A course on System Object Design should aim to teach how to model, structure, and implement real-world systems using object-oriented principles and design practices. Here are the key expectations a student or professional should have from such a course:
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Conceptual Foundations
- Definition of System Object Design – understanding what it means to design a system using object-based abstractions.
- Object-Oriented Principles – encapsulation, inheritance, polymorphism, and abstraction.
- Relationship to Software Engineering Phases – especially object-oriented analysis, design, and implementation.
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Design Methodologies and Notations
- UML – modeling objects, classes, associations, generalizations, and system behavior using use case, class, sequence, and state diagrams.
- Design Methodologies – OOAD (Object-Oriented Analysis and Design), CRC cards, and responsibility-driven design.
- Design by Contract – defining preconditions, postconditions, and invariants.
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System Modeling
- Use Case Modeling – defining system functionality from the user's point of view.
- Class and Object Diagrams – modeling the system's structure.
- Interaction Modeling – using sequence, collaboration, and communication diagrams.
- State-Based Modeling – using state charts and activity diagrams to show dynamic behavior.
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Component Design and Reuse
- Designing Cohesive and Loosely Coupled Classes
- Interfaces and Abstract Classes – to enforce contracts and encourage polymorphism.
- Reusable Components and Design Repositories – applying reuse to accelerate development.
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Application of Design Patterns
- Gang of Four (GoF) Patterns – practical application of creational, structural, and behavioral patterns.
- Architectural Patterns – such as MVC (Model-View-Controller), layered architecture, and microservices where relevant.
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Case Studies and Projects
- Real-world case studies (e.g., ATM systems, inventory management, or booking systems).
- Capstone projects that require:
- Object modeling from scratch
- Translating models into working code
- Demonstrating iterative refinement
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Tool Support
- Use of modeling tools like:
- StarUML, Enterprise Architect, or Lucidchart
- IDEs that support object modeling and integration (e.g., IntelliJ, Eclipse)
- Possibly use of code generation or reverse engineering tools.
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Evaluation and Quality Metrics
- Design quality metrics like:
- Coupling and cohesion
- LCOM (Lack of Cohesion in Methods)
- Cyclomatic complexity
- Code reviews and refactoring techniques
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Integration with Modern Practices
- How object design fits into:
- Agile software development
- UML in DevOps pipelines
- UML-to-code integration
- Extending system design to microservices, RESTful APIs, and cloud-ready components (advanced level)
This course uses a number of interactive features to help you learn the material. Throughout the course, you will find multiple-choice quizzes and hands-on exercises. These learning checks will allow you to assess what you have learned and, if necessary, what to go back and review.
Many of the terms used in the course are defined in a glossary. The terms appear italicized in the lesson text. You can visit the glossary by going to this page now.
Creating a glossary in C++ involves selecting fundamental terms that capture the essence of the language’s concepts and features. Based on C++’s core principles and common usage, here are the top 5 terms I would include, along with concise definitions:
- Class: A user-defined type that encapsulates data (member variables) and functions (methods) to operate on that data, serving as a blueprint for creating objects.
- Object: An instance of a class, representing a specific entity with its own set of data and behavior as defined by the class.
- Pointer: A variable that stores the memory address of another variable, enabling dynamic memory management and direct memory access.
- Template: A feature that allows writing generic code for functions or classes, enabling type-safe reuse across different data types.
- Inheritance: A mechanism where a class (derived class) inherits properties and behaviors from another class (base class), promoting code reuse and hierarchical relationships.
These terms cover core C++ concepts like object-oriented programming (class, object, inheritance), memory management (pointer), and generic programming (template), making them essential for understanding the language.
System Design - Glossary