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Consider your work thus far on the AIMS Individual Project. Remember that design patterns are more formalized best practices to solve common problems in system design, so even if you already came up with a solution to any of the AIMS challenges, leveraging such patterns may allow you to improve that solution. You must consider the design patterns already described in the Lecture Notes (Attached). Based on these patterns, discern which two are most applicable to your Individual Project and whether or not you could leverage them.
To complete this Assignment:
Create a Word document that includes your responses to the following:
Identify at least two design patterns, described in the Lecture Notes (Attached) that you could apply to your Individual Project and explain how.
Analyse your Individual Project and determine where in your project your identified patterns are applicable (and why); what problem(s) they would solve (and how); and what consequences may arise as a result of using said patterns.
Explain why you plan to use or not use these patterns in your project’s design.
Your numbered answers to the assignment questions, including embedded diagrams (copy and paste diagrams into Word).
Evidence and references to support your answers.
Explanations of your work and how you arrived at your conclusions/assumptions.
Reflection on the assignment and lessons you learned while completing it.
Any other resources (data structures and files) used. 

The pattern in the project design process is used to identify the various common types of problems and also provides the solutions structures that are best to solve the problems, the patterns do not deal with certain specified problems but instead they deals with the general types of problems.

In the AIM individual project there are two major patterns learnt that I found essential to be applied in the project, among the two patterns includes the observer pattern and the singleton pattern.

The design patterns has a specific pattern where they have the Intent, Problem descriptions, the Contexts, Forces, the Solution, the Sketch and the resulting Contexts as shown below.

  1. Observer pattern.

Name

Observer  pattern

Intent

It defines the one-to-many dependencies between the objects such that while one objects state change all its dependents automatically get notifications and updates.

Problem

Description

How the states are maintained in a consistent manner between the disparate and independent parts of the software application?

Context

In case there are two parts that relates to each other and one of the part is dependent of the other part. The two parts encapsulation in separate objects enables one to do modification and re-use those objects independently.

In case one wants a simple interface to allow the object to notify wide variety of other objects with a loose coupling.

In case one is changing object that requires another object and one do not know number of other objects that require to be changed.

Forces

The increase in coupling enable one object to know the time any other object changes the states. As a result of increased coupling the software design becomes rigid and hard to modify and less usable. The various dependent objects require knowing the other object’s internal structures and therefore in case the structures change the various dependent objects require also changing. In case there are different type of the dependent objects the strong dependencies becomes expensive in their maintenance.

Solution

The complex dependencies are solved through the definition of two abstract classes which provides simplified interfaces between the publishers and the subscribers. The two classes represent the subjects and the observers where the subjects know their respective observers and also might have instances of the dependent observers. The subjects provide the interfaces that attach and detach the observer objects. The observers on the other side define the interface that subject the user to give notification to the observers that the subject has changed.

Sketch

  1. Flyweight pattern.

Name

Flyweight pattern

Intent

It is designed to allow the sharing that supports large number of objects which has parts of the internal states which are common while the other parts of state varies.

Problem

Description

How some of the objects internal states become common while the other object’s state varies in the program?

Context

In case one wants to declare the interfaces through which the flyweight can receive and acts on extrinsic states. The flyweight interfaces are implemented and the intrinsic states are stored.

In case one want to create and manage the flyweight objects where the factory enables the sharing of the flyweight objects ,however the factory will be used to maintain the pools various flyweights objects and also return the object from the pool in case it already exist.

In case the clients want to maintain the reference to the flyweight in addition to computing and maintenance of extrinsic states. 

Forces

The users requires the flying weight objects and the factory is responsible of calling the flyweight objects .The factory in this case check the pool of the flyweight in order to determine the in case the requested flyweight object is present in the object pool and in case the object is available its reference is returned to the factory, however when the object is not available then the factory create a flyweight of the requested object types ,then add it to the objects pools and then return references to the flying weight. The flyweight then maintains intrinsic states and then provides a method that manipulates an external state.  

Solution

The solution is obtained through the use of the object oriented text editor that creates the characters objects to represents the various characters that are found on the documents, this character object is able to maintain the information concerning the characters ,the documents tends to have large number of characters requires large memory where the character’s number is known and is fixed and therefore the creation of the flyweight for the letter clients the editor memory requirement is reduced drastically.

Sketch

(Karumanchi, 2012).

The above two design patterns are the selected patterns and they will be used to solve the various design problems as follows.

  1. The observer pattern: This will be applied in the project design in order to facilitate the relationship of the system project in one-to-many form and it allows the objects to be updated and notified when one of the objects states changes.
  2. The flyweight pattern: This is the other pattern that is used to enable the objects sharing of objects that has common internal states and the others with variable states and thus facilitates the communications of the objects.

The two identified design patterns are applicable in the development of the identified AIM project in the following cases.

  1. They are used in providing the system developers with tried and tested solutions and it is in order to ensure there are no errors in the developed system.
  2. They are used in the provision of neutral languages and this is because it is applicable to all object oriented programming languages.
  3. It is used in aiding the communication and this is because of proper documentation and is easily researched.
  4. They are used in reduction of projects technical risks and this is because of the provision of proven track records in the developed system.
  5. They are used practically in various applications since they have flexibility and practically easy to use (Goyal, 2011).

The selected design pattern is able to solve various design problems which are encountered by the system developers during the entire system development process which includes the following.

  1. Solve the problem of slow system development process through provision of testing, and proved developments paradigms.
  2. They solve the problems of arising of subtle issues during development processes.
  3. They solve the challenges in the codes readability for the system coders and architects.
  4. They solve the broader problems that can be solved by the software design techniques.
  5. They solve the communication problems that are identified between the developers.

As a result of using the proposed pattern there are various positive results while developing the system which includes the following:

  1. There will be speedy system development due to the use of the tested and proven developments paradigms.
  2. There will elimination of subtle issues in the development process as a result of using re-using design patterns.
  3. There is improvement in the codes readability by the system developers, coders and the architectures.
  4. The selected design patterns will also provide general and documented solutions which are not linked only to one problem.
  5. The patterns also enable effective communication between the system developers through the use of software names that are well understood.
  6. The patterns also will provide standardized solutions to various common programming problems.
  7. The patterns use will also enable the large scale software re-use.
  8. There will be transparency in the application’s design.

In the identified project the selected patterns will be used to solve the various identified problems above and below are the plans of using the patterns in the project.

  1. Observer pattern planning.

The observer is planned by implementation of the UML class diagram as below using the following steps.

  1. Implementing the Observable object– This involves the creation of interfaces or abstract class that defines the operations that detaches or attaches the observers to the clients.
  2. Implementing the ConcreteObservable object– This involves the creation of the concrete Observable class that maintains the states of the objects and the attached observers get notified in case the object state is changed.
  3. Implementing the Observer object–This involves the use of the interfaces or abstract classes that defines the operations that notifies the objects of any committed changes (Gupta, 2015).
  4. Flyweight pattern planning.

The flyweight is planned by implementation of the UML class diagram as below using the following steps.

  1. Implementing the Flyweight– This is the declaration of interfaces that are used by flyweight to receive and act on the extrinsic states.
  2. Implementing the ConcreteFlyweight– This involves the implementation of the flyweight interfaces and storing of the intrinsic state.
  3. Implementing the FlyweightFactory– This involves the creation flyweight’s objects through the factory where the factory enables the sharing of flyweight objects.
  4. Implementation of the Client object– The client is implemented in order to maintain reference to the flyweights and it will enable the computations and maintenance of the extrinsic state (Award, 2013).

Reference

Award,E.(2013) Systems Analysis and Design .3rd edn.Delhi:Galgotia Publications Pvt Ltd.

Gupta,B.(2015) Power System Analysis and Design.1st edn.New Delhi: S Chand & Company.

Goyal, A. (2011) systems Analysis and Design Paperback .2nd edn.INDIA:Prentice Hall India Learning Private Limited.

Karumanchi,N.(2012) Peeling Design Patterns: For Beginners and Interviews.5th edn.New York:CareerMonk Publications.

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