BTP600 - Data Patterns in UML

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Last revision date Sep 24, 2018 12:36:26 AM
Last review date Dec 3, 2018 12:17:55 AM

Subject Title
Data Patterns in UML

Subject Description
Traditionally, OO designers have developed their own private "catalogs" of solutions to recurring design problems. More recently, advocates of design patterns have created public repositories of patterns that more formally a) identify these recurring design problems b) document possible solutions to these problems through the general arrangement and composition of objects and classes c) discuss the advantages and disadvantages of the various solutions and d) provide implementation examples. This course will introduce the student to the concept of design patterns, examine several patterns in detail, apply these patterns to specific problems, and point the student to design pattern resources.

Credit Status
1 credit (3 units)
Required for BSD - Bachelor of Technology (Software Development)

Learning Outcomes
Upon successful completion of this subject the student will be able to:

  •     describe solutions to programming problems using design pattern nomenclature
  •     develop and maintain programs using common design patterns and frameworks
  •     identify and implement appropriate solutions to recurring programming problems by consulting technical documentation and specifications, including design pattern catalogs and existing source code
  •     summarize the advantages and disadvantages of using design pattern variants
  •     discuss and implement the Gang of Four (GoF) design patterns, for example: creational patterns (Singleton, Factory, Abstract Factory), structural patterns (Adapter, Composite, Facade) behavioral patterns (Iterator, Observer), etc.
  •     given a problem, select an applicable design pattern or patterns
  •     use Windows and/or UNIX to implement programs using Object Oriented languges such as C++, Java, C# and design patterns

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