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Programming by Difference

  1. OOP
    1. Add new behavior (add new method to derived class)
    2. Replace behavior (override base class method)
    3. Re-use behavior (do nothing, defaulting to inherited behavior)
    4. Only changes in behavior require changes in program code
    5. is_a relationship
  2. HSM
    1. Add new behavior (add new event handler to substate)
    2. Replace behavior (re-define superstate event handler)
    3. Re-use behavior (do nothing, defaulting to superstate event handler)
    4. Only changes in behavior require changes in program code
    5. is_in relationship

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