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Object-oriented Design

Cairo Mendes SobrinhoCairo Mendes Sobrinho

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Use cases

About

This Object-oriented Design mind map template provides a structured framework for mastering software architecture, covering 127 nodes of detailed pedagogical content. Based on the University of Alberta Faculty of Science curriculum, it serves as a comprehensive 'Object-oriented Design cheat sheet' for developers and students. The map explores the 'Ob-Oriented thinking' paradigm, defining objects as components with factual, conceptual, and procedural properties. It details the iterative nature of software engineering, emphasizing that 'Design is a Process' involving six general steps, from conceptual to technical design. Users can navigate through critical quality metrics, trade-offs like performance vs. maintainability, and the essential 'Categories of Objects in Design'—Entity, Boundary, and Control objects—to build robust, scalable systems.

object-orienteddesign principlessoftware development
Terms and Conditions

When to use this template

Software Architects and Lead Developers

Planning the initial architecture and class relationships for a new software project

Computer Science Students and Junior Developers

Studying for computer science exams or professional software engineering certifications

Technical Product Managers and Engineering Teams

Conducting a design review to evaluate system trade-offs and object responsibilities

How to use this template

Step 1

Import the design template

Download and open the .xmind file in Xmind desktop or the web app to view the full 127-node hierarchy.

Step 2

Map your system components

Replace the generic 'Entity Objects' and 'Boundary Objects' examples with your specific system classes and API interfaces.

Step 3

Analyze design trade-offs

Use the 'Design for Quality' branch to document and resolve conflicts between performance, security, and cost for your specific project.

Frequently asked questions

The template identifies three primary categories: Entity Objects (representing real-world things), Boundary Objects (handling communication and APIs), and Control Objects (acting as the 'brain' to coordinate other objects' behaviors).

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