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Written by Dennis de Champeaux,
Douglas Lea, and Penelope Faure. Copyright 1993 by Hewlett-Packard Company.
This book is intended to help the reader better understand the role of
analysis and design in the object-oriented software development process.
This text does not aim at defining yet another OO ``method''. Instead,
we aim to give a minimum set of notions and to show how to use these notions
when progressing from a set of requirements to an implementation.
This article is the
first of three that develops an actual use case for the Bank of Allen
project. This installment is a bit lightweight, but the next two will
be more meaty. (The editors at IBM decided that short is better for
This article is the
second of three that develops an actual use case for the Bank of Allen
project. This installment delves into the the meat of things, filling
out the first half of the items in the template that I presented in
This article finishes
up the discussion of formal use cases, filling out the last half of
the items in the template that I presented in
Part 5. This month's stuff is really the heart of the use case:
the scenarios and workflow. You'll find examples of UML activity (workflow) diagrams here.
Introduction to Object-Oriented Design This talk is meant to introduce you to object-oriented design.
It is particularly useful if you've just started C++ and you're wondering
how to decide what classes to use and what goes in them - that's exactly
what design is about.
A Road Map
For OOA and OOD The purpose of this road map is to help keep you grounded during
the process of designing your object-oriented program. It will explain
the purpose of each step in the system, and give some brief examples of
good practice. The goal is for you to have some guidance as you go about
designing and building your first object-oriented programs.
Design Course Slides These slides provide a quick but in depth introduction to the
following topics: Design by Contract, Exceptions, RTTI and Reflection,
Dynamic Proxies, Extreme Programming, Refactoring, Introduction to Frameworks,
Frameworks & the Swing Case Study, Components & the COM Case Study
and design patterns. (zip download)
Lecture Slides These slides provide a quick but in depth introduction to design
patterns. The slides cover the following patterns: abstract factory, composite,
strategy, builder, prototype, factory method, singleton , flyweight, decorator,
bridge, command, observer, mediator, iterator, visitor, proxy, state,
chain of responsibility, adapter, facade, template method, interpreter,
and momento. (zip download)
Design Principles and Design Patterns Below the architecture related to the software application
is the architecture of the modules and their interconnections. This is
the domain of design patterns, packages, components, and classes.
This is the level that this chapter is concerned about.
An interface is a contract
in the form of a collection of method and constant declarations. When
a class implements an interface, it promises to implement all of the
methods declared in that interface.