Object oriented design

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  • Object-Oriented Design includes the waterfall model; useful texts; the importance of modeling; the unified modeling language; notation classes, interface, collaboration & use case, active class, component & node, b & states, grouping and annotation, relationships; diagrams in UML; the hello world example.


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  • Object-Oriented Design II presents of modeling classes; noun identification a library example, a library example; candidate classes; relations between classes; operations; class diagram; rough sketch wholesale system, wholesale system, expanding a class modeling financial information and some thing else.

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  • Object - Oriented Design III provides about modeling dynamic aspects of systems; bouncing ball diagrams; actions on objects; sequence diagram change in cornell program, borrow copy of a book; class inheritance diagram; painting mechanism; process modelingparallel activities; implementation modeling; component diagram.

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  • Software Engineering - Lecture 7: Object Oriented Design trình bày về gán trách nhiệm cho các đối tượng, Design Principles, Business Policies, Class Diagram. Bài giảng phục vụ cho các bạn chuyên ngành Công nghệ thông tin.

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  • Introduction to java programming: Chapter 11 - Object-Oriented Design's Objectives is to become familiar with the process of program development; the relationship types; declare classes to represent the relationships among the classes; design systems by identifying the classes and discovering the relationships among these classes.

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  • Lecture Programming in C++ - Chapter 14: Object oriented design. In this chapter, you will learn how to: Use the special class specifiers static and const, work with friend functions and classes, read some UML and the difference between "has a" and "uses" relationships.

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  • Lecture Introduction to software engineering - Week 7: Object- oriented design. In this chapter, you will learn to: Object - oriented design using the UML, design patterns, open source development. Invite you to find out the detailed content.

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  • .Object-Oriented Design • Now we can extend our discussion of the design of classes and objects • Chapter 6 focuses on:  software development activities  determining the classes and objects that are needed

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  • Development starts with the analysis of the problem and the design of a program or programs that solve the problem. Object-oriented design involves identifying the objects that you want to work with and what they need to do. Object-oriented analysis and design lie outide the scope of this book; for a reading list, see the section Object-Oriented Analysis and Design.

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  • An Introduction to Object-Oriented Programming with Java takes a full-immersion approach to object-oriented programming. Proper object-oriented design practices are emphasized throughout the book. Students learn how to use the standard classes first, then learn to design their own classes. Wu uses a gentler approach to teaching students how to design their own classes, separating the coverage into two chapters. GUI coverage is also located independently in the back of the book and can be covered if desired....

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  • Design patterns provide good solutions for problems occurred in the design stage. Using design patterns in the software development processes helps improve productivity and quality of software products. Pattern Oriented Analysis and Design Process has four steps related to patterns, namely the acquaintance with design patterns in the pattern library, the retrieval of the pattern candidate, the selection of suitable patterns and the application of selected patterns.

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  • Object orientation has now invaded traditional relational database-management systems. Oracle™ without exception has included object-oriented features in its system. SQL is now richer due to these additional features. However, the object-oriented elements in Oracle™ will not be fully utilized without a proper database design. For example, a database application designed using a traditional database modeling, such as entity-relationship (E/R) modeling, will not be able to make use of most object-oriented features in Oracle™.

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  • This book uses Objects First Approach. Students learn to design with objects from the start. In more traditional approaches, students first learn "programming basics in the context of procedural programming in the small." Since this frame of reference is essentially useless when attacking large-scale problems, students must later "re-learn how to approach problems. Instructors can present material from a point of view that will "make sense" throughout the curriculum. Presentation and justification of programming principles and good techniques is easier....

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  • In this chapter, we introduce basic computing and network terminology and the concepts behind object-oriented design. We also introduce Java, an object-oriented programming language that has played a fundamental role in the growth of the Internet.

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  • This chapter introduce how to create and manipulate simple objects with attributes and behaviors that you can specify. We do so through the use of classes. The class is Java's principal mechanism for supporting object-oriented design.

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  • In this paper, we present a method, which is based on hybrid automata and Real-Time Unified Modeling Language (UML) to analyze and design the control parts of mechatronic systems with input or output events and signals in order to effectively gather their structure and behaviour.

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  • This chapter presents a set of criteria, activities, and techniques used to design classes and methods. Together they are used to ensure the object-oriented design communicates how the system needs to be coded.

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  • We today’s lecture we will: Define events, state transitions, and sequence diagrams; describe concepts and principles of object-orientation; describe activities of the different phases of object-oriented development; compare object-oriented modeling with traditional systems development approaches;...

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  • After studying this chapter you will be able to: Describe activities of the different phases of object-oriented development; compare object-oriented modeling with traditional systems development approaches; develop dynamic models with state, interaction, and activity diagrams; model real-world applications with UML.

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  • This chapter presents the following content: Examples of class diagrams; navigation, visibility, named associations, and multiplicity in UML; interfaces and implementation, in UML. In this chapter students will be able to: Students will have a strong conceptual foundation for their future uses of the OO features of Java, students will be able to interpret a class diagram, students will be competent at the basic OO design patterns.

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