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In software engineering, a class diagram [1] in the Unified Modeling Language (UML) is a type of static structure diagram that describes the structure of a system by showing the system's classes, their attributes, operations (or methods), and the relationships among objects.
A sample UML class and sequence diagram for the Iterator design pattern. [4] In the above UML class diagram, the Client class refers (1) to the Aggregate interface for creating an Iterator object (createIterator()) and (2) to the Iterator interface for traversing an Aggregate object (next(),hasNext()).
Class diagram - a type of static structure diagram that describes the structure of a system by showing the system's classes, their attributes and the relationships between the classes. Classifier - a category of UML elements that have some common features, such as attributes or methods.
It should be possible to define a new operation for (some) classes of an object structure without changing the classes. When new operations are needed frequently and the object structure consists of many unrelated classes, it's inflexible to add new subclasses each time a new operation is required because "[..] distributing all these operations across the various node classes leads to a system ...
A sample UML class and sequence diagram for the Bridge design pattern. [3]In the above Unified Modeling Language class diagram, an abstraction (Abstraction) is not implemented as usual in a single inheritance hierarchy.
In the above UML class diagram, the Director class doesn't create and assemble the ProductA1 and ProductB1 objects directly. Instead, the Director refers to the Builder interface for building (creating and assembling) the parts of a complex object, which makes the Director independent of which concrete classes are instantiated (which ...
A classifier is an abstract metaclass classification concept that serves as a mechanism to show interfaces, classes, datatypes and components.. A classifier describes a set of instances that have common behavioral and structural features (operations and attributes, respectively).
The observer design pattern is a behavioural pattern listed among the 23 well-known "Gang of Four" design patterns that address recurring design challenges in order to design flexible and reusable object-oriented software, yielding objects that are easier to implement, change, test and reuse.