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Characterize the following design purpose as creational, structural, or behavioral. Explain your conclusion clearly. We must build a human resources application dealing with the management structure at a large company. We need to represent the organization chart within the application.

Short Answer

Expert verified
The design purpose is structural as it deals with organization hierarchy.

Step by step solution

01

Understand the Design Purposes

Design patterns in software engineering fall into three main categories: creational, structural, and behavioral. - **Creational patterns** are focused on the process of object creation. - **Structural patterns** are concerned with how classes and objects are composed to form larger structures. - **Behavioral patterns** focus on communication between objects.
02

Analyze the Problem Statement

The problem involves representing an organization chart in a human resources application. An organization chart illustrates the management structure and hierarchy, showing relationships between different units or roles.
03

Match the Problem with Appropriate Design Category

Since the objective is to model the structure of the organization hierarchy, this primarily pertains to how different components are organized and interact within the system. This aligns most closely with *structural design patterns*. These patterns help define how objects and classes are composed to create larger entities, which is exactly what organizational charts represent.
04

Conclusion

Based on the analysis, the design purpose of constructing an organization chart falls under structural design patterns. This is because the core focus is on representing and managing the structured relationships between various organizational roles.

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Key Concepts

These are the key concepts you need to understand to accurately answer the question.

Creational Patterns
Creational patterns play a crucial role in defining the best way to instantiate objects in a software system. These patterns are all about the process of object creation.

When developing a software application, you often need to create objects in a way that is both efficient and flexible. Creational design patterns offer solutions that encapsulate the instantiation logic, allowing for more manageable and scalable code.

For instance, if an application requires the creation of multiple instances of a class, you might employ patterns such as the Factory Method, Abstract Factory, or Builder. These patterns provide mechanisms to reduce complexity and allow for more dynamic and decoupled designs.
  • The **Factory Method** allows a class to defer instantiation to subclasses.
  • The **Abstract Factory** creates families of related objects without specifying their concrete classes.
  • The **Builder** pattern splits the creation of a complex object into simpler, smaller steps.
By utilizing creational patterns, you ensure that your application can create objects in a systematic manner, optimizing resource utilization and enhancing flexibility.
Structural Patterns
Structural patterns focus on how classes and objects can be combined to form larger, more complex structures. When dealing with an organization chart, as outlined in the problem statement, structural patterns are essential.

These patterns define clear guidelines on how to build relationships between entities, making sure the application architecture is robust and maintainable. Specifically, structural patterns aid in composing classes or objects to form a larger whole.
  • The **Adapter** pattern makes incompatible interfaces work together.
  • The **Composite** pattern allows you to treat individual objects and compositions of objects uniformly.
  • The **Facade** pattern provides a unified interface to a set of interfaces in a subsystem.
For an organization chart, the Composite pattern would be particularly useful. It allows for representation of hierarchies where an organization chart is essentially a recursive tree structure. You can easily represent complex parent-child relationships and manage them systematically. This aligns directly with the need to effectively and efficiently model organizational structures within a human resources application.
Behavioral Patterns
Behavioral patterns are all about how objects and classes interact in a software system. They focus on communication and the responsibilities among different entities.

These patterns help define the architecture of how objects collaborate, promoting flexible and adaptable code. When a software application needs to manage dynamic interactions, behavioral patterns are invaluable.

A few important examples include:
  • The **Observer** pattern, which allows objects to be notified of changes in other objects.
  • The **Strategy** pattern, which enables selecting an algorithm's behavior at runtime.
  • The **Command** pattern, which encapsulates a request as an object.
In practice, behavioral patterns help manage complex chains of communication and data exchange. Within an application, using these patterns means that objects can cooperate without tight coupling, leading to systems that are easier to maintain and extend. Effective use of behavioral patterns results in code that embodies well-organized and well-structured communication protocol between different parts of the application.

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Most popular questions from this chapter

Which of the following are applications of design patterns? Explain your conclusions. (a) An object-orientated design (b) The ability to vary the order in which a print() method is applied to the elements of a Vector (c) Varying the order in which a method is applied to the elements of a collection of objects by introducing a class whose methods include a method like goToNextElement() (d) Capturing the mutual behavior of a pair of objects of two classes (e) Capturing the mutual behavior of a pair of objects of two classes by introducing a third class aggregating the two classes

Consider the following two statements. (a) Observer consists of an object of a class that reflects a data source, together with objects of classes that depend on the data source. (b) When the data changes value, a method with the name update() is called on each observing object. Which of these two statements takes a static viewpoint and which a dynamic viewpoint?

Characterize the following design purpose as creational, structural, or bebavioral. Explain your conclusion clearly. We must build an application with 15 different screens involving various combinations of 6 user interface controls (e.g., list boxes) arranged in a simple grid. Performing a mouse action or text entry on a control (e.g., a button) in a screen affects other controls on the same screen. In all other respects the screens are not related and are not similar in appearance. The composition of these screens is very unlikely to change.

Characterize the following design purpose as creational, structural, or behavioral. Explain your conclusion clearly. We must build an application that allows users to build and change their stock portfolio with a various kinds of mutual fund picks from specified subcategories. The mutual fund categories are technology, old industries, utilities, real estate, and mining. The application allows users to pick categories. It then makes portfolio recommendations depending on the user's choice. For example, the user can ask for a low-risk portfolio of utilities and mining stocks, and the application describes its recommendations within these constraints.

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