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Flashcards covering vocabulary related to object-oriented systems analysis and design using UML.
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Object-Oriented Analysis and Design
Works well in situations where complicated systems are undergoing continuous maintenance, adaptation, and design. Objects and classes are reusable, and UML is an industry standard for modeling object-oriented systems.
Reusability in Object-Oriented Design
Reducing development costs by recycling program parts in computer-based systems. It also simplifies system maintenance because a change in one object has a minimal impact on other objects.
Objects
Persons, places, or things that are relevant to the system being analyzed, such as customers, items, or GUI displays.
Classes
Defines the shared attributes and behaviors of objects in a class. It has a name that differentiates it from other classes.
Instantiate
Creating an object from a class.
Attribute
A property that describes all objects of the class.
Method
An action that can be requested from any object of the class.
Inheritance
A derived class inherits all attributes and behaviors of the base class, reducing programming labor by using common objects easily. It's a feature unique to object-oriented systems.
CRC Cards
Class, Responsibilities, and Collaborators. Used to represent the responsibilities of classes and their interactions.
Things
Structural, Behavioral, Grouping, and Annotational things that create models.
Structural Relationships
Dependencies, Aggregations, Associations, Generalizations. Tie things together in structural diagrams.
Behavioral Relationships
Communicates, Includes, Extends, Generalizes. Used in behavioral diagrams.
Structural Diagrams
Describe the relation between classes.
Behavioral Diagrams
Describe the interaction between people (actors) and a use case (how the actors use the system).
Use Case Diagram
Used for describing how the system will be used. It is the starting point for UML modeling.
Use Case Scenario
A verbal articulation of exceptions to the main behavior described by the primary use case.
Activity Diagram
Illustrates the overall flow of activities.
Use Case Modeling
Describing what the system does, without describing how the system does it. It is based on the interactions and relationships of individual use cases.
Activity Diagrams
Shows the sequence of activities in a process, including sequential and parallel activities, and decisions that are made.
Sequence Diagrams
Illustrate a succession of interactions between classes or object instances over time, often used to show the processing described in use case scenarios.
Communication Diagrams
Describes the interactions of two or more things in the system that perform a behavior that is more than any one of the things can do alone. Emphasizes the organization of objects.
Class Diagrams
Show the static features of the system and do not represent any particular processing. Show the nature of relationships between classes.
Method Overloading
Including the same method (or operation) several times in a class. The same method may be defined more than once in a given class, as long as the parameters sent as part of the message are different.
Entity Classes
Represent real-world items.
Interface Classes
Provide a means for users to work with the system.
Abstract Classes
Linked to concrete classes in a generalization/specialization relationship and cannot be directly instantiated.
Control Classes
Used to control the flow of activities; many small control classes can be used to achieve classes that are reusable.
Relationships
The connections between classes; including associations and whole/part relationships.
Association Classes
Used to break up a many-to-many association between classes.
Associations
A relationship to other objects in the same class, called a reflexive association.
Whole/Part Relationships
When one class represents the whole object, and other classes represent parts. Includes Aggregation, Collection and Composition.
Aggregation
A 'has a' relationship. Provides a means of showing that the whole object is composed of the sum of its parts.
Collection
Consists of a whole and its members; members may change, but the whole retains its identity. A weak association.
Composition
The whole has a responsibility for the parts and is a stronger relationship. If the whole is deleted, all parts are deleted.
Generalization
A relationship between a general kind of thing and a more specific kind of thing, described as an 'is a' relationship. Used for modeling class inheritance and specialization.
Polymorphism
The capability of an object-oriented program to have several versions of the same method with the same name within a superclass/subclass relationship.
StateChart Diagrams
Examine the different states that an object may have. Objects are created, go through changes, and are deleted or removed.
Packages
Containers for other UML things that show system partitioning.