OOSE Master Terminology Sheet

 

1. Object

Definition

A real-world entity having state and behavior.

Examples

  • Student
  • Employee
  • ATM

Used In

  • OOP Concepts
  • OOA
  • OOD
  • Class Diagram
  • Testing

Remember: Object = Real-world Entity


2. Class

Definition

A blueprint for creating objects.

Example

Student Class → Student Objects

Used In

  • OOA
  • OOD
  • CRC Cards
  • Class Diagram
  • Testing

Remember: Class = Blueprint


3. Attribute

Definition

Properties of a class.

Example

Student
--------
RollNo
Name

Used In

  • Class Diagram
  • OOA
  • OOD

Remember: Attribute = Data


4. Method

Definition

Function performed by an object.

Example

Display()
Register()

Used In

  • Class Diagram
  • OOP
  • Testing

Remember: Method = Behavior


5. Relationship

Definition

Connection between classes.

Types

  • Association
  • Aggregation
  • Composition
  • Inheritance
  • Dependency

Used In

  • UML
  • Class Diagram
  • OOD

6. Use Case

Definition

A function provided by the system.

Example

  • Login
  • Register Course
  • Withdraw Cash

Used In

  • Requirement Analysis
  • Use Case Diagram
  • RUP

Remember: Use Case = User Requirement


7. Actor

Definition

External user interacting with the system.

Example

  • Student
  • Customer
  • Admin

Used In

  • Use Case Diagram

Remember: Actor = User


8. OOA (Object-Oriented Analysis)

Definition

Process of identifying requirements, classes, objects, and relationships.

Output

  • Use Case Diagram
  • Activity Diagram
  • Analysis Class Model

Remember: OOA = WHAT system should do


9. OOD (Object-Oriented Design)

Definition

Process of converting analysis model into design model.

Output

  • Class Diagram
  • Interaction Diagram
  • Component Diagram

Remember: OOD = HOW system will do it


10. Encapsulation

Definition

Binding data and methods into one unit.

Used In

  • OOP Concepts
  • Design

Remember: Data + Methods Together


11. Abstraction

Definition

Showing essential features and hiding details.

Example

ATM Machine

Remember: Hide Complexity


12. Inheritance

Definition

Acquiring properties of another class.

Example

Vehicle

Car

Remember: Reuse Existing Code


13. Polymorphism

Definition

One interface, many forms.

Example

Method Overloading

Remember: Multiple Behaviors


UML Diagrams (Most Important)

Use Case Diagram

Purpose

Shows user requirements.

Contains

  • Actor
  • Use Case

Activity Diagram

Purpose

Shows workflow.

Contains

  • Activities
  • Decisions
  • Flow

Class Diagram

Purpose

Shows system structure.

Contains

  • Class
  • Attributes
  • Methods
  • Relationships

Interaction Diagram

Purpose

Shows communication between objects.

Types

  • Sequence Diagram
  • Collaboration Diagram

State Chart Diagram

Purpose

Shows states and transitions.

Example

ATM Card States


Component Diagram

Purpose

Shows software components.


Deployment Diagram

Purpose

Shows hardware deployment.


Testing Terminology

Correctness

Model correctly represents requirements.

Keyword: Right Model


Consistency

All UML diagrams agree with each other.

Keyword: No Contradiction


Test Case

Input + Expected Output + Result


Testing Strategy

  1. Unit Testing
  2. Integration Testing
  3. System Testing
  4. Validation Testing
  5. Acceptance Testing

RUP Terminology

RUP

Rational Unified Process

Keywords

  • Iterative Development
  • Use Case Driven
  • Architecture Centric

RUP Phases

  1. Inception
  2. Elaboration
  3. Construction
  4. Transition

Shortcut: IECT


Best Practices

  1. Develop Iteratively
  2. Manage Requirements
  3. Component Architecture
  4. Visual Modeling
  5. Verify Quality
  6. Control Changes

4+1 View Model

  1. Logical View
  2. Process View
  3. Development View
  4. Physical View
  5. Use Case View

Shortcut: LPDP + U


Design Pattern Terminology

Design Pattern

Reusable solution to common software design problems.

Types

Creational

Object creation.

Structural

Class structure.

Behavioral

Object communication.


Most Repeated Definitions in Entire Subject

TermOne-Line Definition
ObjectReal-world entity
ClassBlueprint of objects
OOAIdentify requirements and objects
OODConvert analysis into design
Use CaseSystem functionality
ActorExternal user
Class DiagramStatic structure
Activity DiagramWorkflow
Interaction DiagramObject communication
State Chart DiagramStates and transitions
Component DiagramSoftware components
Deployment DiagramPhysical deployment
CorrectnessRight model
ConsistencyNo contradiction
Test CaseInput + Expected Output
RUPSoftware development process
Design PatternReusable solution

Golden Rule for RGPV

Whenever you see a question, first ask:

  1. Requirement related? → Use Case / OOA
  2. Structure related? → Class Diagram / OOD
  3. Behavior related? → Activity, Interaction, State Chart
  4. Testing related? → Correctness, Consistency, Test Cases
  5. Process related? → RUP, SDLC, Workflows

Comments

Popular posts from this blog

⭐ UNIT – 3 (Easy Notes + PDF References) Wireless LAN • MAC Problems • Hidden/Exposed Terminal • Near/Far • Infrastructure vs Ad-hoc • IEEE 802.11 • Mobile IP • Ad-hoc Routing

UNIT–5 (Simplified & Easy Notes) Software Architecture Documentation

Unit III – Basics of IoT Networking