İzmir Ekonomi Üniversitesi
  • TÜRKÇE

  • GRADUATE SCHOOL

    M.SC. in Computer Engineering (Without Thesis)

    CE 611 | 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 -
    National Occupation Classification -
    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
    #
    Content
    PC Sub
    * Contribution Level
    1
    2
    3
    4
    5
    1describe the form and content of design patterns,
    2determine what is not included in the patterns and how they fit into software design,
    3identify and choose the appropriate design pattern and apply it to software solutions,
    4use refactoring to improve design and make existing applications more maintainable and extendible,
    5choose 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.

     



    Course Category

    Core Courses
    Major Area Courses
    Supportive Courses
    Media and Management Skills Courses
    Transferable Skill Courses

     

    WEEKLY SUBJECTS AND RELATED PREPARATION STUDIES

    Week Subjects Related Preparation Learning Outcome
    1 Introduction to Software, Software Design, UML, Design Patterns, and Refactoring Chapter 1 Design Patterns.
    2 Structural Design Patterns 1 -
    3 Structural Design Patterns 2 -
    4 Creational Design Patterns 1 -
    5 Creational Design Patterns 2 -
    6 Behavioral Design Patterns 1 -
    7 Behavioral Design Patterns 2
    8 Presentation 1 - Patterns in the Literature
    9 Midterm -
    10 Test Driven Development -
    11 Refactoring 1 -
    12 Refactoring 2 -
    13 Refactoring 3
    14 Presentation 2 - Refactoring in the Literature
    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 Weighting LO 1 LO 2 LO 3 LO 4 LO 5
    Participation
    Laboratory / Application
    Field Work
    Quizzes / Studio Critiques
    Portfolio
    Homework / Assignments
    2
    10
    Presentation / Jury
    2
    10
    Project
    1
    20
    Seminar / Workshop
    Oral Exams
    Midterm
    1
    20
    Final Exam
    1
    40
    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
    Theoretical Course Hours
    (Including exam week: 16 x total hours)
    16
    3
    48
    Laboratory / Application Hours
    (Including exam week: '.16.' x total hours)
    16
    0
    Study Hours Out of Class
    14
    4
    56
    Field Work
    0
    Quizzes / Studio Critiques
    0
    Portfolio
    0
    Homework / Assignments
    2
    10
    20
    Presentation / Jury
    2
    20
    40
    Project
    1
    20
    20
    Seminar / Workshop
    0
    Oral Exam
    0
    Midterms
    1
    21
    21
    Final Exam
    1
    40
    40
        Total
    245

     

    COURSE LEARNING OUTCOMES AND PROGRAM QUALIFICATIONS RELATIONSHIP

    #
    PC Sub Program Competencies/Outcomes
    * Contribution Level
    1
    2
    3
    4
    5
    1 Accesses information in breadth and depth by conducting scientific research in Computer Engineering, evaluates, interprets and applies information.
    -
    -
    -
    -
    -
    2 Is well-informed about contemporary techniques and methods used in Computer Engineering and their limitations.
    -
    -
    -
    -
    -
    3 Uses scientific methods to complete and apply information from uncertain, limited or incomplete data, can combine and use information from different disciplines.
    -
    -
    -
    -
    -
    4 Is informed about new and upcoming applications in the field and learns them whenever necessary.
    -
    -
    -
    -
    -
    5 Defines and formulates problems related to Computer Engineering, develops methods to solve them and uses progressive methods in solutions.
    -
    -
    -
    -
    -
    6 Develops novel and/or original methods, designs complex systems or processes and develops progressive/alternative solutions in designs.
    -
    -
    -
    -
    -
    7 Designs and implements studies based on theory, experiments and modelling, analyses and resolves the complex problems that arise in this process.
    -
    -
    -
    -
    -
    8 Can work effectively in interdisciplinary teams as well as teams of the same discipline, can lead such teams and can develop approaches for resolving complex situations, can work independently and takes responsibility.
    -
    -
    -
    -
    -
    9 Engages in written and oral communication at least in Level B2 of the European Language Portfolio Global Scale.
    -
    -
    -
    -
    -
    10 Communicates the process and the results of his/her studies in national and international venues systematically, clearly and in written or oral form.
    -
    -
    -
    -
    -
    11 Is knowledgeable about the social, environmental, health, security and law implications of Computer Engineering applications, knows their project management and business applications, and is aware of their limitations in Computer Engineering applications.
    -
    -
    -
    -
    -
    12 Highly regards scientific and ethical values in data collection, interpretation, communication and in every professional activity.
    -
    -
    -
    -
    -

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

     


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