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1.Introduction


2.Designing an application


3.Implementing an application


4. Example of using CBR*Tools


Annexes:

A.UML Notation

B.Design Patterns

C.Resources


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Annex B: Design Patterns

The design patterns used in CBR*Tools are introduced in the memorandum below. The objective thus is not to describe each pattern used in an exhaustive way, but only to facilitate the reading of the document by pointing out the fundamental characteristics of these patterns. One will be able to refer to works specialiced for more complete descriptions (Gamma et al, 1995; Pree, 1994; Bushmann et al, 1996). Each pattern is introduced according to a card which comprises six parts:

  1. name: the name of the pattern in English as it is defined in (Gamma and Al, 1995),
  2. description: describes very briefly the context, the problem, and the solution approached by this pattern,
  3. structure and components: list of the typical elements occuring in the pattern with graphical illustrations (class diagram and if necessary object diagram),
  4. collaborations: defines the principal interactions between the components by, if needed, the graphical representation of a sequence diagram,
  5. strengths and weaknesses: presents the principal forces (advantages) and weaknesses (disadvantages) of the pattern, either in its implementation, or in its operation,
  6. use in CBR*Tools: references principal uses of the pattern in CBR*Tools.

The cards are classified in alphabetical order:

B1.Abstract Factory

B2.Adapter

B3.Chain of responsibility

B4.Composite

B5.Facade

B6.Factory Method

B7.Iterator

B8.Prototype

B9.Strategy

B10.Template Method




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