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UML diagram designer
subjectfact 
UML diagram designercan find classes by extracting the nouns and noun phrases from source materials2001-08-30 14:58:07.0
can hide part objects inside the aggregate object to improve the encapsulation of the system so that methods in the system would be able to perform most operations on the aggregate, without needing to know about the existence of the parts2001-08-30 14:58:07.0
can identify generalizations using a bottom-up approach to identifying generalizations or a top-down approach to identifying generalizations2001-08-30 14:58:07.0
discovers classes in source material such as requirements descriptions, interview notes, or the results of brainstorming sessions2001-08-30 14:58:07.0
identifies associations and attributes once a good initial list of classes has been identified, starting with the most important classes and working outwards towards the classes that are less important2001-08-30 14:58:07.0
invents classes that are needed to solve a particular design problem2001-08-30 14:58:07.0
is a subtopic of 5.2 - Essentials of UML Class Diagrams2001-08-30 14:58:07.0
is a kind of designer2001-08-30 14:58:07.0
should ask herself whether a less restrictive multiplicity could also makes sense in some circumstances2001-08-30 14:58:07.0
should avoid overdoing generalization2001-08-30 14:58:07.0
should be concerned with reuse when identifying classes2001-08-30 14:58:07.0
should create an interface instead of a superclass if you will sometimes need to declare a variable that can contain instances of several classes, yet:
  • The classes are very dissimilar except for having a few operations in common, or
  • One or more of the classes already have their own superclasses, or
  • Different implementations of the same class might be available
2001-08-30 14:58:07.0
should create a distinct class if a subset of a class's attributes form a coherent group2001-08-30 14:58:07.0
should defer decisions about directionality to later phases of development, when the detailed design is created because although making associations one-directional can improve efficiency and reduce complexity, it might also limit the flexibility of the system.2001-08-30 14:58:07.0
should distribute responsibilities among the classes so no one class has an unfair share, and hence becomes unduly complex2001-08-30 14:58:07.0
should mark an association as an aggregation if the following are true:
  1. You can state that the parts 'are part of' the aggregate, or the aggregate 'is composed of' the parts
  2. When something owns or controls the aggregate, then they also own or control the parts
2001-08-30 14:58:07.0
should not represent actions as if they were associations2001-08-30 14:58:07.0
should not think of generalizations as special associations, a common misconception which arises because both generalizations and associations connect classes together in a class diagram2001-08-30 14:58:07.0
should read every association in both directions to verify that it makes sense because it is very common to make errors when creating associations - it is particularly easy to get the multiplicity wrong2001-08-30 14:58:07.0
should split a class into several distinct classes if it has too many responsibilities2001-08-30 14:58:07.0
should work in the following sequence
  1. Identify a first set of candidate classes
  2. Starting with the most important classes, add any associations and attributes that clearly will be needed
  3. Work out the most clear generalizations
  4. List the main responsibilities of each class
  5. Based on responsibilities, decide on specific operations that are needed
  6. Iterate over the entire process, examining the model to see if you need to add or delete classes, associations, attributes, generalizations, responsibilities or operations
  7. Repeat the last step as needed until the model is satisfactory
2001-08-30 14:58:08.0
designercan learn from studying patterns2001-08-30 14:55:17.0
can use cost-benefit analysis to choose among alternatives2001-08-30 14:55:17.0
makes design decision2001-08-30 14:55:17.0
may also be a programmer2001-08-30 14:55:17.0
should not design large systems until she has experienced a wide variety of software development projects2001-08-30 14:55:17.0
should study designs of other systems, including designs that have been found to be bad2001-08-30 14:55:17.0
software developerasks several evaluators to independently perform heuristic evaluations2001-08-30 14:57:35.0
develops software2001-08-30 14:57:35.0
has goal rewarding career, recognition, or the challenge of solving difficult problems or by being a well-respected 'guru' in a certain area of expertise2001-08-30 14:57:35.0
is part of software development team2001-08-30 14:57:35.0
maintains software2001-08-30 14:57:35.0
may be judged on when they deliver product, not on its quality level2001-08-30 14:57:35.0
may be reluctant to develop new libraries, APIs and frameworks because
  • developing anything reusable is seen as not directly benefiting the current customer
  • If a developer has painstakingly developed a high-quality reusable component, but management only rewards the efforts of people who create the more visible 'final product', then that developer will be reluctant to spend time on reusable components in the future
  • Efforts at creating reusable software are often done in a hurry and without enough attention to quality. People thus lose confidence in the resulting components, and in the concepts of reuse and reusability
2001-08-30 14:57:35.0
may refuse to reuse components in which they lack confidence2001-08-30 14:57:35.0
most often works on custom software2001-08-30 14:57:35.0
must ensure that the set of use cases is complete and that they are expressed consistently and unambiguously2001-08-30 14:57:35.0
must inform the project manager about any problems2001-08-30 14:57:35.0
must understand the customer's business environment, their problems and the available technology which can be used to solve the problems2001-08-30 14:57:35.0
often fails to adequately involve users in the development process2001-08-30 14:57:35.0
often has significantly less knowledge about modelling than about design and programming2001-08-30 14:57:35.0
often underestimates software development time because it is very hard for people to assess the quality of software or to appreciate the amount of work involved in its development2001-08-30 14:57:35.0
performs cost estimation2001-08-30 14:57:35.0
reuses libraries and APIs delivered with a programming language2001-08-30 14:57:35.0
should be rewarded for developing reusable components2001-08-30 14:57:35.0
should emphasize the use case or use cases which are central to the system, which represent a high risk because of problematic implementation, or which have high political or commercial value2001-08-30 14:57:35.0
should not document a design only after it is complete2001-08-30 14:57:35.0
should not omit design documentation2001-08-30 14:57:35.0
should only reuse technology that others are also reusing2001-08-30 14:57:35.0
should realize that attention to quality of reusable components is essential so that potential re-users have confidence in them2001-08-30 14:57:35.0
should realize that developing and reusing reusable components improves reliability, and can foster a sense of confidence2001-08-30 14:57:35.0
should realize that developing reusable components will normally simplify the resulting design, independently of whether reuse actually occurs2001-08-30 14:57:35.0
should work for several months on a testing team; this will heighten her awareness of quality problems she should avoid when she returns to designing software2001-08-30 14:57:36.0
wants software that is easy to design and maintain and which has parts that are easy to reuse2001-08-30 14:57:36.0
stakeholdermust agree on requirements2001-08-30 14:57:46.0

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