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Systems Architecture | |
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Introduction | |
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Object-Oriented Data Integration: Running Several Generations of Database Technology in Parallel | |
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Abstract | |
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Introduction | |
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Integration Frame | |
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Programmer's View | |
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Layered Model | |
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Object Layer | |
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Tuple Interface | |
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Some Performance Considerations | |
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Further Reading | |
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Product Categories | |
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Remote Database Access Products | |
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Objectified Relational Databases | |
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Federated Databases | |
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Object-Oriented Databases with Relational Gateways | |
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Object-Oriented Access Layers | |
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Object-Relational Databases | |
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Case Study: Persistent Objects in a Large Bank | |
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Situation, Requirements and Software Environment | |
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Why Products Failed in 1995. Our Architecture | |
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Experiences and Summary | |
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References | |
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An Access Layer for Object Databases: Experience Report | |
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Abstract | |
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A Database Access Layer for ODBMS? | |
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The Architecture | |
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Database | |
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Transactions | |
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Error Management | |
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Interface to the Application Kernel | |
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Filters and Iterators | |
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Referencing Transient Objects | |
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Software Production Environment | |
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Experiences and Summary | |
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References | |
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A Use of the EndGame Design Strategy | |
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Abstract | |
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Introduction | |
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Teaching Our Newcomers a Design Style | |
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Design a Persistent Account Class | |
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The Simple Problem | |
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The Harder Problem | |
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The EndGame Design Technique ("squeegee") | |
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Application of the EndGame Strategy | |
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Move 0: Problem SetupIdentify the Possible Area of Containment | |
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Move 1: Secure the End-Client's Interface | |
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Move 2: Secure the Workstation Object's Internal Design | |
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Move 3: Secure the Distribution Service | |
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Move 4: Secure the Server's Internal Design | |
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Results of Applying the EndGame Technique | |
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How Would One Decide It Is Time to Try EndGame? Comparison of EndGame with Other Design Strategies | |
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Summary | |
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References | |
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Building a Push-Based Information System Using an Active Database | |
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Abstract | |
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Introduction | |
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Related Work | |
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Design Rationale | |
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Predicate Maintained Collections | |
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Using Predicate Maintained Collections | |
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An Example | |
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Experiences and Summary | |
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Problems | |
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Future Work | |
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References | |
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Applications And Design | |
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Introduction | |
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Flight-Simulator Database: Object-Oriented Design and Implementation | |
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Abstract | |
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Introduction | |
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Why Object-Oriented Flight Simulator Technology? Computing Infrastructure | |
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Complex Objects: Airplane Model | |
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Type Constructors: Airport Model | |
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Polymorphism and Covariance | |
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Control System Modeling | |
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Behavioral Modeling: Aerodynamics | |
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Queries | |
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Persistence and Dynamic Binding | |
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Constraints and Triggers | |
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Analysis | |
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Experiences and Summary | |
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References | |
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An Object-Oriented Image Database For Biomedical Research | |
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Abstract | |
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Problems to be Solved | |
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Image Boss System Overview | |
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Software and Hardware | |
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Various Applications and Tools Implemented | |
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Image Boss Design | |
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Data Abstraction | |
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Class Hierarchy | |
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Future Design Plans | |
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Justification For Selecting OODB | |
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Problems Encountered | |
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Integration of Other Tools | |
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Archiving | |
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Filename Translation | |
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Locking | |
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Queries | |
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Server Crashes | |
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Primary Applications of Image Database | |
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Conclusions | |
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References | |
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The OSEF (Object-Oriented Software Engineering Flow) Framework | |
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Abstract | |
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OSEF Architecture | |
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General Criteria | |
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Software Development Method | |
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Bought Components | |
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CASE Tool | |
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Database Management System | |
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Source Code Administration Tool | |
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Debugging and Tuning Tools | |
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GUI Builder | |
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Built Components | |
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Framework Class Library | |
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Rational Rose Metaschema Model | |
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Perl Filters and Preprocessors | |
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OSEF Runtime Kernel and Application Control Interface | |
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The Development Cycle | |
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Step A: Modeling | |
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Step B: Implementation | |
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Rational Rose C++. Diagrams | |
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Exportation/Importation of Items | |
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Code Generation Property Sets | |
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Preserved Code Regions | |
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Tool Evaluation | |
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Release History | |
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Objectivity DB. Data Definition Language | |
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Storage Classes | |
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References and Handles | |
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Iterators | |
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Associations | |
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Variable-Size Arrays | |
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Physical Clustering of Objects | |
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Indexes | |
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Transactions and Locking | |