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 (computing), plug-in system for customizing the environment. It is the second-most-popular IDE for Java (programming language), Java development, and, until 2016, was the most popular. 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 (programming language), Ada, ABAP, C (programming language), C, C++, C Sharp (programming language), C#, Clojure, COBOL, D (programming language), D, Erlang (programming language), Erlang, Fortran, Groovy (programming language), Groovy, Haskell (programming language), Haskell, JavaScript, Julia (programming language), Julia, Lasso (programming language), Lasso, Lua (programming language), Lua, Software AG, NATURAL, Perl, PHP, Prolog, Python (programming language), Py ...
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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. History ...
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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 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 Model Transformation Language) *Service-Oriented Modeling Service-oriented modeling is the discipline of modeling business and software systems, for the purpose of designing and specifying service-oriented business systems within a variety of architectural st ...
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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-O ...
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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 undo is ''redo''. The redo command reverses the undo or advances t ...
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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 decisi ...
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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. Motivation 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 a single class, and by a specified process (class instantiation), while a factory can create objects by instantiating various classes, or by using other allocation schemes such as an object pool. A prototype object is concrete in that it is used to create objects by being cloned, while a ...
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Observer Pattern
In software design and engineering, the observer pattern is a software design pattern in which an object, named the subject, maintains a list of its dependents, called observers, and notifies them automatically of any state changes, usually by calling one of their methods. It is often used for implementing distributed event-handling systems in event-driven software. In such systems, the subject is usually named a "stream of events" or "stream source of events" while the observers are called "sinks of events." The stream nomenclature alludes to a physical setup in which the observers are physically separated and have no control over the emitted events from the subject/stream source. This pattern thus suits any process by which data arrives from some input that is not available to the CPU at startup, but instead arrives seemingly at random (HTTP requests, GPIO data, user input from peripherals, distributed databases and blockchain A blockchain is a type of distributed ledg ...
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Command Pattern
In object-oriented programming, the command pattern is a behavioral design pattern in which an object is used to 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 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. The invoker does not know anything about a concrete command, it knows only about the command ''interface' ...
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Strategy Pattern
In computer programming, the strategy pattern (also known as the policy pattern) is a behavioral software design pattern that enables selecting an algorithm at runtime. Instead of implementing a single algorithm directly, code receives run-time instructions as to which in a family of algorithms to use. Strategy lets the algorithm vary independently from clients that use it. Strategy is one of the patterns included in the influential book '' Design Patterns'' by Gamma et al. that popularized the concept of using design patterns to describe how to design flexible and reusable object-oriented software. Deferring the decision about which algorithm to use until runtime allows the calling code to be more flexible and reusable. For instance, a class that performs validation on incoming data may use the strategy pattern to select a validation algorithm depending on the type of data, the source of the data, user choice, or other discriminating factors. These factors are not known until run- ...
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Chain-of-responsibility Pattern
In object-oriented design, the chain-of-responsibility pattern is a behavioral design pattern consisting of a source of command objects and a series of processing objects. Each processing object contains logic that defines the types of command objects that it can handle; the rest are passed to the next processing object in the chain. A mechanism also exists for adding new processing objects to the end of this chain. In a variation of the standard chain-of-responsibility model, some handlers may act as dispatchers, capable of sending commands out in a variety of directions, forming a ''tree of responsibility''. In some cases, this can occur recursively, with processing objects calling higher-up processing objects with commands that attempt to solve some smaller part of the problem; in this case recursion continues until the command is processed, or the entire tree has been explored. An XML interpreter might work in this manner. This pattern promotes the idea of loose coupling. Th ...
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