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Q. 2 There are two methods for propagating data to observers with the observer design
pattern: the push model and the pull model. Why would one model be preferable
over the other? What are the trade-offs of each model? (20)
Q. 4 The Façade pattern and the Adapter pattern may seem similar. What is the essential
difference between the two? There are two mention different ways to understand
objects: “data with methods” and “things with responsibilities.”
a) In what ways is the second approach superior to the first? (10)
b) What additional insights does it provide? (10)
Q. 5 Write short notes on the following terms:
a) Prototype (10)
b) Decorator (10)
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ASSIGNMENT No. 2
(Unit 5 – 8)
Q. 2 What is Alexander’s view of how to use patterns? Does he advocate starting with
the solution first or the problem to be solved first? Why this pattern is called
“Abstract Factory”? (20)
Q. 4 What are design problems? Discuss the multiple look and feel standards. (20)
Q. 5 Write short notes on the following terms:
a) Memento (10)
b) A Parting Thought (10)
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Computer Usage: Student is desired to used Internet for self-learning in
this course
Course Introduction:
Design Patterns form an advanced area in software design and architecture. Design
patterns focus on solutions to problems commonly found in design of object oriented
programs. This course discusses the fundamentals of the core patterns: creational,
behavioral, structural and system patterns.
Course Objectives:
At the end of the course the students are expected to be able to:
1. Illustrate what is pattern and how patterns are design using various techniques.
2. Demonstrate the understanding of Design Patterns in Software development
domain.
3. Learn how to select a design pattern appropriate for a particular design problem.
Evaluation Criteria:
i. Assignments and/or quizzes as per instructor’s choice 10%
ii. Midterm Theory/practical/presentation/mini projects as per
instructor’s choice 20%
iii. Final Examination 70%
Course Outlines:
Unit–1: Introduction
Introduction, Describing Design Patterns, The Catalog of Design Patterns,
Organizing the Catalog, How Design Patterns Solve Design Problems,
Selecting a Design Pattern, Use of Design Pattern
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Unit–7: Behavioral Patterns–II
Template Method, Visitor, Discussion of Behavioral Patterns
What to Expect from Design Patterns, A Brief History, The Pattern Community,
An Invitation, A Parting Thought
Activities/Practical:
1. Explore Software Design patterns techniques? How design of software can be
improved using various techniques?
2. Select a case study and apply techniques of Design Patterns.