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Chapter 22 Object-Oriented Systems Analysis and Design and UML Systems Analysis and Design Kendall and Kendall Fifth Edition
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Kendall & Kendall Copyright © 2002 by Prentice Hall, Inc. 22-2 Major Topics Object-oriented programming concepts Object-oriented terminology Five-layer model CRC Cards Unified Modeling Language Use case and other UML diagrams Relationships
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Kendall & Kendall Copyright © 2002 by Prentice Hall, Inc. 22-3 Object-Oriented Overview Object-oriented techniques work well in situations where complicated systems are undergoing continuous maintenance, adaptation, and design There are two ways to model object- oriented systems Coad and Yourdon methodology The Unified Modeling Language
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Kendall & Kendall Copyright © 2002 by Prentice Hall, Inc. 22-4 Object-Oriented Programming Six ideas characterize object-oriented programming: An object, which represents a real-world thing or event A class, or group of related objects Messages, sent between objects Encapsulation, only an object makes changes through its own behavior
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Kendall & Kendall Copyright © 2002 by Prentice Hall, Inc. 22-5 Object-Oriented Programming Six ideas characterize object-oriented programming (continued): Inheritance, a new class created from another class Polymorphism, meaning that a derived class behavior may be different from the base class
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Kendall & Kendall Copyright © 2002 by Prentice Hall, Inc. 22-6 Terminology Class refers to a template for a group of individual objects with common attributes and common behavior The difference between an Object and a Class is that the class defines shared attributes and behaviors of objects An object is an instance or occurrence of a class
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Kendall & Kendall Copyright © 2002 by Prentice Hall, Inc. 22-7 Terminology Another name for property is attribute Another name for method is operation Interface means the behavior of a class or component that is noticeable from outside the class or component
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Kendall & Kendall Copyright © 2002 by Prentice Hall, Inc. 22-8 Encapsulation Encapsulation changes the manner in which data is updated by programs because data can only be changed via the services that encapsulate the data
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Kendall & Kendall Copyright © 2002 by Prentice Hall, Inc. 22-9 Inheritance The two types of classes are involved in any inheritance relationship are the base class and the derived class Multiple inheritance means there will be multiple occurrences of the base type of class in the inheritance relationship Polymorphism only occurs where there is inheritance
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Kendall & Kendall Copyright © 2002 by Prentice Hall, Inc. 22-10 Five-Layer Model Object oriented analysis and design is based on a five-layer model: Class/object layer notes the classes and objects Structure layer captures various structures of classes and objects, such as one-to- many relationships and inheritance Attribute layer details the attributes of classes
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Kendall & Kendall Copyright © 2002 by Prentice Hall, Inc. 22-11 Five-Layer Model Five-layer model, continued Service layer notes messages and object behaviors Subject layer divides the design into implementation units or team assignments
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Kendall & Kendall Copyright © 2002 by Prentice Hall, Inc. 22-12 Five General Types of Objects There are five general types of objects: Tangible things Roles Incidents Interactions Specifications details
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Kendall & Kendall Copyright © 2002 by Prentice Hall, Inc. 22-13 Criteria to Determine Need for a New Class of Objects Criteria to determine whether a new class of objects is justified There is a need to remember the object There is a need for certain behaviors of the object An object has multiple attributes A class has more than one object instantiation Unless it is a base class
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Kendall & Kendall Copyright © 2002 by Prentice Hall, Inc. 22-14 Criteria to Determine Need for a New Class of Objects Criteria, continued Attributes have a meaningful value for each object in a class Services behave the same for every object in a class Objects implement requirements that are derived from the problem setting
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Kendall & Kendall Copyright © 2002 by Prentice Hall, Inc. 22-15 Criteria to Determine Need for a New Class of Objects Criteria, continued Objects do not duplicate attributes and services that could be derived from other objects in the system
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Kendall & Kendall Copyright © 2002 by Prentice Hall, Inc. 22-16 Basic Types of Structures There are two basic types of structures that might be imposed on classes and objects: Generalization-Specialization structure (Gen-Spec), which connect class-to-class Whole-Part structure which are collections of different objects that compose another whole object
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Kendall & Kendall Copyright © 2002 by Prentice Hall, Inc. 22-17 Instance Connections Instance connections are references between objects such as associations or relationships indicated by a single line between objects using the same cardinality notation as Whole-Part structures
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Kendall & Kendall Copyright © 2002 by Prentice Hall, Inc. 22-18 Methods Services (or methods or procedures) must be analyzed. Activities are Object state analysis, showing changes of state Service specification: creating, storing, retrieving, connecting, accessing, and deleting objects Message specification, consisting of control and data flow
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Kendall & Kendall Copyright © 2002 by Prentice Hall, Inc. 22-19 Major Components of Object- Oriented Design Activities Object-oriented design activities are grouped into four major components: The problem domain component The human interface component The data management component The task management component
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Kendall & Kendall Copyright © 2002 by Prentice Hall, Inc. 22-20 Problem Domain Component The problem domain component consists of Reuse design Implementation structures Language accommodation
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Kendall & Kendall Copyright © 2002 by Prentice Hall, Inc. 22-21 CRC Cards Class, responsibilities, and collaborators (CRC) cards are used to represent the responsibilities of classes and the interaction between the classes
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Kendall & Kendall Copyright © 2002 by Prentice Hall, Inc. 22-22 Creating CRC Cards Analysts create CRC cards by Finding all the nouns and verbs in a problem statement Create scenarios that are actually walkthroughs of system functions Identify and refine responsibilities into smaller and smaller tasks, if possible
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Kendall & Kendall Copyright © 2002 by Prentice Hall, Inc. 22-23 Creating CRC Cards Creating CRC cards, continued The group determines how tasks are fulfilled by objects or interacting with other things Responsibilities evolve into methods or operations
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Kendall & Kendall Copyright © 2002 by Prentice Hall, Inc. 22-24 The Unified Modeling Language (UML) UML (Unified Modeling Language) is the result of a collaboration of individual object-oriented methods that has been adopted as a standard for modeling object-oriented systems It differs from the Coad and Yourdon OOA-OOD in the way that it breaks down objects and their relationships
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Kendall & Kendall Copyright © 2002 by Prentice Hall, Inc. 22-25 The Unified Modeling Language (UML) UML has three categories: Things, the objects Relationships, the glue that holds things together Diagrams, categorized as either structure or behavioral
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Kendall & Kendall Copyright © 2002 by Prentice Hall, Inc. 22-26 Use Case A use case describes three things: An actor (user) that initiates an event An event that triggers a use case The use case that performs the actions triggered by the event
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Kendall & Kendall Copyright © 2002 by Prentice Hall, Inc. 22-27 Kinds of Use Cases There are two kinds of use cases: Primary, the standard flow of events within a system that describe a standard system behavior Use case scenarios that describe variations of the primary use case
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Kendall & Kendall Copyright © 2002 by Prentice Hall, Inc. 22-28 Steps for Creating a Use Case Model The steps required to create a use case model are Review the business specifications and identify the actors within the problem domain Identify the high-level events and develop the primary use cases that describe the events and how actors initiate them
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Kendall & Kendall Copyright © 2002 by Prentice Hall, Inc. 22-29 Steps for Creating a Use Case Model Creating a use case model, continued Review each primary use case to determine possible variations of flow through the use case Develop the use case documents for all primary use cases and all important use case scenarios Move to UML diagramming techniques to complete the systems analysis and design
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Kendall & Kendall Copyright © 2002 by Prentice Hall, Inc. 22-30 Two General Groupings of Things There are two general groupings of things in UML: Structural things that define the conceptual and physical structures of an O-O system and are described by nouns Behavioral things, the verbs of a UML model that represent the behavior of the system and the states of the system before, during, and after the behaviors occur
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Kendall & Kendall Copyright © 2002 by Prentice Hall, Inc. 22-31 Categories of Structural Things There are seven categories of structural things The first five are conceptual or logical The last two are physical in nature Component Node
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Kendall & Kendall Copyright © 2002 by Prentice Hall, Inc. 22-32 Categories of Structural Things Seven categories of structural things: Classes, which have properties or attributes and methods or operations Interfaces, the behavior of a class or component of a system that is noticeable from outside the class or component
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Kendall & Kendall Copyright © 2002 by Prentice Hall, Inc. 22-33 Categories of Structural Things Seven categories, continued Collaborations, which describe the interactions of two or more things in a system that perform a behavior that is more than any one of the things can do alone Use cases, which describe a series of actions that demonstrate a distinct behavior of the system and its interactions with the actors
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Kendall & Kendall Copyright © 2002 by Prentice Hall, Inc. 22-34 Categories of Structural Things Seven categories, continued Control or active classes A control class can initiate and control an independent flow of activity within the system Components, which are a physical part of a system that represents the services and interfaces implemented by the elements contained within that component, including software code
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Kendall & Kendall Copyright © 2002 by Prentice Hall, Inc. 22-35 Categories of Structural Things Seven categories, continued Nodes, which represent a piece of hardware on which your system executes Components are physically deployed on nodes
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Kendall & Kendall Copyright © 2002 by Prentice Hall, Inc. 22-36 Behavioral Things Behavioral things consist of Interactions, or messages sent between a set of objects within the system to perform a specific task State machine, a series of states that an object goes through in response to actions within the system
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Kendall & Kendall Copyright © 2002 by Prentice Hall, Inc. 22-37 Packages Packages are groups of things They can be physical subsystems
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Kendall & Kendall Copyright © 2002 by Prentice Hall, Inc. 22-38 Types of Relationships There are two types of relationships that hold things together: Structural Behavioral
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Kendall & Kendall Copyright © 2002 by Prentice Hall, Inc. 22-39 Types of Structural Relationships There are four types of structural relationships: Dependencies, where one thing affects another thing that uses it Aggregations, which show how the whole object is composed of the sum of its parts Associations that describe structural connections between things
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Kendall & Kendall Copyright © 2002 by Prentice Hall, Inc. 22-40 Types of Structural Relationships Four types of structural relationships, continued Generalizations, which describe a relationship between a general kind of thing and a more specific kind of thing, used for modeling class inheritance and specialization
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Kendall & Kendall Copyright © 2002 by Prentice Hall, Inc. 22-41 Types of Active Behavioral Relationships There are four active behavioral relationships: Communicates is used to connect an actor to a use case Includes describes the situation where a use case contains a behavior that is common to more than one use case
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Kendall & Kendall Copyright © 2002 by Prentice Hall, Inc. 22-42 Types of Active Behavioral Relationships Types of active behavioral relationships, continued Extends describes the situation where one use case possesses the behavior that allows the new use case to handle a variation or exception Generalizes implies that one thing is more typical than the other thing
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Kendall & Kendall Copyright © 2002 by Prentice Hall, Inc. 22-43 UML Structural Diagrams UML structural diagrams include Class diagrams used to model the static structural design of a system Object diagrams portray the state of class instances and their relationships at a point in time
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Kendall & Kendall Copyright © 2002 by Prentice Hall, Inc. 22-44 UML Structural Diagrams UML structural diagrams, continued Component diagrams show an overview of the system architecture A deployment diagram illustrates the physical implementation of the system, including the hardware
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Kendall & Kendall Copyright © 2002 by Prentice Hall, Inc. 22-45 Behavioral Diagrams Behavioral diagrams describe the interaction between people and a use case
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Kendall & Kendall Copyright © 2002 by Prentice Hall, Inc. 22-46 Behavioral Diagrams Behavioral Diagrams include Use case diagrams, showing the actors and the use cases Sequence diagrams that depict a succession of interactions between object instances over time and they show the processing described in use case scenarios Activity diagrams show the flow of activities within a process
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Kendall & Kendall Copyright © 2002 by Prentice Hall, Inc. 22-47 Behavioral Diagrams Behavioral Diagrams, continued Collaboration diagrams illustrate a sequence of object interactions showing the organization of the objects during the interactions State chart diagrams show the states of an object and the events and conditions that trigger a transition from one state to another
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Kendall & Kendall Copyright © 2002 by Prentice Hall, Inc. 22-48 Steps Used in UML The steps used in UML are Define the use case model Define the object model Continue UML diagramming to model the system during the systems analysis phase Begin system design by refining UML diagrams and using them to derive classes and their properties and methods
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