CSC/ECE 517 Fall 2007/wiki3 6 pm: Difference between revisions

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''Take the Controller pattern (which we did not cover in class) and catalog the information on it available on the Web. Find good descriptions and good, concise, understandable examples. Tell which you consider the best to present to a class.''
''Take the Controller pattern (which we did not cover in class) and catalog the information on it available on the Web. Find good descriptions and good, concise, understandable examples. Tell which you consider the best to present to a class.''
=Design Patterns=
A [http://en.wikipedia.org/wiki/Design_pattern_%28computer_science%29 Design Pattern] refers to a named description of a problem and a solution that can be applied in different contexts. Patterns are ''proven solutions to common problems''.
==GRASP Patterns==
[http://en.wikipedia.org/wiki/GRASP_(Object_Oriented_Design) GRASP] refers to '''G'''eneral '''R'''esponsibility '''A'''ssignment '''S'''oftware '''P'''atterns. It includes a systematic approach to [http://en.wikipedia.org/wiki/Object_oriented_design Object Oriented Design], while assigning responsibilities to classes.
The GRASP Patterns include:
* Information Expert
* Creator
* Controller
* Low Coupling
* High Cohesion
* Polymorphism
* Pure Fabrication
* Indirection
* Protected Variations
Some of these, such as "Low Coupling" and "High Cohesion" are merely good design principles, and not design patterns.


=The Controller Pattern=
=The Controller Pattern=


==Introduction==
==Introduction==
-Brief intro
 


==Examples==
==Examples==
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=References=
=References=
Applying UML and Patterns: Craig Larman

Revision as of 03:30, 14 November 2007

Take the Controller pattern (which we did not cover in class) and catalog the information on it available on the Web. Find good descriptions and good, concise, understandable examples. Tell which you consider the best to present to a class.

Design Patterns

A Design Pattern refers to a named description of a problem and a solution that can be applied in different contexts. Patterns are proven solutions to common problems.

GRASP Patterns

GRASP refers to General Responsibility Assignment Software Patterns. It includes a systematic approach to Object Oriented Design, while assigning responsibilities to classes.

The GRASP Patterns include:

  • Information Expert
  • Creator
  • Controller
  • Low Coupling
  • High Cohesion
  • Polymorphism
  • Pure Fabrication
  • Indirection
  • Protected Variations

Some of these, such as "Low Coupling" and "High Cohesion" are merely good design principles, and not design patterns.

The Controller Pattern

Introduction

Examples

See Also

References

Applying UML and Patterns: Craig Larman