Kinesia Online Course
Object Oriented Programming
Kinesia LLC, 2003
    1. A Little Taste of Java
    2. Abstraction and Modeling
    3. Objects and Classes
    4. Object Interactions
    5. UML and Relationships between Objects
    6. Collection of Objects
    7. Some Final Concepts
    8. Object Modeling and Use Cases
    9. Modeling of Dynamic Behavaior and Sequence Diagrams
    10. A Deeper Look at Java
    11. Java Layout
    12. Java Events
    
    
    

    Modeling of Dynamic Behavaior and Sequence Diagrams

    1. UML Sequence Diagrams

    2. illustrate the dynamic behvaior of a system
    3. show the actors and objects which comprise the system and the messages sent between them
    4. have actors and objects represented by rectangles, drawn left-to-right across the top of the diagram
    5. show a timeline for the actor/object below each of the actor/objects
    6. use a narrow vertical rectangle to indicate the lifetime of the object;
    7. use a dotted line to indicate the part of the timeline when the object does not exist
    8. draw arrows between the timeline rectangles, to indicate messages (method calls and replies) sent between objects
    9. Some Design Guidelines

    10. Get the Big Picture
      • Understand the problem
      • Think objects

    11. Encapsulation
      • Maximize encapsulation
      • Minimize coupling
      • Separate the GUI

    12. Designing Classes
      • A Class Needs a Purpose
      • Classes vs. Attributes
      • Composition vs. Inheritance
      • Don't Make Classes Too Big

    13. Inheritance
      • Use the Is-A Test
      • Move Attributes and Operations as High as Possible (But Not Too High)
      • Look for Superclasses

    14. General Guidelines
      • Choose appropriate names
      • Don't reinvent the wheel
      • Refine the design
      • Keep it simple
      • Plan for the future