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Title

GRASP Patterns and Principles Memo

Course

Software Engineering

Abstract

Describe the purpose of design principles and patterns. Describe some principles and patterns.

Author

Douglas Troy

Source

Larman, Craig. Applying UML and Patterns: An Introduction to Object-Oriented Analysis and Design and Iterative Development (3rd Edition), 2004.

Genre

Memo

Assignment Duration

Less than a week

Communication Skill

Reading,
Writing

Technical Skill

Design

Workplace Scenario

The purpose of this assignment is to introduce the five GRASP patterns or principles: Creator, Information Expert, Controller, Low Coupling, and High Cohesion. GRASP stands for General Responsibility Assignment Software Patterns or Principles.

The author of or text book states that a pattern is a named and well-known problem/solution pair that can be applied in new contexts, with advice on how to apply it in novel situations and discussion of its trade-offs, implementations, and variations. So a pattern is not a new idea. Rather, it is a tried-and-true principle. A knowledge of patterns can help you in your future software design endeavors. To quote the author, “The critical design tool for software development is a mind well educated in design principles.”

In this memo to your supervisor you will summarize several design principles and patterns and you will explain an example of a time that you employed one of the patterns.

Team Size

N/A

Files

Citation

Douglas Troy, “GRASP Patterns and Principles Memo,” Incorporating Communication Outcomes into the Computer Science Curriculum, accessed September 25, 2017, http://cs-comm.lib.muohio.edu/items/show/72.

License

Creative Commons License

Comments

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