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  • Subject: RE: OO and Procedural Work Units (was switch string)
  • From: "Clapham, Paul" <pclapham@xxxxxxxxxxxxx>
  • Date: Wed, 7 Mar 2001 12:41:58 -0800

A system such as the one Joe Pluta describes is never the first draft --
unless you are a skilled OO designer.  From my experience in learning Java,
it works roughly like this:

1. You create a bunch of classes that perform functions you need done.

2. After a while, you notice that you are writing similar methods and code
fragments in several of these classes.

3. So you abstract this, using one of three (or probably more) methods:
   a. Make those classes be subclasses of a generic class that does the
common code;
   b. Make classes implement an interface, so that code that uses them can
be generic;
   c. Provide convenience or singleton classes to do standard things.

4. Repeat from step 1.

After several iterations, you'll find you have a product with factory
classes, decorators, facades, and so on -- provided you understand those
patterns are possible.  At least that's how it worked for me, and I can see
that as I put XML capability into my project, I'm going to go through the
same process for that.

But note that steps 2 and 3 are crucial.  It's quite possible to design a
system without them, and you've all seen those systems.

PC2

-----Original Message-----
From: Stone, Brad V (TC) [mailto:bvstone@taylorcorp.com]
Sent: March 7, 2001 11:00
To: 'JAVA400-L@midrange.com'
Subject: OO and Procedural Work Units (was switch string)


<snip/>

I'd love to hear other's opinions on this, especially anyone who's done
production Java and RPG/ILE (real ILE) programming on similar systems.

Brad
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