GRASP (object-oriented design): Difference between revisions

Content deleted Content added
m unpiped links using script
 
Line 7:
The different patterns and principles used in GRASP are controller, creator, indirection, information expert, low [[coupling (computer science)|coupling]], high [[cohesion (computer science)|cohesion]], [[Polymorphism (object-oriented programming)|polymorphism]], protected variations, and pure fabrication.<ref name="Umair2018"/> All these patterns solve some [[software]] problems common to many [[software development]] projects. These techniques have not been invented to create new ways of working, but to better document and standardize old, tried-and-tested [[Computer programming|programming]] principles in object-oriented design.
 
[[Craig Larman|Larman]] states that "the critical design tool for software development is a mind well educated in design principles. It is not [[Unified Modeling Language|UML]] or any other technology."<ref name="Larman2004"/>{{rp|272}} Thus, the GRASP principles are really a mental toolset, a learning aid to help in the design of object-oriented software.
 
==Patterns==