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Rivera-1 J. (Tony) Rivera CS470 Software Engineering Chapter 11/Quiz 7(Week 8) Professor: Dr. Lin CHAPTER 11 11.2.

Develop two additional design principles that place the user in control. One important design that would be helpful that places the user in control is the ability to log out, if he or she needs to leaves from his work site by providing a functional code that the user can bring up at their leisure. Another design that can be helper for the user to be more in control is to make available to change the color of his particular area of his software application, to relieve him of certain colors that he may not be too comfortable with while working in his environment. 11.3. Develop two additional design principles that reduce the users memory load. One way in helping to alleviate the users memory load is to make available an icon that represents an undoing type help system. For example, the designer of the software can provide an iconic characters that may have a colored-filled backward arrow, that can be added atop of the user interface design that will not only undo what the user have just typed in or find himself in another segment of the program that he did not intend to perform, but it would also replace or restore any lost information that was previously replaced by the users interactions. Another additional design principle that can help the users memory load is to provide the user a help icon that can be added atop of the users application software that would help in that particular area of his work on an instant, rather than to depend on himself to remember certain codes or control function to help him continue on his next phase of operation. 11.4. Develop two additional design principles that make the interface consistent. One possible way to design something that will make the interface consistent for the users benefit, is to create, for example, a unique form of a working platform, like a file index card that can utilized by the user, when

Rivera-2 working on a particular segment of a file system. This would be consistent with the interface for a particular segment of application software. Another example to make the interface consistent for the user is to prove the user the ability to produce analytical or graphing abilities that the user to produce from information that he could use to provide essential business or snapshot decision making issues that can enhance his workload from a data perspective.

Rivera-3 Chapter 12 12.2. What is the difference between a nongenerative and a generative pattern? Software patterns can be classified as nongenerative and generative. Nongenerative patterns that are observed in a particular system that has been built are considered to nongenerative; they are also referred as Gamma patterns. Nongenerative patterns both are passive and descriptive. Conversely, ggenerative patterns are created to enhance system architectures; it helps to generate other patterns that bring about robust characteristics of a good system. 12.3. How do architectural patterns differ from component patterns? The difference between these two categories of design patterns are in their corresponding levels of abstraction and detail. The aarchitectural patterns, no doubt, consist of high-level strategies that are concerned with large-scale components and global properties and mechanisms of a system. Moreover, aarchitectural patterns affect the overall organizational and structural implications of a software system. Component patterns do not influence the overall system structure. Very much unlike what architectural patterns does in so many ways. Component patterns are really medium-level strategies that are concerned with the structure and behavior of entities, and their relationships. 12.4. What is a framework and how does it differ from a pattern? It is not an architectural pattern; it is a code skeleton that can be fleshed out with specific classes or contains a collection of plug points, where it is enabled to be adapted to a specific problem domain. Frameworks are extension of patterns that differs from a pattern with the exception that it provides an architectural skeleton for the design of complete subsystems within a specific application domain. What is an idiom and how does it differ from a pattern? It is sometimes called coding patterns and it generally implement an algorithmic element of a component, a specific interface protocol, or a mechanism for communication among components. Idioms are paradigm specific and language-specific programming techniques that fill in low-level internal or external details of a components structure or behavior.

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