Class-responsibility-collaboration Card
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Class-Responsibility-Collaboration Card
Class-responsibility-collaboration (CRC) cards are a brainstorming tool used in the design of object-oriented software. They were originally proposed by Ward Cunningham and Kent Beck as a teaching tool but are also popular among expert designersMartin Fowler, ''UML Distilled'', chapter 4 and recommended by extreme programming practitioners. Author Martin Fowler has written that CRC cards may be a sensible means by which multiple alternative interactions may be quickly devised, as they avoid a great deal of drawing and erasing. CRC card sessions may be followed by the creation of sequence diagrams to capture interactions that are identified. CRC cards are frequently employed during the design phase of system and software development to transition use-case descriptions into class diagrams, allowing a smoother transition with a greater overview and permitting developers to implement solutions with low binding and high cohesion. CRC cards are usually created from index cards. Members ...
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Brainstorming
Brainstorming is a group creativity technique by which efforts are made to find a conclusion for a specific problem by gathering a list of ideas spontaneously contributed by its members. In other words, brainstorming is a situation where a group of people meet to generate new ideas and solutions around a specific domain of interest by removing inhibitions. People are able to think more freely and they suggest as many spontaneous new ideas as possible. All the ideas are noted down without criticism and after the brainstorming session the ideas are evaluated. The term was popularized by Alex Faickney Osborn in the classic work ''Applied Imagination'' (1953). History In 1939, advertising executive Alex F. Osborn began developing methods for creative problem-solving. He was frustrated by employees' inability to develop creative ideas individually for ad campaigns. In response, he began hosting group-thinking sessions and discovered a significant improvement in the quality and quan ...
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Object-oriented
Object-oriented programming (OOP) is a programming paradigm based on the concept of "objects", which can contain data and code. The data is in the form of fields (often known as attributes or ''properties''), and the code is in the form of procedures (often known as ''methods''). A common feature of objects is that procedures (or methods) are attached to them and can access and modify the object's data fields. In this brand of OOP, there is usually a special name such as or used to refer to the current object. In OOP, computer programs are designed by making them out of objects that interact with one another. OOP languages are diverse, but the most popular ones are class-based, meaning that objects are instances of classes, which also determine their types. Many of the most widely used programming languages (such as C++, Java, Python, etc.) are multi-paradigm and they support object-oriented programming to a greater or lesser degree, typically in combination with impera ...
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Kent Beck
Kent Beck (born 1961) is an American software engineer and the creator of extreme programming, a software development methodology that eschews rigid formal specification for a collaborative and iterative design process. Beck was one of the 17 original signatories of the Agile Manifesto,"Extreme Programming", ''Computerworld'' (online), 2005, webpageComputerworld-appdev-92 the founding document for agile software development. Extreme and Agile methods are closely associated with Test-Driven Development (TDD), of which Beck is perhaps the leading proponent. Beck pioneered software design patterns, as well as the commercial application of Smalltalk. He wrote the SUnit unit testing framework for Smalltalk, which spawned the xUnit series of frameworks, notably JUnit for Java, which Beck wrote with Erich Gamma. Beck popularized CRC cards with Ward Cunningham, the inventor of the wiki. He lives in San Francisco, California and worked at social media company Facebook. In 2019, Beck ...
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Extreme Programming
Extreme programming (XP) is a software development methodology intended to improve software quality and responsiveness to changing customer requirements. As a type of agile software development,"Human Centred Technology Workshop 2006 ", 2006, PDFHuman Centred Technology Workshop 2006 /ref> it advocates frequent Software release life cycle, releases in short development cycles, intended to improve productivity and introduce checkpoints at which new customer requirements can be adopted. Other elements of extreme programming include: programming Pair programming, in pairs or doing extensive code review, unit testing of all code, You aren't gonna need it, not programming features until they are actually needed, a flat management structure, code simplicity and clarity, expecting changes in the customer's requirements as time passes and the problem is better understood, and frequent communication with the customer and among programmers.
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Martin Fowler (software Engineer)
Martin Fowler (18 December 1963) is a British software developer, author and international public speaker on software development, specialising in object-oriented analysis and design, UML, patterns, and agile software development methodologies, including extreme programming. His 1999 book ''Refactoring'' popularised the practice of code refactoring. In 2004 he introduced a new architectural pattern, called Presentation Model (PM). Biography Fowler was born and grew up in Walsall, England, where he went to Queen Mary's Grammar School for his secondary education. He graduated at University College London in 1986. In 1994 he moved to the United States, where he lives near Boston, Massachusetts in the suburb of Melrose.Martin Fowler
at martinfowler.com. Retrieved 2012-11-15.
Fowler started working with software in the early 1980s. Out of un ...
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Sequence Diagram
A sequence diagram or system sequence diagram (SSD) shows process interactions arranged in time sequence in the field of software engineering. It depicts the processes involved and the sequence of messages exchanged between the processes needed to carry out the functionality. Sequence diagrams are typically associated with use case realizations in the 4+1 architectural view model of the system under development. Sequence diagrams are sometimes called event diagrams or event scenarios. For a particular scenario of a use case, the diagrams show the events that external actors generate, their order, and possible inter-system events. All systems are treated as a black box; the diagram places emphasis on events that cross the system boundary from actors to systems. A system sequence diagram should be done for the main success scenario of the use case, and frequent or complex alternative scenarios. Key elements of sequence diagram A sequence diagram shows, as parallel vertical lines ...
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Index Card
An index card (or record card in British English and system cards in Australian English) consists of card stock (heavy paper) cut to a standard size, used for recording and storing small amounts of discrete data. A collection of such cards either serves as, or aids the creation of, an index for expedited lookup of information (such as a library catalog or a back-of-the-book index). This system is said to have been invented by Carl Linnaeus, around 1760. Format The most common size for index card in North America and the UK is , hence the common name 3-by-5 card. Other sizes widely available include , and ISO-size A7 (). Cards are available in blank, ruled and grid styles in a variety of colors. Special divider cards with protruding tabs and a variety of cases and trays to hold the cards are also sold by stationers and office product companies. They are part of standard stationery and office supplies all around the globe. Uses Index cards are used for a wide range ...
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Class (computer Science)
In object-oriented programming, a class is an extensible program-code-template for creating objects, providing initial values for state (member variables) and implementations of behavior (member functions or methods). In many languages, the class name is used as the name for the class (the template itself), the name for the default constructor of the class (a subroutine that creates objects), and as the type of objects generated by instantiating the class; these distinct concepts are easily conflated. Although, to the point of conflation, one could argue that is a feature inherent in a language because of its polymorphic nature and why these languages are so powerful, dynamic and adaptable for use compared to languages without polymorphism present. Thus they can model dynamic systems (i.e. the real world, machine learning, AI) more easily. When an object is created by a constructor of the class, the resulting object is called an instance of the class, and the member variabl ...
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Object-oriented Design
Object-oriented design (OOD) is the process of planning a system of interacting objects for the purpose of solving a software problem. It is one approach to software design. Overview An object contains encapsulated data and procedures grouped together to represent an entity. The 'object interface' defines how the object can be interacted with. An object-oriented program is described by the interaction of these objects. Object-oriented design is the discipline of defining the objects and their interactions to solve a problem that was identified and documented during object-oriented analysis. What follows is a description of the class-based subset of object-oriented design, which does not include object prototype-based approaches where objects are not typically obtained by instantiating classes but by cloning other (prototype) objects. Object-oriented design is a method of design encompassing the process of object-oriented decomposition and a notation for depicting both logical ...
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Meta-modeling
A metamodel or surrogate model is a model of a model, and metamodeling is the process of generating such metamodels. Thus metamodeling or meta-modeling is the analysis, construction and development of the frames, rules, constraints, models and theories applicable and useful for modeling a predefined class of problems. As its name implies, this concept applies the notions of meta- and modeling in software engineering and systems engineering. Metamodels are of many types and have diverse applications. Overview A metamodel/ surrogate model is a model of the model, i.e. a simplified model of an actual model of a circuit, system, or software like entity. Metamodel can be a mathematical relation or algorithm representing input and output relations. A model is an abstraction of phenomena in the real world; a metamodel is yet another abstraction, highlighting properties of the model itself. A model conforms to its metamodel in the way that a computer program conforms to the grammar ...
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Story-driven Modeling
Story-driven modeling is an object-oriented modeling technique. Other forms of object-oriented modeling focus on class diagrams. Class diagrams describe the static structure of a program, i.e. the building blocks of a program and how they relate to each other. Class diagrams also model data structures, but with an emphasis on rather abstract concepts like types and type features. Instead of abstract static structures, story-driven modeling focuses on concrete example scenarios and on how the steps of the example scenarios may be represented as object diagrams and how these object diagrams evolve during scenario execution. Software development approach Story-driven modeling proposes the following software development approach: # Textual scenarios: For the feature you want to implement, develop a textual scenario description for the most common case. Look on only one example at a time. Try to use specific terms and individual names instead of general terms and e.g. role names: ...
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