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describing how to apply the design pattern, and detailing the solution provided by the design pattern. You learned how to use and reuse design patterns for subsystems, including analyzing and designing subsystem interfaces. A brief set of case studies of real-world behaviors of applications are followed by examples from the Samsona Bank Teller System. Tomorrow's lesson teaches you how to refine your use cases so that they are in better shape for subsequent design and programming tasks. |
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Q What's a problem with quickly coding an application without organization? |
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A Such a development process usually neglects quality, maintainability, and reusability. |
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Q What are some important attributes of effective, low-cost software? |
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A Modularity, encapsulation, abstraction, and reusability. |
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Q What's a synonym for the UML Business Extension expression object system? |
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Q What questions should you ask in designing a good object structure of a subsystem? |
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A What are the requirements of such a subsystem or component? In other words, how can you determine and design the interactions among the objects in a subsystem to provide a given set of behaviors that clients of that subsystem expect? |
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Q What is the meaningful substance of subsystems? |
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A The meaningful substance of subsystems is represented by the interactions between objects contained within them. |
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Q What are the three kinds of classes in the Object Process Extension to the UML? |
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A Entity, control, and boundary. |
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Q What is the responsibility of boundary classes with respect to subsystems? |
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A They have the responsibility of collectively fulfilling the contract of the subsystem to its clients. |
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Q What is the responsibility of control classes in subsystems? |
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A They fill the gap between the subsystem boundary and the entity objects. |
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Q What's the goal of a design pattern? |
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A A design pattern seeks to solve a design problem that the subsystem needs solved. It also helps you to avoid duplication of code across several subsystems and components you own. |
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