COURSE INTRODUCTION AND APPLICATION INFORMATION


Course Name
Design Patterns and Code Refactoring
Code
Semester
Theory
(hour/week)
Application/Lab
(hour/week)
Local Credits
ECTS
CE 611
Fall/Spring
3
0
3
7.5
Prerequisites
None
Course Language
English
Course Type
Elective
Course Level
Third Cycle
Mode of Delivery -
Teaching Methods and Techniques of the Course
Course Coordinator -
Course Lecturer(s)
Assistant(s) -
Course Objectives The goal of this course is an in depth study of design patterns and code refactoring. Design Patterns enable software professionals to avoid designing solutions from scratch which have been worked before, while refactoring studies techniques to root out bugs and identify and correct poorly structured code without changing the external behavior of the system. Design patterns improve the design “before code is written”, refactoring improves the design “after code is written”. Both design patterns and refactoring techniques allow the development of complex maintainable and extensible software systems. The pros and cons of each technique will be discussed and the students shall get an opportunity to apply these techniques through hands-on assignments
Learning Outcomes The students who succeeded in this course;
  • describe the form and content of design patterns,
  • determine what is not included in the patterns and how they fit into software design,
  • identify and choose the appropriate design pattern and apply it to software solutions,
  • use refactoring to improve design and make existing applications more maintainable and extendible,
  • choose the appropriate type of refactoring technique to solve specific problems.
Course Description This course is an in depth study of design patterns and code refactoring techniques which is used to develop complex, maintainable and extendible sofware systems.
Related Sustainable Development Goals

 



Course Category

Core Courses
Major Area Courses
X
Supportive Courses
Media and Managment Skills Courses
Transferable Skill Courses

 

WEEKLY SUBJECTS AND RELATED PREPARATION STUDIES

Week Subjects Required Materials
1 Introduction to design patterns and the catalog of design patterns. Strategy Chapter 1 Design Patterns. Gamma, Helm, Johnson and Vlissides (GHJV).
2 Creational Patterns: Abstract Factory, Builder, Prototype Chapter 3 Design Patterns. Gamma, Helm, Johnson and Vlissides (GHJV).
3 Structural patterns-Part 1: Adapter,Composite, Facade Chapter 4 Design Patterns. Gamma, Helm, Johnson and Vlissides (GHJV).
4 Structural patterns-Part 2: Bridge, Decorator Chapter 4 Design Patterns. Gamma, Helm, Johnson and Vlissides (GHJV).
5 Behavorial patterns-Part 1: Observer, Mediator, Template Method Chapter 5 Design Patterns. Gamma, Helm, Johnson and Vlissides (GHJV).
6 Behavorial patterns-Part 2: Memento, State Chapter 5 Design Patterns. Gamma, Helm, Johnson and Vlissides (GHJV).
7 Midterm
8 Introduction to Refactoring. Bad Code Smells Chapters 1-3 Refactoring. Fowler et.al. pp. 1-87.
9 Managing Data Chapter 8 Refactoring. Fowler et.al. pp 169-232.
10 Removing Conditional Logic Chapter 9 Refactoring. Fowler et.al. pp. 237-267.
11 Refactoring Towards Simplicity Chapter 10 Refactoring. Fowler et.al. pp. 271-315.
12 Generalization Refactorings Chapter 11 Refactoring. Fowler et.al. pp. 319-355.
13 Student Presentations
14 Student Presentations
15 Review
16 Final
Course Notes/Textbooks “Design patterns: Elements of Reusable Object-Oriented Software” by E. Gamma, R. Helm, R. Johnson and J. Vlissides.Addison-Wesley. 1995. ISBN-13: 978-0-201-63361, ISBN-10: 0-201-63361-2 “Refactoring, Improving the design of existing code” by Martin Fowler, Kent Beck, John Brant, William Opdyke, Don Roberts. 1999 ISBN-13: 978-0-201-48567-7, ISBN-10: 0-201-48567-2
Suggested Readings/Materials Instructor slides.

 

EVALUATION SYSTEM

Semester Activities Number Weigthing
Participation
Laboratory / Application
Field Work
Quizzes / Studio Critiques
Portfolio
Homework / Assignments
Presentation / Jury
1
20
Project
1
20
Seminar / Workshop
Oral Exam
Midterm
1
30
Final Exam
1
30
Total

Weighting of Semester Activities on the Final Grade
3
70
Weighting of End-of-Semester Activities on the Final Grade
1
30
Total

ECTS / WORKLOAD TABLE

Semester Activities Number Duration (Hours) Workload
Course Hours
(Including exam week: 16 x total hours)
16
3
48
Laboratory / Application Hours
(Including exam week: 16 x total hours)
16
Study Hours Out of Class
15
4
60
Field Work
Quizzes / Studio Critiques
Portfolio
Homework / Assignments
Presentation / Jury
1
30
Project
1
30
Seminar / Workshop
Oral Exam
Midterms
1
20
Final Exams
1
37
    Total
225

 

COURSE LEARNING OUTCOMES AND PROGRAM QUALIFICATIONS RELATIONSHIP

#
Program Competencies/Outcomes
* Contribution Level
1
2
3
4
5
1 Understands and applies the foundational theories of Computer Engineering in a high level. X
2 Possesses a great depth and breadth of knowledge about Computer Engineering including the latest developments. X
3 Can reach the latest information in Computer Engineering and possesses a high level of proficiency in the methods and abilities necessary to comprehend it and conduct research with it. X
4 Conducts a comprehensive study that introduces innovation to science and technology, develops a new scientific procedure or a technological product/process, or applies a known method in a new field.  X
5 Independently understands, designs, implements and concludes a unique research process in addition to managing it.  X
6 Contributes to science and technology literature by publishing the output of his/her academic studies in respectable academic outlets. X
7 Interprets scientific, technological, social and cultural developments and relates them to the general public with a commitment to scientific objectivity and ethical responsibility.
8 Performs critical analysis, synthesis and evaluation of ideas and developments in Computer Engineering. X
9 Performs verbal and written communications with professionals as well as broader scientific and social communities in Computer Engineering, by using English at least at the European Language Portfolio C1 General level, performs written, oral and visual communications and discussions in a high level. X
10 Develops strategies, policies and plans about systems and topics that Computer Engineering uses, and interprets the outcomes.

*1 Lowest, 2 Low, 3 Average, 4 High, 5 Highest