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Foundations of Programming: Object-Oriented Design
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What to expect from this course


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Foundations of Programming: Object-Oriented Design

with Simon Allardice
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  1. 11m 35s
    1. Welcome
      1m 25s
    2. Who this course is for
      1m 15s
    3. What to expect from this course
      3m 6s
    4. Exploring object-oriented analysis, design, and development
      1m 41s
    5. Reviewing software development methodologies
      4m 8s
  2. 26m 14s
    1. Why we use object-orientation
      2m 42s
    2. What is an object?
      5m 22s
    3. What is a class?
      4m 43s
    4. What is abstraction?
      2m 45s
    5. What is encapsulation?
      3m 45s
    6. What is inheritance?
      3m 35s
    7. What is polymorphism?
      3m 22s
  3. 12m 16s
    1. Understanding the object-oriented analysis and design processes
      4m 13s
    2. Defining requirements
      6m 9s
    3. Introduction to the Unified Modeling Language (UML)
      1m 54s
  4. 23m 35s
    1. Understanding use cases
      6m 11s
    2. Identifying the actors
      4m 16s
    3. Identifying the scenarios
      5m 7s
    4. Diagramming use cases
      4m 18s
    5. Employing user stories
      3m 43s
  5. 16m 36s
    1. Creating a conceptual model
      1m 59s
    2. Identifying the classes
      2m 27s
    3. Identifying class relationships
      2m 38s
    4. Identifying class responsibilities
      6m 43s
    5. Using CRC cards
      2m 49s
  6. 22m 25s
    1. Creating class diagrams
      6m 11s
    2. Converting class diagrams to code
      4m 57s
    3. Exploring object lifetime
      5m 55s
    4. Using static or shared members
      5m 22s
  7. 19m 49s
    1. Identifying inheritance situations
      6m 49s
    2. Using inheritance
      2m 43s
    3. Using abstract classes
      2m 2s
    4. Using interfaces
      4m 20s
    5. Using aggregation and composition
      3m 55s
  8. 9m 23s
    1. Creating sequence diagrams
      5m 18s
    2. Working with advanced UML diagrams
      2m 3s
    3. Using UML tools
      2m 2s
  9. 10m 39s
    1. Introduction to design patterns
      2m 40s
    2. Example: the singleton pattern
      4m 53s
    3. Example: the memento pattern
      3m 6s
  10. 21m 47s
    1. Introduction to object-oriented design principles
      2m 50s
    2. Exploring general development principles
      3m 55s
    3. Introduction to SOLID principles
      6m 43s
    4. Introduction to GRASP principles
      8m 19s
  11. 7m 1s
    1. Reviewing feature support across different object-oriented languages
      3m 50s
    2. Additional resources
      2m 27s
    3. Goodbye
      44s

Video: What to expect from this course

In this course we will talk about a lot of ideas, and when you first hear some of them it's easy to interpret object orientation as this dry academic body of knowledge. You will hear words like Polymorphism, Abstraction, Composition, many others, and it can sometimes sound like a philosophical exercise that just can't have much in the way of practical value, but make no mistake, this is a course about building better and more complex applications. How to understand what you need to do, get your code written faster with less pain, less bugs, and more flexibility.

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Foundations of Programming: Object-Oriented Design
3h 1m Intermediate May 22, 2012

Viewers: in countries Watching now:

Most modern programming languages, such as Java, C#, Ruby, and Python, are object-oriented languages, which help group individual bits of code into a complex and coherent application. However, object-orientation itself is not a language; it's simply a set of ideas and concepts.

Let Simon Allardice introduce you to the terms—words like abstraction, inheritance, polymorphism, subclass—and guide you through defining your requirements and identifying use cases for your program. The course also covers creating conceptual models of your program with design patterns, class and sequence diagrams, and unified modeling language (UML) tools, and then shows how to convert the diagrams into code.

Topics include:
  • Why use object-oriented design (OOD)?
  • Pinpointing use cases, actors, and scenarios
  • Identifying class responsibilities and relationships
  • Creating class diagrams
  • Using abstract classes
  • Working with inheritance
  • Creating advanced UML diagrams
  • Understanding object-oriented design principles
Subjects:
Developer Design Patterns Programming Foundations
Software:
Java
Author:
Simon Allardice

What to expect from this course

In this course we will talk about a lot of ideas, and when you first hear some of them it's easy to interpret object orientation as this dry academic body of knowledge. You will hear words like Polymorphism, Abstraction, Composition, many others, and it can sometimes sound like a philosophical exercise that just can't have much in the way of practical value, but make no mistake, this is a course about building better and more complex applications. How to understand what you need to do, get your code written faster with less pain, less bugs, and more flexibility.

That's why we do this. What we want to avoid is ever sitting down in front of a code editor or IDE looking into a blinking cursor and thinking, now what do I do? Because when that is your question, the answer is always step away from the code. Step away from the code and pick up an index card, or paper and pencil, or grab a whiteboard. So expect the most of this course we'll do with this level of technology, and using these more will make you a better programmer.

But there are two ideas that could be getting in your way, and I want to cover those. First is recognizing any level of resistance that you have to doing this work on paper, to doing work on the whiteboard. Programmers want to run straight to the code editor. Start writing some code, any code. It's an easy emotional hit, this feels like progress but it's often an illusion. So it's easy to think that if you just get started you can figure out everything else along the way. Go by the seat of the pants, and sometimes that might even work.

More often, it leads to code that's abandoned, to progress that slows down, to the realization that you have to back out days or weeks of work. Because you should have thought about it just a little bit more before you started typing. So all these ideas, everything we are doing here lead to greater clarity in our code, and if they don't something is wrong. Now the second misconception is that knowing this material will somehow limit your ability to be creative, tie you into some formalized fixed way of doing things, and the opposite is true.

This is simply a profession vocabulary that gives you clarity about what you are doing and the ability to communicate that. Now if you are a graphic designer, you would have knowledge of alignment, color balance, typography, Kerning and Leading, pixels versus points. If you are a musician, you know the difference between a chord and a scale, key and tempo, harmony and melody, and knowing these does not limit you. Knowing these frees you from making the same dumb mistakes time and time again. Programming is always a creative act.

Give a hundred talented programmers the same problem, you will get a hundred different results, and the concepts and ideas of object orientation don't change that. There is no one right way to go about this. Object-oriented design is not by itself a formulized process. It is a set of ideas and techniques. These and others that you will use as part of your own process.

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