1/26 On-demand Learning Series Software Engineering of Web Application - Object-Oriented Development & UML Hunan University, Software School.

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1/26 On-demand Learning Series Software Engineering of Web Application - Object-Oriented Development & UML Hunan University, Software School

2/ An object has behaviors  In old style programming, you had:  data, which was completely passive  functions, which could manipulate any data  An object contains both data and methods that manipulate that data (Encapsulation)  An object is active, not passive; it does things  An object is responsible for its own data  Information Hiding  But: it can expose that data to other objects 1 OO Introduction

3/ An object has state  An object contains both data and methods that manipulate that data  The data represent the state of the object  Data can also describe the relationships between this object and other objects  Example: A BankAccount might have  A balance (the internal state of the account)  An owner (some object representing a person) 1 OO Introduction

4/ Example: A “ Rabbit ” object  You could (in a game, for example) create an object representing a rabbit  It would have data:  How hungry it is  How happy it is  Where it is  And methods:  eat, run, dig 1 OO Introduction

5/ Classes describe objects  Every object belongs to (is an instance of) a class  fields, or variables  methods  A class is like a template, or cookie cutter 1 OO Introduction

6/ Other Concepts  Inheritance  Polymorphism  Message communication  Access Control 1 OO Introduction

7/ Object-oriented development  Object-oriented analysis, design and programming are related but distinct.  OOA is concerned with developing an object model of the application domain.  OOD is concerned with developing an object-oriented system model to implement requirements.  OOP is concerned with realising an OOD using an OO programming language such as Java or C++. 1 OO Introduction

8/ Characteristics of OOD  Objects are abstractions of real-world or system entities and manage themselves.  Objects are independent and encapsulate data and method.  System functionality is expressed in terms of object services.  Shared data areas are eliminated. Objects communicate by message passing.  Objects may be distributed and may execute sequentially or in parallel. 1 OO Introduction

9/ Advantages of OOD  Easier maintenance. Objects may be understood as stand-alone entities.  Objects are potentially reusable components.  For some systems, there may be an obvious mapping from real world entities to system objects. 1 OO Introduction

10/ The Unified Modeling Language  Standard language for visualisation, specification, construction and documentation of problems/solutions in a software- intensive system. 2 UML Introduction

11/ What ’ s UML  Not a software development process or methodology  May be used in all processes/phases in the development cycle, across different implementation technologies 2 UML Introduction

12/ UML Concepts  UML is used to:  Show main functions and boundaries in a system using use cases and actors.  Illustrate use case realisations using interaction diagrams.  Represent a static structure of a system using class diagrams.  Modelling object behaviour using state diagrams.  Show implementation of the physical architecture using component and deployment diagrams.  Enhance the functionality using stereotypes. 2 UML Introduction

13/ Use UML: Diagram Type  Structure Diagram (Static)  Class Diagram(Object Diagram)  Component Diagram  Deployment Diagram  Behavior Diagram (Dynamic)  Use case Diagram  Sequence Diagram  Collaboration Diagram  State chart Diagram  Activity Diagram 2 UML Introduction

14/ Use Case Diagram Actor Use Case 2 UML Introduction

15/26 Simple Association Class Abstract Class Simple Aggregation Generalization Composition (Dependency) Multiplicity 2.6 UML Class Diagram

16/ Sequence Diagram - Rent Movie 2 UML Introduction Object Lifeline Activation Message

17/ Collaboration Diagram - Rent Movie Object Message 2 UML Introduction

18/ Package Diagram Class Package 2 UML Introduction

19/ Component Diagram Component Dependency Note 2 UML Introduction

20/26 Node Communication Association 2.11 Deployment Diagram 2 UML Introduction

21/26 Action Activity Start State Decision End State 2.12 Activity Diagram 2 UML Introduction

22/ State Diagram State Transition Activity Guard Action Event 2 UML Introduction

23/ Relations between UML Diagram Use Case Requriments Class (E) State Chart Sequence Class (S) Activity Collaboration 2 UML Introduction

24/ Rational Unified Process 2 UML Introduction

25/26 Reading Materials  Object-Oriented Design & Patterns Object-Oriented Design & Patterns  UML Notation Guide UML Notation Guide  Software Development with UML Software Development with UML  UML Programming Guide 中文教程 UML Programming Guide 中文教程

26/26 Questions If You don’t know the answer, maybe I can make one up!