1. Question 1 Research on the various design patterns described in Smith XXXXXXXXXXand Gamma et al XXXXXXXXXXDescribe how software development productivity can be accomplished by the application of...

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1. Question 1



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.




Describe each of them


2. Question 2


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)










Use UML diagram to design ComputePrice class. Then write the complete Java class










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)








Use UML diagram to design Checkout class. Then write the complete Java class



NOTE: Do not forget to include relationships (use appropriate symbols, dotted arrow, diamond shape …etc)




For
each
of these design problems, answer the following:


a. 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.




b. 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.





c. Critically analyze the patterns and list
two
benefits of incorporating the design pattern, with respect to the problem.


d. 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:



i. Level of Abstraction: Ease with which the pattern can be used in different contexts without redefinition.



ii. Completeness: The security speciation that is correct and complete.



iii. Reusability: The pattern should be easily applied and used in different contexts.



iv. Pattern Composability: The pattern should be easily used with other patterns.



v. 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.



vi. Valid-ability: The patterns’ security properties, as well as their implementation and usage, can be easily validated. This validation would preferably be automated.





3. What to submit:


Questions 1 and 2 in a written essay format. You must use the project template given on Moodle to present your answers.


4. Research References:


1) Erich Gamma, Richard Helm, Ralph Johnson, John Vlissides,
Design Patterns : Elements of Reusable Object-Oriented Software,
Addison Wesley, 1995.


2) Smith, Ben.
Object-Oriented Programming.
Advanced ActionScript 3. Apress, pp63-69, 2015 .





5. APPENDIX A (Sample of flow charts)


Analysis and Design for Object Oriented Software
Online Shopping System for
iChipKart


6.1Use Case Model Global View (Partial)






6.2 Checkout Use Case


6.2.1 Brief Description


After a buyer adds items to the shopping cart, he/she will check out the purchased items. Items can be Books, Media (CD, hard disks, memory card etc.), TV, computing items and accessories like tablets, thumb drives etc. In order to make their business competitive,

iChipKart

has decided to give its buyers
one
of the following memorabilia items as a free gift during the period 1 October to 15 January. The following describes the policy for these gifts:


(1) If the buyer purchases goods worth ≥$25 and

iChipKart

T-Shirt.


(2) If the buyer purchases goods worth ≥$50 and

iChipKart

backpack.


(3) If the buyer purchases goods worth ≥$100, he/she will receive a

iChipKart

portable hard disk of 1Tb.


Note that

iChipKart

memorabilia items are not for sale.


6.2.2 Flow of Events


This use case is invoked when the buyer chooses the
Checkout
option from the
Purchase Screen.



i. The system invokes the
Compute Price
use case to compute the
subtotal of items
price of all purchased items (excluding the shipping, handling and other charges).



ii. The system determines the free gift that the buyer is eligible for this transaction and adds (if eligible) the memorabilia to the shopping cart (this item is priced at $0.00).



iii. The system invokes
Compute Price
use case to compute the
total price
of this transaction, including the shipping, handling and other charges.



iv. The system presents the
total price
and prompts the buyer for payment details in
Payment Screen.



v. Upon verification of the payment details, the system invokes the
Print Receipt
use case to print the receipt for this transaction.



vi. The system displays completion message.



vii. The buyer acknowledges the completion message and the system returns to the
Purchase Screen.



viii. The use case terminates.


6.2.3 Class Diagram



6.2.4 Sequence Diagram










6.3 Compute Price Use Case



Brief Description


This is an abstract use case which will be included in use cases such as
Checkout. In this use case, the

subtotal of items
and
total price
of the items in the shopping cart will be computed and other charges such as shipping, and handling charges will be included as appropriate. The
total price
will constitute the following:



i. Base price of the items.



ii. Shipping charges.



iii. Handling charges (eg: fragile items will need to be specially packed, surcharge for oversized items, duties for dutiable items depending on country-specific policies, etc).


6.4 Flow of Events


This abstract use case is invoked when other use cases want to compute the
subtotal of items
price of items in the shopping cart or compute the
total price
of the items in the shopping cart including the shipping, handling and other charges.



i. The system traverses through the shopping cart items, determines the product price and computes the
subtotal of items
price of all the items.



ii. If shipping, handling and other charges are not required, the system returns the
subtotal of items
price to the calling use case. Otherwise the system continues.



iii. Based on the shipping destination, the system computes the shipping charges and adds it to the
total price.



iv. Based on the fragility of the items, the system computes the handling charges and adds it to the
total price.



v. The system returns the
total price
to the calling use case.



vi. The use case terminates.


6.5 Class Diagram



6.6 Sequence Diagram (Compute Price – subtotal of items)










6.7 Sequence Diagram (Compute Price – total price)












Answered Same DayJan 28, 2021

Answer To: 1. Question 1 Research on the various design patterns described in Smith XXXXXXXXXXand Gamma et al...

Neha answered on Jan 29 2021
141 Votes
Victorian Institute of Technology
Master of Information Technology & Systems
MITS4002
OBJECT-ORIENTED SOFTWARE DEVELOPMENT
(Research Study)
Submitted to :                                 Submitted by :
                                
Research Study
#Question 1
Contents
The Creational Design Patterns    3
The Object Pool Design Method    3
The Singleton Design Method    4
The Factory Design Method    4
When do we need Facto
ry Design Pattern?    5
The Prototype Design Method    5
The Builder Design Method:    6
Real Time Example of Builder Design Pattern:    6
References:    7
1.    THE Compute Price:    9
Suggested design pattern: Template Method    9
THE ADVANTAGES OF TEMPLATE DESIGN PATTERN    9
Security Design Patterns:    9
Source Code    10
Checkout    11
Suggested design pattern: Chain of Responsibility    11
THE ADVANTAGES OF CHAIN OF RESPONSIBILITY DESIGN PATTERN    11
Security Design Patterns:    11
Research
The Creational Design Patterns
When we are writing code and, in that code, we have relationship with the manner in which we are creating the objects then this method is known as the creational design pattern. In this pattern we will try to write the code which will include the decision making at the time of instantiation of the class. New keyword can be used to create the object of the class in the Java code. While working with the hard coded code in the Java language the developers find it a poor approach to right or design the application. They suggest having the creation of instantiation for the object with the help of new keyword in the code. It allows us to change the nature of the object as per the demand of the application. The creational design pattern can be used to achieve this case as it allows the code to get more flexible and also helps to complete the application in a general approach.
For example: EmployeeDetails empDetail = new EmployeeDetails ();
The Object Pool Design Method
Another method which we can follow for designing the application is object pool design method and the goal of this method is to allow the developer to reuse the already existing code which reduces the cost of creating and implementing the whole application. We can use this method as it will allow us to have container for the whole code in which weekend declare specific quantity of the objects which can be used in the application in future. When we execute this type of code if we try to access the object which is already written in the pool then that object will not be available to be used again in the code if that object is not placed inside the pool again. The whole life cycle of the object which is present in the pool starts with its creation and then moves for the validation whether it is inside the pool or not so that it becomes easier to manage the available resources for the developer efficiently. There are different types of advantages of using this method for writing the application. This method allows us to boost the whole overall performance of the application easily and also helps in managing the connection and provides different methods which can be useful for maintaining these connections. This method makes it efficient and effective for declaring the instantiation of the new class interface and also helps to manage the total number of objects which can be created in the code and then used in future.
The Singleton Design Method
Sometimes there are cases when we have a single instance for the whole class and that single instance can be used as the global point of access and at any level then that method is known as the Singleton design method. It is necessary for every class in the Java code to make sure that it has only one instance and that single instance can be used by the whole application or whole class. We can have easy instantiation or lazy instantiation in the Singleton design pattern. If we are creating the...
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