Kullanıcı arabirimlerinde nesneye dayalı (Object-Oriented) yöntemlerinin incelenmesi
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Abstract
SUMMARY ON THE ANALYSIS ON THE OBJECT-ORIENTED PROGRAMMING IN THE USER'S INTERFACES On the analysis over the Object-Oriented Programming, in the user's interfaces, an entiry has been made and the main concepts, especially matter and class, discussed. An internal modularity at matters and operations, allows the software units of data and processings, to be grouped with the messages which are well defined interface mechanism» So the matters are classed into softwares just as the matters, in real life, are classed by their features and are considered as decendants of ancestor classes, having certain special data systems and operations in c o m m o n inner i t a n c e. Object-oriented Programming, urges the programmer to a more disciplinary performance, makes parts of a program re-usable, and provides a language, more easy and rule-based in program developing and maintenance time, than the traditional languages., making itself a recent spread in the line. Object-Oriented Programming, still presents itself with some adaptation difficulty for any skilled programmer of conventional successions, but once accepted, it well proves its great ease in subsequent trials» The system offers allowance to recognizing new types of objects and sending messages to the samples of these new types, and obviously supplies the best desired results, through the `User's Interface` the term inculiding all the aspects (e.g.ergonomy, psycology, productivity, etc.,) between the user and the software and imposing its own weight in software built-ups» Hence the development of `graphical types` of user's interface. In the processing systems and programs, usung this type of interface, knowledge is -115-Arabirimleri olduğu kuşkusuzdur. Kullanıcı Arabirimi kavramı, kullanıcı ile yazılım arasındaki iletişimin bütün öğelerini kapsar (ergonomi, psikoloji, verimlilik v.b) ve bu konu. yazılım üreticileri açısından önemli bir yer tutar. Bu alanda Grafik Kullanıcı Arabirimleri gündeme gelmiştir. Bu tür arabirimleri kullanan işletim sistemleri ve programlarda bilgiler grafiksel bir ekranda çeşitli arabirim öğeleri aracılığıyla kullanıcıya yansıtılmaktadır» Bilgi girişi klavyenin yanısıra mouse (fare), oyun Çubuğ'u (joystick) hatta dokunma duyarlı ekranlar aracılığıyla yapılmaktadır. Kullanıcı Arabirimlerinin en önemli. katkısı; X-W.indow ve ona dayalı Motif, Open Look v.b. arabirimlerinin iç yapısını değiştirmeden, programcıya açık birim nesnelerinden oluşan yeni kütüphanelerin hazırlanması olacaktır. Bir başka verimli alanda seçilen kullanıcı arabirimlerinden bağımsız olarak grafik tasarım yapabilecek araçlardır. Bu tür bir araca istenen arabirim özellikleri verildiğinde bu özellikleri çeşitli arabirim standartlarının komutlarına çevirebilmesi birden fazla değişik standart olması sorununu önemli ölçüde giderecektir. Nesneye Yönelik Programlama karmaşık sistemlere daha ileri düzeyde organizasyon yapısı vermektedir. Bu yapı genel özellikleri bir nesneler setinde tanımlayıp, bu genelliğin bir grup dahilinde ifade edilebilmesine izin vermektedir. -114- SUMMARY ON THE ANALYSIS ON THE OBJECT-ORIENTED PROGRAMMING IN THE USER'S INTERFACES On the analysis over the Object-Oriented Programming, in the user's interfaces, an entiry has been made and the main concepts, especially matter and class, discussed. An internal modularity at matters and operations, allows the software units of data and processings, to be grouped with the messages which are well defined interface mechanism» So the matters are classed into softwares just as the matters, in real life, are classed by their features and are considered as decendants of ancestor classes, having certain special data systems and operations in c o m m o n inner i t a n c e. Object-oriented Programming, urges the programmer to a more disciplinary performance, makes parts of a program re-usable, and provides a language, more easy and rule-based in program developing and maintenance time, than the traditional languages., making itself a recent spread in the line. Object-Oriented Programming, still presents itself with some adaptation difficulty for any skilled programmer of conventional successions, but once accepted, it well proves its great ease in subsequent trials» The system offers allowance to recognizing new types of objects and sending messages to the samples of these new types, and obviously supplies the best desired results, through the `User's Interface` the term inculiding all the aspects (e.g.ergonomy, psycology, productivity, etc.,) between the user and the software and imposing its own weight in software built-ups» Hence the development of `graphical types` of user's interface. In the processing systems and programs, usung this type of interface, knowledge is -115-re-fleeted to the user on a graphical screen, through a variety of inter-face units- Here, data input application varies, inputing ways being `mouse`, `joystick`, or even `touch-sensitive screens` as well as `push button boards`. The most important contribution of the user's interfaces may be its supplying the user with libraries prepaired of proper objects, causing no internal modification within the structures of X-Window and so `Motive`, `Open-Look` interfaces, etc., Another contribution is the introduction of the `tools` which can design graphics, independant of any choise of user's interface. The fact that, given the features of a desired `user's interface`, the tools could translate them into the instructions of a variety of user's interface standarts, solves to a great extent, any multy-standard problem. Object-Oriented Programming, supplies the already complicated, huge bu:ild-ups systems, with a further developed `organizational structure which describes the general features on sets of matters and allows them expressed in group terminals. -116-
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