Part III - Tuesday, September 2nd
Scrum# at the Enterprise                               REGISTER                                          Management Track: Process - 11 am PDT
This webinar discusses why Scrum works and how Lean's metaphor of Fast-Flexible-Flow can be used to modify standard Scrum practices as needed. Additionally, Scrum#'s enterprise view and Lean Management philosophy will be the basis for creating an Enterprise/Organization wide team to manage dependencies across teams without command and control. This webinar covers:

·   Why Scrum works

·   How Lean-Thinking can identify root cause of problems

·   How to use Lean-Thinking to eliminate delays

·   Breaking down the silos between development and Quality Assurance

·   How to coordinate multiple development teams so that they work together - going beyond Scrum-of-Scrums


Avoiding Coupling and Using Mocks in Agile Environments REGISTER  Tech. Track: Design & Programming - 1 pm PDT
While full up-front designs are not the proper approach in virtually all agile projects, no design up front can also be a problem. This webinar discusses some techniques for decoupling modules early on. In other words, although we may not know how things will change, we often know of dependencies between modules that will morph over time. This webinar presents three case studies:

·   Decoupling informational dependencies between components

·   How to define the API for a component being built by one group and used by another

·   Using mocks to never be blocked - avoiding delays caused by dependencies of different tiers

Past Parts of Series -

Part I - Monday, July 21st
Extending Scrum to the Enterprise with Scrum#                                                                     Management Track: Process
This webinar introduces how to scale Scrum to the Enterprise with Scrum#. Scrum# extends Scrum with Lean Principles and the best practices of Emergent Design. This webinar presents a broad stroke of Scrum#. The following webinars dive down deeper. Here we'll give a high view of the process and analysis extensions of Scrum#. These include:

·   Shifting the focus from team and project to enterprise and product

·   Managing your product portfolio across the enterprise

·   Using the entire development organization as the context for your agile process

·   The importance of Minimum Marketable Features

·   Managing the need to look ahead in time and across teams in Scrum

·   The need for an organization wide team to manage dependencies between teams

Click here to see it if you missed it (note: you must have register to gain access to it).

 

Design Patterns in an Agile Environment                                                                             Technical Track: Design & Programming
This webinar breaks the myth that every iteration must be focused on customer value. No customer value is delivered until the release. While releases should be based on customer value, individual stories should be based on a combination of customer value, risk mitigation and business value. This webinar relates an actual project where quality coding techniques were used to manifest the Lean principles of optimize the whole, deliver fast, defer commitment, build quality in and create knowledge. This session covers:

·   Using encapsulation to defer commitment

·   The need for risk mitigation in picking stories

·   How to decide what stories to work on when customer value can't do it

Click here to see it if you missed it (note: you must have register to gain access to it).

 


#483 From: "Alan Shalloway" <alshall@...>
Date: Sat Jun 7, 2008 12:37 pm
Subject: [ANN] Webinar: Using Lean Thinking to Improve Agile Testing
alshalloway
Offline Offline
Send Email Send Email
 

I'm doing a webinar on June 10th that we've found very helpful to
Agile/Scrum practitioners - particularly those trying to convince testers
and developers to get together. Here's the abstract:

Testing obviously takes on new importance in agile development.
Automated acceptance test, test-driven development, and other
techniques are rising in both importance and practice. These are
necessary, but not enough. Finding errors is only half the problem--
and not the most important half at that. Testing must improve the
development process to avoid the errors in the first place. Errors
aren't just bugs. They include commincation errors, errors in
understanding, and many other kinds of errors.

Quality assurance in the agile world must be one of preventing
errors, not merely finding them. This Web seminar discusses how QA
can improve both the product and the process being used to develop
the product. Participants will learn:

* Why automated acceptance testing enables agile methods
* How QA must work with development teams in order to improve the
process of analyis, design, and code
* How lean thinking is esential in the agile testing environment

Developers, analysts, testers, and people formally in a QA role will
benefit by attending. New ways of conducting acceptance testing, as
well as how to coordinate developers with testers, will be discussed.
In particular, the need for moving test involvement up to the front
of the development cycle will be discussed as well as how this can
greatly improve the process overall.

Go to
http://tinyurl.com/6kgc3b to get more information and to register.

Alan Shalloway
CEO, Net Objectives
Achieving Enterprise and Team Agility


#482 From: "Scott L. Bain" <slbain@...>
Date: Sat Oct 14, 2006 7:02 pm
Subject: RE: Design Pattern Based Application
slbain@...
Send Email Send Email
 
A recent brainstorming on this issue with some students of mine
suggested that an online auction service would have a lot of the GoF
patterns in it.  I suggest you give that a try!

It also brings up lots of interesting testing issues, if TDD is
something you're keen on.

-Scott-


> -----Original Message-----
> From: dpexplained@yahoogroups.com
> [mailto:dpexplained@yahoogroups.com] On Behalf Of sourabhrkjain
> Sent: Sunday, October 01, 2006 11:57 PM
> To: dpexplained@yahoogroups.com
> Subject: [dpexplained] Design Pattern Based Application
>
> Hi.
>
> Friend i am student of Graduate Program at IIIT-Bangalore. I
> have to develop an application using some 10 - 12 Design
> Patterns. Plz help me suggest an Application. I have gone
> through the Book on Design Pattern
> - Head First Series.
>
> Thanks.
> Sourabh Jain
>
>
>
>
>
>
>
>
> Yahoo! Groups Links
>
>
>
>
>
> ______________________________________________________________________
> This email has been scanned by the MessageLabs Email Security System.
> For more information please visit
> http://www.messagelabs.com/email
> ______________________________________________________________________
>

#481 From: "sourabhrkjain" <sourabhrkjain@...>
Date: Mon Oct 2, 2006 6:57 am
Subject: Design Pattern Based Application
sourabhrkjain
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Hi.

Friend i am student of Graduate Program at IIIT-Bangalore. I have to
develop an application using some 10 - 12 Design Patterns. Plz help me
suggest an Application. I have gone through the Book on Design Pattern
- Head First Series.

Thanks.
Sourabh Jain

#480 From: mark marky <jason7200g@...>
Date: Mon Nov 1, 2004 10:20 pm
Subject: Re: Digest Number 183
jason7200g
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Thanks Chris
 
I indeed ended up using the Brdige pattern

Chris Falter <chrisfalter@...> wrote:
Jason -
 
Try the "Bridge" pattern.
 
Chris Falter

dpexplained@yahoogroups.com wrote:

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There is 1 message in this issue.

Topics in this digest:

1. Skins OOD question
From: "jason7200g"


________________________________________________________________________
________________________________________________________________________

Message: 1
Date: Thu, 14 Oct 2004 00:39:38 -0000
From: "jason7200g"
Subject: Skins OOD question



Hello

Imagine the need to support a system of skins. Each skin should know
how to render a specific entity. A skin could have the following
abstract functions:
- renderButton
- rednerTable
- renderHeader
and so on.
The output of these functions should be HTML which provides a
concrete implementation based on the skin.
We could have a 'wood' skin which renders its button in a brownish
color, a metal looking skin, and so on.

The complication comes from the requirement that the skin
implementation cannot be browser dependent.
There could be a Firefox implementation for each of the skins and
yet an IE implementation and possibly a few other supported browsers.

This forms two sibling hierarchies with the Browser abstract class
at the top of one and abstract Skin at the top of the other.

My question is, how can I combine these two hierarchies in a smart
way so that I will be able to easily support new skins and new
browsers?

I don't want to end up writing classes like: MetalIESkin,
WoodFirefoxSkin and so on because this solution isn't robust.

I was thinking about having the Skin functions take a Browser object
as a parameter and then user it to render themselves, but I am not
sure how this helps me.

My ultimate solution should have an isolated code that knows how to
render the metal button for IE (for example).
I was thinking about the Abstract factory and Prototype design
patterns but I fail to take them into the next step and using them
to achieve my goal

I would appreciate any help you could offer me
Regards








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#479 From: Chris Falter <chrisfalter@...>
Date: Mon Nov 1, 2004 9:58 pm
Subject: Re: Digest Number 183
chrisfalter
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Jason -
 
Try the "Bridge" pattern.
 
Chris Falter

dpexplained@yahoogroups.com wrote:

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There is 1 message in this issue.

Topics in this digest:

1. Skins OOD question
From: "jason7200g"


________________________________________________________________________
________________________________________________________________________

Message: 1
Date: Thu, 14 Oct 2004 00:39:38 -0000
From: "jason7200g"
Subject: Skins OOD question



Hello

Imagine the need to support a system of skins. Each skin should know
how to render a specific entity. A skin could have the following
abstract functions:
- renderButton
- rednerTable
- renderHeader
and so on.
The output of these functions should be HTML which provides a
concrete implementation based on the skin.
We could have a 'wood' skin which renders its button in a brownish
color, a metal looking skin, and so on.

The complication comes from the requirement that the skin
implementation cannot be browser dependent.
There could be a Firefox implementation for each of the skins and
yet an IE implementation and possibly a few other supported browsers.

This forms two sibling hierarchies with the Browser abstract class
at the top of one and abstract Skin at the top of the other.

My question is, how can I combine these two hierarchies in a smart
way so that I will be able to easily support new skins and new
browsers?

I don't want to end up writing classes like: MetalIESkin,
WoodFirefoxSkin and so on because this solution isn't robust.

I was thinking about having the Skin functions take a Browser object
as a parameter and then user it to render themselves, but I am not
sure how this helps me.

My ultimate solution should have an isolated code that knows how to
render the metal button for IE (for example).
I was thinking about the Abstract factory and Prototype design
patterns but I fail to take them into the next step and using them
to achieve my goal

I would appreciate any help you could offer me
Regards








________________________________________________________________________
________________________________________________________________________



------------------------------------------------------------------------
Yahoo! Groups Links

<*> To visit your group on the web, go to:
http://groups.yahoo.com/group/dpexplained/

<*> To unsubscribe from this group, send an email to:
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Check out the new Yahoo! Front Page. www.yahoo.com

#478 From: "jason7200g" <jason7200g@...>
Date: Thu Oct 14, 2004 12:39 am
Subject: Skins OOD question
jason7200g
Offline Offline
Send Email Send Email
 
Hello

Imagine the need to support a system of skins. Each skin should know
how to render a specific entity. A skin could have the following
abstract functions:
- renderButton
- rednerTable
- renderHeader
and so on.
The output of these functions should be HTML which provides a
concrete implementation based on the skin.
We could have a 'wood' skin which renders its button in a brownish
color, a metal looking skin, and so on.

The complication comes from the requirement that the skin
implementation cannot be browser dependent.
There could be a Firefox implementation for each of the skins and
yet an IE implementation and possibly a few other supported browsers.

This forms two sibling hierarchies with the Browser abstract class
at the top of one and abstract Skin at the top of the other.

My question is, how can I combine these two hierarchies in a smart
way so that I will be able to easily support new skins and new
browsers?

I don't want to end up writing classes like: MetalIESkin,
WoodFirefoxSkin and so on because this solution isn't robust.

I was thinking about having the Skin functions take a Browser object
as a parameter and then user it to render themselves, but I am not
sure how this helps me.

My ultimate solution should have an isolated code that knows how to
render the metal button for IE (for example).
I was thinking about the Abstract factory and Prototype design
patterns but I fail to take them into the next step and using them
to achieve my goal

I would appreciate any help you could offer me
Regards

#477 From: "Alan Shalloway" <alshall@...>
Date: Sun Nov 9, 2003 1:21 am
Subject: group moved
alshalloway
Offline Offline
Send Email Send Email
 
Mostly a message to keep the group active.

Remember this user group has moved to a discussion group that allows
for threaded activity.  Please go to
http://www.netobjectivesgroups.com/6/ubb.x and register there.
Thanks.
Alan Shalloway

#476 From: "James McGovern" <jamesmcgovern@...>
Date: Sat Mar 15, 2003 5:32 pm
Subject: Seeking Reviewers
entarchbook
Offline Offline
Send Email Send Email
 
I am the lead author of an upcoming book on Enterprise Architecture
to be published in the August / September timeframe. I am seeking
interested individuals to provide informal feedback on a manuscript
in progress.


If you are interested, please send me your BIO along with current
employers name (if employed) at your earliest opportunity. Thank you
in advance.

#475 From: "Alan Shalloway <alshall@...>" <alshall@...>
Date: Sat Feb 1, 2003 2:02 am
Subject: Re: some interesting background
alshalloway
Offline Offline
Send Email Send Email
 
Greg:
Thanks for this. However, I noticed you enrolled in our bulletin
board, can you repost this there? See my earlier posting for the URL.

I would prefer all new postings be made there.
Thanks,
Alan Shalloway

--- In dpexplained@yahoogroups.com, "Frank, Gregery (OTS-EDH)"
<gregery_frank@b...> wrote:
> Hello All,
>
> I have just bought the following book:-
>
> http://www.amazon.com/exec/obidos/tg/detail/-
/0201703696/qid=1044058150/sr=1
> -3/ref=sr_1_3/104-2604210-0929567?v=glance
> <http://www.amazon.com/exec/obidos/tg/detail/-
/0201703696/qid=1044058150/sr=
> 1-3/ref=sr_1_3/104-2604210-0929567?v=glance&s=books> &s=books
>
> I usually don't buy collections of papers but this is an
exception. Parnas
> is the originator of the concept of "information hiding" - way
back in 1972.
> BTW, information hiding as he originally defined it was way more
than just
> data encapsulation. He talks about designing the concept to be
> hidden/variable - can include "decisions" - not just data.
>
> It contains a lot of material (somewhat dated) about the ideas
that later
> became object-orientation. Not the least of which is mentioned in
GoF in
> chap 1 as "Consider what should be variable in your design."
>
> It's interesting to see that, while the names have changed, some
of these
> ideas have been around a long time. It deepened my understanding
of what an
> object can actually be.
>
> If you can find a second-hand copy for half price ($20) and have a
sense of
> intellectual curiousity, you might be interested.
>
> Greg Frank
> "Change is inevitable. Survival is not." - Charles Darwin
>
>
>
> Notice: This e-mail and any attachments are intended only for the
individual
> or company to which it is addressed and may contain information
which is
> privileged, confidential and prohibited from disclosure or
unauthorized use
> under applicable law.  If you are not the intended recipient of
this e-mail,
> you are hereby notified that any use, dissemination, or copying of
this
> e-mail or the information contained in this e-mail is strictly
prohibited by
> the sender.  If you have received this transmission in error,
please return
> the material received to the sender and delete all copies from
your system.
> Thank you.

#474 From: "Frank, Gregery (OTS-EDH)" <gregery_frank@...>
Date: Sat Feb 1, 2003 12:24 am
Subject: some interesting background
gregfrankwombat
Offline Offline
Send Email Send Email
 
Hello All,
 
I have just bought the following book:-
 
 
I usually don't buy collections of papers but this is an exception. Parnas is the originator of the concept of "information hiding" - way back in 1972. BTW, information hiding as he originally defined it was way more than just data encapsulation. He talks about designing the concept to be hidden/variable - can include "decisions" - not just data.
 
It contains a lot of material (somewhat dated) about the ideas that later became object-orientation. Not the least of which is mentioned in GoF in chap 1 as "Consider what should be variable in your design."
 
It's interesting to see that, while the names have changed, some of these ideas have been around a long time. It deepened my understanding of what an object can actually be.
 
If you can find a second-hand copy for half price ($20) and have a sense of intellectual curiousity, you might be interested.

Greg Frank
"Change is inevitable. Survival is not." - Charles Darwin



Notice: This e-mail and any attachments are intended only for the individual or company to which it is addressed and may contain information which is privileged, confidential and prohibited from disclosure or unauthorized use under applicable law. If you are not the intended recipient of this e-mail, you are hereby notified that any use, dissemination, or copying of this e-mail or the information contained in this e-mail is strictly prohibited by the sender. If you have received this transmission in error, please return the material received to the sender and delete all copies from your system. Thank you.


#473 From: "Alan Shalloway <alshall@...>" <alshall@...>
Date: Thu Jan 30, 2003 8:12 pm
Subject: This group is moving to a bulletin board
alshalloway
Offline Offline
Send Email Send Email
 
Net Objectives will be putting more effort in on-line discussions
and training.  As part of this, we've been investigating Wiki's and
something called a UBB.  We've set up a bulletin board at
http://www.netobjectivesgroups.com/6/ubb.x and want to move this
group there.  It is easier to use (has threaded discussions) and
enables us to have one place for all of our discussions.  At this
point, not much is there.  However, I encourage you to register
there soon and ask any questions you have there.

Also, there is a forum for discussing my book.  Look around, check
it out, hope to see you there.

Alan Shalloway

#472 From: "chrisfalter <chrisfalter@...>" <chrisfalter@...>
Date: Sat Jan 18, 2003 6:36 am
Subject: An article for your edification and comments
chrisfalter
Offline Offline
Send Email Send Email
 
Hi everyone,

I hope you enjoy and benefit from the draft article I've written
entitled "Refactoring with the Parameterized Factory Pattern."  Just
unzip refactoring.zip, which I've posted in the file area, and read
on.  The zip also includes some ASP.NET sample code.

I would appreciate as much feedback as you all could offer.  I'm
especially interested in comments on

* the title of the article
* the correctness and clarity of the UML class diagrams
* whatever might be unclear or poorly expressed

Thanks!

Chris Falter

#471 From: dpexplained@yahoogroups.com
Date: Sat Jan 18, 2003 6:30 am
Subject: New file uploaded to dpexplained
dpexplained@yahoogroups.com
Send Email Send Email
 
Hello,

This email message is a notification to let you know that
a file has been uploaded to the Files area of the dpexplained
group.

   File        : /Refactoring.zip
   Uploaded by : chrisfalter <chrisfalter@...>
   Description : Refactoring with the Parameterized Factory Pattern - Draft
Article

You can access this file at the URL

http://groups.yahoo.com/group/dpexplained/files/Refactoring.zip

To learn more about file sharing for your group, please visit

http://help.yahoo.com/help/us/groups/files

Regards,

chrisfalter <chrisfalter@...>

#470 From: "Scott L. Bain" <slbain@...>
Date: Mon Jan 13, 2003 3:20 pm
Subject: RE: Bridge v Strategy - Confused!
slbain@...
Send Email Send Email
 
Why isn't a Bridge just a Strategy being used by a polymorphic structure?
Very common question, Steve.

Here are a few reasons I can supply, and then perhaps Alan will add to this
if I missed something:

1) Strategy is usually about a single method, whereas Bridge is about an
entire interface (usually a pretty broad one, since all the implementations
need to "fit within it".

2) In a Strategy, the object to use is typically passed in each time the
context object is asked to perform the function in question.  It's highly
dynamic.  This means the client has to "know" about the strategy.  In
Bridge, the implementation is usually held by the abstraction object (built
that way at construction time) for its entire life.  It's fixed.  Only the
factory that built the abstraction object needs to "know" about the
bridge... the client just calls the method(s) on the context object as if it
were doing everything itself.

3) In a Strategy, the context object uses the strategy object the same way
each time (there's usually only one method, so that's a given).  In Bridge,
each of the various abstraction objects uses the implementation interface
differently.  It's a far more complex relationship.

You can also look at the motivations of the patterns:

Strategy is about varying a function polymorphically, as opposed to using
inheritance, to make the variation dynamic and to allow for multiple
variations without weakening cohesion.

Bridge is about one variation using another variation, without using
inheritance and suffering the class explosion and cohesion problems it
implies.

Hope this helps!

-Scott-

Scott Bain
Senior Consultant
Net Objectives
425-531-0812
http://www.netobjectives.com
----------------------------
Net Objectives' vision is effective software development without suffering.
Our mission is to assist software development teams in accomplishing this
through a combination of training and mentoring.


> -----Original Message-----
> From: stevebate2003 <stevebate2003@...>
> [mailto:stevebate2003@...]
> Sent: Monday, January 13, 2003 2:15 AM
> To: dpexplained@yahoogroups.com
> Subject: [dpexplained] Bridge v Strategy - Confused!
>
>
> Hello all,
>
> The tiitle says it all really.
> There I was, progressing fine through this excellent book when I hit
> upon the Strategy pattern. Is it just me or does it seem very similar
> to the Bridge pattern? Maybe I just need to re-read it and let it
> sink in a bit more and all will become clear? On the other hand, a
> nice little table like the one on page 105 (detailing the differences
> between Facade and Adapter) would be really cool.
>
> Can someone nail down the differences for me please?
>
> Many thanks
>
> Steve
>
>
>
>
> To unsubscribe from this group, send an email to:
> dpexplained-unsubscribe@yahoogroups.com
>
>
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
>
>

#469 From: "stevebate2003 <stevebate2003@...>" <stevebate2003@...>
Date: Mon Jan 13, 2003 10:14 am
Subject: Bridge v Strategy - Confused!
stevebate2003
Offline Offline
Send Email Send Email
 
Hello all,

The tiitle says it all really.
There I was, progressing fine through this excellent book when I hit
upon the Strategy pattern. Is it just me or does it seem very similar
to the Bridge pattern? Maybe I just need to re-read it and let it
sink in a bit more and all will become clear? On the other hand, a
nice little table like the one on page 105 (detailing the differences
between Facade and Adapter) would be really cool.

Can someone nail down the differences for me please?

Many thanks

Steve

#468 From: "Joe Kuhn" <joekuhn@...>
Date: Mon Dec 23, 2002 2:40 am
Subject: Re: (unknown)
joekuhn2002
Offline Offline
Send Email Send Email
 
>how to go about digesting these design patterns
 
I've had good luck translating them into the language I work in every day.  Started with mediator.  If you do any work with forms you can use mediator in every single one.  The second most useful pattern, for me, has been strategy. 
 
After you write a couple and use one or two you might try playing.  Every once in a while we do an "objects for fun" project at work.  Make a couple of objects and think up something simple to get them to do that gets them talking to one another.  This has been productive for the other guys in the office new to oop.
 
Before you know it, you'll start seeing hints of possibilities and you'll go from a project to the pattern books to see if there's one that applies.  It's like the first few months of pregnancy.  Most things are the same but something is changing.  Before you know it, you're struggling to get the kids in bed before 8pm.
 
Grins,
Joe
 
 
----- Original Message -----
Sent: Wednesday, December 18, 2002 9:26 PM
Subject: [dpexplained] (unknown)

Friends,

I'm a newbie to this world of design patterns. I like OO concepts and
have a strong desire to take a dip in the world of design patterns.
I'm preparing for IBM test486 for UML and thinking of learning more
about patterns, as they are referred to at many places as part of the
exam preparation. I can learn the patterns in a context instead of
trying to look at them standalone. My feeling is that we can better
understand the patterns if we look at the problem in a context where
they are trying to provide the solution. Any suggestions from people
as to how to go about digesting these design patterns are hightly
appreciated.

Regards,
Jayadev.



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#467 From: "pulaparty <pulaparty@...>" <pulaparty@...>
Date: Thu Dec 19, 2002 3:26 am
Subject: (No subject)
pulaparty
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Friends,

I'm a newbie to this world of design patterns. I like OO concepts and
have a strong desire to take a dip in the world of design patterns.
I'm preparing for IBM test486 for UML and thinking of learning more
about patterns, as they are referred to at many places as part of the
exam preparation. I can learn the patterns in a context instead of
trying to look at them standalone. My feeling is that we can better
understand the patterns if we look at the problem in a context where
they are trying to provide the solution. Any suggestions from people
as to how to go about digesting these design patterns are hightly
appreciated.

Regards,
Jayadev.

#466 From: "Joe Kuhn" <joekuhn@...>
Date: Thu Dec 12, 2002 11:52 am
Subject: Re: Conway's Game of Life and Design Patterns
joekuhn2002
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Hey Matt!
 
If you really want to learn patterns, re-write them in the language you work in every day.  This forces you to look at every line.  When you're done you'll really know what they do.  The next step is to apply to different situations.
 
Joe

#465 From: "Scott L. Bain" <slbain@...>
Date: Tue Dec 10, 2002 8:34 pm
Subject: RE: Net Objectives wiki
slbain@...
Send Email Send Email
 
#464 From: "Alan Shalloway <alshall@...>" <alshall@...>
Date: Tue Dec 10, 2002 6:40 pm
Subject: public discussion with Net Objectives
alshalloway
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In our efforts to see how to add value to the community, I want to
try holding a public "discussion".  Our initial idea is to have an
AIM chat.  See

http://www.netobjectivesbooks.com/N_O_BookFeedback_Wiki/owbase/ow.asp
?IdeasForCommunityNetworking for more information on this.

----------------

Taking an excerpt from that page:

AIM http://www.aim.com is an easy way to have a recorded chat. I
wouldn't mind trying this out for 1 hour chats once a week and see
what develops. ScottBain will be writing up the process that we
follow using AIM. Essentially, we'd have a chat, record it, and send
it to those who participate. Only registered users could attend.

If you are interested in participating in this, please do the
following:

* install AIM on your computer (see http://www.aim.com )
* send an e-mail to AlanShalloway (click on name for e-mail address)
sending him your AIM name
* enter any ideas about what you'd like to talk to here:
PublicDiscussionTopics

-----------------
Please let me know (as the page describes) whether you are
interested.  Please do this off-board as I don't want this
discussion group to get bogged down with people saying "I'm
interested."

Alan Shalloway

#463 From: "Alan Shalloway <alshall@...>" <alshall@...>
Date: Tue Dec 10, 2002 4:51 pm
Subject: Net Objectives wiki
alshalloway
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Although it doesn't look like many people from here are looking over
on our wiki, I wanted to let you know that those of us at Net
Objectives are using our public wiki now quite a bit to put out some
of our thoughts on different issues.  In particular, Scott and I
have written a few short articles (see
http://www.netobjectivesbooks.com/N_O_BookFeedback_Wiki/owbase/ow.asp
?InternalArticles )  Please ask questions, make comments, etc.

Alan Shalloway
Net Objectives

#462 From: "Scott L. Bain" <slbain@...>
Date: Tue Dec 10, 2002 3:13 pm
Subject: RE: Re: Conway's Game of Life and Design Patterns
slbain@...
Send Email Send Email
 
Yeah, I was not sure about the composite... certainly not the canonical
composite.  I was thinking that, since the viability of the cell is
determined by the number of living neighbors it has, that the cell and it's
immediate neighbors would need to collaborate to determine this.  But I
agree that's a stretch, and there are better ways to solve it than the
composite.

-S-

> -----Original Message-----
> From: Alan Shalloway <alshall@...>
> [mailto:alshall@...]
> Sent: Monday, December 09, 2002 8:04 PM
> To: dpexplained@yahoogroups.com
> Subject: [dpexplained] Re: Conway's Game of Life and Design Patterns
>
>
> Scott:
> Not sure I agree with your comment about composite, but the others
> seem correct.
>
> > Strategy (to allow you to vary the birth/death rules flexibly)
> Yep.
>
> > Composite (Perhaps - one way to deal with the cell/neighbor
> relationship)
> Composites are when you have collections and individual things and
> you want to treat them the same. Not sure I see that here.
>
> > Iterator Pattern (to isolate the way the cells are stored from the
> way they are processed)
> Yep.
>
> > Flyweight (the cells themselves are all basically the same, aside
> from locational state)
> Yep.
>
> Alan Shalloway
>
> >
> > > -----Original Message-----
> > > From: mtagliaf <mtagliaf@a...> [mailto:mtagliaf@a...]
> > > Sent: Sunday, December 08, 2002 9:34 AM
> > > To: dpexplained@yahoogroups.com
> > > Subject: [dpexplained] Conway's Game of Life and Design Patterns
> > >
> > >
> > > Has anyone ever seen a discussion of OOP Principles/Design
> Patterns
> > > for the design of Conway's Game of Life?
> > >
> > > matt tagliaferri
> > >
> > >
> > >
> > > To unsubscribe from this group, send an email to:
> > > dpexplained-unsubscribe@yahoogroups.com
> > >
> > >
> > >
> > > Your use of Yahoo! Groups is subject to
> http://docs.yahoo.com/info/terms/
> > >
> > >
> > >
>
>
>
> To unsubscribe from this group, send an email to:
> dpexplained-unsubscribe@yahoogroups.com
>
>
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
>
>

#461 From: "Alan Shalloway <alshall@...>" <alshall@...>
Date: Tue Dec 10, 2002 4:03 am
Subject: Re: Conway's Game of Life and Design Patterns
alshalloway
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Scott:
Not sure I agree with your comment about composite, but the others
seem correct.

> Strategy (to allow you to vary the birth/death rules flexibly)
Yep.

> Composite (Perhaps - one way to deal with the cell/neighbor
relationship)
Composites are when you have collections and individual things and
you want to treat them the same. Not sure I see that here.

> Iterator Pattern (to isolate the way the cells are stored from the
way they are processed)
Yep.

> Flyweight (the cells themselves are all basically the same, aside
from locational state)
Yep.

Alan Shalloway

>
> > -----Original Message-----
> > From: mtagliaf <mtagliaf@a...> [mailto:mtagliaf@a...]
> > Sent: Sunday, December 08, 2002 9:34 AM
> > To: dpexplained@yahoogroups.com
> > Subject: [dpexplained] Conway's Game of Life and Design Patterns
> >
> >
> > Has anyone ever seen a discussion of OOP Principles/Design
Patterns
> > for the design of Conway's Game of Life?
> >
> > matt tagliaferri
> >
> >
> >
> > To unsubscribe from this group, send an email to:
> > dpexplained-unsubscribe@yahoogroups.com
> >
> >
> >
> > Your use of Yahoo! Groups is subject to
http://docs.yahoo.com/info/terms/
> >
> >
> >

#460 From: "Scott L. Bain" <slbain@...>
Date: Tue Dec 10, 2002 3:55 am
Subject: RE: Re: Conway's Game of Life and Design Patterns
slbain@...
Send Email Send Email
 

Feel free to post what you're doing up at our discussion wiki.  That way you can get all kinds of eyes on it.

http://www.netobjectivesbooks.com/N_O_bookfeedback_wiki/owbase/ow.asp?NetObjectivesDiscussionArea

-Scott-


> -----Original Message-----
> From: mtagliaf <mtagliaf@...> [mailto:mtagliaf@...]
> Sent: Monday, December 09, 2002 6:30 PM
> To: dpexplained@yahoogroups.com
> Subject: [dpexplained] Re: Conway's Game of Life and Design Patterns
>
>
> > I have not, but I would imagine you'd encounter at least:
> >
> > Strategy (to allow you to vary the birth/death rules flexibly)
> > Composite (Perhaps - one way to deal with the cell/neighbor
> relationship)
> > Iterator Pattern (to isolate the way the cells are stored from the
> way they
> > are processed)
> > Flyweight (the cells themselves are all basically the same, aside
> from
> > locational state)
> >
>
> It's very challenging, esp since I'm trying to cover in my design
> the "standard" game, a color variation, and a third cellular automata
> game called the voting game.
>
> Plus, I need more experience w/ the patterns themselves.
>
> thanks for the info,
> matt tag
>
>
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>
>


#459 From: "mtagliaf <mtagliaf@...>" <mtagliaf@...>
Date: Tue Dec 10, 2002 2:30 am
Subject: Re: Conway's Game of Life and Design Patterns
mtagliaf
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> I have not, but I would imagine you'd encounter at least:
>
> Strategy (to allow you to vary the birth/death rules flexibly)
> Composite (Perhaps - one way to deal with the cell/neighbor
relationship)
> Iterator Pattern (to isolate the way the cells are stored from the
way they
> are processed)
> Flyweight (the cells themselves are all basically the same, aside
from
> locational state)
>

It's very challenging, esp since I'm trying to cover in my design
the "standard" game, a color variation, and a third cellular automata
game called the voting game.

Plus, I need more experience w/ the patterns themselves.

thanks for the info,
matt tag

#458 From: "Scott L. Bain" <slbain@...>
Date: Mon Dec 9, 2002 11:45 pm
Subject: RE: Conway's Game of Life and Design Patterns
slbain@...
Send Email Send Email
 
I have not, but I would imagine you'd encounter at least:

Strategy (to allow you to vary the birth/death rules flexibly)
Composite (Perhaps - one way to deal with the cell/neighbor relationship)
Iterator Pattern (to isolate the way the cells are stored from the way they
are processed)
Flyweight (the cells themselves are all basically the same, aside from
locational state)

-S-

> -----Original Message-----
> From: mtagliaf <mtagliaf@...> [mailto:mtagliaf@...]
> Sent: Sunday, December 08, 2002 9:34 AM
> To: dpexplained@yahoogroups.com
> Subject: [dpexplained] Conway's Game of Life and Design Patterns
>
>
> Has anyone ever seen a discussion of OOP Principles/Design Patterns
> for the design of Conway's Game of Life?
>
> matt tagliaferri
>
>
>
> To unsubscribe from this group, send an email to:
> dpexplained-unsubscribe@yahoogroups.com
>
>
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
>
>

#457 From: "mtagliaf <mtagliaf@...>" <mtagliaf@...>
Date: Sun Dec 8, 2002 5:33 pm
Subject: Conway's Game of Life and Design Patterns
mtagliaf
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Has anyone ever seen a discussion of OOP Principles/Design Patterns
for the design of Conway's Game of Life?

matt tagliaferri

#456 From: "Bala Paranj <bparanj@...>" <bparanj@...>
Date: Sat Dec 7, 2002 2:52 am
Subject: OOAD with UML Certification
bparanj
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Hello,

Anyone who is preparing for certification in Object Oriented
Analysis and Design with UML can subscribe to OOAD_UML group at
http://groups.yahoo.com/group/OOAD_UML/

Cheers,
Bala

#455 From: "mtagliaf" <mtagliaf@...>
Date: Fri Dec 6, 2002 2:11 am
Subject: Re: class complexity in a simple game
mtagliaf
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I'd love to give this a try. Did you get my email?


> I've used this technique recently and I am quite impressed with how
the test drives the design.
>
> I've got VisualStudio.  Care to try?
>

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