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Chapter 8: Understanding Is Development Tools: Object Orientation

This document discusses object-oriented programming and development tools. It defines objects, classes, and inheritance. Object-oriented programs are made up of objects that communicate through messages. The Unified Modeling Language (UML) provides graphical notations for object-oriented analysis and design. UML includes class diagrams, use case diagrams, and interaction diagrams like sequence diagrams. Class diagrams show classes and relationships. Use case diagrams describe system functionality from the user perspective.

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0% found this document useful (0 votes)
69 views8 pages

Chapter 8: Understanding Is Development Tools: Object Orientation

This document discusses object-oriented programming and development tools. It defines objects, classes, and inheritance. Object-oriented programs are made up of objects that communicate through messages. The Unified Modeling Language (UML) provides graphical notations for object-oriented analysis and design. UML includes class diagrams, use case diagrams, and interaction diagrams like sequence diagrams. Class diagrams show classes and relationships. Use case diagrams describe system functionality from the user perspective.

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Mina twice
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We take content rights seriously. If you suspect this is your content, claim it here.
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CHAPTER 8: UNDERSTANDING IS DEVELOPMENT TOOLS

OBJECT ORIENTATION

 Object-oriented programming
o A method of implementation in which programs are organized as a co-operative
collection of objects, each of which represents an instance of some class, and who
classes are all members of a hierarchy of classes united via inheritance relationship.
(Booch, 1991)
o Objects
 Something to which action are directed.
 It has an identity, state and exhibits behaviour

Enables it to be The current value The actions that the


distinguished / of the dynamic object can itself
illustrated properties undertaken

 Yourdan & Argila (1996) defines:


o Objects = an independent, asynchronous, concurrent entity which
 “knows things” (stored data), to perform the
Internal processing
and details of the  “does work” (encapsulates services), and overall functions
data are hidden  “collaborate with other objects” (by exchanging messages) of the system
being modeled.

 Conclusion:
o Object = an instance of class of object (i.e. a group of objects together make up a class
of object).
 All the objects in the class exhibit a common set of object attributes, such as
structure & behavior.
 Class
o The group of objects that share a common structure and behavior
o Often structured in hierarchy, which shares certain properties

Also includes the object oriented notion


of inheritance to define the
relationships in the hierarchy

o Microsoft Windows based programs use a hierarchy of windows classes to ensure each
window behaves in the same way no matter which application is running
o Benefit of inheritance
 Code can be reused
 Time saves and efficiency benefits

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CHAPTER 8: UNDERSTANDING IS DEVELOPMENT TOOLS

Higher class can be changed and


lower class would inherit that
new behavior by a simple
recompilation with a simple
recompilation

Code specific for


customer will not
affected

 In object orientation world, objects sit around waiting to be activated.


o That activation happens when the object receives message from another object.
o Message is the only way that object communicates

* So, an object oriented program is a series of object organized to interrelate in particular


way to produce the functionality that is required of program.
Sometimes referred as co-operage.

 Daniels and Cook (1992):

York
 Data surrounded by
the white which is the
processing /
operations that act on
the data.
Shell
 Surrounds the whole
thing and keeps it all
together
 Hides the data and
processes from the
outside world
(encapsulated)

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CHAPTER 8: UNDERSTANDING IS DEVELOPMENT TOOLS

 Network of objects
o Make up a program.
o OO program is simple a collection of interrelated objects where the connections are
unidirectional paths along which messages are sent.
o Programs begins with an initiation from outside (event)
 Triggers an object, from then on that object initiates others and so on.

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CHAPTER 8: UNDERSTANDING IS DEVELOPMENT TOOLS

UNIFIED MODELLING LANGUAGE (UML)

 A graphical language, or a notation, for modeling systems analysis and design concepts in an
object oriented fashion.
 7 goals:
i. Provide users a ready-to-use, expressive, visual modelling language so they can
develop and exchange meaningful models.
ii. Provide extensibility and specialization mechanisms to extend the core concepts.
iii. Be independent of particular programming languages and development processes.
iv. Provide a formal basis for understanding the modelling language.
v. Encourage the growth of the object-oriented tools market.
vi. Support higher-level development concepts.
vii. Integrate best practices and methodologies

 Most people use subset of UML and as Booch et al (1997) says “you can model 80% of most
problems by using about 20% of the UML”.

 UML defines 12 types diagrams, divided into 3 categories:


O Static application program
 Class diagram, object diagrams, component diagram, deployment diagram
O Dynamic behavior diagram
 Use case diagram, sequence diagrams, activity diagrams, collaboration
diagrams, statechart diagram
O Diagram that helps to organize and manage applicaition
 Packages, subsystem, models

 Class diagram
O Used for modeling static structure in UML
O Class is represented as rectangle separated into 3 parts:

Class name

Attribute
Omit in the low
level design
Operation

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CHAPTER 8: UNDERSTANDING IS DEVELOPMENT TOOLS

O More complex class diagram

Association between the class student and the class of Degree. Eg.
student is registered for a degree

Represent relationship
between instance of
classes / relationship
between entities.

“*” = the range zero to


infinity

“1” = one and only one

Superclass Degree is compose of 2 subclasses (Part time


and full time degree)

 Use case diagram


O Describe the functionality of a system from the perspective of users / actors in the
system
O A high level, user oriented diagram
O Rectangle = boundary of the system
O It is recommended that the user should participate in the construction of the diagram
O Not a human actor -> hardware, another system, methodology
O Some methodology /OO approaches recommend that the use case diagrams be the
starting point from the identification of classes.

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CHAPTER 8: UNDERSTANDING IS DEVELOPMENT TOOLS

 Interaction diagram
O Attempt to model dynamic behavior
Describe the
O 2 interaction diagrams Sequence diagram interaction between
Collaboration diagram objects and messages
in a system
 Sequence diagram
O Shows the interaction between objects and messages over time
O Time represented on the vertical axis
O Object / class depicted from left to right on the horizontal

 Statechart diagram / state diagram


O Shows the various permitted states that an object may be in, and then transfer to, as
events occurs and messages are received.
O Only interested in modeling those that are deemed to make important changes the
state of the object.
O When the value of an attribute changes => the object changes state
Starting Point
(Solid black dot)

Object
(unique name for the state)

Transitions from 1 state to


another

End of the diagram


(bull eye)

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CHAPTER 8: UNDERSTANDING IS DEVELOPMENT TOOLS

 Activity diagram
O Described as a variation of a statechart that replaces events with activities
 Focus on internal flows & activities rather than events.
O Can indicates activities that can be performed in parallel or that must wait for another
activity to complete before starting.

Synchronization bar
(Can perform in parallel)
Must both complete before the next
activity

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CHAPTER 8: UNDERSTANDING IS DEVELOPMENT TOOLS

SUB CONCLUSION

 Object is something to which actions are directed, it has


o Identity -> enables it to be distinguished from other objects
o State -> the current value of the dynamic properties of the object
o Exhibits behavior – actions that the object can itself undertake

 Object is an instance of a class of object


o A group of objects together make up a class of objects
o Inheritance is a relationship among classes
 One or more classes share the structure or behaviour of another class

 Unified Modelling Language (UML)


o A graphical language, or a notation, for modeling systems analysis and design concepts
in an object oriented fashion.
o It is a rules and semantics that can be used to specify the structure and logic of the
system.

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