Title
Evaluating pattern catalogs: the computer games experience
Abstract
Patterns and pattern catalogs (pattern languages) have been proposed as a mechanism for re-use. Traditionally, patterns have been used to foster design re-use, and generative design patterns have been used to achieve both design and code re-use. In theory, a pattern catalog could be created and used to provide re-usable patterns within a project and across a group of related projects. This idea raises a natural question. How can we measure the effectiveness of a pattern catalog or compare the effectiveness of different pattern catalogs? In this paper, we define four metrics that can be used to measure the effectiveness of pattern catalogs. We illustrate these metrics by applying them to a case study that uses a pattern catalog of generative design patterns to generate scripting code for computer games. The metrics are general enough to assess any pattern catalog, independent of application domain or whether the patterns are generative or descriptive.
Year
DOI
Venue
2006
10.1145/1134285.1134305
ICSE
Keywords
Field
DocType
pattern language,code generation,scripting language,metric,design pattern
State pattern,Data mining,Behavioral pattern,Information retrieval,Systems engineering,Strategy pattern,Computer science,Software design pattern,Pattern language,Specification pattern,Module pattern,Observer pattern
Conference
ISBN
Citations 
PageRank 
1-59593-375-1
7
0.82
References 
Authors
7
8
Name
Order
Citations
PageRank
Maria Cutumisu115422.51
Curtis Onuczko2699.20
D. Szafron31579210.88
Jonathan Schaeffer41929220.77
Matthew McNaughton5617.18
Thomas Roy6374.55
Jeff Siegel7606.98
Mike Carbonaro870.82