PPT-Chapter 8, Object Design:

Author : tatyana-admore | Published Date : 2017-08-29

Design Patterns II Using UML Patterns and Java ObjectOriented Software Engineering Recall Why reusable Designs A design enables flexibility to change reusability

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Chapter 8, Object Design:: Transcript


Design Patterns II Using UML Patterns and Java ObjectOriented Software Engineering Recall Why reusable Designs A design enables flexibility to change reusability minimizes the introduction of new problems when fixing old ones maintainability. GRASP Design Principles. Recap of Lecture 7. Arrays. Pointers. Pointer to members. Dynamic Memory allocation. Outline of lecture 8. Modularity and Typing. GRASP Principle. Polymorphism. Name mangling. 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 . Construct, Deliver, and Maintain Systems Projects. Objectives for Chapter 14. Be able to identify the sequence of events that constitutes the in-house development phase of SDLC.. Be familiar with tools used to improve the success of systems construction and delivery activities including prototyping, CASE tools, and the use of PERT and Gantt charts.. 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. Interfaces and Encapsulation, Continued. Kirk Scott. Corbel. From Wikipedia, the free . encyclopedia. Jump to: . navigation. , . search. . For other uses, see . Corbel (disambiguation. ). .. In . architecture. How can artists use found objects to enhance the message or aesthetic of the piece? . Investigate & Plan. Part I. In your sketchbook, find and draw 10 examples of vase forms.. (a form is a 3 dimensional shape or the configuration of something). Chapter 05. Class Design Guidelines. Modeling Real World Systems. One of the primary goals of object-oriented (OO) programming is to model real-world . systems in . ways similar to the ways in which people actually think. . Chapter 5: Decision Structures. 2. Objectives. Use . the . GroupBox. object. Place . RadioButton. objects in . applications. Display a message box. Make decisions using If…Then statements. Make decisions using If…Then…Else statements. Chapter 7 Design and Implementation. 1. An object-oriented design process. Structured. object-oriented design . processes involve developing a number of different system models.. They require a lot of effort for development and maintenance of these models and, for small systems, this may not be cost-effective.. POJOs in Action by Chris Richardson Copyright 2006 Chris Richardson Chapter 1 vii Developing with POJOs: faster and easier3J2EE design decisions31 2A ................... 59Using the Domain Model pa Midterm 2Spring 2015CSE687 Midterm 2Name Instructors SolutionThis is a closed book examination Please place all your books on the floor beside you You may keep one page of notes on your desktop in a Lecture 1. 1. Chapter 7 Design and implementation. Topics covered. Object-oriented design using the UML. Design patterns. Implementation issues. Open source development. . 2. Chapter 7 Design and implementation. 1. Useful books. The “Gang of Four” book. 1994. Head First Design Patterns . Book. 2004. 2. A design pattern. is a general solution . to a. . common problem in a context.. What you have. What you want. Characterizing “Good” Design. Besides the obvious — . design should match the requirements. — there are two “basic” characteristics:. . C. onsistency. . across design:. Common UI. L. ooks.

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