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CS 519: Object-Oriented Analysis & Design IS 516: Selected Topics in Information Technology Instructor: Dr. Tarek Elghazaly Text Book: Craig Larman, Applying UML and Patterns: An Introduction to Object-Oriented Analysis and Design and Iterative Development, 3rd Edition, 2004.
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Cover best practices in SW Design
Course Goals Cover best practices in SW Design Requirements management is essential for successful software design and implementation Apply techniques learned in IS 503 Maintain traceability throughout the Software Development Life Cycle Object Oriented Analysis and Design (OOAD) paradigm Closer correspondence to problem domain More robust architecture Reusability Maintainability Copyright Craig Larman & SIS Faculty
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Combine OO & software development process & UML
Course Goals Combine OO & software development process & UML Apply the correct UML at the correct time in using an OO language (Java, C#, …) Prepare standard UML models OO compliant Learn from the experience of others Examine the 2 case studies in the book Apply these techniques in class Give examples from working experience Copyright Craig Larman & SIS Faculty
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Follow good design practices
Course Goals Follow good design practices “Critical Skill” in system design is Skillful assignment of responsibilities to objects Use patterns GRASP (Patterns of General Principles in Assigning Responsibilities) patterns Gang of Four (GoF) patterns Allows you to avoid the pitfalls of other systems Increases the architectural integrity of a system Promotes code reusability Copyright Craig Larman & SIS Faculty
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Chapter 1
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Fig. 1.1
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Fig. 1.2
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Dice Game example
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Dice Game example Use Case: Player requests to roll the dice.
System presents results: If the dice face value totals seven player wins, otherwise, player loses.
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Dice Game example
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Dice Game example (Fig. 1.3)
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Dice Game example
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Dice Game example (Fig. 1.4)
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Dice Game example (Fig. 1.4)
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Dice Game example
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Dice Game example (Fig. 1.5)
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Fig. 1.6
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