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26 Cards in this Set

  • Front
  • Back

A class that can be used only as a superclass of some other class; no objects of this type of class may be created except as instances of a subclass.

Abstract class

The act of concentrating the essential or general qualities of similar things. Also, the resulting essential characteristics of a thing.

Abstraction

The property of an association representing a whole-part relationship and (usually) life-time containment.

Aggregation

A named characteristic or property of a class.

Attribute

A class that can have instances.

Concrete class

Defines the responsibilities and postconditions that apply to the use of an operation or method. Also used to refer to the set of all conditions related to an interface.

Contract

A dependency between elements, typically resulting form collaboration between the elements to provide a service.

Coupling

A formal boundary that defines a particular subject or area of interest.

Domain

A mechanism used to hide the data, internal structure, and implementation details of some element, such as an object or subsystem. All interaction with an object is through a public interface of operations.

Encapsulation

A set of collaborating abstract and concrete classes that may be used as a template to solve a related family of problems. It is usually extended via subclassing for application-specific behavior.

Framework

A feature of object-oriented programming languages by which classes may be specialized from more general superclasses. Attributes and method definitions from superclasses are automatically acquired by the subclass.

Inheritance

A set of public operations.

Interface

In the UML, an instance of a class that encapsulates state and behavior. More informally, an example of a thing.

Object

The investigation of a problem domain or system in terms of domain concepts, such as conceptual classes, associations, and state changes.

Object-oriented analysis

A named description of a problem, solution, when to apply the solution, and how to apply the solution in new contexts.

Pattern

The same operation implemented differently by two or more classes.

Polymorphic operation

The concept that two or more classes of objects can respond to the same message in different ways.

Polymorphism

A knowing or doing service or group of services provided by an element. It embodies one or more of the purposes or obligations of an element.

Responsibility

A named end of an association to indicate its purpose

Role

The condition of an object between events.

State

A change of state for an object; something that can be signaled by an event.

State change

First phase of UP

Inception

Second phase of UP

Elaboration

Third phase of UP

Construction

Fourth phase of UP

Transition

Artifacts started in Elaboration phase

Domain model


Design model (class diagrams, object interaction diagrams, package diagrams)


Software architecture document


Data model


Use-case storyboards


UI prototypes