17 research outputs found
Morphodynamic development and sediment budget of the Dutch Wadden Sea over the last century
Ray tracing and radiosity algorithms for photorealistic image synthesis
Electrical Engineering, Mathematics and Computer Scienc
Widget Manipulation Revisited: a Case Study in Modeling Interactions Between Experimental Conditions
The 3D Object Mediator : Handling 3D Models on Internet
The 3D Object MEdiator (3DOME 3) offers two services for handling 3D models: a modelshop and a renderfarm. These services can be consulted through the Internet. The modelshop meets the demands for brokerage of geometric descriptions of 3D models. People who create geometric models of objects can supply their models to the modelshop and 3DOME will offer them to potential customers. People who need models can browse through the model database and buy the models they need. The renderfarm, consisting of a large number of workstations and multiprocessor computers, offers rendering services to generate animations and realistic images of large scenes. In general, these kinds of renderjobs cannot be done by a single workstation in an acceptable amount of time. 3DOME's parallel rendering facilities may be very helpful for these jobs
Widget Manipulation Revisited: a Case Study in Modeling Interactions Between Experimental Conditions
Evaluation of design pattern alternatives in Java
Design patterns are standard solutions to common design problems. The famous Gang of Four book describes more than twenty design patterns for the object-oriented paradigm. These patterns were developed more than twenty-five years ago, using the programming language concepts available at that time. Patterns do not always fit underlying domain concepts. For example, even when a concrete strategy is a pure function, the classical strategy pattern represents this as a separate subclass and as such obscures the intent of this pattern with extra complexities due to the inheritance-based implementation. Due to the ongoing development of oo-languages, a relevant question is whether the implementation of these patterns can be improved using new language features, such that they fit more closely with the intent. An additional question is then how we can decide which implementation is to be preferred. In this article, we investigate both questions, using the strategy pattern as an example. Our main contribution is that we show how to reason about different implementations, using both the description of a design pattern and design principles as guidance