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Metaphor and metonymy in object-oriented design patterns

机译:面向对象设计模式中的隐喻和转喻

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The key principle of object-oriented design is that each program object should correspond to an object in the real world, that is to say, a program is a metaphor for the world. More advanced object-oriented designs, such as many of Gamma et. al.'s Design Patterns, are not directly metaphorical: State objects, Strategy objects and Visitor objects, for example, do not correspond to objects in the real world. We show how these patterns, and other similar designs, can be understood as metonymy, rather than metaphor, that is, they are based on an attribute, cause, or effect, rather than being based on something in the world, in terms of Jakobson and Lodge's typology. Understanding how both metaphor and metonymy can be used in design can illustrate how design patterns work alongside more traditional object-oriented modelling to produce designs that are accurate, flexible, and better understood.
机译:面向对象设计的关键原理是每个程序对象都应与现实世界中的一个对象相对应,也就是说,程序是世界上的隐喻。更高级的面向对象设计,例如许多Gamma等。等人的设计模式并不是直接的隐喻:例如,状态对象,策略对象和访客对象并不对应于现实世界中的对象。我们将说明如何将这些模式和其他类似的设计理解为转义,而不是隐喻,也就是说,它们是基于属性,原因,I或I的。从雅各布森和洛奇的类型学角度出发,>效果而不是基于世界上的某些事物。了解隐喻和转喻如何在设计中使用可以说明设计模式如何与更传统的面向对象的建模一起工作,以产生准确,灵活和更好理解的设计。

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