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Presentation transcript:

Copyright © 2012 Pearson Education, Inc. Publishing as Prentice Hall A.1

Discuss the concepts and principles underlying the object-oriented approach Learn to develop requirements models using use-case diagrams Learn to use class diagrams to develop object models of the problem domain Learn to develop requirements models using state and sequence diagrams Copyright © 2012 Pearson Education, Inc. Publishing as Prentice Hall A.2

Association Class diagram Event Object Object class Operation Sequence diagram State State transition Unified Modeling Language (UML) Use case Copyright © 2012 Pearson Education, Inc. Publishing as Prentice Hall A.2

 Benefits 1.The ability to tackle more challenging problem domains 2.Improved communication among users, analysts, designers, and programmers 3.Reusability of analysis, design, and programming results 4.Increased consistency among the models developed during object-oriented analysis, design, and programming Copyright © 2012 Pearson Education, Inc. Publishing as Prentice Hall A.4

 Object-Oriented Systems Development Life Cycle › Process of progressively developing representation of a system component (or object) through the phases of analysis, design, and implementation › The model is abstract in the early stages › As the model evolves, it becomes more and more detailed Copyright © 2012 Pearson Education, Inc. Publishing as Prentice Hall A.5

 Analysis Phase › Model of the real-world application is developed showing its important properties › Model specifies the functional behavior of the system independent of implementation details  Design Phase › Analysis model is refined and adapted to the environment  Implementation Phase › Design is implemented using a programming language or database management system Copyright © 2012 Pearson Education, Inc. Publishing as Prentice Hall A.6

 Unified Modeling Language (UML) › A notation that allows the modeler to specify, visualize and construct the artifacts of software systems, as well as business models › Techniques and notations  Use cases  Class diagrams  State diagrams  Sequence diagrams Copyright © 2012 Pearson Education, Inc. Publishing as Prentice Hall A.7

 Applied to analyze functional requirements of the system without regard for implementation details  Use Case › A complete sequence of related actions initiated by an actor  Actor › An external entity that interacts with the system Copyright © 2012 Pearson Education, Inc. Publishing as Prentice Hall A.8

1. Name the use case 2. Identify the “actor”  The external user role  Person or other system 3. Write the sequence of actor - application interactions  Minimize branching Copyright © 2012 Pearson Education, Inc. Publishing as Prentice Hall A.9

Copyright © 2012 Pearson Education, Inc. Publishing as Prentice Hall A.10 Link to Dia Use CaseDia Use Case

 Object › An entity that has a well-defined role in the application domain, and has state, behavior, and identity  State › A condition that encompasses an object’s properties and the values those properties have  Behavior › A manner that represents how an object acts and reacts  Object Class › A set of objects that share a common structure and a common behavior Copyright © 2012 Pearson Education, Inc. Publishing as Prentice Hall A.11

 Tutorial exercises › Game use cases Game use cases › Order management tutorial Order management tutorial  Online tutorials › UML training course UML training course Copyright © 2012 Pearson Education, Inc. Publishing as Prentice Hall A.12

 Class Diagram › Class is represented as a rectangle with three compartments › Objects can participate in relationships with objects of the same class Copyright © 2012 Pearson Education, Inc. Publishing as Prentice Hall A.13

 Object Diagram › A graph of instances that are compatible with a given class diagram; also called an instance diagram › Object is represented as a rectangle with two compartments  Operation › A function or service that is provided by all the instances of a class  Encapsulation › The technique of hiding the internal implementation details of an object from its external view Copyright © 2012 Pearson Education, Inc. Publishing as Prentice Hall A.14

Copyright © 2012 Pearson Education, Inc. Publishing as Prentice Hall A.15

 Association › A relationship between object classes › Degree may be unary, binary, ternary or higher › Depicted as a solid line between participating classes  Association Role › The end of an association where it connects to a class › Each role has multiplicity, which indicates how many objects participate in a given association relationship Copyright © 2012 Pearson Education, Inc. Publishing as Prentice Hall A.16

Copyright © 2012 Pearson Education, Inc. Publishing as Prentice Hall A.17

 Generalization › Abstraction of common features among multiple classes, as well as their relationships, into a more general class  Subclass › A class that has been generalized  Superclass › A class that is composed of several generalized subclasses Copyright © 2012 Pearson Education, Inc. Publishing as Prentice Hall A.18

 Discriminator › Shows which property of an object class is being abstracted by a generalization relationship  Inheritance › A property in which a subclass inherits the features from its superclass  Abstract Class › A class that has no direct instances but whose descendents may have direct instances  Concrete Class › A class that can have direct instances Copyright © 2012 Pearson Education, Inc. Publishing as Prentice Hall A.19

Copyright © 2012 Pearson Education, Inc. Publishing as Prentice Hall A.20

 Aggregation › A part-of relationship between a component object and an aggregate object › Example: Personal computer  Composed of CPU, Monitor, Keyboard, etc. Copyright © 2012 Pearson Education, Inc. Publishing as Prentice Hall A.21

 State › A condition during the life of an object during which it satisfies some conditions, performs some actions or waits for some events › Shown as a rectangle with rounded corners  State Transition › The changes in the attributes of an object or in the links an object has with other objects › Shown as a solid arrow › Diagrammed with a guard condition and action  Event › Something that takes place at a certain point in time Copyright © 2012 Pearson Education, Inc. Publishing as Prentice Hall A.22

Copyright © 2012 Pearson Education, Inc. Publishing as Prentice Hall A.23

 Sequence Diagram › A depiction of the interaction among objects during certain periods of time  Activation › The time period during which an object performs an operation  Messages › Means by which objects communicate with each other Copyright © 2012 Pearson Education, Inc. Publishing as Prentice Hall A.24

 Synchronous Message › A type of message in which the caller has to wait for the receiving object to finish executing the called operation before it can resume execution itself  Simple Message › A message that transfers control from the sender to the recipient without describing the details of the communication Copyright © 2012 Pearson Education, Inc. Publishing as Prentice Hall A.25

Copyright © 2012 Pearson Education, Inc. Publishing as Prentice Hall A.26

 Start with existing set of analysis model  Progressively add technical details  Design model must be more detailed than analysis model  Component Diagram › A diagram that shows the software components or modules and their dependencies  Deployment Diagram › A diagram that shows how the software components, processes and objects are deployed into the physical architecture of the system Copyright © 2012 Pearson Education, Inc. Publishing as Prentice Hall A.27

Copyright © 2012 Pearson Education, Inc. Publishing as Prentice Hall A.28