L6 - Object Design Flashcards

1
Q

Adapter Pattern

A

Connects incompatible components (wrapper: bank COBOL) + inheritance followed by delegation

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2
Q

Object Model Restructuring

A

improve understandability and extensibility

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3
Q

Black Box Reuse

A

Composition & Aggregation: New class offers aggregated functionality of existing classes.

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4
Q

Object Design focuses on …

A

reuse and specification.

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5
Q

Characteristics of Structural Patterns and Examples

A

Reduce Coupling & Extensibility & Encapsulation: Adapter/Bridge/Composite/Façade/Proxy

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6
Q

Specialization

A

superclass discovered first

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7
Q

Commercial-Off-The-Shelf Development fills design gap with …

A

standard components (‘buy’)

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8
Q

OOSE

A

Object-Oriented Software Engineering: System Design + Object Design + Implementation

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9
Q

Implementation Inheritance

A

Subclassing from implemented class that nearly has the same functionality (Stack/List: super bad). Reuse implemented functionality of superclass. PRO: Easy BUT: Bad Change Management / No Information Hiding

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10
Q

Types of Frameworks

A

infrastructure & middleware & whitebox & blackbox frameworks

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11
Q

Bridge Pattern

A

Delay design decision until runtime & provide multiple implementations under same interface & Bridge between Abstraction and Implementation: Delegation followed by inheritance

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12
Q

Strict Inheritance

A

Subclass can only add new methods and cannot override (keyword: final) = much better

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13
Q

Generalization

A

subclass discovered first (biology; leads to model transformation)

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14
Q

Characteristics of Behavioral Patterns and Examples

A

Choice between Algorithms & Model Complex Control Flows: Observer/Strategy

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15
Q

Strategy Pattern

A

Add algo w/o disturbing the application/other algo’s: Policy decides stragegy.

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16
Q

SA/SD

A

Structured Analysis/Structured Design: Preliminary Design + Detailed Design

17
Q

Contraction

A

Method Overriding with empty bodies (violates Liskov’s Substitution Principle = bad)

18
Q

Method Overriding

A

Implementation in subclass overrides function in superclass (same signature)

19
Q

Frameworks

A

partial application that can be specialized to produce custom applications (reusability & extensibility)

20
Q

Observer Pattern

A

models 1-to-Many Dependency between objects: ‘publish & subscribe’

21
Q

Object Model Optimization

A

improve performance (response time & memory utilization & …)

22
Q

Delegation

A

Catching operation and sending it to another object where it is already implemented. Reuse functionality of existing class. PRO: flexible & replaceable BUT: Encapsulation (inefficient)

23
Q

Component-Based Software Engineering fills design gap with …

A

available components (‘build’)

24
Q

Specification Inheritance

A

Subclassing from specification. Reuse of specified functionality of the superclass.

25
Q

Legacy System

A

system that has evolved over decades and is considered irreplaceable

26
Q

White Box Reuse

A

Inheritance/Subclassing: New Class reuses functionality of superclass + new functionality (use: specify interface + describe taxonomies)

27
Q

Reuse

A

Identification of existing solutions (inheritance & off-the-shelf & design patterns)

28
Q

Characteristics of Creational Patterns and Examples

A

Make System independent from the way its objects are created: Prototype/Singleton