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start [2016/01/06 17:46] jonathanstart [2016/05/23 00:11] (current) jonathan
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 It is up to you to read and study relevant material without explicit instructions. You are expected to find the required readings in the references and any other sources you can find. Part of the university experience is to acquire a measure of self reliance. The instructor for the course can only guide you as to what is useful to learn; the effort must come from you. The course classes will not cover all the topics in detail. Instead, the classes will cover the most important points and give you pointers as to how the rest of the material can be studied. It is up to you to read and study relevant material without explicit instructions. You are expected to find the required readings in the references and any other sources you can find. Part of the university experience is to acquire a measure of self reliance. The instructor for the course can only guide you as to what is useful to learn; the effort must come from you. The course classes will not cover all the topics in detail. Instead, the classes will cover the most important points and give you pointers as to how the rest of the material can be studied.
 +
 +===== Calendar Description =====
 +
 +A study of design methods and their use in the correct implementation, maintenance and evolution of software systems. Topics include design, implementation, testing, documentation needs and standards, support tools. Students design and implement components of a software system. Weekly 1.5 hour laboratory (starting 2017). Prerequisites: General prerequisites; including SC/MATH 1090 3.00; LE/EECS 2031 3.00. 
 +
 +==== Learning Outcomes ====
 +
 +Software designers are experts at developing software products that are correct, robust, efficient and maintainable. Correctness is the ability of software products to perform according to specification. Robustness is the ability of a software system to react appropriately to abnormal conditions. Software is maintainable if it is well-designed according to the principles of abstraction, modularity, and information hiding. At the end of the course, students will be able to:
 +
 +1. **Specification**: Describe software specifications via Design by Contract, including the use of preconditions, postconditions, class invariants, loop variants and invariants
 +
 +2. **Construction**: Implement specifications with designs that are correct, efficient and maintainable.
 +
 +3. **Testing**: Develop systematic approaches to organizing, writing, testing and debugging software.
 +
 +4. **Analysis**: Develop insight into the process of moving from an ambiguous problem statement to a well-designed solution.
 +
 +5. **Architecture**: Design software using appropriate abstractions, modularity, information hiding, and design patterns.
 +
 +6. **Tools**: Develop facility in the use of an IDE for editing, organizing, writing, debugging, testing and documenting code including the use of BON/UML diagrams for documenting designs. Also the ability to deploy the software in an executable form.
 +
 +7. **Documentation**: Develop the ability to write precise and concise software documentation that also describes the design decisions and why they were made.
 +
 +==== Topics ====
 +1. Unit Tests, regression testing, using testing tools and debugging
 +
 +2. Specifying modules with classical contracts: preconditions, postconditions and class invariants. Command-Query Separation Principle. Client-Supplier relarionships and modularity.
 +
 +3. Iterator Pattern Design Pattern and quantification, Singleton Design Pattern
 +
 +4. Classes as partially implemented abstract datatypes specified with contracts. 
 +
 +5. Static (compile time) type checking and dynamic binding semantics in object oriented design.
 +
 +6. Inheritance, polymorphism and the Liskov substitution principle. Inheritance sub-contracting
 +
 +7. Multi-panel Design Pattern (command and state pattern). 
 +
 +8. ETF (Eiffel Testing Framework) with singleton, command, publish-subscribe and MVC design patterns
 +
 +9. Tuples and functional programming in design (lambda calculus and agents)
 +
 +10. Strategy design pattern.  Observer Design Pattern, comparison of design decisions with publish-subscribe and event-based programming
 +
 +11. Decorator and Open-Closed Design Principle. Static Class Diagram and Dynamic Sequence Diagram.
 +
 +12. Composite and Visitor Design Patterns. UML inheritance (generalization) and client-supplier (associations, aggregation and composition).
 +
 +13. Design by Contract, choosing the right abstractions and Information Hiding. 
 +
start.txt · Last modified: 2016/05/23 00:11 by jonathan

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