Subject |
need in |
have |
have advantage |
be |
is a kind of |
is a subtopic of |
group |
hide |
create |
has part |
has definition |
divide up into |
help |
provide |
represent |
name after |
declare |
draw as |
contain |
see also |
class | a domain model if you have to store or manipulate instances of it in order to implement a requirement | a comment at the top describing the purpose of the class, how it should be used, its authors and its history of modification | | the unit of data abstraction in an object-oriented program | programming language construct | 9.2 - Principles Leading to Good Design | the pieces of data that describe some entity, so that programmers can manipulate that data as a unit | the details of data | to hold a responsibility if the responsibility cannot be attributed to any of the existing classes | variables | A software module that provides both procedural and data abstraction. It describes a set of similar objects, called its instances | methods | a programmer to cope with the complexity of data | | several similar objects | the internals of a computer system such as 'Record', 'Table', 'Data', 'Structure', or 'Information' | a list of variables, called instance variables, corresponding to data that will be present in each instance | a box with the name of the class inside in a UML class diagram | data associated with each object | class^2 |
method | | a comment at its head if the method is non-obvious | when using a certain procedure, a programmer does not need to worry about all the details of how it performs its computations; he or she only needs to know how to call it and what it computes | equivalent to the terms "routine", "function" or "procedure" which are used in non object oriented languages | procedure | 2.4 - Methods, Operations and Polymorphism | | the details of procedures | | | A concrete implementation of an operation; a procedure in a class | | | procedural abstraction | | | | | | |
utility | a domain model if you have to store or manipulate instances of it in order to implement a requirement | a comment at the top describing the purpose of the class, how it should be used, its authors and its history of modification | when using a certain procedure, a programmer does not need to worry about all the details of how it performs its computations; he or she only needs to know how to call it and what it computes | the unit of data abstraction in an object-oriented program | method | 9.2 - Principles Leading to Good Design | the pieces of data that describe some entity, so that programmers can manipulate that data as a unit | the details of data | to hold a responsibility if the responsibility cannot be attributed to any of the existing classes | variables | A method or class that has wide applicability to many different subsystems and is designed to be reusable | methods | a programmer to cope with the complexity of data | procedural abstraction | several similar objects | the internals of a computer system such as 'Record', 'Table', 'Data', 'Structure', or 'Information' | a list of variables, called instance variables, corresponding to data that will be present in each instance | a box with the name of the class inside in a UML class diagram | data associated with each object | utility^2 |