PPT-Why We Explore? Design 6 Classes 4
Author : eatsui | Published Date : 2020-06-22
th Quarter LunarMars Rover Science Project Human Space Exploration Humans are driven to explore the unknown Humans are addressing fundamental questions about our
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Why We Explore? Design 6 Classes 4: Transcript
th Quarter LunarMars Rover Science Project Human Space Exploration Humans are driven to explore the unknown Humans are addressing fundamental questions about our solar system Humans are challenging our boundaries. For CSE 3902. By: Matt . Boggus. Why Design?. Objects and Systems. Processes. http://ipostr.com/pic-275-Planning. Patterns. “Each pattern describes a problem which occurs over and over again in our environment, and then describes the core of the solution to that problem, in such a way that you can use this solution a million times over, without ever doing it the same way twice”. Paul Deitel, CEO. Deitel & Associates, Inc.. Contact Information. Paul Deitel, CEO. Deitel & Associates, Inc.. Twitter: @deitel/@. pdeitel. Facebook. : . http://tinyurl.com/deitelfacebook. deitel@deitel.com. ®. . Results . Student Guide to EXPLORE. 3. 9/2010. What Your Score Report Tells You. The EXPLORE Student Score Report gives information about your knowledge, skills, interests, and plans. You can use this information as you plan your high school coursework and begin thinking about college and work.. Lecture 1: Introduction. Analysis. Object-oriented. and. Design. Analysis emphasizes an investigation of the problem and requirements, rather than a solution. . Design emphasizes a conceptual solution that . Chapters 8, 9: Basics, intro to domain models. 1. What will we learn?. The basics of OOA/OOD – some key factors that are important in Inception and Elaboration. The Domain Model – what it is, how to start to build one from scratch. Inheritance, polymorphism, interfaces and more. 1. Classes . A. s Attributes. We’ve seen that UML allows us to notate a class containing another class as an attribute. This is general – doesn’t tell how Sale is instantiated. Vilnius. 2015. The goal of design engineering is to produce a model that exhibits:. firmness. – a program should not have bugs that inhibit its function;. c. ommodity . – a program should be suitable for purposes for which it was intended;. Chapter 17: GRASP principles. 1. What will we learn?. GRASP – Designing objects with responsibilities. We will enter the design phase: We’ll learn how to take the analysis we’ve done and convert it to an object-oriented design. UW CSE 160. Winter 2017. 1. Classes . are a template for objects. What are objects we've seen?. 2. Classes. are . templates. . for objects. Examples of objects . we've . seen:. Dict. List. Set. Graph. . Design Process & Design Quality, Design . Concepts. Design Model: Data Design, Architectural . Design , Interface Design & Component level . elements. Architectural Design: Software Architecture, . weaknesses in English, mathematics, reading, and science.. EXPLORE helps you search for . careers . and learn which ones . might . be right . for . you.. EXPLORE helps you choose high school courses that will prepare you for . Winter 2017. 1. Classes . are a template for objects. What are objects we've seen?. 2. Classes. are . templates. . for objects. Examples of objects . we've . seen:. Dict. List. Set. Graph. 3. File. “Patterns are discovered, not invented”. Richard Helm. What’s a pattern?. A pattern is a named abstraction from a concrete form that represents a recurring solution to a particular problem. . Categories of Patterns. A Software development process provides a basis for the organized production of software using a collection of predefined techniques and notations. 16/9/2014. 10.1 DEVELOPMENT STAGES. 1.System Conception .
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