Syllabus for Advanced Software Design
Avancerad mjukvarudesign
A revised version of the syllabus is available.
Syllabus
- 5 credits
- Course code: 1DL242
- Education cycle: Second cycle
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Main field(s) of study and in-depth level:
Computer Science A1F,
Technology A1F
Explanation of codes
The code indicates the education cycle and in-depth level of the course in relation to other courses within the same main field of study according to the requirements for general degrees:
First cycle
- G1N: has only upper-secondary level entry requirements
- G1F: has less than 60 credits in first-cycle course/s as entry requirements
- G1E: contains specially designed degree project for Higher Education Diploma
- G2F: has at least 60 credits in first-cycle course/s as entry requirements
- G2E: has at least 60 credits in first-cycle course/s as entry requirements, contains degree project for Bachelor of Arts/Bachelor of Science
- GXX: in-depth level of the course cannot be classified
Second cycle
- A1N: has only first-cycle course/s as entry requirements
- A1F: has second-cycle course/s as entry requirements
- A1E: contains degree project for Master of Arts/Master of Science (60 credits)
- A2E: contains degree project for Master of Arts/Master of Science (120 credits)
- AXX: in-depth level of the course cannot be classified
- Grading system: Fail (U), Pass (3), Pass with credit (4), Pass with distinction (5)
- Established: 2017-03-09
- Established by: The Faculty Board of Science and Technology
- Applies from: Autumn 2017
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Entry requirements:
120 credits including 60 credits in mathematics, computer science or technology, including Software Engineering and Project Management and a second course in programming using an object-oriented language.
- Responsible department: Department of Information Technology
Learning outcomes
For a pass mark, the student must be able to
- summarise and explain relevant design principles.
- use object-oriented programming methodology to design and implement larger programs.
- use a modelling language as a means to communicate realistic problems and their solutions.
- demonstrate understanding of the connection between modelling languages and programming languages, for example by implementing design models.
- use design patterns and other known solutions to design problems.
- evaluate the suitability of different design alternatives based on object oriented design principles, and identify design flaws in programs.
Content
Principles and methods for software design with a special focus on object-oriented analysis and design, including topics such as domain modelling, software architecture, class and object modelling, behavioural modelling, design patterns, General Responsibility Assignment Software Principles (GRASP) design principles, design evaluation and improvement, and refactoring. Practice by designing a larger program.
Instruction
Lectures, project meetings.
Assessment
Oral and written assessment of assignments as part of a project.
Syllabus Revisions
- Latest syllabus (applies from Autumn 2023)
- Previous syllabus (applies from Spring 2019)
- Previous syllabus (applies from Autumn 2017)
Reading list
Reading list
Applies from: Autumn 2017
Some titles may be available electronically through the University library.
Recommended literature
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Larman, Craig
Applying UML and patterns : an introduction to object-oriented analysis and design and iterative development
3. ed.: Upper Saddle River, N.J.: Prentice Hall PTR, cop. 2005
Reference literature
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Gamma, Erich
Design patterns : elements of reusable object-oriented software
Reading, Mass.: Addison-Wesley, cop. 1995
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Fowler, Martin;
Gamma. Erich,
Beck, Kent
Refactoring : improving the design of existing code
Boston: Addison-Wesley, cop. 2000