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C4.1
S2 Design pattern goals
• The aim of design samples is:
Documentation and reuse of solutions that were previously used successfully.
• In many object-oriented systems, recurring patterns of classes and communicating objects can be found.
• These patterns solve specific design problems and make object-oriented designs
More flexible
Elegant
Reusable
Definition pattern:
A pattern is a schematic solution to a class of problems that has proven itself in a certain context.
S3 Patterns are descriptions of solutions
• A design problem is based on the fact that in certain situations (context) there are opposing forces
(problem).
• The solution is to use the tools available in the respective design discipline to design the situation so that
these forces are optimally balanced.
• A pattern describes a solution to a design problem
Patterns are constructive, i.e. they provide instructions for solving a problem situation
Patterns are abstract, i.e. they offer a wide range of applications with many different applications
Patterns are stable, i.e. they capture the stable core of the solution
• Patterns are valid over time and largely invariant to new possibilities
S5-9 Layer Architecture (1)
• The software system is structured in layers. Individual aspects (e.g. classes or components) of a software
system are assigned to a layer.
• Aspects of a higher layer may
only use aspects of the same or a
lower layer.