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Work Product (Artifact): Design Class
This work product is a description of a set of objects that share the same responsibilities, relationships, operations, attributes, and semantics.
Purpose
The following people use the classes:
Implementers for a specification when they implement the classes.
Designers of other parts of the system to understand how their functionality can be used, and what their
relationships means.
Use-case designers, to instantiate them in use-case realizations.
Those who design the next version of the system to understand the functionality in the design model.
Those who test the classes to plan testing activities.
Relationships
Container Artifact
Design Model
RolesResponsible:
Designer
Modified By:
Properties
Optional
Planned
Tailoring
Representation Options
UML Representation: Class.
A Class may have the following properties:
Property Name
Brief Description
UML Representation
Name
The name of the class.
The attribute "Name" on model element.
Brief Description
A brief description of the role and purpose of the class.
Tagged value, of type "short text".
Responsibilities
The responsibilities defined by the class.
A (predefined) tagged value on the superclass "Type".
Relationships
The relationships, such as generalizations, associations, and aggregations, in which the class
participate.
Owned by an enclosing package, via the aggregation "owns".
Operations
The operations defined by the class.
Owned by the superclass "Type" via the aggregation "members".
Attributes
The attributes defined by the class.
- " -
Special Requirements
A textual description that collects all requirements, such as non-functional requirements, on the class
that are not considered in the design model, but that need to be taken care of during
implementation.
Tagged value, of type "short text".
Diagrams
Any diagrams local to the class, such as interaction diagrams, class diagrams, or statechart
diagrams.
Owned by an enclosing package, via the aggregation "owns".
Stereotypes can be used to qualify design classes or to constrain implementation in some way. For example, a stereotype
can be used to indicate that the class represents a particular programming language construct.
See Guideline: Design Class for more information.