Software Design Week 1 Quiz
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Questions and Answers

What is the main purpose of using design patterns in software development?

  • To create new programming languages
  • To increase the computational speed of applications
  • To eliminate all software bugs
  • To establish common terminology and aid communication (correct)
  • Which year did Cunningham and Beck conduct their work with Smalltalk regarding design patterns?

  • 1989
  • 1987 (correct)
  • 1985
  • 1982
  • Who are the authors collectively known as the Gang of Four?

  • Helm, Gamma, Johnson, and Smith
  • Cunningham, Beck, Gamma, and Helm
  • Gamma, Helm, Johnson, and Vlissides (correct)
  • Johnson, Vlissides, Cunningham, and Beck
  • What is a pattern language in the context of design patterns?

    <p>A collection of related patterns for specific problem spaces (D)</p> Signup and view all the answers

    Which of the following is NOT a component of the structure of a design pattern?

    <p>User Feedback (C)</p> Signup and view all the answers

    How many patterns are included in the Gang of Four’s pattern catalog?

    <p>23 patterns (D)</p> Signup and view all the answers

    What is one key benefit of reusing existing design patterns?

    <p>They provide a higher level perspective on design (B)</p> Signup and view all the answers

    Why is prior knowledge of design patterns advantageous for developers?

    <p>It clarifies existing problems and outlines solutions (D)</p> Signup and view all the answers

    What is the primary purpose of design patterns in software development?

    <p>To provide proven solutions to recurring design problems (C)</p> Signup and view all the answers

    How are design patterns similar to recipes in cooking?

    <p>They outline best practices and solutions (B)</p> Signup and view all the answers

    In which scenario are design patterns most useful?

    <p>When classes are likely to be reused over time (B)</p> Signup and view all the answers

    What distinction is made between beginner and expert developers regarding design patterns?

    <p>Expert developers understand and apply patterns, while beginners only know syntax (A)</p> Signup and view all the answers

    How do design patterns contribute to software flexibility?

    <p>By guiding the structure of the software for easier modifications (C)</p> Signup and view all the answers

    What is one way design patterns aid in communication among developers?

    <p>They create a common design vocabulary for referring to solutions (A)</p> Signup and view all the answers

    Which best describes the nature of design patterns?

    <p>Abstract concepts to guide software design (C)</p> Signup and view all the answers

    In software design, what common problem does the Dependency Inversion principle aim to solve?

    <p>Notifying one object when another changes (B)</p> Signup and view all the answers

    What do creational patterns primarily focus on?

    <p>The process of creating or cloning new objects. (C)</p> Signup and view all the answers

    Which statement about structural patterns is correct?

    <p>They describe the relationships between objects. (A)</p> Signup and view all the answers

    Behavioral patterns are primarily concerned with which aspect?

    <p>How objects work independently towards a common goal. (D)</p> Signup and view all the answers

    What is a defining characteristic of the Singleton pattern?

    <p>Only one instance of the class can exist at any time. (A)</p> Signup and view all the answers

    Which method is typically used to access the instance of a Singleton class?

    <p>getInstance (A)</p> Signup and view all the answers

    What advantage does lazy creation in a Singleton bring?

    <p>The object is created when the method is called, if needed. (D)</p> Signup and view all the answers

    Which of the following is NOT a category of design patterns?

    <p>Functional patterns (A)</p> Signup and view all the answers

    Which pattern deals with decomposing and generalizing the relationship between classes and subclasses?

    <p>Structural patterns (C)</p> Signup and view all the answers

    Flashcards

    Design Patterns

    Predefined solutions to common software design problems. They provide reusable templates to address specific issues.

    Pattern Language

    A collection of related patterns addressing a specific area of software design. Example: patterns for accounting software vs. gaming software.

    Design Pattern Catalog

    A collection of design patterns, arranged and organized for developers to easily find and use them.

    Intent

    A brief description of what a design pattern aims to accomplish or solve.

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    Structure

    A visual representation showing the components of the pattern and their relationships in a solution.

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    Participants

    The individual components or objects in a design pattern that interact together to achieve the pattern's goal.

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    Recurring Design Problems

    Design challenges that frequently arise during software development.

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    Reusable Design

    Software designs that can be used in various ways and systems.

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    Design Pattern Flexibility

    Design patterns are preferred over other solutions because they're more adaptable and reusable.

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    Software Design Vocabulary

    Common words or phrases software engineers use to describe design patterns and solutions to help team communication.

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    Design Pattern Conceptual

    Design patterns are not concrete source code, but conceptual guidelines for software structure.

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    Design Pattern Experience

    Using design patterns in software development is similar to chess; advanced skills enable developers to utilize appropriate patterns for enhanced problem-solving.

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    Creational Patterns

    Design patterns that focus on object creation, providing flexibility and control over the instantiation process. They help manage how objects are created and initialized.

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    Structural Patterns

    Design patterns that deal with the relationships and composition between objects. They organize objects and classes into larger structures.

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    Behavioral Patterns

    Design patterns that define how classes and objects interact and collaborate to achieve a common goal. They focus on communication and responsibility distribution between objects.

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    Singleton Pattern

    A creational pattern that ensures only one instance of a class exists and provides a global access point to it. Useful for managing resources or global configurations.

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    Cloning an object

    Creating a new object that is an exact copy of an existing object. It avoids creating a new object from scratch and reuses existing data.

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    Lazy Creation

    A technique where an object is created only when it is needed, avoiding unnecessary instantiation and resource consumption.

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    Public constructor

    A method in a class that allows the instantiation of new objects of that class. It's the primary way to create instances.

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    Class variable

    A variable that is associated with a class rather than individual objects. It's shared among all instances of the class.

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    Study Notes

    Course Information

    • Course title: XBSE2034N SOFTWARE DESIGN
    • Instructor: Siti Fazilah

    Subject Synopsis

    • Software Design: Describes best practices for specific design problems, based on fundamental principles.
    • Low-level patterns: Focus on internal software quality attributes.
    • High-level patterns: Deal with external software quality attributes.
    • Course focus: Applying both software and architectural design patterns, with object-oriented methodology.

    Learning Outcomes

    • Students will identify and describe software design fundamentals.
    • Students will design applications based on specific requirements.
    • Students will present designs and justify their adherence to requirements.

    Week 1: Introduction to Design Patterns

    • Introduces the fundamentals of design patterns in software design.

    Software Architectures

    • Software architecture provides a fundamental description of a system.
    • It details components, meaningful interactions, data flows, and control flows.

    Architectural Archetypes

    • Software architecture design can be driven by other architectures.
    • Reusable microarchitectures on a lower scale are called "design patterns".

    Patterns in Architecture

    • Discusses the concept of patterns in architecture and how design patterns can inspire software design methods.

    Christopher Alexander

    • Introduced the concept of pattern languages.
    • A pattern language is a set of related patterns that provide a vocabulary for design within a specific context or domain.
    • Examples include town patterns (e.g., ring roads, row houses), building patterns (e.g., roof gardens), and construction patterns (e.g., materials, connections).

    Typical Software Design Problems

    • What design issues can be reused?
    • What design vocabulary can be used?
    • How can a good design solution be justified?
    • How can a design be simplified?

    What are Design Patterns?

    • A design pattern is a practical and proven solution to a recurring design problem.
    • They provide a structured approach to solve common design issues.
    • They offer flexibility and reusability across various projects.

    Design Patterns: Structure

    • Design patterns are reusable templates applicable in various scenarios.
    • They evolve over time as classes are reused within systems.
    • Component parts include: name, problem description, solution, and consequences (trade-offs/alternatives).

    Types of Design Patterns

    • Classified into Creational, Structural, and Behavioral categories.
    • A list of specific pattern types (e.g., Singleton, Factory) is included.

    Experience in Software Design

    • Using design patterns is analogous to playing chess.
    • Beginners may focus on basic elements, while experts recognize and apply patterns.
    • Experience and practice refine design choices.

    Design Patterns: Conceptual

    • Design patterns are not concrete code; they are conceptual guidelines.
    • Used to organize and guide the structure of software.
    • Offer a flexible and reusable framework for software development.

    Why Use Design Patterns?

    • They help developers avoid reinventing solutions to recurring problems.
    • They provide a common vocabulary and structure for design discussions.
    • Their application is analogous to using a guidebook or an expert's knowledge in solving design problems.

    Design Vocabulary

    • Design patterns create a shared vocabulary for design discussions.
    • Simplify discussions by offering terms that describe design solutions clearly.
    • They specify software solutions and clarify the original situation.
    • Improved communication between developers is emphasized.

    Background: Origin of Design Patterns

    • The concept of software design patterns emerged during the 1980s with Smalltalk and GUI development.
    • The "Gang of Four" (Gamma, Helm, Johnson, and Vlissides) popularized the concept with their book "Design Patterns: Elements of Reusable Object-Oriented Software."

    The Gang of Four

    • A group of software engineers recognized for their significant contribution to the field of design patterns.
    • They focused notably on creating reusable designs for object-oriented software development.

    Why Designers Need Patterns

    • Design patterns help promote reuse of the knowledge and experience of many software designers.
    • They expedite software construction.
    • They create better communication among developers by creating a consistent vocabulary.

    Evolution of Design Patterns

    • Christopher Alexander's work on architectural patterns laid the foundation for design patterns.
    • The "Gang of Four's" Design Patterns book is notable for developing design patterns as a catalog to provide an organized approach for creating reusable object oriented software.

    Gang of Four's Pattern Catalogue

    • The catalog created, lists the 23 patterns categorized into creational, structural, and behavioral patterns.
    • These patterns were grouped according to their purpose to improve developer comprehension.
    • The grouping has become a standard organization method.

    Pattern Languages

    • A pattern language is a collection of related patterns used for a specific software design problem domain.
    • Choosing a relevant pattern language depends heavily upon the specific context.

    Structure of a Design Pattern

    • Typical elements within a design pattern definition
    • Pattern name and classification
    • Intended purpose and motivation
    • Applicability, structure, participants, collaborations, consequences, and implementations

    Software Design & Architecture Stack

    • Illustrates the relationship between software development concepts ranging from Enterprise Patterns to Programming Paradigms to Clean Code.
    • Categorizes methods by area of application, which in turn can provide a context for using specific design patterns.

    Categories of Patterns

    • Patterns are often classified into creational, structural, and behavioral categories.
    • Categorization aids in understanding, and usage from understanding of context.

    Classification of GoF Patterns

    • A graphical representation listing the 23 patterns in the GoF catalog and grouping them based on their nature (origin, behaviors, structures).

    Creational Patterns

    • Deal with creating new objects or cloning existing ones.
    • Allow flexibility in object creation, without specifying concrete classes.
    • This process reduces complex object-creation methods and makes the design more flexible by allowing developers to use their specific implementations for creating objects.

    Structural Patterns

    • Detail how objects interact and are connected to each other.
    • Focus on hierarchical relationships and collaborations in object-oriented designs.

    Behavioural Patterns

    • Deal with how objects interact and distribute work among themselves.
    • Describe how objects can work together to achieve a common goal.

    Singleton Pattern

    • A creational design pattern that restricts the instantiation of a class to a single object.
    • Ensures that only one instance of a class exists in the system.
    • This approach simplifies program design by allowing access of the class through a method. A global method of access is typically created to access the single class instance.

    Singleton Pattern: Advantages

    • Facilitates global access to a class instance.
    • Ensures only a single instance exists.
    • Promotes reusability and code organization.
    • The example provided highlights the key features of a singleton design.

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    Description

    Explore the fundamentals of design patterns in software design with this quiz. Test your knowledge on low-level and high-level patterns, as well as the principles that guide software architecture. Perfect for students in the XBSE2034N course.

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