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The document provides details about a design patterns course including the course instructor, class schedule, units covered, and introductions to key design pattern concepts like what patterns are, how they help solve problems, and how they are described.

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0% found this document useful (0 votes)
25 views16 pages

Class8 - 10 DP - Aug 2 - 3 - 5 Slot 1 - 2 - 1

The document provides details about a design patterns course including the course instructor, class schedule, units covered, and introductions to key design pattern concepts like what patterns are, how they help solve problems, and how they are described.

Uploaded by

vishnu karthik
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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AMRITA VISHWA VIDYAPEETHAM

AMRITA SCHOOL OF ENGINEERING


DEPARTMENT OF COMPUTER SCIENCE & ENGINEERING

15CSE343 DESIGN PATTERNS 3-0-0-3


COURSE INSTRUCTOR : Dr N LALITHAMANI

B. Tech . / Semester 7 ( ODD ) – Elective IV - July 2021 – Nov 2021

Total number of students : 136

Total no of hours: 42
Total no of Discussion hours : 16

CLASS SESSION SCHEDULE


MONDAY(SLOT 1): 8:50 AM TO 9:40 AM
TUESDAY(SLOT 2) : 9:50 AM TO 10:40 AM
THURSDAY(SLOT 1) : 8:50 AM TO 9:40 AM
DISCUSSION HOUR :
Apr 4, 2024 SATURDAY ( SLOT 3 ): 11:00 AM TO 11:50 AM 1
COURSE SYLLABI
15CSE343 DESIGN PATTERNS 3003
Unit 1
Introduction to Design Patterns: Significance – Software Design
and patterns – Model – View - Controller.
Unit 2
Creational Patterns-Singleton-Factory-Factory method- Abstract
Factory –Builder- Prototype. Behavioral Patterns- Chain of
responsibility-Command-Interpreter-Iterator-Mediator-Observer-
Strategy- Template-Memento
Unit 3
Structural Patterns –Adapter-Bridge-Composite-Decorator-
Flyweight-Proxy
Introduction to Design Patterns

• Write a new program feature


• Recognize design patterns to satisfy need
for good, simple and reusable solutions
• Reuse of OO code between projects and
between programmers
• To catalog common interactions between
objects that programmers often found
useful

3
What should the designer do ?
O-O designers follow patterns like
• Represent state with objects
• Decorate objects so you can easily add /
remove features
What does patterns help in ?
• Record experience in designing object-
oriented software
• Capture design experience in a form that
people can use effectively
• Help a designer get a design “right” faster
• It is not application domain-specific
Definitions of Design patterns
• Recurring solutions to design problems you
see over and over
• It has a set of rules describing how to
accomplish certain tasks in realm of software
development
• Focus on reuse of recurring design themes
• Identify and specify above the level of single
classes and instances
What are Patterns ?
• Improve the process
• Instructive information
• Proven solution to a recurring problem
• Solution is not obvious
• Describes a relationship
The Learning Process
• Acceptance
• Recognition
• Internationalization
Types of Patterns
• Generative patterns
• Non-generative patterns
• Analysis patterns
• Design patterns
• Communication patterns
Patterns Vs Antipatterns
• They are similar but fundamentally different
• Recognize when you have the opportunity to
apply a good solution to a problem
• Recognize the nature of a bad situation and
suggest solutions
Patterns  BEST PRACTICES
Anti Patterns  WORST PRACTICES

Patterns are discovered. The process of looking for these patterns is


called PATTERN MINING
Frame work Vs Patterns
• Presenting a generic solution to a problem
that can be applied to all levels in a
development
 Executable software
 Design patterns

Frameworks  physical in nature


Patterns  logical in nature
Design Patterns Vs Framework
• Design patterns – abstract & architectural
elements
• Framework – consequence of design
Rule of Three
“ Even if an object appears to have all the
requisite pattern components, it should not be
considered a pattern until it has been verified to
be a recurring phenomenon”

Recommended Practice : Atleast 3 occurrences


Capturing Patterns
• Focus on practicability ( proven solutions )
• Aggressive disregard of originality
( not professionals who solved the problem or
found the solution )
• Nonanonymous review ( how patterns might be
clarified or improved )
• Winter’s workshops ( open forum discussions )
• Careful editing ( pattern authors responsibility
to be in finished form )
Describing Design Patterns
• Pattern Name and Classification
• Intent
• Also known As
• Motivation
• Applicability
• Structure
• Participants
• Collaboration
• Consequences
• Known uses
• Related Patterns
How DP solve design problems ?
• Finding appropriate objects
• Determining object granularity
• Specifying object interfaces
• Specifying object implementations
• Program to an interface, not an
implementation
• Favor object composition over class
inheritance

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