You are here:   ArielOrtiz.com > Software Design and Architecture > Antipatterns

Antipatterns

Objectives

During this activity:

This activity helps the student develop the following skills, values and attitudes: self-learning, proficiency in English, ability to analyze, synthesize and evaluate, and critical thinking.

Activity Description

Individually, each student shall do a class presentation on software development antipatterns as specified in the following table:

Name Antipattern Date
Marco Antonio Chávez Fuentes The Blob Wednesday, May 2
Melissa Moya Pérez Lava Flow Wednesday, May 2
Juan Ramón Fernández Alvarez Functional Decomposition Wednesday, May 2
Eduardo Murillo González Poltergeists Wednesday, May 2
Guillermo Arturo Pineda Beltrán Boat Anchor Wednesday, May 2
Jorge Luis Corona Pineda Golden Hammer Wednesday, May 2
Julio Gerardo Galindez Barreda Cut-And-Paste Programming Thursday, May 3
Salvador Aguilar Galindo Dead End Thursday, May 3
Sebastián Antonio Olivares García Spaghetti Code Thursday, May 3
Jorge de Jesús Tinoco Huesca Input Kludge Thursday, May 3
Thania Guadalupe Cerecedo Zamarripa Walking through a Minefield Thursday, May 3

Each presentation must meet the following requirements:

Evaluation

Elements that will be taken into account during the evaluation include: knowledge of the topic, clarity of the presentation, quality of support materials, fluency and pronunciation.