Object oriented sad-5 part i

26 de Jan de 2017
Object oriented sad-5 part i
Object oriented sad-5 part i
Object oriented sad-5 part i
Object oriented sad-5 part i
Object oriented sad-5 part i
Object oriented sad-5 part i
Object oriented sad-5 part i
Object oriented sad-5 part i
Object oriented sad-5 part i
Object oriented sad-5 part i
Object oriented sad-5 part i
Object oriented sad-5 part i
Object oriented sad-5 part i
Object oriented sad-5 part i
Object oriented sad-5 part i
Object oriented sad-5 part i
Object oriented sad-5 part i
Object oriented sad-5 part i
Object oriented sad-5 part i
Object oriented sad-5 part i
Object oriented sad-5 part i
Object oriented sad-5 part i
Object oriented sad-5 part i
Object oriented sad-5 part i
Object oriented sad-5 part i
Object oriented sad-5 part i
Object oriented sad-5 part i
Object oriented sad-5 part i
Object oriented sad-5 part i
Object oriented sad-5 part i
Object oriented sad-5 part i
Object oriented sad-5 part i
Object oriented sad-5 part i
Object oriented sad-5 part i
Object oriented sad-5 part i
Object oriented sad-5 part i
Object oriented sad-5 part i
Object oriented sad-5 part i
Object oriented sad-5 part i
Object oriented sad-5 part i
Object oriented sad-5 part i
Object oriented sad-5 part i
Object oriented sad-5 part i
Object oriented sad-5 part i
Object oriented sad-5 part i
Object oriented sad-5 part i
Object oriented sad-5 part i
Object oriented sad-5 part i
Object oriented sad-5 part i
Object oriented sad-5 part i
Object oriented sad-5 part i
Object oriented sad-5 part i
Object oriented sad-5 part i
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Object oriented sad-5 part i

Notas do Editor

  1. Tunnel vision  A good designer should consider alternative approaches, judging each based on the requirements of the problem, the resources available to do the job, and the design concepts. Traceability  Because a single element of the design model often traces to multiple requirements Don’t reinvent  Time is short and resources are limited!  previously used design patterns and integrating with new ones Uniformity and integration  A design is uniform if it appears that one person developed the entire thing. Rules of style and format should be defined for a design team before design work begins. A design is integrated if care is taken in defining interfaces between design components. Design ≠ Coding  Even when detailed procedural designs are created for program components, the level of abstraction of the design model is higher than source code. Design quality  A variety of design concepts and design measures are available to assist the designer in assessing quality. Conceptual/Semantic errors  There is sometimes a tendency to focus on minutiae when the design is reviewed, missing the forest for the trees. A design team should ensure that major conceptual elements of the design (omissions, ambiguity, inconsistency) have been addressed before worrying about the syntax of the design model. When these design principles are properly applied, the software engineer creates a design that exhibits both external and internal quality factors. External quality factors are those properties of the software that can be readily observed by users (e.g., speed, reliability, correctness, usability). Internal quality factors are of importance to software engineers. They lead to a high-quality design from the technical perspective. To achieve internal quality factors, the designer must understand basic design concepts and principles.