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 * Lecture: Thinking in Objects - An introduction to UML
 * Assignment:
 * Lecture: An introduction to UML
 * Assignment 1, to be finished in 1 week:
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 * Lecture: OOA, OOD, OOP
 * Assignment: Modelling a product designed by yourself before.
 * Lecture: Object oriented analysis and design (OOA & OOD)
 * Assignment 2, to be finished in 2 weeks:
  * Modeling (not programming!) a product designed by yourself, using use case diagrams, class diagrams, sequence diagrams and activity diagrams.
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 * Presentation: Everybody gets 5 minutes.
 * Assignment: Modelling a product designed by yourself
 * Lecture: Design Patters I: Observer, Iterator, Bridge ...
 * Continue Assignment 2.
 * Assignment 3, to be finished in 2 weeks:
  * Reading: [http://www.patterndepot.com/put/8/JavaPatterns.htm The Design Patterns java Companion]
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 * Lecture: Design Patters I: Observer, Iterator, Bridge ...
 * Assignment: Reading
 * Presentation: Everybody gets 5 minutes.
 * Continue Assignment 3.
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 * Assignment: Redesign your game from Java B using patterns.  * Assignment 4, to be finished in 2 weeks
  * Redesign your game from Java A&B, using object-oriented analysis and design approach.
  * At least 3 design patterns should be used in the game and identified in the report.
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= Final deliverables =
 * Report of assignment 2.
 * Report of assignment 4, with source code and executable.
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  editor = {anonymous},

TableOfContents

Introduction

With this assignment, we will try to wrap up your knowledge about Java, or any other object-oriented programming language you know (C++, Object Pascal, Python, Ruby ...), to get the essence of object orientation, to turn yourself from a programmer back to a designer: Use object orientation as a tool to slice the compex into the simple, and put them back again in a structured way.

Schedule

Week 1
  • Lecture: An introduction to UML
  • Assignment 1, to be finished in 1 week:
    Week 2
  • Lecture: Object oriented analysis and design (OOA & OOD)

  • Assignment 2, to be finished in 2 weeks:
    • Modeling (not programming!) a product designed by yourself, using use case diagrams, class diagrams, sequence diagrams and activity diagrams.
    Week 3
  • Lecture: Design Patters I: Observer, Iterator, Bridge ...
  • Continue Assignment 2.
  • Assignment 3, to be finished in 2 weeks:
    Week 4
  • Presentation: Everybody gets 5 minutes.
  • Continue Assignment 3.
  • Week 5
  • Lecture: Design Patterns II: MVC, PAC
  • Assignment 4, to be finished in 2 weeks
    • Redesign your game from Java A&B, using object-oriented analysis and design approach.

    • At least 3 design patterns should be used in the game and identified in the report.
    Week 6
  • work. work.
  • Final deliverables

    • Report of assignment 2.
    • Report of assignment 4, with source code and executable.

    Online Resources

    References

    JunHu: ObjectOrientedAnimals/200503 (last edited 2008-10-03 20:18:42 by localhost)