The document discusses software design patterns, including definitions, types (creational, behavioral, structural), components, benefits, and examples. It provides examples of patterns like facade, observer, decorator, state, strategy, template method, iterator, bridge, and singleton from both non-software (e.g. auction, vending machine) and software domains (Temple Run 2 game). For each pattern, it explains the concept, provides a non-software diagram, describes an implementation in Temple Run 2 through diagrams and text, and references additional resources for design patterns.
This document provides an overview of design patterns, including their definition, origins, properties, types, and examples. It discusses common design patterns like Singleton, Observer, Strategy, Adapter, Facade, and Proxy. For each pattern, it describes the context, problem, forces, solution, and examples. The document also covers challenges of applying patterns and developing new patterns.
This document discusses design patterns, beginning with how they were introduced in architecture in the 1950s and became popularized by the "Gang of Four" researchers. It defines what patterns are and provides examples of different types of patterns (creational, structural, behavioral) along with common patterns in each category. The benefits of patterns are that they enable reuse, improve communication, and ease the transition to object-oriented development. Potential drawbacks are that patterns do not directly lead to code reuse and can be overused. Effective use requires applying patterns strategically rather than recasting all code as patterns.
This document discusses design patterns, including their definition, elements, and relationship to frameworks. It provides an overview of design patterns, describing them as general and reusable solutions to common software problems. The document outlines the core elements of patterns, such as their name, problem, context, solution, and examples. It also discusses different categories of patterns, such as creational, structural, and behavioral patterns.
Design patterns are optimized, reusable solutions to the programming problems that we encounter every day. A design pattern is not a class or a library that we can simply plug into our system; it's much more than that. It is a template that has to be implemented in the correct situation. It's not language-specific either. A good design pattern should be implementable in most—if not all—languages, depending on the capabilities of the language. Most importantly, any design pattern can be a double-edged sword— if implemented in the wrong place, it can be disastrous and create many problems for you. However, implemented in the right place, at the right time, it can be your savior.
The document provides an introduction and overview of design patterns. It defines design patterns as common solutions to recurring problems in software design. The document discusses the origin of design patterns in architecture, describes the four essential parts of a design pattern (name, problem, solution, consequences), and categorizes patterns into creational, structural, and behavioral types. Examples of commonly used patterns like Singleton and State patterns are also presented.
The document discusses software design patterns and how they can help address common problems that arise during design. It describes three main categories of patterns - creational, structural, and behavioral - and provides examples of specific patterns like Singleton, Factory, Adapter, and Bridge. The key benefits of design patterns are that they provide proven, reusable solutions to general problems and help create flexible, modular designs that can more easily adapt to changes.
This document provides an introduction to design patterns. It begins by explaining what design patterns are, their benefits, and common elements of design patterns like name, problem, solution, and consequences. It then discusses different types of design patterns classified by purpose (creational, structural, behavioral) and scope (class, object). An example of applying the strategy pattern to a duck simulation is used to illustrate how patterns can solve common object-oriented design problems by separating variable aspects from those that remain the same. The document advocates programming to interfaces rather than implementations to avoid tight coupling and allow independent extension of behavior.
The document discusses software design patterns, including definitions, types (creational, behavioral, structural), components, benefits, and examples. It provides examples of patterns like facade, observer, decorator, state, strategy, template method, iterator, bridge, and singleton from both non-software (e.g. auction, vending machine) and software domains (Temple Run 2 game). For each pattern, it explains the concept, provides a non-software diagram, describes an implementation in Temple Run 2 through diagrams and text, and references additional resources for design patterns.
This document provides an overview of design patterns, including their definition, origins, properties, types, and examples. It discusses common design patterns like Singleton, Observer, Strategy, Adapter, Facade, and Proxy. For each pattern, it describes the context, problem, forces, solution, and examples. The document also covers challenges of applying patterns and developing new patterns.
This document discusses design patterns, beginning with how they were introduced in architecture in the 1950s and became popularized by the "Gang of Four" researchers. It defines what patterns are and provides examples of different types of patterns (creational, structural, behavioral) along with common patterns in each category. The benefits of patterns are that they enable reuse, improve communication, and ease the transition to object-oriented development. Potential drawbacks are that patterns do not directly lead to code reuse and can be overused. Effective use requires applying patterns strategically rather than recasting all code as patterns.
This document discusses design patterns, including their definition, elements, and relationship to frameworks. It provides an overview of design patterns, describing them as general and reusable solutions to common software problems. The document outlines the core elements of patterns, such as their name, problem, context, solution, and examples. It also discusses different categories of patterns, such as creational, structural, and behavioral patterns.
Design patterns are optimized, reusable solutions to the programming problems that we encounter every day. A design pattern is not a class or a library that we can simply plug into our system; it's much more than that. It is a template that has to be implemented in the correct situation. It's not language-specific either. A good design pattern should be implementable in most—if not all—languages, depending on the capabilities of the language. Most importantly, any design pattern can be a double-edged sword— if implemented in the wrong place, it can be disastrous and create many problems for you. However, implemented in the right place, at the right time, it can be your savior.
The document provides an introduction and overview of design patterns. It defines design patterns as common solutions to recurring problems in software design. The document discusses the origin of design patterns in architecture, describes the four essential parts of a design pattern (name, problem, solution, consequences), and categorizes patterns into creational, structural, and behavioral types. Examples of commonly used patterns like Singleton and State patterns are also presented.
The document discusses software design patterns and how they can help address common problems that arise during design. It describes three main categories of patterns - creational, structural, and behavioral - and provides examples of specific patterns like Singleton, Factory, Adapter, and Bridge. The key benefits of design patterns are that they provide proven, reusable solutions to general problems and help create flexible, modular designs that can more easily adapt to changes.
This document provides an introduction to design patterns. It begins by explaining what design patterns are, their benefits, and common elements of design patterns like name, problem, solution, and consequences. It then discusses different types of design patterns classified by purpose (creational, structural, behavioral) and scope (class, object). An example of applying the strategy pattern to a duck simulation is used to illustrate how patterns can solve common object-oriented design problems by separating variable aspects from those that remain the same. The document advocates programming to interfaces rather than implementations to avoid tight coupling and allow independent extension of behavior.
This presentation discusses design patterns, which are general reusable solutions to commonly occurring problems in software design. It describes several design patterns including creational patterns like factory and singleton that deal with object creation, structural patterns like adapter and proxy that deal with relationships between entities, and behavioral patterns like strategy and observer that deal with communication between objects. Specific patterns like singleton, factory, observer, strategy, and adapter are explained in more detail through their definitions and purposes.
UML (Unified Modeling Language) is a standard language for specifying, visualizing, and documenting software systems. It uses various diagrams to model different views of a system, such as structural diagrams (e.g. class diagrams), behavioral diagrams (e.g. sequence diagrams), and deployment diagrams. The key building blocks of UML include things (classes, interfaces, use cases), relationships (associations, generalizations), and diagrams. UML aims to provide a clear blueprint of software systems for both technical and non-technical audiences.
This document discusses requirements modeling in software engineering. It covers creating various models during requirements analysis, including scenario-based models, data models, class-oriented models, flow-oriented models, and behavioral models. These models form the requirements model, which is the first technical representation of a system. The document provides examples of writing use cases and constructing a preliminary use case diagram for a home security system called SafeHome. It emphasizes that requirements modeling lays the foundation for software specification and design.
Architecture design in software engineeringPreeti Mishra
The document discusses software architectural design. It defines architecture as the structure of a system's components, their relationships, and properties. An architectural design model is transferable across different systems. The architecture enables analysis of design requirements and consideration of alternatives early in development. It represents the system in an intellectually graspable way. Common architectural styles structure systems and their components in different ways, such as data-centered, data flow, and call-and-return styles.
Je vous partage l'un des présentations que j'ai réalisé lorsque j'étais élève ingénieur pour le module 'Anglais Business ' , utile pour les étudiants souhaitant préparer une présentation en anglais sur les Design Pattern - ou les patrons de conception .
The document provides an overview of the GoF design patterns including the types (creational, structural, behavioral), examples of common patterns like factory, abstract factory, singleton, adapter, facade, iterator, observer, and strategy, and UML diagrams illustrating how the patterns can be implemented. Key aspects of each pattern like intent, relationships, pros and cons are discussed at a high level. The document is intended to introduce software engineers to design patterns and how they can be applied.
The document discusses software architecture design. It defines software architecture as the structure of components, relationships between components, and properties of components. An architectural design model can be applied to other systems and represents predictable ways to describe architecture. The architecture represents a system and enables analysis of effectiveness in meeting requirements and reducing risks. Key aspects of architectural design include communication between stakeholders, controlling complexity, consistency, reducing risks, and enabling reuse. Common architectural styles discussed include data-centered, data flow, call-and-return, object-oriented, and layered architectures.
The document discusses several design patterns including Observer, State, Template Method, Memento, Command, Chain of Responsibility, Interpreter, Mediator, Iterator, Strategy, Visitor, Flyweight, and Singleton patterns. For each pattern, it provides the definition, participants, structure, intent, caveats, and examples.
This document provides information about a course on design patterns taught by Dr. Asma Cherif. It includes the course code, instructor details, learning objectives, textbooks, and topics that will be covered such as architectural design, what patterns are, and different types of patterns. Design patterns provide solutions to common software design problems and promote reuse of successful designs. The course aims to help students understand design patterns, identify patterns in code and designs, and implement patterns to design and develop quality software applications.
Architectural styles and patterns provide abstract frameworks for structuring systems and solving common problems. [1] An architectural style defines rules for how components interact and is characterized by aspects like communication, deployment, structure, and domain. [2] Examples include service-oriented architecture, client/server, and layered architecture. [3] Similarly, architectural patterns are reusable solutions to recurring design problems documented with elements, relationships, constraints, and interaction mechanisms.
UML (Unified Modeling Language) is a standard modeling language used to specify, visualize, and document software systems. It uses graphical notations to model structural and behavioral aspects of a system. Common UML diagram types include use case diagrams, class diagrams, sequence diagrams, and state diagrams. Use case diagrams model user interactions, class diagrams show system entities and relationships, sequence diagrams visualize object interactions over time, and state diagrams depict object states and transitions. UML aims to simplify the complex process of software design through standardized modeling.
This document discusses various topics related to software design including design principles, concepts, modeling, and architecture. It provides examples of class/data design, architectural design, interface design, and component design. Some key points discussed include:
- Software design creates representations and models that provide details on architecture, data structures, interfaces, and components needed to implement the system.
- Design concepts like abstraction, modularity, encapsulation, and information hiding are important to reduce complexity and improve design.
- Different types of design models include data/class design, architectural design, interface design, and component-level design.
- Good software architecture and design lead to systems that are more understandable, maintainable, and of higher quality.
The document discusses software architecture, where it comes from, and what it is. Architectures are influenced by system stakeholders and their requirements, the developing organization, and the architects' experience. An architecture defines elements, their relationships, and properties. It is important because it represents early design decisions, dictates implementation, organizational structure, and quality attributes. Architectural patterns, reference models, and reference architectures capture common architectural elements but are not full architectures themselves.
The document discusses three design patterns: Singleton, Observer, and Factory. The Singleton pattern ensures that only one instance of a class can exist and provides a global access point. The Observer pattern defines a subscription mechanism so that multiple objects can be notified of changes to an object they are observing. The Factory pattern provides an interface for creating objects but leaves the concrete class unspecified. Real-world examples and implementations of each pattern are provided.
This document discusses different types of architecture views, including the module architecture view. It defines a view as a combination of structures that share common properties or perspectives. Architecture is described as the high-level structure of a software system that organizes its elements. The goals of architecture are to expose a system's structure while hiding implementation details and addressing requirements.
The module architecture view shows how key system elements are mapped to modules and subsystems, which are decomposed and assigned to layers based on dependencies. It defines the modules and their inherent relations without specifying a product configuration. Diagrams like package diagrams and class diagrams are used to depict subsystem decomposition and module use-dependencies.
This document provides an overview of design patterns including their definition, utility, essential elements, and examples. It discusses creational patterns like singleton, factory, and builder. Structural patterns covered include adapter, proxy, and composite. Behavioral patterns like command and iterator are also introduced. The document is presented as a slideshow by Dr. Lilia Sfaxi on design patterns for software engineering.
Introduction to object-oriented analysis and design (OOA/D)Ahmed Farag
Object-oriented analysis involves investigating the problem domain to identify key objects, their attributes, and relationships. Object-oriented design then defines the software objects and how they will collaborate. The document provides an example of analyzing a dice game, including defining use cases, creating a domain model to identify real-world objects like Player and Die, interaction diagrams to illustrate object collaboration, and design class diagrams to define software classes and their methods.
The document discusses the software design process. It begins by explaining that software design is an iterative process that translates requirements into a blueprint for constructing the software. It then describes the main steps and outputs of the design process, which include transforming specifications into design models, reviewing designs for quality, and producing a design document. The document also covers key concepts in software design like abstraction, architecture, patterns, modularity, and information hiding.
This document provides an overview of object-oriented analysis and design. It defines key terms and concepts in object-oriented modeling like use cases, class diagrams, states, sequences. It describes developing requirements models using use cases and class diagrams. It also explains modeling object behavior through state and sequence diagrams and transitioning analysis models to design.
Coupling refers to the interdependence between software modules. There are several types of coupling from loose to tight, with the tightest being content coupling where one module relies on the internal workings of another. Cohesion measures how strongly related the functionality within a module is, ranging from coincidental to functional cohesion which is the strongest. Tight coupling and low cohesion can make software harder to maintain and reuse modules.
The document discusses architectural design patterns MVC, MVP, and MVVM. It explains that MVC separates an application into three components - the model, the view, and the controller. MVP adds a presenter layer between the model and view to avoid direct communication. MVVM uses data binding between the view and view model layers, allowing two-way communication to automatically update the view when data changes. While any pattern can be used, the author recommends MVP with data binding to reduce code and prevent mistakes.
Architecture Description Languages: An Overviewelliando dias
This document provides an overview of architecture description languages (ADLs). It defines architecture and discusses the positives and negatives of ADLs. It explores different ADL approaches including ACME, Rapide, Wright, Aesop, and others. It examines the differences between architecture and design. The document also includes examples of specifications written in different ADLs.
This presentation discusses design patterns, which are general reusable solutions to commonly occurring problems in software design. It describes several design patterns including creational patterns like factory and singleton that deal with object creation, structural patterns like adapter and proxy that deal with relationships between entities, and behavioral patterns like strategy and observer that deal with communication between objects. Specific patterns like singleton, factory, observer, strategy, and adapter are explained in more detail through their definitions and purposes.
UML (Unified Modeling Language) is a standard language for specifying, visualizing, and documenting software systems. It uses various diagrams to model different views of a system, such as structural diagrams (e.g. class diagrams), behavioral diagrams (e.g. sequence diagrams), and deployment diagrams. The key building blocks of UML include things (classes, interfaces, use cases), relationships (associations, generalizations), and diagrams. UML aims to provide a clear blueprint of software systems for both technical and non-technical audiences.
This document discusses requirements modeling in software engineering. It covers creating various models during requirements analysis, including scenario-based models, data models, class-oriented models, flow-oriented models, and behavioral models. These models form the requirements model, which is the first technical representation of a system. The document provides examples of writing use cases and constructing a preliminary use case diagram for a home security system called SafeHome. It emphasizes that requirements modeling lays the foundation for software specification and design.
Architecture design in software engineeringPreeti Mishra
The document discusses software architectural design. It defines architecture as the structure of a system's components, their relationships, and properties. An architectural design model is transferable across different systems. The architecture enables analysis of design requirements and consideration of alternatives early in development. It represents the system in an intellectually graspable way. Common architectural styles structure systems and their components in different ways, such as data-centered, data flow, and call-and-return styles.
Je vous partage l'un des présentations que j'ai réalisé lorsque j'étais élève ingénieur pour le module 'Anglais Business ' , utile pour les étudiants souhaitant préparer une présentation en anglais sur les Design Pattern - ou les patrons de conception .
The document provides an overview of the GoF design patterns including the types (creational, structural, behavioral), examples of common patterns like factory, abstract factory, singleton, adapter, facade, iterator, observer, and strategy, and UML diagrams illustrating how the patterns can be implemented. Key aspects of each pattern like intent, relationships, pros and cons are discussed at a high level. The document is intended to introduce software engineers to design patterns and how they can be applied.
The document discusses software architecture design. It defines software architecture as the structure of components, relationships between components, and properties of components. An architectural design model can be applied to other systems and represents predictable ways to describe architecture. The architecture represents a system and enables analysis of effectiveness in meeting requirements and reducing risks. Key aspects of architectural design include communication between stakeholders, controlling complexity, consistency, reducing risks, and enabling reuse. Common architectural styles discussed include data-centered, data flow, call-and-return, object-oriented, and layered architectures.
The document discusses several design patterns including Observer, State, Template Method, Memento, Command, Chain of Responsibility, Interpreter, Mediator, Iterator, Strategy, Visitor, Flyweight, and Singleton patterns. For each pattern, it provides the definition, participants, structure, intent, caveats, and examples.
This document provides information about a course on design patterns taught by Dr. Asma Cherif. It includes the course code, instructor details, learning objectives, textbooks, and topics that will be covered such as architectural design, what patterns are, and different types of patterns. Design patterns provide solutions to common software design problems and promote reuse of successful designs. The course aims to help students understand design patterns, identify patterns in code and designs, and implement patterns to design and develop quality software applications.
Architectural styles and patterns provide abstract frameworks for structuring systems and solving common problems. [1] An architectural style defines rules for how components interact and is characterized by aspects like communication, deployment, structure, and domain. [2] Examples include service-oriented architecture, client/server, and layered architecture. [3] Similarly, architectural patterns are reusable solutions to recurring design problems documented with elements, relationships, constraints, and interaction mechanisms.
UML (Unified Modeling Language) is a standard modeling language used to specify, visualize, and document software systems. It uses graphical notations to model structural and behavioral aspects of a system. Common UML diagram types include use case diagrams, class diagrams, sequence diagrams, and state diagrams. Use case diagrams model user interactions, class diagrams show system entities and relationships, sequence diagrams visualize object interactions over time, and state diagrams depict object states and transitions. UML aims to simplify the complex process of software design through standardized modeling.
This document discusses various topics related to software design including design principles, concepts, modeling, and architecture. It provides examples of class/data design, architectural design, interface design, and component design. Some key points discussed include:
- Software design creates representations and models that provide details on architecture, data structures, interfaces, and components needed to implement the system.
- Design concepts like abstraction, modularity, encapsulation, and information hiding are important to reduce complexity and improve design.
- Different types of design models include data/class design, architectural design, interface design, and component-level design.
- Good software architecture and design lead to systems that are more understandable, maintainable, and of higher quality.
The document discusses software architecture, where it comes from, and what it is. Architectures are influenced by system stakeholders and their requirements, the developing organization, and the architects' experience. An architecture defines elements, their relationships, and properties. It is important because it represents early design decisions, dictates implementation, organizational structure, and quality attributes. Architectural patterns, reference models, and reference architectures capture common architectural elements but are not full architectures themselves.
The document discusses three design patterns: Singleton, Observer, and Factory. The Singleton pattern ensures that only one instance of a class can exist and provides a global access point. The Observer pattern defines a subscription mechanism so that multiple objects can be notified of changes to an object they are observing. The Factory pattern provides an interface for creating objects but leaves the concrete class unspecified. Real-world examples and implementations of each pattern are provided.
This document discusses different types of architecture views, including the module architecture view. It defines a view as a combination of structures that share common properties or perspectives. Architecture is described as the high-level structure of a software system that organizes its elements. The goals of architecture are to expose a system's structure while hiding implementation details and addressing requirements.
The module architecture view shows how key system elements are mapped to modules and subsystems, which are decomposed and assigned to layers based on dependencies. It defines the modules and their inherent relations without specifying a product configuration. Diagrams like package diagrams and class diagrams are used to depict subsystem decomposition and module use-dependencies.
This document provides an overview of design patterns including their definition, utility, essential elements, and examples. It discusses creational patterns like singleton, factory, and builder. Structural patterns covered include adapter, proxy, and composite. Behavioral patterns like command and iterator are also introduced. The document is presented as a slideshow by Dr. Lilia Sfaxi on design patterns for software engineering.
Introduction to object-oriented analysis and design (OOA/D)Ahmed Farag
Object-oriented analysis involves investigating the problem domain to identify key objects, their attributes, and relationships. Object-oriented design then defines the software objects and how they will collaborate. The document provides an example of analyzing a dice game, including defining use cases, creating a domain model to identify real-world objects like Player and Die, interaction diagrams to illustrate object collaboration, and design class diagrams to define software classes and their methods.
The document discusses the software design process. It begins by explaining that software design is an iterative process that translates requirements into a blueprint for constructing the software. It then describes the main steps and outputs of the design process, which include transforming specifications into design models, reviewing designs for quality, and producing a design document. The document also covers key concepts in software design like abstraction, architecture, patterns, modularity, and information hiding.
This document provides an overview of object-oriented analysis and design. It defines key terms and concepts in object-oriented modeling like use cases, class diagrams, states, sequences. It describes developing requirements models using use cases and class diagrams. It also explains modeling object behavior through state and sequence diagrams and transitioning analysis models to design.
Coupling refers to the interdependence between software modules. There are several types of coupling from loose to tight, with the tightest being content coupling where one module relies on the internal workings of another. Cohesion measures how strongly related the functionality within a module is, ranging from coincidental to functional cohesion which is the strongest. Tight coupling and low cohesion can make software harder to maintain and reuse modules.
The document discusses architectural design patterns MVC, MVP, and MVVM. It explains that MVC separates an application into three components - the model, the view, and the controller. MVP adds a presenter layer between the model and view to avoid direct communication. MVVM uses data binding between the view and view model layers, allowing two-way communication to automatically update the view when data changes. While any pattern can be used, the author recommends MVP with data binding to reduce code and prevent mistakes.
Architecture Description Languages: An Overviewelliando dias
This document provides an overview of architecture description languages (ADLs). It defines architecture and discusses the positives and negatives of ADLs. It explores different ADL approaches including ACME, Rapide, Wright, Aesop, and others. It examines the differences between architecture and design. The document also includes examples of specifications written in different ADLs.
[1] Design patterns provide flexible and reusable solutions to common software design problems. They improve code quality by avoiding reinventing solutions and allowing knowledge sharing.
[2] The Strategy pattern allows algorithms to be changed independently of clients that use them. This decouples classes from specific implementations so one class can support multiple behaviors.
[3] Tightly coupled patterns have high dependency between common classes, while loosely coupled patterns connect classes loosely to improve maintainability and reusability. The Abstract Factory and Visitor patterns can be loosely coupled to benefit software quality.
The document discusses six common patterns of text structure: chronological, cause and effect, compare and contrast, problem and solution, sequence/process, and spatial/descriptive. It provides examples and descriptions of each pattern to help readers identify how a text is organized. Tips are given to analyze a passage and determine which pattern of text structure has been used. Several short passages are presented and the reader is asked to identify the pattern of organization for each one.
The document discusses several software design patterns:
1. The Observer pattern allows a subject to notify multiple observers of any state changes. This is used for RSS feeds and news servers to automatically update clients.
2. The Factory pattern helps create object instances at runtime depending on conditions. This is used to create random shapes in a painting program or load database tables on demand.
3. The Singleton pattern ensures only one instance of a non-sharable resource exists. This is used for database connections, base classes, and other shared resources.
4. Design patterns help development by promoting good object-oriented design, reusability, communication through a shared vocabulary, and faster development times.
The document discusses using the Builder Pattern to handle object initialization in Java. It describes issues that can arise when using multiple constructors or setters to initialize objects with many optional fields. The Builder Pattern avoids these issues by using a builder class to initialize the fields and construct the object in an immutable way. It provides an example Person class initialized with a Builder that allows fields to be set fluently in any order while enforcing required fields. Using the Builder Pattern makes the object initialization easier to read, write and validate.
SOFTWARE QUALITY ASSURANCE AND DESIGN PATTERNSshubbhi
This document discusses software design patterns and their impact on quality assurance. It begins by defining design patterns as common solutions to recurring problems in software design. There are three main categories of patterns: creational, structural, and behavioral. The document then discusses the elements and advantages of using design patterns, including increased reusability, modularity, and consistency. While design patterns aim to improve quality, there is no consensus on their actual impact on quality attributes. Some studies found positive or neutral effects, while others found negative effects, particularly on maintainability. In conclusion, the best designs use many intertwining patterns to produce high quality software, though the impact depends on proper implementation.
This document discusses the observer design pattern. It defines the observer pattern as establishing a one-to-many dependency between objects so that when one object changes state, all its dependents are notified and updated automatically. It provides examples of when to use the observer pattern, such as with a stock market notifying individual stocks of changes. The document outlines the structure of the observer pattern, provides class and sequence diagrams, and includes a code demo of implementing the observer pattern with products and subscribers.
Software Process in Software Engineering SE3koolkampus
The document introduces software process models and describes three generic models: waterfall, evolutionary development, and component-based development. It also covers the Rational Unified Process model and discusses how computer-aided software engineering (CASE) tools can support software development processes.
The document discusses different creational design patterns, including the Abstract Factory pattern and Factory Method pattern. The Abstract Factory pattern provides an interface for creating families of related objects without specifying their concrete classes. It allows a system to be independent of how its objects are created. The Factory Method pattern defines an interface for creating an object but lets subclasses decide which class to instantiate. It decouples class creation from use through delegation to subclasses.
This is an introductory lecture to Architecture Description Languages, part of the Advanced Software Engineering course, at the University of L'Aquila, Italy (www.di.univaq.it/muccini/SE+/2012)
The document discusses three design patterns: the Factory Method pattern, Singleton pattern, and Observer pattern. The Factory Method pattern creates objects without exposing the creation logic by using a common interface and concrete factory and product classes. The Singleton pattern ensures only one object gets created for a class by using a private constructor and static method to access the object. The Observer pattern notifies classes of changes by defining a one-to-many dependency between subjects and observers.
This document discusses the object-oriented paradigm and how it can be applied to solve problems. It provides an example of directing students to their next class and compares functional decomposition and object-oriented approaches. The key aspects of object-oriented design discussed are identifying objects based on problem domain concepts, defining responsibilities and interfaces for each object, and limiting coupling between objects.
The document discusses patterns in software development. It begins by defining what a pattern is, noting that a pattern describes a general reusable solution to a commonly occurring problem within a specific context. It then discusses some qualities of patterns, including that they aim to enhance reusability, encapsulate design experiences, and provide a common vocabulary among designers. The document also notes that patterns aim to capture an ineffable "quality without a name". It provides examples of patterns from different programming languages to illustrate recurring solutions.
The document discusses two patterns of organization in writing: cause and effect, and compare and contrast. It provides examples of words and phrases that signal these patterns to the reader. For cause and effect, words like "because", "result", and "lead to" indicate a cause followed by an effect. Compare and contrast structures use words like "similarly", "however", and "instead" to show how things are alike or different. Well-organized writing clearly guides the reader through these relationships between ideas.
Architecture evaluation methods help assess an architecture's ability to meet quality goals like usability, reliability and performance. The Software Architecture Analysis Method (SAAM) uses scenarios to evaluate an architecture. SAAM involves stakeholders developing prioritized scenarios, describing the architecture, classifying scenarios, performing scenario evaluations, and generating an overall assessment. Scenarios can be direct, testing current functionality, or indirect, requiring changes to assess modification difficulty. SAAM identifies issues like many scenarios affecting the same components. Architecture evaluations are beneficial early in development to surface tradeoffs and risks.
This document discusses design patterns in Java. It defines design patterns as general and reusable solutions to common programming problems. It outlines the main categories of design patterns - creational, structural, and behavioral. Within each category it provides brief descriptions of the intent and purpose. It also discusses the Gang of Four, who published the seminal book on design patterns, and how design patterns provide common platforms for developers and represent best practices. It then provides more detailed descriptions of the factory method and singleton design patterns as examples.
Design patterns are general reusable solutions to common problems in software design. There are three main categories of design patterns: creational patterns that deal with object creation, structural patterns that deal with class and object composition, and behavioral patterns that are concerned with communication between objects. The Gang of Four book introduced 23 design patterns and established design patterns as an important concept. Design patterns provide best practices and a common language that is useful for code reuse and communication between developers.
This document introduces design patterns, which provide general and reusable solutions to common software design problems. Design patterns are templates for solving problems, rather than direct code. They originated from the "Gang of Four" book from 1994. There are three main types of design patterns: creational patterns that deal with object creation, structural patterns that deal with object composition, and behavioral patterns that deal with object communication. Examples of specific patterns are provided for each type.
This document discusses design patterns in JavaScript. It defines design patterns as reusable solutions to common programming problems. There are three main categories of patterns: creational, structural, and behavioral. The document then briefly describes the module, prototype, observer, and singleton patterns as examples. It emphasizes that design patterns are scalable, proven solutions to development problems and help create maintainable code. Patterns should be practical, follow best practices, and include strong examples.
The document provides an overview of software engineering analysis and design. It discusses how analysis and design transforms requirements into a system design and software architecture. It covers inputs/outputs of analysis and design like use case models and design documents. Analysis focuses on understanding problems while design focuses on solutions. The document also discusses software architecture patterns, use case realization, object-oriented concepts, and the boundary, control, and entity design pattern used to decompose applications into boundary, control, and entity objects.
The document provides an agenda and introduction for a two-day software design training.
Day 1 covers introduction to software design principles, object oriented concepts and design, and evaluating software design. Day 2 covers software design patterns and clean code.
The introduction defines software design, contrasts it with architecture and coding, and outlines principles of software design such as SOLID and DRY. It also discusses software design considerations, modeling, and checkpoints. Later sections explain object oriented concepts, design principles including GRASP, and techniques for evaluating design quality.
This document introduces design patterns and provides an overview of the Singleton pattern. It discusses different ways to implement the Singleton pattern, including eager initialization, static block initialization, lazy initialization, thread-safe implementations using synchronization and double-checked locking, and Bill Pugh's inner static class approach. It also notes that reflection can be used to circumvent Singleton implementations and destroy the singleton nature of the class. The document categorizes design patterns and provides examples of creational, structural, and behavioral patterns.
Design patterns are acknowledged as powerful conceptual tools to improve design quality and to reduce the time and cost of design
by effect of the reuse of “good” solutions. In many fields such as software engineering, web engineering, and interface design,
patterns are widely used by practitioners and are also investigated from a research perspective. Still, the concept of design pattern
has received marginal attention in the arena of user interfaces (UIs) for Recommender Systems (RSs). To our knowledge, a little
is known about the use of patterns in this specific class of applications, in spite of their increasing popularity, and no RS
specific interface pattern is available in existing pattern languages. We have performed a systematic analysis of 28 real-world RSs in
a variety of sectors, in order to: (i) discover occurrences of existing general (i.e., domain independent) UI patterns; (ii)
identify recurrent UI design solutions for RS specific features; (iii) elicit a set of new UI patterns for RS interfaces. The analysis
of patterns occurrences highlights the degree at which “good” UI design solutions are adopted in RSs for the different sectors. The
new patterns can be used by UI designers of RSs to improve the UX of their systems.
Software Design Patterns and Quality AssuranceShubbhi Taneja
Design patterns were introduced in software engineering in the 1990s to provide common solutions to recurring problems. There are three main categories of patterns: creational, structural, and behavioral. Design patterns provide benefits like increased reusability, modularity, and consistency, but their impact on software quality is debated. While some studies found positive or neutral effects, others reported negative impacts on maintainability and evolvability. In general, well-designed systems can achieve quality by combining complementary patterns.
This document discusses different types of patterns used in object-oriented software development, including anti-patterns, requirements patterns, analysis patterns, architecture patterns, and design patterns. It defines patterns as abstractions that describe solutions to recurring problems in software development. Each type of pattern addresses a different phase of development, like analysis patterns supporting the creation of conceptual models or architecture patterns describing principles for software structure. The document also defines some key terminology related to patterns, such as pattern languages and pattern instantiation.
This document provides an overview of software engineering concepts including the need for software engineering, professional software development, software engineering ethics, and the essence of software engineering practice. It discusses the core principles of the software development life cycle including understanding problems, planning solutions, implementing plans, and testing results. It also summarizes various software process models like the waterfall model and its classical and iterative variations as well as evolutionary models like prototyping and the spiral model.
The document discusses key concepts and principles of software design. It begins by defining design as a blueprint for solving problems specified in requirements. Good design implements all requirements, provides a readable guide, and gives a complete picture of the software. The design process has two levels - top-level design of modules and interfaces and detailed design of module internals. The document then covers fundamental design concepts like abstraction, refinement, modularity, architecture, partitioning, data structures, procedures, information hiding, and functional independence. It provides examples and guidelines for applying these concepts to create a high-quality design.
This is a short presentation on Design Thinking for a PM audience, showing the benefits of incorporating Design on projects and providing a very high-level overview of methods and tools.
Design patterns are formalized best practices for solving common programming problems. They show relationships between classes and objects to address recurring design problems, but are not finished designs that can be directly converted to code. Design patterns provide reusable solutions to software design problems in specific contexts, and examples include strategy, computation, execution, implementation, and structural patterns.
What design patterns are you going to use What is the reason for us.pdfalokkesh
What design patterns are you going to use? What is the reason for using it?
Solution
Design pattern:
Design pattern is a universal repeatable solution to a usually happening problem in software
design. A design pattern is not a finished design that can be altered directly into code.
There are three types of design patterns:
Creational design pattern:
These design patterns are regarding class instantiation. This pattern can be more divided into
class formation patterns and object creational patterns
Reason for using this patterns inheritance efficiently in the instantiation process and creates an
instance of some families of classes.
Structural design patterns:
These design patterns are all about Class and Object work. Structural class creation patterns use
inheritance to create interfaces. Structural object patterns explain ways to create objects to get
new functionality.
Reason for using this patterns it matches different classes and gives a tree structure of simple and
composite objects.
Behavioral design patterns:
These design patterns are about all class objects communication. These patterns that is most
especially worried with communication between objects.
Reason for using these patterns it passes a request between a chain of objects and design to act as
a default value of an object..
This document discusses design patterns, including their definitions, categories, and strengths/weaknesses. It provides definitions of design patterns from various sources, noting they are reusable solutions to common problems in software design. Patterns are grouped into creational, structural, and behavioral categories based on their focus. Advantages include promoting reuse and providing documentation, while weaknesses include a lack of systematic application guidance. The document also discusses pattern languages and repositories, as well as specialized patterns in different domains.
Design patterns became popular in the 1990s due to influential books describing recurring solutions to object-oriented design problems. A design pattern describes a general solution to a common problem in software design. They allow programmers to reuse successful past designs. Some key design patterns discussed include state, observer, open-closed principle, and dependency inversion. Applying design patterns helps increase design speed and reuse, while reducing costs.
Similar to Design Pattern in Software Engineering (20)
This is an overview of my current metallic design and engineering knowledge base built up over my professional career and two MSc degrees : - MSc in Advanced Manufacturing Technology University of Portsmouth graduated 1st May 1998, and MSc in Aircraft Engineering Cranfield University graduated 8th June 2007.
Cricket management system ptoject report.pdfKamal Acharya
The aim of this project is to provide the complete information of the National and
International statistics. The information is available country wise and player wise. By
entering the data of eachmatch, we can get all type of reports instantly, which will be
useful to call back history of each player. Also the team performance in each match can
be obtained. We can get a report on number of matches, wins and lost.
Covid Management System Project Report.pdfKamal Acharya
CoVID-19 sprang up in Wuhan China in November 2019 and was declared a pandemic by the in January 2020 World Health Organization (WHO). Like the Spanish flu of 1918 that claimed millions of lives, the COVID-19 has caused the demise of thousands with China, Italy, Spain, USA and India having the highest statistics on infection and mortality rates. Regardless of existing sophisticated technologies and medical science, the spread has continued to surge high. With this COVID-19 Management System, organizations can respond virtually to the COVID-19 pandemic and protect, educate and care for citizens in the community in a quick and effective manner. This comprehensive solution not only helps in containing the virus but also proactively empowers both citizens and care providers to minimize the spread of the virus through targeted strategies and education.
2. OUTLINE
• What is Design Pattern?
• Classification of Design Pattern
• Creational patterns
• Structural patterns
• Behavioral patterns
• Strategy Design Pattern
• Architecture
• Applications And Examples
• Benefits of Strategy Design Pattern
3. What is Design Pattern?
In software engineering, a design pattern is a general reusable
solution to a commonly occurring problem in software design.
A design pattern is not a finished design that can be transformed
directly into code.
It is a description or template for how to solve a problem that can
be used in many different situations.
5. Creational patterns
• In software engineering, creational design
patterns are design patterns that deal with object
creation mechanisms,
• trying to create objects in a manner suitable to
the situation.
• The basic form of object creation could result in
design problems or added complexity to the
design. Creational design patterns solve this
problem by somehow controlling this object
creation.
6. Structural patterns
• In Software Engineering, Structural Design
Patterns are Design Patterns that ease the
design by identifying a simple way to realize
relationships between entities.
7. Behavioral patterns
• In software engineering, behavioral design
patterns are design patterns that identify
common communication patterns between
objects and realize these patterns. By doing
so, these patterns increase flexibility in
carrying out this communication.
8. Strategy Design Pattern
• Define a family of algorithms, encapsulate
each one, and make them interchangeable.
Strategy lets the algorithm vary independently
from the clients that use it.
10. Applications And Examples
• Shopping mall Example
1. Accept Customer Details
2. calculate the bill
3.Apply Discount Based on day of the week
(a) Monday Low discount -10%
(b) Thursday High discount-50%
11.
12.
13.
14.
15. Benefits of Strategy Design
Pattern
1.Eliminates large conditional
statements.
2.Provides a choice of
implementations for the
same behavior.