Presentation–abstraction–control
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Presentation–abstraction–control
Presentation–abstraction–control (PAC) is a software architectural pattern. It is an interaction-oriented software architecture, and is somewhat similar to model–view–controller (MVC) in that it separates an interactive system into three types of components responsible for specific aspects of the application's functionality. The abstraction component retrieves and processes the data, the presentation component formats the visual and audio presentation of data, and the control component handles things such as the flow of control and communication between the other two components. In contrast to MVC, PAC is used as a hierarchical structure of agents, each consisting of a triad of presentation, abstraction and control parts. The agents (or triads) communicate with each other only through the control part of each triad. It also differs from MVC in that within each triad, it completely insulates the presentation (view in MVC) and the abstraction (model in MVC). This provides th ...
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Hierarchical Model–view–controller
Hierarchical model–view–controller (HMVC) is a software architectural pattern, a variation of model–view–controller (MVC) similar to presentation–abstraction–control (PAC), that was published in 2000 in an article in JavaWorld Magazine, the authors apparently unaware of PAC, which was published 13 years earlier. The controller has some oversight in that it selects first the model and then the view, realizing an approval mechanism by the controller. The model prevents the view from accessing the data source directly. Example The largest practical benefit of using an HMVC architecture is the "widgetization" of content structures. An example might be comments, ratings, Twitter or blog RSS feed displays, or the display of shopping cart contents for an e-commerce website. It is essentially a piece of content that needs to be displayed across multiple pages, and possibly even in different places, depending on the context of the main HTTP request. Traditional MVC frameworks ...
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Warcraft
''Warcraft'' is a franchise of video games, novels, and other media created by Blizzard Entertainment. The series is made up of five core games: '' Warcraft: Orcs & Humans'', '' Warcraft II: Tides of Darkness'', '' Warcraft III: Reign of Chaos'', ''World of Warcraft'', and '' Hearthstone''. The first three of these core games are in the real-time strategy genre, where opposing players command virtual armies in battle against each other or a computer-controlled enemy. The fourth and best-selling title of the franchise is a massively multiplayer online role-playing game (MMORPG), where players control their character and interact with each other in a virtual world. ''Warcraft'' is one of the highest-grossing video game franchises of all time, having grossed $11.2 billion in lifetime revenue, as of 2018. Expansion sets were released for ''Warcraft II'' (''Beyond the Dark Portal''), ''Warcraft III'' ('' The Frozen Throne'') and multiple expansions were released for ''World of Warc ...
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Programming Paradigms
Programming paradigms are a way to classify programming languages based on their features. Languages can be classified into multiple paradigms. Some paradigms are concerned mainly with implications for the execution model of the language, such as allowing side effects, or whether the sequence of operations is defined by the execution model. Other paradigms are concerned mainly with the way that code is organized, such as grouping a code into units along with the state that is modified by the code. Yet others are concerned mainly with the style of syntax and grammar. Common programming paradigms include: * imperative in which the programmer instructs the machine how to change its state, ** procedural which groups instructions into procedures, ** object-oriented which groups instructions with the part of the state they operate on, * declarative in which the programmer merely declares properties of the desired result, but not how to compute it ** functional in which the de ...
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Software Design Patterns
In software engineering, a software design pattern is a general, reusable solution to a commonly occurring problem within a given context in software design. It is not a finished design that can be transformed directly into source or machine code. Rather, it is a description or template for how to solve a problem that can be used in many different situations. Design patterns are formalized best practices that the programmer can use to solve common problems when designing an application or system. Object-oriented design patterns typically show relationships and interactions between classes or objects, without specifying the final application classes or objects that are involved. Patterns that imply mutable state may be unsuited for functional programming languages. Some patterns can be rendered unnecessary in languages that have built-in support for solving the problem they are trying to solve, and object-oriented patterns are not necessarily suitable for non-object-oriented langua ...
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Software Architecture
Software architecture is the fundamental structure of a software system and the discipline of creating such structures and systems. Each structure comprises software elements, relations among them, and properties of both elements and relations. The ''architecture'' of a software system is a metaphor, analogous to the architecture of a building. It functions as a blueprint for the system and the developing project, which project management can later use to extrapolate the tasks necessary to be executed by the teams and people involved. Software architecture is about making fundamental structural choices that are costly to change once implemented. Software architecture choices include specific structural options from possibilities in the design of the software. For example, the systems that controlled the Space Shuttle launch vehicle had the requirement of being very fast and very reliable. Therefore, an appropriate real-time computing language would need to be chosen. Addition ...
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JavaWorld
''InfoWorld'' (abbreviated IW) is an information technology media business. Founded in 1978, it began as a monthly magazine. In 2007, it transitioned to a web-only publication. Its parent company today is International Data Group, and its sister publications include '' Macworld'' and ''PC World''. InfoWorld is based in San Francisco, with contributors and supporting staff based across the United States. Since its founding, ''InfoWorld''s readership has largely consisted of IT and business professionals. ''InfoWorld'' focuses on how-to, analysis, and editorial content from a mixture of experienced technology journalists and working technology practitioners. The site averages 4.6 million monthly page views and 1.1 million monthly unique visitors. History The magazine was founded by Jim Warren in 1978 as ''The Intelligent Machines Journal'' (IMJ). It was sold to IDG in late 1979. On 18 February 1980, the magazine name was changed to ''InfoWorld''. In 1986, the Robert X. Cringel ...
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VoIP
Voice over Internet Protocol (VoIP), also called IP telephony, is a method and group of technologies for the delivery of voice communications and multimedia sessions over Internet Protocol (IP) networks, such as the Internet. The terms Internet telephony, broadband telephony, and broadband phone service specifically refer to the provisioning of communications services (voice, fax, SMS, voice-messaging) over the Internet, rather than via the public switched telephone network (PSTN), also known as plain old telephone service (POTS). Overview The steps and principles involved in originating VoIP telephone calls are similar to traditional digital telephony and involve signaling, channel setup, digitization of the analog voice signals, and encoding. Instead of being transmitted over a circuit-switched network, the digital information is packetized and transmission occurs as IP packets over a packet-switched network. They transport media streams using special media delivery protocols t ...
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Free Software
Free software or libre software is computer software distributed under terms that allow users to run the software for any purpose as well as to study, change, and distribute it and any adapted versions. Free software is a matter of liberty, not price; all users are legally free to do what they want with their copies of a free software (including profiting from them) regardless of how much is paid to obtain the program.Selling Free Software
(gnu.org)
Computer programs are deemed "free" if they give end-users (not just the developer) ultimate control over the software and, subsequently, over their devices. The right to study and modify a computer program entails that

Presenter First
Presenter first is a software development approach that combines the ideas of the model–view–presenter (MVP) design pattern, test-driven development, and feature-driven development. Approach Presenter first concentrates on transforming each of a customer's requirements into a well tested, working feature as quickly and with as much correlation to the customer's story language (requirement) as possible. The language of the story or requirement is used to directly guide development of the feature – even naming the modules and function calls. As a consequence, the feature implementation tends to closely represent the customer's desire with little extraneous or unneeded functionality. The language of the source code also corresponds closely to the customer's stories. Presenter first is often applied in graphical user interface applications. It is equally well applied to the development of command-line interfaces. Further, a slight variation of the approach has been used effect ...
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Architectural Pattern (computer Science)
An architectural pattern is a general, reusable solution to a commonly occurring problem in software architecture within a given context. The architectural patterns address various issues in software engineering, such as computer hardware performance limitations, high availability and minimization of a business risk. Some architectural patterns have been implemented within software frameworks. The use of the word "pattern" in the software industry was influenced by similar concepts as expressed in traditional architecture, such as Christopher Alexander's ''A Pattern Language'' (1977) which discussed the practice in terms of establishing a pattern lexicon, prompting the practitioners of computer science to contemplate their own design lexicon. Usage of this metaphor within the software engineering profession became commonplace after the publication of ''Design Patterns'' (1994) by Erich Gamma, Richard Helm, Ralph Johnson, and John Vlissides—now commonly known as the "Gang of F ...
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Model–view–viewmodel
Model–view–viewmodel (MVVM) is an architectural pattern in computer software that facilitates the separation of the development of the graphical user interface (GUI; the ''view'')—be it via a markup language or GUI code—from the development of the business logic or back-end logic (the ''model'') such that the view is not dependent upon any specific model platform. The ''viewmodel'' of MVVM is a value converter, meaning it is responsible for exposing (converting) the data objects from the model in such a way they can be easily managed and presented. In this respect, the viewmodel is more ''model'' than ''view'', and handles most (if not all) of the view's display logic. The viewmodel may implement a mediator pattern, organizing access to the back-end logic around the set of use cases supported by the view. MVVM is a variation of Martin Fowler's Presentation Model design pattern. It was invented by Microsoft architects Ken Cooper and Ted Peters specifically to simplify e ...
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