SE 2811 Weekly Outcomes (2019-20)
Week 1
- Define object-oriented.
- Define design pattern.
- State the motivation behind design patterns.
- Explain when it makes sense to provide some implementation in an
abstract class, even though the class is not instantiable.
- Explain when use of an abstract class may be more favorable than use of
a pure interface.
- Describe the Adapter Pattern and explain when it is useful.
- Describe the Null Object Pattern and explain when it is useful.
- Identify and make use of appropriate connectors in UML class diagrams
that illustrate generalization (Java extends), realization (Java
implements), composition, and usage, along with labeling connectors to
indicate navigability (arrows), multiplicity (numbers), and end roles
(attribute names)
- Differentiate problem space and solution space.
- Lab 1: UML notation review and review of implementing
inheritance in Java
Week 2
- Explain how the Strategy Pattern delegates behaviors to separate
classes.
- Explain the principle of Extend, don't Modify (also called the
Open-Closed Principle).
- Explain why, in many contexts, composition is preferred to inheritance.
- Explain and apply the principles of domain-driven development.
- Explain the context, intent, and motivation of the (non-thread-safe)
Singleton Pattern.
- Describe the specific consequences (advantages/disadvantages) of the
Singleton Pattern
- List the principal methods of each main Singleton class
- Explain how a Singleton instance is created in the absence of a
Singleton constructor
- State the three primary classifications of patterns, and explain them.
- Lab 2: applying the Strategy Pattern
Week 3
- Explain the Facade Pattern and how it differs from Adapter.
- Explain the context, intent, and motivation of the Decorator
Pattern.
- List the principal attribute defined within the abstract class that
defines an Abstract
Decorator which concrete decorates extend
- Explain and apply the paradigm of the Favor Composition over Extend
principle with respect
to the Decorator Pattern.
- Describe how the Decorator Pattern is applied in the java.io package to various Java I/O
classes, such as OutputStream, FileOutputStream, FilterOutputStream, along with the
corresponding InputStream-related classes
- Apply the Decorator Pattern to implement a FilterOutputStream-based or
FilterInputStreambased I/O concrete decorator class that manipulates the
data within an output or input
stream.
- Apply the Decorator Pattern to extend the behavior of graphical shapes.
- Explain the meaning of the term coupling; explain low (loose) coupling
vs. high (tight) coupling.
- Explain the meaning of cohesion; explain low cohesion vs. high cohesion
- Explain why low coupling and high cohesion are characteristics of a
good design.
- Critique the coupling and cohesion of existing code.
- Lab 3: applying the decorator Pattern to decode encrypted text
Holiday Break
Week 4
- [Review patterns covered, categories of patterns]
- [Review the principle of domain-driven development]
- Explain what a thread is and why they are useful.
- Explain what can happen when using the simple Singleton Pattern in
a multi-threaded environment.
- Apply multithreading using the Java API to create and start multiple threads (both worker
threads and Timer threads)
- Explain the purpose of the Runnable interface and its association with the Thread class
- Explain the purpose of thread synchronization.
- Create synchronized methods and synchronized blocks of code.
- Synchronize threads using notify() and wait() methods from the Java API.
- Explain the concept of thread-safety as to how it pertains to non-thread-safe classes such as
those of the JCF.
- Explain why modifications or updates to a UI, once the UI is made visible, should only be done
on the Event Dispatch thread.
- Explain the context, intent, and motivation of the Singleton Pattern
- Explain the concept of Eager vs. Lazy initialization of the Singleton's
object
- Apply the Singleton Pattern to a specified application
- Lab 4: using Singleton with threads
Week 5
- Describe how the Composite Pattern is applied to create hierarchical
structures composed of nodes known as Parts (or Leaf's) and Composites,
which both implement the behavior defined by the abstract Component class.
- Explain how the Composite Pattern allows all objects (Parts and Composites) of a hierarchy to
be treated uniformly, since they both implement Component behavior.
- Identify the principal behaviors defined by the Component abstraction.
- Illustrate the relationships between the primary classes of the
Composite Pattern.
- Describe how to apply Model/View/Controller and discuss its
advantages.
- Explain the context, intent, and motivation of the Observer Pattern
- State the two principal interfaces comprising the Observer Pattern
- List the principal methods defined by the Observer and Subject interfaces
- Implement the principal methods of the each interface in concrete classes
- Describe the specific consequences (advantages/disadvantages) of the
Observer Pattern
- Identify candidate applications that could implement the Observer Pattern
- Apply the Observer Pattern to a specified application
- Labs 5 and 6, team based: applying the Observer Pattern to
tracking bus
Week 6
- Describe how the Command Pattern represents a request to an object
(that is, a command) as another type of object, which can be stored and
passed around like any other object.
- Identify the primary classes of the Command Pattern: the Command
interface, one or more concrete Commands which implement the interface, a
command Invoker, and a contextspecific Receiver.
- Identify the principal behaviors defined by the Command interface and
the Invoker abstraction.
- Illustrate the relationships between the primary elements of the
Command Pattern in a UML class diagram.
- Stacking commands to implement undo.
- Describe how to use a stack with the Command Pattern to implement undo.
- Model/View/Controller with the Command Pattern.
Week 7
- Describe the principal behavior defined by the Factory Pattern as
object creation.
- Describe how the Factory Pattern is used to define an interface for
object creation in that is implemented in a Factory class - the interface
consists of methods known as Factory Methods.
- Describe how the Abstract Factory Pattern method is used to create
different types of concrete Factories, thus abstracting the process of
creating the Factories.
- Describe how the Abstract Factory Pattern method is used to create
different types of concrete Factories, thus abstracting the process of
creating the Factories.
- Labs 7, 8, team based: model and implement an editor using MVC,
Command Pattern, and at least one other pattern.
Week 8
- Explain the context, intent, and motivation of the Iterator Pattern
- Explain the context, intent, and motivation of the State Pattern
- Explain the context, intent, and motivation of the Momento Pattern
- Explain the context, intent, and motivation of the Visitor Pattern
- Explain the context, intent, and motivation of the Prototype Pattern
- Explain the context, intent, and motivation of the Flyweight Pattern
- Explain the context, intent, and motivation of the Proxy Pattern
- Illustrate the State, Momento, and Visitor Patterns in UML diagrams.
- Explain anti-patterns and describe at least one example of an
anti-pattern
Week 9
- Explain why considering user goals is critical to designing effective
interfaces.
- Explain how user levels influences user interfaces.
- Describe the different software postures and identify each in real
applications.
- Describe "flow" in the context of user interfaces and describe a number
of ways to improve flow.
- Describe several examples of excise in user interfaces.
- Describe how undo eliminates many forms of excise.
- Describe a number of navigation traps in user interfaces.
- Labs 9, 10, in groups: design and implement a system illustrating
one of the patterns with clear separation between domain classes and
solution-specific classes.
Week 10
- Presentations, concluding UI material, final exam prep.