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  • Customer Request
    as purpose in this context The responsibility of the purpose manager as a customer is to recommend a suitable party to achieve a purpose such as a supplier to deliver a product or service When the process manager requests that a particular purpose be achieved the purpose manager determines if there is a contract to do so with any suitable party If there is the it instructs the message manager

    Original URL path: http://jeffsutherland.org/oopsla98/marshall/sld019.htm (2016-04-27)
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  • Supplier Response
    the request Otherwise it discovers the process required to achieve the requested purpose an requests the process manager that it be instantiated and scheduled When complete the supplier message manager communicates this back to the customer message manager which in

    Original URL path: http://jeffsutherland.org/oopsla98/marshall/sld020.htm (2016-04-27)
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  • Global Value Networks
    supplies directly from this demand It is virtually impossible to keep track of supply orders distributed around the world each with own lead time mode of transport lot quantity etc particularly when demand level and mix change continuously in response to customer preferences The situation becomes even more complex when one considers the distribution of products to the literally billions of customers around the globe Products of different suppliers are

    Original URL path: http://jeffsutherland.org/oopsla98/marshall/sld021.htm (2016-04-27)
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  • Thank You!
    Slide 22 of 22

    Original URL path: http://jeffsutherland.org/oopsla98/marshall/sld022.htm (2016-04-27)
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  • Jeff Sutherland's Object World Tutorial

    (No additional info available in detailed archive for this subpage)
    Original URL path: /objwld98/index.html (2016-04-27)


  • The Uncertainty Principle in Software Engineering
    Uncertainty Principle in Software Engineering UPSE which states that uncertainty is inherent and inevitable in software development processes and products We substantiate UPSE by providing examples of uncertainty in select software engineering domains We present three common sources of uncertainty in software development namely human participation concurrency and problem domain uncertainties We explore in detail un certainty in software testing including test planning test enactment error tracing and quality estimation

    Original URL path: http://jeffsutherland.org/papers/zivchaos.html (2016-04-27)
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  • Ensembles
    system The message flow may not belong in the service Some way to connect a message flow to the definition of a service This needs to be in the defining object One way to do this is to have a scenario for each service defined in an object The message flows should not be in the component protocols 2 6 Event name parameters cause Events are considered to be at the same level as services In the way that services are communication to an object events are communications from an object Among other things events can be used to implement exceptions triggers and exceptions 2 7 Scenario name messageFlow The scenario is a way to name and specify work to be performed Work is accomplished by sending messages in a controlled way to components in the ensemble 2 8 MessageFlow messages The message flow is the procedural aspect of objects In its most simple form shown here the message flow is just a ordered collection Message flow should include logic as well Message flows can be represented by interaction diagrams 2 9 Message receivingObject service A message is a service applied to an object termed the receiver This definition conforms to the typical usage of message in OOP systems 3 Discussion 3 1 Reuse The above definition does allow a class to be used in more than one ensemble In fact a class can be used more than once in the same ensemble This overcomes a major deficiency in most OOAD tools 3 2 Components The component relationship is similar to the whole part relationship of Coad Yourdon To achieve the desired flexibility components will need to be classifiable into two distinct types Internal components and external components Internal components are to live only during the life of the component Their creation and destruction are the responsibility of the ensemble With proper construction it will be possible to allow the user to specify change the class of an internal component at design time External components are provided during the execution of the ensemble and may change dynamically Their creation and destruction are not typically the responsibility of the ensemble This approach allows individual objects to be shared between ensembles It is only in this way that we can build co executing applications that share resources e g a data base server 3 3 Use of protocols The approach taken above uses protocols to establish the validity of design In particular the user is only allowed to place an object class or ensemble in a component when the component protocol is a proper subset say isSatisfiedBy aProtocol of the protocol of the object The designer can use such protocol testing to insure that any specific object can be used as any particular component As mentioned above a full implementation of protocol validation would essentially mean that protocol would have to be established for all object classes This essentially means that full type checking is theoretically possible Fortunately it is possible to

    Original URL path: http://jeffsutherland.org/papers/ensembles93.html (2016-04-27)
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  • Design Organization
    a simple engineering view of management modified and extended to account for the organic rather than hierarchical structure of modern organizations An organization unit might be a single person who to be successful will doubtless have goals and objectives purpose will know how to do certain things processes using tools of the trade such as computers cell phones vehicles etc resources The work of individual people might be managed by

    Original URL path: http://jeffsutherland.org/oopsla97/marshall/tsld016.htm (2016-04-27)
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