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[Text Version] 16x.html Wed Feb 29 13:43:48 PST 2012

Contents


    Exercises 16 -- GRASP II

  1. List the names of the first 5 GRASP.

  2. Open Book -- define, precisely, the difference between an interface and a class.
  3. Open Book -- what are the UML notations related to interfaces.

  4. Explain the idea of polymorphism (one paragraph with an example).
  5. Describe the Polymorphism Pattern.

  6. Describe the Pure Fabrication Pattern.

  7. Describe the Indirection Pattern.

  8. Describe the Protected Variation or PV Pattern.

  9. What is the "Law of Demeter"?

  10. What is "Information Hiding"?

  11. List the names of all the GRASP Patterns.

    Standard Definitions

  12. Artifact::="Anything that is created in the course of a project".
  13. artifact::=see above.
  14. DCD::diagram="Design Class Diagram", shows the classes that will be implemented in code.
  15. Deliverables::="A packet of artifacts that must be prepared by a deadline for review or distribution".
  16. Glossary::= See http://cse.csusb.edu/dick/cs375/uml.glossary.html.
  17. GoF::="Gang of Four", [ patterns.html#GoF ]
  18. GRASP::patterns="General Responsibility Assignment Software Patterns", a set of guidelines for designing objects and classes. They take a single event that the system must handle and determine a good class to carry it out. See [ patterns.html#GRASP -- General Responsibility Assignment Software Patterns ]
  19. Grades::= See http://cse.csusb.edu/dick/cs375/grading/.

  20. KISS::Folk_law="Keep It Simple, Stupid", in agile processes this means never drawing a diagram or preparing a document that doesn't provide value to the clients and stakeholders. In all processes it means never designing or coding what is not needed, see YAGNI.

  21. OO::shorthand="Object-Oriented".

  22. OOAD::="Object-Oriented Analysis and Design", See chapter 1 in text.
  23. patterns::="Documented families of problems and matching solutions", see Patterns.
  24. Patterns::= See http://cse.csusb.edu/dick/cs375/patterns.html.

  25. Process::="How to develop software".

  26. RJB::=The author of this document, RJB="Richard J Botting, Comp Sci and Engineering School, CSUSB".
  27. RUP::Process="Rational UP", a proprietary version of UP.

  28. SSD::="System Sequence Diagrams", see chapter 10 and [ 02DiceGameSSD.gif ] (example).

  29. TBA::="To Be Announced".

  30. UML::="Unified Modeling Language". [ Unified_Modeling_Language ]

  31. UP::="Unified Process", an iterative, risk-driven, and evolutionary way to develop OO software.

  32. YAGNI::XP="You Ain't Gonna Need It", an XP slogan that stops you planning and coding for things that are not yet needed. As a rule the future is not predictable enough to program a feature until the stakeholders actually need now. In this class it also means "It won't be on the final or in quizzes".

  33. XP::="Extreme Programming", the ultimate iterative, code-centric, user-involved process.

End