面向对象设计模式中的隐喻和转喻

J. Noble, R. Biddle, E. Tempero
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引用次数: 28

摘要

面向对象设计的关键原则是,每个程序对象都应该对应于现实世界中的一个对象,也就是说,程序是世界的一个隐喻。更高级的面向对象设计,例如Gamma等人的许多设计模式,并不是直接隐喻的:例如,状态对象、策略对象和访问者对象并不对应于现实世界中的对象。我们展示了这些模式,以及其他类似的设计,如何被理解为转喻,而不是隐喻,也就是说,它们是基于一个属性、原因或结果,而不是基于世界上的某些东西,根据雅各布森和洛奇的类型学。理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建模一起工作,以产生准确、灵活和更好理解的设计。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Metaphor and Metonymy in Object-Oriented Design Patterns
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.
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