Professional Documents
Culture Documents
References
be covered
Week no
Topic to
Objectives
Learning
Unit I
1 What is a Design Pattern? Recognize the 1.
importance of design Design
2 1 Design Patterns in Smalltalk MVC and design patterns. Pattern
3 Describing Design Patterns s By
4 The Catalog of Design Patterns Erich
5 The Catalog of Design Patterns Listing contents of
Gamma
catalog of design
6 Organizing The Catalog patterns. ,
How Design Patterns solve Design, Pearson
2 Educati
7 Problems Determine object
granularity and on.
8 How to Select a Design pattern
Specify object 2.
How to Use a Design Pattern
interfaces. Pattern
9 s in
10 Revision of Unit-1 / Tutorial Class JAVA
Unit II Volume
3 A Case Study: Designing a Document -I By
11 Editor Mark
12 Design Problems Grand,
Outlines the problems of Wiley
13 4 Document Structure
Lexi’s design.
14 Formatting Dream
Embellishing the User
15 Interface.
Tech.
Supporting Multiple Look-and-Feel
16 Standards
1.
Summarize command Design
Supporting Multiple Window Systems
14 class and subclasses.
Pattern
User Operations Spelling Checking s By
5 and Hyphenation. Describe interact or
15 class and subclasses. Erich
Summary Gamma
16
,
17 Creational Patterns
Pearson
19 Factory Method
Lists out the importance Educati
20 Abstract Factory on.
6 of creational patterns.
21 Builder 2.
22 Prototype Pattern
23 Singleton Reviews the importance
s in
24 Discussion of Creational Patterns of prototype and
singleton pattern. JAVA
25 Revision of Unit-2 / Tutorial Class Volume
26 -I By
Mark
7 Identify the importance
Unit III Grand,
of structural patterns.
Structural Pattern Part-I Wiley
Dream
Tech.
27 Adapter 1.
28 Bridge Design
8
29 composite Pattern
30 Mock Test -1 s By
31 Bridge Class Erich
32 9 Structural Pattern Part-II Summarizes the Gamma
33 Decorator implementation issues ,
34 Façade when applying the Pearson
bridge pattern. Educati
35 Flyweight,proxy
36 Mid1 on.
10 UNIT-IV 2. Patterns
37 Behavioural Patterns Part: I in JAVA
38 Chain of Responsibility Volume -I
Outlines the importance By Mark
39 Command
of behavioral patterns. Grand,
40 Interpreter
Wiley
Dream
41 11 Iterator
Tech
42 Behavioral Patterns Part: II
43 Mediator
44 12 Memento
45 Observer Use of observer,
46 Discussion of Behavioral Patterns Mediator, Memento in
47 Discussion of Behavioral Patterns behavioral patterns.
48 UNIT V
49 Behavioral Patterns Part: III 1. Design
13 Use of state, strategy in
50 State Patterns
51 Strategy behavioral patterns. By Erich
52 Template Method Gamma,
53 Visitor Identify the need of Pearson
template method and Education.
14 visitor Discussion of 2. Patterns
54 Discussion of Behavioral Patterns Behavioral Patterns. in JAVA
55 What to Expect from Design Patterns Summarizes the Volume -I
A Brief History importance of design By Mark
56 patterns.
Grand,
57 The Pattern Community
Reviews the template of Wiley
58 15 An Invitation Dream
design patterns.
Tech
A Parting Thought education.
59
Mock Test - 2
60
Bridge Class
61 16
Revision of Unit-5
62
Tutorial Class
63
Revision of Syllabus
64
LONGANSWER QUESTIONS
S.N QUESTION Blooms Course
O Taxonomy Level Outcome
4 Name the patterns along with their intents that are Knowledge 2
included in the catalog of design patterns.
UNIT -2
SHORT ANSWER QUESTIONS
S.N QUESTION Blooms Course
O Taxonomy Outcom
Level e
LONGANSWER QUESTIONS
S.N QUESTION Blooms Course
O Taxonomy Outcom
Level e
1 a) Explain partial Glyph class hierarchy with a neat diagram. Understand 1,3
b) Explain in detail about the ‘Glyph’ abstract class.
2 a) Explain the implementation of abstract factory. Understand 3
b) Discuss about structure, applicability, participants of
abstract factory method
3 a) Discuss the two embellishments that can be added to Understand 2
Lexi’s user interface. Signify the role of decorator pattern in
embellishment.
b) Explain about abstracting object creation in detail. .
4 a) Explain the structure of builder design pattern with class Understand 3,2
diagram and describe the collaboration with a sequence
diagram.
b) Give the sample code for abstract factory design pattern.
5 a) Explain the process of recursive composition in building a Understand 3
document.
b) Discuss the implementation issues of builder design
pattern.
UNIT – 3
SHORT ANSWER QUESTIONS
S.N QUESTION Blooms Course
O Taxonomy Level Outcom
e
LONGANSWER QUESTIONS
S.N QUESTION Blooms Course
O Taxonomy Level Outcom
e
LONGANSWER QUESTIONS
S.N QUESTION Blooms Course
O Taxonomy Outcom
Level e
1 Explain the uses of command design pattern and its structure Understand 6
with class diagram. Also explain the implementation issues.
2 Explain the structure of façade design pattern with class Understand 5
diagram and consequences.
3 a) Explain the consequences of flyweight method with its Understand 5
structure.
b) Explain structure of flyweight pattern with suitable example.
Unit-5
SHORT ANSWER QUESTIONS
S.N QUESTION Blooms Course
O Taxonomy Outcom
Level e
1 Define a) mediator pattern b) memento pattern. Remember 4,5
LONGANSWER QUESTIONS
S.N QUESTION Blooms Course
O Taxonomy Outcom
Level e
B. OBJECTIVE:
Unit: I
1. MVC consists of 3 kinds of objects ___________,____________,____________
2. The 4 essential elements in a design patterns are
_______,_______,_______and_______
3. A view object in MVC is the ___________ object.
4. Objects are created by _________________ a Class
5. Often an application will incorporate Classes from one or more libraries of predefined
classes known as __________
UNIT-II
1. A ____________ Abstract class for all objects that can appear in the Document
structure
2. A _________ emphasis is on families of product objects
3. __________ is also Known as virtual constructor.
4. A ________ is a class of class and it has one instance.
5. We use an abstract class called ________ to define a general interface for access and
traversal
UNIT-III
1. The intent of ___________ Pattern is to compose the objects into tree structures to
represent part-whole hierarchies.
2. _________ Call operation on an Adapter instance.
3. Decorator Forwards requests to its _________ Object.
4. We use Facade Pattern if you want to provide a ________ Interface to a _________
subsystem.
5. A proxy is used to provide a ___________ for another object to control access to it.
UNIT-IV
1. Interpreter is used when efficiency is not a ____________
2. A memento pattern is applied when a direct interface to obtaining the state would
expose _______ details and break the object’s encapsulation.
3. We use Iterator pattern to support _______ of aggregate objects.
4. A_______ Pattern is used to define an object that encapsulates how a set of objects
interact.
5. The interpreter pattern describes how to define a grammar for _________.
UNIT-V
1. __________ Provides a common vocabulary for designers to use to communicate,
document, and explore design alternatives
2. One of the Problem in developing reusable software is that it often has to be ____or
___.
3. Brian Foote identified the three phases of life cycle of Object oriented software, those
are _______,___________, and __________.
4. Design Patterns are especially useful in turning an _________ model into _____
model.
5. Design patterns show how to use primitive techniques such as _________ , _______
and ________.
WEB SITES ADDRESSES:
1. http://www.oodesign.com/
2. http://ui-patterns.com/patterns/
3. http://sourcemaking.com/design_petterns
4. http://www.dmoz.org/computers/programming/methodologies/patterns_and_anti- patterns/
EXPERT DETAILS:
(1) Erich Gamma, University of Zurich
(2) Martin flower, martinfowler.com
(3) Kent Beck, University of Oregon
JOURNALS:
http://www.emeraldinsight.com/
http://auspace.athabascau.ca/bitstream/2149/742/1/design_patterns.pdf
LIST OF TOPICS FOR STUDENT SEMINARS:
1. Design pattern visualization for program Comprehension
2. The concept of Patterns
3. Problems in designing an application
4. How to support multiple look and feel standards
5. Significance of Abstract Pattern, Factory Method
6. Significance of Adapter Pattern, Bridge Pattern
7. Significance of Decorator Pattern, Façade Pattern
8. Significance of Command Pattern, Proxy Pattern
9. Significance of Mediator Pattern, Template Pattern
CASE STUDIES:
1. Case Study: Expression Tree Evaluator
2. Design Patterns in the Expression Tree Program
3. Design Patterns in the System Sort
4. Using the Factory Method Pattern for Access Table Initialization