Graphical Editing Framework
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Graphical Editing Framework
The Graphical Editing Framework (GEF) is an Eclipse project that provides framework and end-user components related to graphical applications. History GEF was initially developed as part of IBM's etools (com.ibm.etools.gef) and was contributed to Eclipse in 2002 in version 2.0.0, consisting then of two components: Draw2d, a 2D visualization component based on the Standard Widget Toolkit (SWT) and GEF (MVC), a related model-view-controller framework that can be used to realize graphical editors as part of Eclipse Rich Client Platform (RCP) applications. The first release at Eclipse was GEF 2.1.0 in March 2003. The next major version, GEF 3.0.0, was released in June 2004, providing many new features like support for rules and guides. Zest was added as a third project component in 2007 in version 1.0.0 as part of the GEF 3.4.0 release. Since 2004, when GEF 3.0.0 was released, only compatible changes have been applied to the framework's application programming interface (API). A new ...
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Eclipse (software)
Eclipse is an integrated development environment (IDE) used in computer programming. It contains a base workspace and an extensible plug-in system for customizing the environment. It had been the most popular IDE for Java development until 2016, when it was surpassed by IntelliJ IDEA. Eclipse is written mostly in Java and its primary use is for developing Java applications, but it may also be used to develop applications in other programming languages via plug-ins, including Ada, ABAP, C, C++, C#, Clojure, COBOL, D, Erlang, Fortran, Groovy, Haskell, HLASM, JavaScript, Julia, Lasso, Lua, NATURAL, Perl, PHP, PL/I, Prolog, Python, R, Rexx, Ruby (including Ruby on Rails framework), Rust, Scala, and Scheme. It can also be used to develop documents with LaTeX (via a TeXlipse plug-in) and packages for the software Mathematica. Development environments include the Eclipse Java development tools (JDT) for Java and Scala, Eclipse CDT for C/C++, and Eclipse PDT for P ...
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Standard Widget Toolkit
The Standard Widget Toolkit (SWT) is a graphical widget toolkit for use with the Java platform. It was originally developed by Stephen Northover at IBM and is now maintained by the Eclipse Foundation in tandem with the Eclipse IDE. It is an alternative to the Abstract Window Toolkit (AWT) and Swing Java graphical user interface (GUI) toolkits provided by Sun Microsystems as part of the Java Platform, Standard Edition (J2SE). To display GUI elements, the SWT implementation accesses the native GUI libraries of the operating system using Java Native Interface (JNI) in a manner that is similar to those programs written using operating system-specific application programming interfaces (APIs). Programs that call SWT are portable, but the implementation of the toolkit, despite part of it being written in Java, is unique for each platform. The toolkit is free and open-source software distributed under the Eclipse Public License, which is approved by the Open Source Initiative. Hi ...
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Graphical Modeling Framework
The Graphical Modeling Framework (GMF) is a framework within the Eclipse platform. It provides a generative component and runtime infrastructure for developing graphical editors based on the Eclipse Modeling Framework (EMF) and Graphical Editing Framework (GEF). The project aims to provide these components, in addition to exemplary tools for select domain models which illustrate its capabilities. GMF was first released as part of the Eclipse An eclipse is an astronomical event which occurs when an astronomical object or spacecraft is temporarily obscured, by passing into the shadow of another body or by having another body pass between it and the viewer. This alignment of three ... 3.2 ''Callisto'' release in June 2006. See also * Connected Data Objects (CDO), a free implementation of a Distributed Shared Model on top of EMF * Model-driven architecture * Generic Eclipse Modeling System (GEMS) * Eclipse Modeling Framework (EMF) * List of EMF based software * ATL (A M ...
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Eclipse Modeling Framework
Eclipse Modeling Framework (EMF) is an Eclipse-based modeling framework and code generation facility for building tools and other applications based on a structured data model. From a model specification described in XML Metadata Interchange (XMI), EMF provides tools and runtime support to produce a set of Java classes for the model, a set of adapter classes that enable viewing and command-based editing of the model, and a basic editor. Models can be specified using annotated Java, UML, XML documents, or modeling tools, then imported into EMF. Most important of all, EMF provides the foundation for interoperability with other EMF-based tools and applications. Ecore Ecore is the core (meta-)model at the heart of EMF. It allows expressing other models by leveraging its constructs. Ecore is also its own metamodel (i.e.: Ecore is defined in terms of itself). According to Ed Merks, EMF project lead, "Ecore is the defacto reference implementation of OMG's EMOF" (Essential Meta ...
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Undo
Undo is an interaction technique which is implemented in many computer programs. It erases the last change done to the document, reverting it to an older state. In some more advanced programs, such as graphic processing, undo will negate the last command done to the file being edited. With the possibility of undo, users can explore and work without fear of making mistakes, because they can easily be undone. The expectations for undo are easy to understand: to have a predictable functionality, and to include all "undoable" commands. Usually undo is available until the user undoes all executed operations. But there are some actions which are not stored in the undo list, and thus they cannot be undone. For example, ''save file'' is not undoable, but is queued in the list to show that it was executed. Another action which is usually not stored, and thus not undoable, is ''scrolling'' or ''selection''. The opposite of to undo is to redo. The redo command reverses the undo or advances ...
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Design Pattern
A design pattern is the re-usable form of a solution to a design problem. The idea was introduced by the architect Christopher Alexander and has been adapted for various other disciplines, particularly software engineering. The " Gang of Four" book. Details An organized collection of design patterns that relate to a particular field is called a pattern language. This language gives a common terminology for discussing the situations designers are faced with. Documenting a pattern requires explaining why a particular situation causes problems, and how the components of the pattern relate to each other to give the solution. Christopher Alexander describes common design problems as arising from "conflicting forces"—such as the conflict between wanting a room to be sunny and wanting it not to overheat on summer afternoons. A pattern would not tell the designer how many windows to put in the room; instead, it would propose a set of values to guide the designer toward a deci ...
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Graphical User Interface
A graphical user interface, or GUI, is a form of user interface that allows user (computing), users to human–computer interaction, interact with electronic devices through Graphics, graphical icon (computing), icons and visual indicators such as secondary notation. In many applications, GUIs are used instead of text-based user interface, text-based UIs, which are based on typed command labels or text navigation. GUIs were introduced in reaction to the perceived steep learning curve of command-line interfaces (CLIs), which require commands to be typed on a computer keyboard. The actions in a GUI are usually performed through direct manipulation interface, direct manipulation of the graphical elements. Beyond computers, GUIs are used in many handheld mobile devices such as MP3 players, portable media players, gaming devices, smartphones and smaller household, office and Distributed control system, industrial controls. The term ''GUI'' tends not to be applied to other lower-displa ...
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Business Logic
In computer software, business logic or domain logic is the part of the program that encodes the real-world business rules that determine how data can be created, stored, and changed. It is contrasted with the remainder of the software that might be concerned with lower-level details of managing a database or displaying the user interface, system infrastructure, or generally connecting various parts of the program. Details and example Business logic: * Prescribes how business objects interact with one another * Enforces the routes and the methods by which business objects are accessed and updated Business rules: * Model real-life business objects (such as accounts, loans, itineraries, and inventories) Business logic comprises: * Workflows that are the ordered tasks of passing documents or data from one participant (a person or a software system) to another. Business logic should be distinguished from business rules. Business logic is the portion of an enterprise system which ...
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Factory Pattern
In object-oriented programming, a factory is an object for creating other objects; formally, it is a function or method that returns objects of a varying prototype or class from some method call, which is assumed to be ''new''. More broadly, a subroutine that returns a ''new'' object may be referred to as a ''factory'', as in ''factory method'' or ''factory function''. The factory pattern is the basis for a number of related software design patterns. Motive In class-based programming, a factory is an abstraction of a constructor of a class, while in prototype-based programming a factory is an abstraction of a prototype object. A constructor is concrete in that it creates objects as instances of one class, and by a specified process (class instantiation), while a factory can create objects by instantiating various classes, or by using other allocation means, such as an object pool. A prototype object is concrete in that it is used to create objects by being cloned, while a fact ...
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Observer Pattern
In software design and software engineering, the observer pattern is a software design pattern in which an object, called the ''subject'' (also known as ''event source'' or ''event stream''), maintains a list of its dependents, called observers (also known as ''event sinks''), and automatically notifies them of any state (computer science), state changes, typically by calling one of their method (computer science), methods. The subject knows its observers through a standardized interface and manages the subscription list directly. This pattern creates a one-to-many dependency where multiple observers can listen to a single subject, but the coupling is typically synchronous and direct—the subject calls observer methods when changes occur, though asynchronous implementations using event queues are possible. Unlike the publish-subscribe pattern, there is no intermediary broker; the subject and observers have direct references to each other. It is commonly used to implement event ha ...
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Command Pattern
In object-oriented programming, the command pattern is a Behavioral pattern, behavioral Design pattern (computer science), design pattern in which an object is used to Information hiding, encapsulate all information needed to perform an action or trigger an event at a later time. This information includes the method name, the object that owns the method and values for the method parameters. Four terms always associated with the command pattern are ''command'', ''receiver'', ''invoker'' and ''client''. A ''command'' object knows about ''receiver'' and invokes a method of the receiver. Values for parameters of the receiver method are stored in the command. The receiver object to execute these methods is also stored in the command object by Object composition#Aggregation, aggregation. The ''receiver'' then does the work when the execute() method in ''command'' is called. An ''invoker'' object knows how to execute a command, and optionally does bookkeeping about the command execution. ...
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