GRASP stands for General Responsibility Assignment Software Patterns and it refers to who has the responsibility of creating objects, getting them to interact, etc. GRASP is one of the foundations of object-oriented design principles. This tutorial offers an introduction to GRASP principles you can use in drawing up UML diagrams to figure out the responsibility of your objects in your programming.
- View Offline
Now let's explore one more set of object-oriented design principles.…This is GRASP, short for General Responsibility Assignment Software Patterns.…And as you will see, the principles here take a slightly different perspective than…the five principles found in SOLID, although there is certainly some crossover.…GRASP tends to take a responsibility focus as in who creates this object, who is…in charge of how these objects talk to each other, who takes care of passing all…messages received from a user interface?…Now SOLID and GRASP don't conflict with each other, they are not competing sets,…you might choose to use one or both or neither.…
And there are nine ideas in GRASP, but again, it's not about memorizing these.…I'm just trying to provide an introduction to the fact that they exist.…This is not dogma, these are not rules, but you may find GRASP a useful learning…tool to keep in mind while drawing up UML diagrams to provide some techniques…for figuring out the responsibilities of your objects.…First up, I'm going to talk about the principle called Expert or Information Expert.…
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.
- 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
Skill Level Intermediate
1. Core Concepts
2. Object-Oriented Analysis and Design
Defining requirements6m 9s
3. Utilizing Use Cases
4. Domain Modeling (Modeling the App)
5. Creating Classes
6. Inheritance and Composition
7. Advanced Concepts
8. Object-Oriented Design Patterns
9. Object-Oriented Design Principles
- Mark as unwatched
- Mark all as unwatched
Are you sure you want to mark all the videos in this course as unwatched?
This will not affect your course history, your reports, or your certificates of completion for this course.Cancel
Take notes with your new membership!
Type in the entry box, then click Enter to save your note.
1:30Press on any video thumbnail to jump immediately to the timecode shown.
Notes are saved with you account but can also be exported as plain text, MS Word, PDF, Google Doc, or Evernote.