10.object Oriented Design and UML Diagrams
10.object Oriented Design and UML Diagrams
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Object-oriented Concepts
Basic Mechanisms:
Objects:
A real-world entity.
A system is designed as a set of interacting
objects.
Consists of data (attributes) and functions
(methods) that operate on data
Hides organization of internal information
(Data abstraction)
Examples: an employee, a book etc.
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Object-oriented Concepts
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Data
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Model of an object
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Object-oriented Concepts
Class:
Instances are objects
Template for object creation
Examples: set of all employees, different
types of book
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Object-oriented Concepts
Methods and message:
Operations supported by an object
Means for manipulating the data of
other objects
Invoked by sending message
Examples: calculate_salary, issue-
book, member_details, etc.
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Object-oriented Concepts
Inheritance:
Allows to define a new class (derived
class) by extending or modifying existing
class (base class)
Represents Generalization-
specialization relationship
Allows redefinition of the existing
methods (method overriding)
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Object-oriented Concepts
Multiple Inheritance:
Subclass can inherit attributes and
methods from more than one base class
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Object-oriented Concepts
Derived
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Classes
Multiple
Inheritance
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Object-oriented Concepts
Key Concepts:
Abstraction:
Consider aspects relevant for certain
purpose
Suppress non-relevant aspects
Supported at two levels i.e. class level
where base class is an abstraction &
object level where object is a data
abstraction entity
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Object-oriented Concepts
Advantages of abstraction:
Reduces complexity of software
Increases software productivity
It is shown that software
productivity is inversely proportional
to software complexity
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Object-oriented Concepts
Encapsulation:
Objects communicate outside world
through messages
Objects data encapsulated within its
methods
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Object-oriented Concepts
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Methods
Concept of encapsulation
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Object-oriented Concepts
Polymorphism:
Denotes to poly (many) morphism
(forms)
Same message result in different
actions by different objects (static
binding)
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Object-oriented Concepts
Dynamic binding:
In inheritance hierarchy, an object can be
assigned to another object of its ancestor class
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Object-oriented Concepts
Dynamic binding:
Exact method cannot be known at compile
time
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Object-oriented Concepts
Composite objects:
Object containing other objects
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Advantages
of Object-oriented design
Code and design reuse
Increased productivity
Ease of testing & maintenance
Better understandability
Its agreed that increased
productivity is chief advantage
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Advantages
of Object-oriented design
Initially incur higher costs, but
after completion of some projects
reduction in cost become possible
Well-established OO methodology
and environment can be managed
with 20-50% of traditional cost
of development
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Object
modelling using UML
UML is a unified modelling
language
Not a system design or
development methodology
Used to document object-oriented
analysis and design
Independent of any specific design
methodology
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UML
Based Principally on
OMT [Rumbaugh 1991]
Booch’s methodology[Booch 1991]
OOSE [Jacobson 1992]
Odell’s methodology[Odell 1992]
Shlaer and Mellor [Shlaer 1992]
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UML
OMT
UML
Booch
OOSE Methodology
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Why UML is required?
Model is required to capture only
important aspects
UML a graphical modelling tool, easy
to understand and construct
Helps in managing complexity
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UML diagrams
Nine diagrams to capture
different views of a system
Provide different perspectives of
the software system
Diagrams can be refined to get
the actual implementation of the
system
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UML diagrams
Views of a system
User’s view
Structural view
Behavioral view
Implementation view
Environmental view
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UML diagrams
Behavioural View
Structural View - Sequence Diagram
- Class Diagram - Collaboration Diagram
- Object Diagram
- State-chart Diagram
- Activity Diagram
User’s View
-Use Case
Diagram
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Are all views required?
NO
Use case model, class diagram and one
of the interaction diagram for a simple
system
State chart diagram in case of many
state changes
Deployment diagram in case of large
number of hardware components
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Use Case model
Consists of set of “use cases”
An important analysis and design
artifact
Other models must confirm to this
model
Not really an object-oriented model
Represents a functional or process
model
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Use Cases
Different ways in which system can be used
by the users
Corresponds to the high-level requirements
Represents transaction between the user and
the system
Define behavior without revealing internal
structure of system
Set of related scenarios tied together by a
common goal
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Use Cases
Normally, use cases are independent
of each other
Implicit dependencies may exist
Example: In Library Automation
System, renew-book & reserve-book
are independent use cases. But in
actual implementation of renew-book,
a check is made to see if any book has
been reserved using reserve-book
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Example of
Use Cases
For library information system
issue-book
Query-book
Return-book
Create-member
Add-book, etc.
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Representation of
Use Cases
Represented by use case diagram
Use case is represented by ellipse
System boundary is represented by
rectangle
Users are represented by stick
person icon (actor)
Communication relationship
between actor and use case by line
External system by stereotype
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Example of
Use Cases
Play Move
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Why develop
Use Case diagram?
Serves as requirements specification
Users identification helps in
implementing security mechanism
through login system
Another use in preparing the
documents (e.g. user’s manual)
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Factoring
Use Cases
Complex use cases need to be factored
into simpler use cases
Represent common behavior across
different use cases
Three ways of factoring
Generalization
Includes
Extends
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Factoring Using
Generalization
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Factoring Using
Includes
<<include>> Common
Base use case
use case
<<include>>
<<include>>
<<include>> <<include>>
Paralleling model 36
Factoring Using
Extends
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Class diagram
Describes static structure of a system
Main constituents are classes and their
relationships:
Generalization
Aggregation
Association
Various kinds of dependencies
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Class diagram
Entities with common features, i.e.
attributes and operations
Classes are represented as solid
outline rectangle with compartments
Compartments for name, attributes &
operations
Attribute and operation compartment
are optional for reuse purpose
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Example of
Class diagram
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Association Relationship
Library Member
1 borrowed by * Book
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Aggregation Relationship
Represent a whole-part relationship
Represented by diamond symbol at
the composite end
Cannot be reflexive(i.e. recursive)
Not symmetric
It can be transitive
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Aggregation Relationship
1 * 1
Document Paragraph * Line
Representation of aggregation
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Composition Relationship
1 *
Order Item
Representation of composition
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Class Dependency
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Object diagram
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C-108, Laksmikant Hall C-108, Laksmikant Hall
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25-03-06 25-03-06
NIL NIL
IssueBook( );
findPendingBooks( );
findOverdueBooks( );
returnBook( );
findMembershipDetails( );
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Interaction diagram
Models how groups of objects
collaborate to realize some behaviour
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Interaction diagram
Two kinds: Sequence &
Collaboration
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Sequence diagram
Shows interaction among objects as two-
dimensional chart
Objects are shown as boxes at top
If object created during execution then
shown at appropriate place
Objects existence are shown as
dashed lines (lifeline)
Objects activeness, shown as
rectangle on lifeline
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Sequence diagram
Messages are shown as arrows
Message labelled with message name
Message can be labelled with control
information
Two types of control information:
condition ([]) & an iteration (*)
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Example of
Sequence diagram
:Library
:Library
:Library Book :Library
Book :Book
Boundary Renewal Member
Register
Controller
confirm
confirm
updateMemberBorrowing
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Example of
Collaboration diagram
6: * find
:Library
Book :Book
[reserved] Register
9: update
8: apology 5: book 10: confirm
Selected
1: renewBook :Library [reserved]
:Library Book 7: apology
Boundary 3: display Renewal
Borrowing Controller
4: selectBooks
2: findMemberBorrowing
12: confirm
:Library
Member
11: updateMemberBorrowing
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Activity diagram
Can represent parallel activity and
synchronization aspects
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Activity diagram
Normally employed in business process
modelling
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Example of
Activity diagram
Academic Section Accounts Section Hostel Office Hospital Department
check
student
records
receive
fees
allot create
hostel hospital
record
register
receive
in
fees
course
conduct
allot medical
room examination
issue
identity card
Activity diagram for student admission procedure at IIT
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State Chart diagram
Based on the work of David Harel
[1990]
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State Chart diagram
Elements of state chart diagram
Initial State: Filled circle
Final State: Filled circle inside larger
circle
State: Rectangle with rounded corners
Transitions: Arrow between states,
also boolean logic condition (guard)
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Example of
State Chart diagram
order received
Unprocessed
Order
[reject] checked [accept] checked
Rejected Accepted
Order Order
[items available]
[some items not processed / deliver
available] processed
[all items
Pending available] Fulfilled
Order newsupply Order
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Deployment diagram
The deployment diagram shows the environmental
view of a system.
That is, it captures the environment in which the
software solution is implemented.
In other words, a deployment diagram shows how a
software system will be physically deployed in the
hardware environment. That is, which component
will execute on which hardware component and
how they will they communicate with each other.
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The environmental view provided by the
deployment diagram is important for complex
and large software solutions that run on
hardware systems comprising multiple
components.
In this case, deployment diagram provides an
overview of how the different components
are distributed among the different hardware
components of the system.
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Deployment diagram for
library management system
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It has 4 nodes represented with boxes and components
within. Library Management System node has the
component several databases such as books, borrows,
and users.
Then the librarian must be connected to the network
thru TCP/IP in order for them to access the system.
Additionally, the software is connected to ISP that
enables it to pass data to the online server and then will
be accessed by the borrowers thru browsers with also
the help of URLs.
Lastly, the Librarian and the Borrowers can communicate
with the use of ISP.
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Design Patterns
Standard solutions to commonly
recurring problems
Provides a good solution to model
Pattern has four important parts
The problem
The context (problem)
The solution
The context (solution)
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Example Pattern
Expert
Problem: Which class should be
responsible for doing certain things
Solution: Assign responsibility to the
class that has the information
necessary to fulfil the required
responsibility
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Example Pattern
Creator
Problem: Which class should be
responsible for creating a new instance
of some class?
Solution: Assign a class C1 the
responsibility to create class C2 if
C1 is an aggregation of objects of
type C2
C1 contains object of type C2
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Example Pattern
Controller
Problem: Who should be responsible
for handling the actor requests?
Solution: Separate controller object for
each use case.
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Example Pattern
Facade
Problem: How should the services be
requested from a service package?
Context (problem): A package
(cohesive set of classes), example:
RDBMS interface package
Solution: A class (DBfacade) can be
created which provides a common
interface to the services of the package
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Example 1: Tic-Tac-Toe
Computer Game
A human player and the computer make
alternate moves on a 3 3 square.
A move consists of marking a previously
unmarked square.
The user inputs a number between 1
and 9 to mark a square
Whoever is first to place three
consecutive marks along a straight line
(i.e., along a row, column, or diagonal)
on the square wins.
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Example 1: Tic-Tac-Toe
Computer Game
As soon as either of the human player or
the computer wins,
a message announcing the winner should be
displayed.
If neither player manages to get three
consecutive marks along a straight line,
and all the squares on the board are filled up,
then the game is drawn.
The computer always tries to win a
game.
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Example 1: Use Case Model
Play Move
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Example 1: Sequence Diagram
:playMove :playMove
:board
Boundary Controller
acceptMove checkMoveValidity
move
[invalidMove] [invalidMove]
announceInvalidMove
announceInvalidMove
checkWinner
[game over]
[game over] announceResult
announceResult
playMove
checkWinner
displayBoardPositions getBoardPositions
Board PlayMoveBoundary
int position[9]
Controller
announceInvalidMove
announceResult
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Example 2: Supermarket Prize
Scheme
Supermarket needs to develop
software to encourage regular
customers.
Customer needs to supply his
residence address, telephone
number, and the driving licence
number.
Each customer who registers is
assigned a unique customer
number (CN) by the computer.
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Example 2: Supermarket Prize
Scheme
A customer can present his CN to
the staff when he makes any
purchase.
The value of his purchase is
credited against his CN.
At the end of each year, the
supermarket awards surprise gifts
to ten customers who make highest
purchase.
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Example 2: Supermarket Prize
Scheme
Also, it awards a 22 carat gold coin
to every customer whose purchases
exceed Rs. 10,000.
The entries against the CN are reset
on the last day of every year after
the prize winner’s lists are
generated.
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Example 2: Use Case Model
register
Customer customer Clerk
register
sales
Sales Clerk
select
winners
Supermarket
Prize scheme
Manager
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Example 2: Sequence Diagram for
the Select Winners Use Case
:SelectWinner :SelectWinner :Sales :Sales :Customer :Customer
Boundary Controller History Record Register Record
Select
SelectWinners
Winners
SelectWinners
*computeSales
*browse
register
register
checkDuplicate
*match
[duplicate]
showError
generateCIN
create
register :Customer
Record
displayCIN
:Register :Register
:Sales
Sales Sales
History
Boundary Controller
RegisterSales registerSales
registerSales
create :Sales
Record
confirm
confirm
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Example 2: Sequence Diagram for
the Register Sales Use Case
:Register
:Sales
Sales
History
Boundary
registerSales
RegisterSales
create :Sales
Record
confirm
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Example 1: Class Diagram
SalesHistory CustomerRegister
selectWinners findWinnerDetails
registerSales register
1 1
* *
SalesRecords CustomerRecord
salesDetails name
address
computerSales browse
browse checkDuplicate
create create
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Summary
We discussed object-oriented
concepts
Basic mechanisms: Such as objects,
class, methods, inheritance etc.
Key concepts: Such as abstraction,
encapsulation, polymorphism,
composite objects etc.
87
Summary
We discussed an important OO language
UML
Its origin, as a standard, as a model
Use case representation, its factorisation
such as generalization, includes and extends
Different diagrams for UML representation
In class diagram we discussed some
relationships association, aggregation,
composition and inheritance
88
Summary
Some more diagrams such as
interaction diagrams (sequence and
collaboration), activity diagrams,
state chart diagram
We discussed OO software
development process and patterns
In this we discussed some patterns
example and domain modelling
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