Mits4002 The Programming Issues Answers Assessment Answers
Research on the various design patterns described in Smith (2015) and Gamma et al (1999). Describe how software development productivity can be accomplished by the application of various Creational Design Patterns.
Refer to the Software Solution Scenario described in Appendix A and also OO Software Design Patterns described in Gamma et al (1995) / Smith (2015 to answer the questions below:
You have been tasked to carry out the development of an online shopping system for iChipKart store. You are currently working on two use cases of the system: Checkout and Compute Price. An extract of the current analysis and design of these use cases are given in Appendix A.
Consider the two software design problems described below.
Design Problem 1 (Compute Price):
During the transition from Analysis to Design phase, you are designing the price computation for ease of incorporating different shipping and handling fees for different locations in the pricing policies. In your design, you also want to ensure that various policies in pricing computation are encapsulated appropriately for ease of maintenance.
Suggested candidate design patterns (Proxy, Strategy, Template Method)
Design Problem 2 (Checkout):
During the transition from Analysis to Design phase, you are designing the functionality of free gifts for ease of offering and withdrawing the various gifts dynamically and for ease of modifying the price ranges of free gifts.
Suggested candidate design patterns (Chain of Responsibility, Composite, Iterator)
For each of these design problems, answer the following:
- Choose one of the suggested candidate design patterns that you think best solves the problem. Justify the applicability of your choice. You need to research on various patterns and come up with your choices and justifications.
- Applying scientific principles identify the participants for incorporating the chosen design pattern and modify the class diagram of the use case to show their relationships. Critically analyze the patterns and list two benefits of incorporating the design pattern, with respect to the problem.
- Concerns such as design of security properties and domain specific security is addressed while transiting from requirements engineering to design. Choose any two security design patterns of your choice and research their merits and demerits. Appraise you selected security patterns against the following pattern characteristics:
- Level of Abstraction: Ease with which he pattern can be used in different contexts without redefinition.
- Completeness: The security speciation that is correct and complete.
- Reusability: The pattern should be easily applied and used in different contexts.
- Pattern Composability: The pattern should be easily used with other patterns.
- Security Composability: The pattern can be used with other patterns without losing any of the security it provides, nor affecting the security provided by the other patterns.
- Valid-ability: The patterns’ security properties, as well as their implementation and usage, can be easily validated. This validation would preferably be automated.
Answer:
Design patterns are upgraded, reusable answers for the programming issues that we experience each day. A design pattern isn't a class or a library that can be connected to our framework; it's considerably more than that. It is a format that must be executed in the right circumstance. It's not dialect particular either. A decent design pattern ought to be implementable in most, if not all dialects, contingent upon the capacities of the dialect. Above all, any design pattern can be a twofold edged sword. Whenever executed in the wrong place, it tends to be unfortunate and make numerous issues for the program. Be that as it may, executed in the opportune place, at the correct time, it tends to a perfect one. The three basic types of design patterns are structural, creational and behavioral according to Smith (2015).
Structural patterns.
These are patterns that make design easier by identifying simple methods to achieve relations between different entities in a system. For example the adapter pattern is a structural design pattern that enables you to re-reason a class with an alternate interface, enabling it to be utilized by a framework which utilizes distinctive calling techniques.
This additionally gives you a chance to modify a portion of the sources of info being fetched from the customer class, making it into something good with the adoptee’s capacities
Behavioral design patterns.
These patterns are suitable in providing a means of communication between the system entities. Thus making it easier for the entities to communicate between each other effectively. The strategy pattern is a behavioral design pattern that enables you to choose which game-plan a program should take, in light of a particular setting amid runtime. You exemplify two distinct calculations inside two classes, and choose at runtime which strategy you need to run with.
In our precedent over, the strategy depends on whatever the $context variable was at the time the class was instantiated. On the off chance that you give it the setting for class-one, it will utilize class-one, and the other way around.
Creational design patterns.
These patterns are famous in creating instantiation techniques, making it more suitable to create the objects to suit the context they are in. The factory method pattern is a creational configuration pattern which does precisely as it sounds: it's a class that goes about as a factory of question examples.
The fundamental objective of this pattern is to demonstrate the creational strategy that may traverse diverse classes into one single capacity. By giving the right setting to the factory method, it will have the capacity to restore the right protest.
Software development productivity can be accomplished by the application of various creational patterns in that they wind up critically as frameworks develop to depend more on question organization than class legacy. As that occurs, accentuation moves from hard-coding a settled arrangement of practices toward characterizing a littler arrangement of crucial practices that can be made into any number out of more mind boggling ones. Hence making objects with specific practices requires more than just instantiating a class.
References
Erich Gamma, Richard Helm, Ralph Johnson, John Vlissides, Design Patterns : Elements of Reusable Object-Oriented Software, Addison Wesley, 1995.
Smith, Ben. Object-Oriented Programming. Advanced ActionScript 3. Apress, pp63-69, 2015
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