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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 +--- | This is the JAVA/400 Mailing List! | To submit a new message, send your mail to JAVA400-L@midrange.com. | To subscribe to this list send email to JAVA400-L-SUB@midrange.com. | To unsubscribe from this list send email to JAVA400-L-UNSUB@midrange.com. | Questions should be directed to the list owner: joe@zappie.net +---
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