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an approach to software development that organizes both the problem and its solution as a collection of discrete objects; both data structure and behavior are included in the representation. |
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refers to the fact that the data are organized into discrete, distinguishable entities called objects |
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Name (reference) (handle) |
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the name distinguishes one object from one another |
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groups objects that have attributes and behaviors in common |
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has its own attribute values but shares attribute names and behaviors with the other instances of the class |
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simplify the hierarchy where no objects of the class may be defined except as instances of a subclass |
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an action or transformation that an object performs or to which it subjected |
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the same behavior may be exhibited differently on different classes or subclasses |
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specific implementation of an operation or a certain class |
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the ability of an object’s name, state, and behaviors to transcend time or space |
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includes descriptions of the objects, attributes, behaviors, and relationships |
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describe communication, control/timing, and the states and state changes |
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describe constraints on the structure and the dynamic behavior |
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describe particular functionality that a system is supposed to perform or exhibit by modeling the dialog of that user, external system, or other entity will have with the system to be developed |
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entity interacting with the system |
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brief textual sketch of how the function is performed |
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depiction of some aspect of system functionality that is visible to the actor whose perspective is reflected by the use case |
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extends a use case to illustrate a different or deeper perspective |
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is actually a reuse of an already-defined use case |
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define the entire customer process by describing the activities that the customer will peroform |
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defines classes of objects in terms of their functions |
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show how messages flow from one object to another |
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use object and sequence information to show the flow of events between objects |
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show how the classes are logically divided into modules |
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reflect the actual, final system modules |
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show the network links involved with the application being built |
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when two classes occur together, and when the relationship must be preserved for some period of time |
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when one class is part of another class |
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a mechanism that restricts access to class members; other objects cannot see the attributes or (some) methods for that class |
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allows access to some methods, but not to attributes, since a public attribute would violate the principle of encapsulation |
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view the system as a small collections of packages |
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when if two packages changes the definition of one may cause changes in the other |
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used to describe how operations and behaviors are handled by the objects in the design |
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when a message is sent to itself |
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we name each operation, the object it takes as parameters, and the values returned by the operation |
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collection of all its operations’ signatures |
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request is associated with an object’s particular operations at runtime |
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composition, no internal characteristics of the building-blocks are visible to the developer. |
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set of related reusable classes |
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template of abstract architectural elements that can be used to guide you in generating your design |
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explains the situations in which the pattern would be appropriate |
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elements of the context that vary to some degree |
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reuse of part of a domain-specific design |
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refers to a process in the system; it may be event-driven or time-driven |
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is initiated when a particular event occurs |
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invoked at a particular time |
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knows its observers and provides and interface for attaching and detaching observer objects |
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set of methods that might be executed in response to a message received by an object in that class |
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number of method invocations in a class |
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Data abstraction coupling |
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number of abstract data types used in the measured class and defined in another class of the system |
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number of classes calling this class |
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number of classes called by this class |
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