Chapter_9-11

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50 Terms

1

Design Class Diagram (DCD)

A UML diagram that serves as a design blueprint derived from behavioral and domain models.

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2

UML

Unified Modeling Language, a standardized modeling language in software engineering.

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3

Test-Driven Development

A software development process where requirements are turned into specific test cases before software is fully developed.

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4

Integration Testing

Testing the interfaces between components to ensure they work together as intended.

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5

Package Diagrams

Diagrams used to group related classes to manage complexity in a large DCD.

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6

Domain Model (DM)

A conceptual model that defines the various entities and the relationships between them in the problem space.

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7

Behavioral Models

Models representing the dynamic behavior of a system, often visualized through use case diagrams.

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8

Iteration Use Cases

Refined use cases developed during each iteration of the agile development process.

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9

Actor-System Interaction Modeling

Modeling the interaction between external users (actors) and the system.

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10

Responsibility Assignment

The process of assigning responsibilities to various components within a system.

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11

Controller Pattern

A design pattern that handles requests from actors, typically in the context of UI frameworks.

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12

Singleton Pattern

A design pattern ensuring that a class has only one instance and provides a global point of access to it.

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13

Attributes

Characteristics or properties of a class, represented as variables.

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14

Methods

Functions associated with a class that define its behavior.

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15

Association Relationship

A relationship that represents how two classes are related to each other.

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16

Dependencies

A relationship in which one class relies on another class for its operations.

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17

Use Case Controller

A controller dedicated to managing interactions for a specific use case.

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18

Facade Controller

A controller that provides a simplified interface to a larger system.

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19

Low Coupling

A design principle that promotes minimizing dependencies between components.

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20

High Cohesion

A design principle where elements within a module or class are closely related in purpose.

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21

GRASP Patterns

General Responsibility Assignment Software Patterns that advocate principles for assigning responsibilities in software design.

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22

Command Pattern

A behavioral design pattern that encapsulates a request as an object.

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23

Decorator Pattern

A structural design pattern allowing behavior to be added to individual objects, either statically or dynamically.

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24

Observer Pattern

A behavioral design pattern defining a one-to-many dependency between objects.

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25

Memento Pattern

A behavioral design pattern that allows the state of an object to be saved and restored.

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26

Agile Methodology

A group of software development methodologies centered around iterative development, where requirements and solutions evolve through collaboration.

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27

Object-Oriented Design

A programming paradigm based on the concept of objects, which can contain data and code.

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28

Responsibility Assignment Patterns

Patterns that guide the assignment of responsibilities in object-oriented design.

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29

Actor

An external entity that interacts with the system, representing a user or another system.

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30

Sequence Diagram

A diagram that shows how objects interact in a particular scenario of a use case.

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31

Information Expert

A principle that suggests assigning responsibility to the class that has the necessary information to fulfill a request.

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32

Design Patterns

Reusable solutions to common design problems in software development.

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33

Scenario Table

A table that organizes the interactions of a system to facilitate the construction of sequence diagrams.

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34

Background Processing

The processing that occurs behind the scenes in response to user actions.

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35

Foreground Processing

The processing that interacts directly with the user, usually through a GUI.

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36

Interaction Modeling

The process of defining how objects in a system interact with each other.

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37

Aggregate

A collection of related objects treated as a single unit in data modeling.

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38

Stupid Objects

Objects that have minimal responsibilities and maintain a clear interface.

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39

Prototype Pattern

A creational design pattern that allows creating new objects by copying an existing object.

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40

Composite Pattern

A structural design pattern that allows treating individual objects and compositions of objects uniformly.

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41

Return Type

The data type of the value returned by a method or function.

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42

Parameter

A variable that is passed into a method or function to provide input.

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43

Separation of Concerns

A design principle for separating a computer program into distinct sections, such that each section addresses a separate concern.

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44

Management of Classes

The organizational structure of classes to better manage complexity in software development.

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45

Use Case Diagrams

Visual representations of a system’s functional requirements.

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46

Constructor

A special method used to initialize objects.

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47

Class Diagram

A type of static structure diagram that describes the structure of a system by showing the system's classes and their relationships.

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48

Communicating Objects

Objects that invoke methods on each other to perform operations.

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49

Parameter Typing

The data type associated with a parameter in a function or method signature.

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50

Code Implementation

The actual development phase where software designs are translated into code.

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