Introduction to Object-Oriented Analysis
and
Object-Oriented Design
Overview
Object-oriented programming (OOP) is a way to organize
and conceptualize a program as a set of interacting objects.
In the overview section, we will get an introduction to:
Key Object-Oriented Systems concepts
Software Lifecycle Basics
OOA/OOD basic tools
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Module Map
Key Object-Oriented Systems Concepts
Objects and Classes
Encapsulation
Methods and Variables
Inheritance
Message Passing and Polymorphism
Basic Software Lifecycle Concepts
Introduction to OOA/OOD
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Object-Oriented Programming
Object-oriented programming (OOP) is a way to organize and
conceptualize a program as a set of interacting objects.
The programmer defines the types of objects that will exist.
The programmer creates object instances as they are
needed.
The programmer specifies how these various object will
communicate and interact with each other.
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What is an Object?
Real-world objects have attributes and behaviors.
behaviors
Examples:
Dog
Attributes: breed, color, hungry, tired, etc.
Behaviors: eating, sleeping, etc.
Bank Account
Attributes: account number, owner, balance
Behaviors: withdraw, deposit
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Software Objects - Cont’d
In traditional programming languages (Fortran, Cobol, C, etc)
data structures and procedures are defined separately.
In object-oriented languages,
languages Bank
they are defined together. Account
An object is a collection of
Account
attributes and the behaviors
Account
that operate on them.
Variables in an object are called number:
attributes.
attributes balance:
Procedures associated with an deposit()
object are called methods. withdraw()
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Classes
The definitions of the attributes and methods of an object are
organized into a class.
class Thus, a class is the generic definition
for a set of similar objects (i.e. Bank as a generic definition
for My Bank Account is an Instance)
A class can be thought of as a template used to create a set
of objects.
A class is a static definition; a piece of code written in a
programming language.
One or more objects described by the class are instantiated
at runtime.
The objects are called instances of the class.
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Bank Example
The "account" class describes the
attributes and behaviors of bank class: Account
accounts.
The “account” class defines two
number:
state variables (account number balance:
and balance) and two methods
deposit()
(deposit and withdraw).
withdraw()
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Bank Example - Cont’d
When the program runs there will Instance #1
be many instances of the account number: 054
class.
Each instance will have its own
balance: $19
account number and balance Instance #2
(object state) number: 712
Methods can only be invoked .
balance: $240
Instance #3
number: 036
balance: $941
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Encapsulation
When classes are defined, programmers can specify that
certain methods or state variables remain hidden inside the
class.
These variables and methods are Visible Methods
accessible from within the class, but not
Hidden
accessible outside it. State
The combination of collecting all the Variables
and
attributes of an object into a single class Methods
definition, combined with the ability to hide
some definitions and type information Visible Variables
within the class, is known as
encapsulation.
Class
Definition
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Graphical Model of an Object
Instance balance()
variables
withdraw() theBalance deposit()
acctNumber
Methods
accountNumber()
State variables make up the nucleus of the object. Methods
surround and hide (encapsulate) the state variables from the rest
of the program.
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Instance Methods and Instance Variables
The methods and variables described in this module so far are
know as instance methods and instance variables.
These state variables are associated with the one instance of
a class; the values of the state variables may vary from
instance to instance.
Instance variables and instance methods can be public or
private.
It is necessary to instantiate (create an instance of) a class to
use it’s instance variables and instance methods.
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Class Variables
A class variable defines an attribute of an entire class.
In contrast, an instance variable defines an attribute of a
single instance of a class.
instance
variables
Account
class
variable count: 3 num: 036
num: 054 num: 712
bal: $19 bal: $240 bal: $941
printCount()
Class
method
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Inheritance
The advantage of making a new class a subclass is that it will
inherit attributes and methods of its parent class (also called
the superclass).
Subclasses extend existing classes in three ways:
By defining new (additional) attributes and methods.
By overriding (changing the behavior) existing attributes and
methods.
By hiding existing attributes and methods.
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Subclasses
When a new class is developed a programmer can define it to
be a subclass of an existing class.
Subclasses are used to define special cases, extensions, or
other variations from the originally defined class.
Examples:
SavingsAccount and FixedAccount can be derived from the
Account class
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New Account Types - Cont’d
Suppose we define SavingsAccount and FixedAccount
as two new subclasses of the Account class.
class SavingsAccount
class Account { extends Account {
method acctNum() {…} method rate() {…}
method balance() {…} }
method deposit() {…}
method withdraw() {…}
} class FixedAccount
extends Account {
method withdraw() {…}
}
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New Account Types - Cont’d
Account SavingsAccount FixedAccount
acctNum() acctNum() acctNum()
balance() balance() balance()
deposit() deposit() deposit()
withdraw() withdraw() withdraw()
rate() withdraw()
No new code has to be written for deposit() and other
methods, they are inherited from the superclass.
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Messages
Messages are information/requests that objects send to other
objects (or to themselves).
Message components include:
The name of the object to receive the message.
The name of the method to perform.
Any parameters needed for the method.
Manager Employee
Message
To: Employee
Method: getHired
Parameters: salary = $45,000, start_date = 10/21/99
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Benefits of Messages
Message passing supports all possible interactions between
two objects.
Message passing is the mechanism that is used to invoke a
method of the object.
Objects do not need to be part of the same process or on the
same machine to interact with one another.
Message passing is a run-time behavior, thus it is not the
same as a procedure call in other languages (compile-time).
The address of the method is determined dynamically at run-
time, as the true type of the object may not be known to the
compiler.
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Polymorphism
Polymorphism is one of the essential features of an object-
oriented language; this is the mechanism of decoupling the
behavior from the message.
The same message sent to different types of objects results
in:
execution of behavior that is specific to the object and,
possibly different behavior than that of other objects receiving
the same message.
Example: the message draw() sent to an object of type
Square and an object of type Circle will result in different
behaviors for each object.
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Polymorphism – Cont’d
There are many forms of Polymorphism in object-oriented
languages, such as:
True Polymorphism: Same method signature defined for different
classes with different behaviors (i.e. draw() for the Classes Circle and
Square)
Parametric Polymorphism: This is the use of the same method name
within a class, but with a different signature (different parameters).
Overloading: This usually refers to operators (such as +,-,/,*, etc) when
they can be applied to several types such as int, floats, strings, etc.
Overriding: This refers to the feature of subclasses that replace the
behavior of a parent class with new or modified behavior.
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Module Map
Key Object-Oriented Systems Concepts
Basic Software Lifecycle Concepts
Software Lifecycles
Common Lifecyle Activities
Common Lifecyle Flows
Introduction to OOA/OOD
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Software Lifecycles
Software lifecycles describe the evolution of a software
project from conception of the need for a software system to
the retirement or replacement of the resulting system.
Two key dimensions of a specific lifecycle are:
The collection of activities to be done
The flow or sequencing of those activities
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Common Lifecycle Activities
Project Charter (definition): General description or problem
statement, top level business scenarios.
Analysis: Systems level, low detail, problem space oriented.
Results in Requirements/Specification document.
Design: Implementation level, high detail, solution space
oriented. Results in Software design/model document.
Implementation: Coding, testing, UI, data design,
Implementation
documentation. Results in deliverable product.
Delivery: Configuration, training, maintenance, product
Delivery
evolution planning.
Product end of life planning: Replacement
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Common Lifecycle Flows
Lifecycle flows (there are just about as many of these as there
are software projects…) can generally be characterized as one
of the following types:
Sequential
Waterfall method, Structured Analysis & Design
Iterative, Spiral and Recursive Methods
There are a huge variety of these
“Agile” or “LightWeight” Software Methods fit into this class
Parallel Effort
Unmanaged, Chaotic
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Analysis and Design Space - Cont’d
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Module Map
Key Object-Oriented Systems Concepts
Basic Software Lifecycle Concepts
Introduction to OOA/OOD
Scenarios and Use Cases
CRC’s
Sequence Diagrams
Class Diagrams
UML Models
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Use Cases
Use cases describe the basic business logic of an application.
Use cases typically written in structured English or Diagrams
Represent potential business situations of an application
Describes a way in which a real-world actor – a person, organization,
or external system – interacts with the application.
For example, the following would be considered use cases for a
university information system:
Enroll students in courses
Output seminar enrolment lists
Remove students from courses
Produce student transcripts.
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Use Cases Diagrams
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Class Responsibility Collaborator Cards
A CRC model is a collection of CRC cards that represent
whole or part of an application or problem domain
The most common use for CRC models is to gather and
define the user requirements for an object-oriented
application
The next slide presents an example CRC model for a
shipping/inventory control system, showing the CRC cards as
they would be placed
Note the placement of the cards: Cards that collaborate with
one another are close to each other, cards that don’t
collaborate are not near each other
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CRC Example
Class
Information
Methods and
Attributes
Collaborators
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CRC Card Layout
Class Name:
Parent Class: Subclasses:
Attributes: Collaborators (Sends Messages to):
Responsibilities:
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Sequence Diagrams
Traditional sequence diagrams show:
The objects involved in the use case
The messages that they send each other
Return values associated with the messages
Sequence diagrams are a great way to review your work as
they force you to walk through the logic to fulfill a use-case
scenario and match the responsibilities and collaborators in
CRC cards.
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Sequence Diagrams
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Class Diagrams
Class diagrams (object models) are the mainstay
of OO modeling
They are used to show both what the system will be able to
do (analysis) and how it will be built (design)
Class diagrams show the classes of the system and their
interrelationships
Inheritance
Aggregation
Associations
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Class Diagram
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