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[Text Version] 20.html Tue Mar 12 20:19:59 PDT 2013
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Contents


    20 Review


      Table
      Date#Topic (Participation 2pt)Study pages (2 pts)Quiz(15 pts)Project Work(10 pts)
      Previous19 Revu Interactions and DCDs 221-270 [ 19.html ] Q9(1-535)
      Today20Reviewall-W9(Model 4)
      Tu Mar 19Final 4-5:50pmAll-FinalHand in final project

      (Close Table)

      Revision History


      Table
      Version#DateDescriptionAuthor
      02005-01-03Used boiler plate to make templateRJB
      12005-03-10Filled out the contents listRJB
      22005-03-15Added link to W9RJB
      32005-03-21Added QuestionsRJB
      42006-01-20Updated reading pagesRJB
      52007-03-15Removed times from outlineRJB
      62008-03-12Added mock finalRJB

      (Close Table)

      Information on the Final Exam

      [ mock.pdf ] (PDF 2013), [ mock.html ] (HTML 2011), and [ final.objectives.html ] (Out of date?).

      Course Review Questions and Answers

      [ 20q.html ]

      Review Questions

      [ 20r.html ]

      Exercises

      New or incomplete from [ 19x.html ] [ 20x.html ]

      Project -- Start the Fourth Iteration

      [ w9.html ] deliverables due at the start of the final.

    . . . . . . . . . ( end of section 20 Review) <<Contents | End>>

    Standard Definitions

  1. Artifact::="Anything that is created in the course of a project".
  2. artifact::=see above.

  3. DCD::diagram="Design Class Diagram", shows the classes that will be implemented in code. [ 02DiceGameClasses.gif ] (example).
  4. Deliverables::="A packet of artifacts that must be prepared by a deadline for review or distribution".

  5. Glossary::= See http://cse.csusb.edu/dick/cs375/uml.glossary.html.
  6. GoF::="Gang of Four", [ patterns.html#GoF ]
  7. GRASP::patterns="General Responsibility Assignment Software Patterns", a set of guidelines for designing objects and classes. They take a single event that the system must handle and determine a good set of objects and/or classes to carry it out. See [ patterns.html#GRASP -- General Responsibility Assignment Software Patterns ]
  8. Grades::= See http://cse.csusb.edu/dick/cs375/grading/.

  9. KISS::Folk_law="Keep It Simple, Stupid", in agile processes this means never drawing a diagram or preparing a document that doesn't provide value to the clients and stakeholders. In all processes it means never designing or coding what has no value now, see YAGNI.

  10. OO::shorthand="Object-Oriented".
  11. OOAD::="Object-Oriented Analysis and Design", See chapter 1 in text.

  12. patterns::="Documented families of problems and matching solutions", see Patterns.
  13. Patterns::= See http://cse.csusb.edu/dick/cs375/patterns.html.

  14. Process::="How to develop software".

  15. RJB::=The author of this document, RJB="Richard J Botting, Comp Sci and Engineering School, CSUSB".
  16. RUP::Process="Rational UP", a proprietary version of UP.

  17. SSD::="System Sequence Diagrams", see chapter 10 and [ 02DiceGameSSD.gif ] (example).

  18. TBA::="To Be Announced".

  19. UML::="Unified Modeling Language". [ Unified_Modeling_Language ]

  20. UP::="Unified Process", an iterative, risk-driven, and evolutionary way to develop OO software.

  21. YAGNI::XP="You Ain't Gonna Need It", an XP slogan that stops you planning and coding for things that are not yet needed. As a rule the future is not predictable enough to program a feature until the stakeholders actually need it now. In this class it also means "It won't be on the final or in quizzes".

  22. XP::="Extreme Programming", the ultimate iterative, code-centric, user-involved process.

( End of document ) <<Contents | Top