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== '''Object Oriented Design''' ==
<big>'''Wiki Text book !'''</big>
 
* [[CSC 216]] learning exercise
 
* [[Expertiza documentation]]
''Object-oriented design is a programming paradigm that uses "objects" and their interactions to design computer programs. It is based on several techniques, including encapsulation, modularity, polymorphism, and inheritance.''
* [[CSC 379]]
 
* [[CSC/ECE 506 Fall 2007]]
 
* [[CSC/ECE 517 Fall 2007]]
 
* [[CSC/ECE 517 Summer 2008]]
== The Software Life Cycle ==
* [[CSC/ECE 517 Fall 2010]]
<br>
* [[ECE 633]]
''The development of software is usually broken down into five parts: Analysis, Design, Implementation, Testing, and Deployment.''
* [[KCU]]
 
* [[Progress reports]]
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::'''Analysis'''- decision-making process in which a decision is made on what the project is suppose to accomplish.
 
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::'''Design'''- the plan is developed for how the system will be implemented.
 
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::'''Implementation'''- the program is written and compiled to implement the classes and methods that were decided on in the design.
 
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::'''Testing'''- tests are run to verify that the program works correctly.
 
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::'''Deployment'''- users install program and use it for its intended purpose
 
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== Classes ==
 
 
While programming in an object-oriented way, you must:
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<br>
:*''Discover classes''
 
:*''Determine the responsibilities of each class''
 
:*''Describe the relationships between the classes''
 
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<blockquote>
A class represents a set of objects with the same behaviors.  Some entities should be represented as objects, <br/>
and others as primitive types.  An example would be of the decision for an address to be a object of an address <br/>
class, or simply a string.  This decision depends on what your program needs to complete its tasks.  Not all <br/>
classes can be discovered in the analysis phase, and some of the classes that you need may already exist, <br/>
either in the standard library or in a program that you devloped previously.</blockquote>
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== Relationships Between Classes ==
 
=== Inheritance ===
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::*Inheritance is a relationship between a more general class (the superclass) and a more specialized class (the subclass)
 
::*This relationship is often described as the "is-a" relationship
 
::*Examples include:
 
::::Every truck is a vehicle
::::Every savings account is a bank account
::::Every circle is an ellipse
 
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:::[[Image:ferrari.jpg]]
 
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=== Aggregation vs. Association ===
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:*An '''aggregation''' is a set of objects that make up a unit, also known as a "has-a" relationship. Some examples of aggregation include:
 
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:::[[Image:Aggregation1.jpg]]
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:*An '''association''' is two or more objects that work together, but one is not part of another. Some examples of association include:
 
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:::[[Image:bank.jpg]]
 
 
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== Learning Exercise ==
 
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The idea behind this Restaurant O-O Design Game is to
 
:* Decide which elements are classes - Nouns
:* Determine the responsibilities (methods) of each class - Verbs
:* Describe the relationships between the classes
:* Create a "CRC Card" for each class on the provided flash cards.
:::  CRC Stands for "Classes, Responsibilities, and Collaborators"
 
 
Try organinzing classes so that a common superclass can take care of some responsibilities.
 
:* Team members should find the four main classes they think should exist in a small restaurant.
:::  This means making a list of nouns and choosing the four most practical candidates.
:::  Write out one class per index card.
 
:* Teams should write at least one responsibility for each class and come up with two total collaborators.
:::  Find one important task a restaurant would need to complete for each class, and write it on the CRC Card.
:::  Ask your team if this task needs help from other classes, and write this collaborator on the index card.
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:::An example of a completed CRC Card:
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:::::[[Image:indexcard.jpg]]

Latest revision as of 01:06, 23 September 2010