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1.1 Credits and Other
Contents
1. Day 1: Object-Oriented Software Development
Subsections
1.1 Credits and Other Material
1.2 Why OO?
1.2.1 Benefits of object-oriented programming
1.2.2 Symptoms of software development problems
1.2.3 Root causes of project failure
1.2.4 Software development best practices
1.3 Introduction to OO concepts
1.3.1 Encapsulation
1.3.2 Inheritance
1.3.3 Polymorphism
1.3.4 Abstraction with objects
1.3.5 Message passing
1.4 UML summary
1.4.1 Standard diagrams
1.4.1.1 Use Case diagram
1.4.1.1.1
1.4.1.2 Class diagram
1.4.1.2.1
1.4.1.2.2
1.4.1.2.3
1.4.1.3 Sequence diagram
1.4.1.4 Collaboration diagram
1.4.1.5 Package diagram
1.4.1.6 State diagram
1.4.1.6.1
1.4.1.7 Activity diagram
1.4.1.8 Component diagram
1.4.1.9 Deployment diagram
1.5 Object Oriented Software Development
1.5.1 Why have a process?
1.6 The Rational Unified Process (RUP)
1.6.1 Inception phase
1.6.1.1 Objectives
1.6.1.2 Activities
1.6.1.3 Artifacts
1.6.2 Elaboration
1.6.2.1 Purpose
1.6.2.2 Objectives
1.6.2.3 Activities
1.6.2.4 Outcome/Deliverables
1.6.2.5 Other artifacts
1.6.3 Construction phase
1.6.3.1 Objectives
1.6.3.2 Activities
1.6.3.3 Deliverables
1.6.4 Transition
1.6.4.1 Purpose
1.6.4.2 Objectives
1.6.4.3 Activities
1.7 A sample process
1.7.1 Domain modeling
1.7.1.1 What is a class?
1.7.1.1.1 Attributes
1.7.1.1.2 Behaviors
1.7.1.2 Discover classes
1.7.1.2.1 Where else do classes come from?
1.7.1.3 Build generalization relationships
1.7.1.4 Build associations between classes
1.7.1.5 Mine legacy documentation for domain classes
1.7.1.6 Wrapping up domain modeling
1.7.1.6.1 Continue to iterate and refine
1.7.1.6.2 Three key principles
1.7.2 Use case modeling
1.7.2.1 Actors
1.7.2.1.1 Use Cases
1.7.2.1.2 Questions to help identify use cases[11]
1.7.2.1.3 Use case diagrams
1.7.2.1.4 Use case diagrams - include and extend
1.7.2.1.5 Wrapping Up Use Case Modeling
1.7.2.1.6
1.7.3 Robustness analysis
1.7.3.1 Definitions
1.7.3.2 Key roles of robustness analysis
1.7.3.3 Closer look at object types
1.7.3.3.1 Boundary objects
1.7.3.3.2 Entity objects
1.7.3.3.3 Control objects
1.7.3.4 Performing robustness analysis
1.7.3.4.1
1.7.4 Interaction modeling
1.7.4.1 Introduction
1.7.4.2 Goals of Interaction Modeling
1.7.4.3 Sequence Diagrams
1.7.4.3.1 Four Sequence Diagram Elements
1.7.4.4 Getting Started
1.7.4.5 Putting Methods on Classes
1.7.4.5.1 Which Methods Belong With Objects
1.7.4.6 Completing Interaction Modeling
1.7.5 Collaboration and State Modeling
1.7.5.1 Introduction
1.7.5.2 Collaboration diagrams
1.7.5.3 State diagrams
1.7.5.3.1 How many state diagrams are needed?
1.7.5.4 Activity diagrams
1.7.6 Addressing Requirements
1.7.6.1 Introduction
1.7.6.2 Objectives
1.7.6.3 What is a Requirement?
1.7.6.3.1 Types of Requirements
1.7.6.4 Use Cases and Requirements
1.7.6.5 Requirements Traceability
1.7.7 Survey of Design Patterns
1.7.7.1 Factory pattern example
1.7.7.1.1
1.8 Agile Methods
1.9 The Agile Alliance
1.10 Introduction to Extreme Programming
1.10.1 Risk: The Basic Problem
1.10.2 Four Variables
1.10.3 The Cost of Change
1.10.4 Four Values
1.10.5 Basic Principles
1.10.6 Back to Basics
1.10.7 The Solution
1.11 OO Summary
1.11.1 OO Concepts
1.11.2 UML
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1.1 Credits and Other
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