Object-Oriented Analysis and Design: IE 565 B.Ramamurthy
Object-Oriented Analysis and Design: IE 565 B.Ramamurthy
Design
IE 565
B.Ramamurthy
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Introduction
OOAD: object-oriented analysis and design
Class and object concepts
Discovering classes
CRC card
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Object-Oriented Principles
OOP
Inheritance Polymorphism
Encapsulation -- Many forms of
-- Hierarchy
(class concept) same function
-- Reusability
-- Information Hiding -- Abstract Methods
-- Extensibility
-- Interface and -- Abstract Classes
-- Expressive power
Implementations
-- Reflects many
-- Standardization
real-world problems
-- Access Control mechanisms
(private /public etc.)
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What is an Object?
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Classes are Blueprints
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Example
objects
Object
References
redRose
class Rose
blueRose
class
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Inheritance Hierarchy
Food
Food Hierarchy
eat( )
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Polymorphism (subtype)
Consider a class Food. What can you do with
Food? What does it have?
Consider specific food items Ice Cream,
Spaghetti and Pizza. How will you eat these?
(Invoke eat() operation on objects of these
classes)?
eat() operation is polymorphically invoked
depending on the type of the item it is
invoked on.
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Requirements and Analysis
Methods
See the description of a library management system (LMS)
from Hwk1, a copy of which is attached.
We will follow these steps:
Functional requirements represented by Use Case
Diagrams
Classes discovered using CRC cards
machines used.
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Use-case Analysis
Use case analysis involves reading and
analyzing the specifications, as well as
discussing the system with potential users of
the system.
Actors of the LMS are identified as the
librarians and borrowers.
Librarians directly interact with the system
whereas borrowers interact with the system
through the librarian.
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Use-case Diagram For
Borrower
Borrower
(from Logical View)
makeReservation
<<uses>>
removeReservation
borrowItem
returnItem
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Use-case Diagram for
Librarian
addTitle
Librarian
removeUpdateTitle
addItem
removeUpdateItem
addBorrower
removeUpdateBorrower
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Use Cases For Borrower and
Librarian
Use cases for the borrower:
Borrow item
Return item
Make reservation
Remove reservation
Note 1: A title may have many items: A book may have many
copies.
Note 2: Titles may be book or magazine titles
Note 3: Persistence: All use cases involve database access
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Use-case Descriptions
Use Case: Lend Item
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CRC Card Example
Weather Station Collaborations
User Interface(UI)
Responsibilities
Date
1. Select 24hr/Current Time
2. Set Date Time Temp
3. Display Current Wind
1. Temp(T) Pressure
2. Wind (W) Humidity
3. Pressure (P)
4. Humidity (H)
4. Display 24hours
1. Hi/Lo for (TWPH)
5. Display Trends in TWPH
6. Calibrate Calibrator
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CRC Card: UserInterface
UserInterface Collaborators
Responsibilities Keypad
Display
1. Input date
2. Input time Temp
3. Input selection Wind
4. Display data Pressure
Humidity
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CRC Card: Keypad
Keypad Collaborators
Date
Responsibilities
Time
1. Store date
2. Store time Selection
3. Store selection
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CRC Card: Temperature
Temperature Collaborations
Responsibilities T.Device
Time
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Class Discovery
The entries in the collaborations column are
possible classes or non-software entities.
In this case these are: UserInterface, Display,
Tempertaure, Wind, Pressure, Humidity,
StatDataBase, Selection, Date, Time, Keypad,
Callibrator.
The responsibility of designing one or more of these
classes can be assigned to the members of the
group who participated in this discovery process.
On to relations among classes and class diagrams.
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Classes
OO paradigm supports the view that a system is
made up of objects interacting by message passing.
Classes represent collection of objects of the same
type.
An object is an instance of a class.
A class is defined by its properties and its
behaviors.
A class diagram describes the static view of a
system in terms of classes and relationships among
the classes.
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Discovering Classes
(Alternative)
Underline the nouns in a problem statement.
Using the problem context and general
knowledge about the problem domain decide
on the important nouns.
Design and implement classes to represent
the nouns.
Underline the verbs. Verbs related to a class
may represent the behavior of the class.
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Examples
Drawing package: Design a user interface for
drawing various shapes: circle, square,
rectangle.
Football scores: Keep track of football score.
General purpose counter: To keep of track of
count for various applications.
Library: Books, different categories of books,
details of student borrower, library
personnel.
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Designing Classes (Take 2)
A class represents a class of objects.
A class contains the data declarations (“parts”) and
methods (“behaviors” or “capabilities” ).
OO Design:
Class properties or characteristics are answers to “What is
it made of?” (It has a ____, ____, etc.)
Behaviors, capabilities or operations are answers to “What
can it do?” (verbs in the problem)
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Classes are Blueprints
(Take 2)
A class defines the general nature of a collection of
objects of the same type.
The process creating an object from a class is called
instantiation.
Every object is an instance of a particular class.
There can be many instances of objects from the
same class possible with different values for data.
A class structure implements encapsulation as well as
access control: private, public, protected.
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Example (Take 2)
objects
Object
References
redRose
class Rose
blueRose
class
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Class Diagram : Automobile
Automobile
public:
seat
seatBelt
accelerator
private:
sparkPlugs
gear
protected:
gloveCompartment
public:
startEngine
brake
protected: transmission
private: fuelInjection
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Automobile Class Using
Rational Rose Tool
Automobile
seat
seatBelt
acceleratorPedal
sparkPlugs
gear
gloveCompartment
startEngine( )
brake( )
transmission( )
fuelInjection( )
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Access Control
Public, protected, private
Public properties and behaviors are available
to any other object to use/invoke
Private: available only within the objects.
Protected: available within the objects and to
the class hierarchy inherited from the class.
(We will discuss more about this when
dealing with OO concept Inheritance.)
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Relationships
Typically an application consists of
many related classes.
Commonly used relationships include:
associations, aggregations, and
generalizations.
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Association
An association is a connection between classes, a
semantic connection between objects of classes
involved in the association.
Association typically represents “has a” or “uses”
relationships.
Indicated by a line,
sometimes with arrow indicating unidirectional
relationship,
adorned by the name of the relation, and
the ends of the line adorned by cardinality of relationship
and optionally by the roles connected to each class.
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Association : Examples
Uses
Person Computer
Owns
Person 0..* Car
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Roles in Association
drives
Person Car
driver company car
wife
Person
husband
married to
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Aggregation
Aggregation represents a relation
“contains”, “is a part of”, “whole-part”
relation.
Indicated by a line adorned on the
“whole” by a hollow diamond
Along with name of relationship and
Cardinality.
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Aggregation: Example
contains
League Team
*
4 wheel
made of
Auto engine Strong aggregation.
1
*
part
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Generalization
Generalization is a relationship between a
general and a specific class.
The specific class called the subclass inherits
from the general class, called the superclass.
Public and protected properties (attributes)
and behaviors (operations) are inherited.
Design representation “inheritance” OO
concept.
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Generalization: Symbol
It represents “is a” relationship among
classes and objects.
Represented by a line with an hollow
arrow head pointing to the superclass
at the superclass end.
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Generalization: Example
Vehicle
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Combined Example
drives
Person 0..* Vehicle
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Discovering Classes
Library Management System (LMS)
RESPONSIBILITIES COLLABORATIONS
Database
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CRC Cards
LMS
(Librarian)
Borrower
Title: Book Title, Magazine Title
Item
Reservation
Transaction (Loan)
Database for storage
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Static Analysis: Initial Class
Diagram
Item Title
0..*
0..1 0..*
BookTitle MagazineTitle
LoanTransaction Reservation
0..* 0..*
Objects of these
classes are all
persistent data (in
Borrower a Database)
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Dynamic Analysis
“Borrow Item” use case using Sequence
Diagram
“Add Title” use case using Collaboration
diagram
“Add Item” using Activity diagram
“Reservation” state diagram
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Borrow Item: Sequence Diagram
: Borrower Bison : LMS : Title : Borrower : Loan : Item
Transaction
1: findTitle ( )
2: find ( )
3: findItem ( )
4: searchItem ( )
5: identifyBorrower ( )
6: findBorrower ( )
7: createLoanTrans ( )
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Add Title: Collaboration Diagram
Assuming that
add title implies
adding an item
1: create ( )
3: addItem ( )
name, ISBN
id Objid
: Title
: Librarian 2: setItem ( )
ObjId,id
titleObj
: Item
4: storeTitle ( )
itemObj
5: storeItem ( )
DB : DB
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Add Item: Activity Diagram
Title Item Database
createItem
setItem
addToTitle updateDatabase
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Component Diagram
Business Package
+ Item
+ Loan
+ Title
+ Borrower information
+ Book Title
+ Reservation
+ Magazine Title
GUI Package
+ Lend Window
+ Return Window
+ Reservation Window
+ Maintenance Window
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Analysis, Design
Implementation/programming
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Problem Solving Using Java
OO Design and Progamming in Java
Write an
Identify classes needed Write an applet
application class
class
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Instantiation :
Examples
class FordCar ---- defines a class name FordCar
FordCar windstar; ---- defines a Object reference windStar
windstar = new FordCar(); ---- instantiates a windstar
Object
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Operator new and “dot”
new operator creates a object and
returns a reference to that object.
After an object has been instantiated,
you can use dot operator to access its
methods and data declarations (if you
have access permissions).
EX: redRose.bloom(); greenHouse.color
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Elements of a Class
class
body
header
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Class Structure
class
variables
constants
methods
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Defining Classes
Syntax:
class class_name {
data-declarations
constructors
methods }
Constructors are special methods used for
instantiating (or creating) objects from a class.
Data declarations are implemented using variable
and constant declarations.
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Naming Convention
Constants: All characters in uppercase, words in the
identifier separated by underscore: EX: MAX_NUM
Variables, objects, methods: First word all
lowercase, subsequent words start with uppercase.
EX: nextInt, myPen, readInt()
Classes: Start with an uppercase letter. EX: Tree,
Car, System , Math
Packages: are formed by set of related classes and
packages.
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A complete example
Problem Statement: You have been
hired to assist in an secret encryption
project. In this project each message
(string) sent out is attached to a
randomly generated secret code
(integer) between 1 and 999. Design
and develop an application program in
Java to carry out this project.
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Identify Objects
There are two central objects:
Message
Secret code
Is there any class predefined in JAVA
API that can be associated with these
objects? Yes ,
“string” of java.lang and “Random” of
java.util
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The Random class
Random class is defined in java.util
package.
nextInt() method of Random class
returns an integer between 0 and
MAXINT of the system.
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Design
Class String Class Random
An instance of Random
An instance of string number generator
Input and fill up message. Generate Random integer
Attach (concatenate)
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Class Components
Class name (starts with uppercase),
constants, instance variables, constructors
definitions and method definitions.
Constants:
public final static double PI = 3.14;
Variables:
private double bonus;
public string name;
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Method Invocation/Call
Syntax:
method_name (values);
object_name.method_name(values);
classname.method_name(values);
Examples:
computeSum(); // call to method from within the class
where it is located
YourRose.paintIt(Red);
Math.abs(X);
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Defining Methods
A method is group of (related) statements
that carry out a specified function.
A method is associated with a particular
class and it specifies a behavior or
functionality of the class.
A method definition specifies the code to
be executed when the method is
invoked/activated/called.
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Method Definition : Syntax
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Return Type
can be void, type or class identifier
void indicates that the method called to
perform an action in a self-standing
way: Example: println
type or class specify the value returned
using a return statement inside the
method.
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Return Statement
Syntax of return statement:
return; // for void methods
return expression; // for type or class
return value
// the expression type and return type
should be same
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Parameter List
Parameter list specified in method header provides a
mechanism for sending information to a method.
It is powerful mechanism for specializing an object.
The parameter list that appears in the header of a
method
specifies the type and name of each parameter
and
is called formal parameter list.
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Parameter list : Syntax
Formal parameter list: This is like molds or
templates
(parm_type parm_name, parm_type parm_name, ....)
Actual parameter list: This is like material that fit
into the mold or template specified in the formal
list:
(expression, expression....)
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Method Definition : review
definition
header
body
Visibility
modifiers
parameter list
return type Name
{ statements }
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Method Definition : Example
Write a method that computes and
returns the perimeter of a rectangle
class.
Analysis:
Send to the method: Length and Width
Compute inside the method: Perimeter
Return from the method: Perimeter
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...Example (contd.)
public int Perimeter (int Length, int Width)
{
int Temp; // local temporary variable
Temp = 2 * (Length + Width); // compute
perimeter
return Temp; // return computed value
}
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What happens when a method
is called?
Control is transferred to the method
called and execution continues inside
the method.
Control is transferred back to the caller
when a return statement is executed
inside the method.
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Method Invocation :
semantics
Operating
System
1 1. OS to main method
2 2. Main method execution
Main method 3. Invoke Area
Rect.Area(….)
8 4. Transfer control to Area
3 5. Execute Area method
7 6. Return control back to
4 main method
8
7. Resume executing main
8. Exit to OS
Area
5 method 6
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Constructors
A Constructor is used to create or instantiate an
object from the class.
Constructor is a special method:
It has the same name as the class.
It has no return type or return statement.
Typically a class has more than one constructor:
a default constructor which has no parameters,
and other constructors with parameters.
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Constructors (contd.)
You don’t have to define a constructor if you need
only a default constructor.
When you want initializing constructors :
1. you must include a default constructor in this case.
2. You will use initializing constructors when you want
the object to start with a specific initial state rather
than as default state.
3. Example: Car myCar(Red); // initializing constructor
for Car class with color as parameter
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Visibility Modifiers
type Method/variable name
public protected
“nothing”
DEFAULT private
static “nothing”
DEFAULT
To indicate
class method/
To indicate
variable
object
method/
variable
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..Modifiers (contd.)
private : available only within class
“nothing” specified : DEFAULT: within
class and within package
protected : within inherited hierarchy
(only to sub classes)
public : available to any class.
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Inheritance
Inheritance is the act of deriving a new class
from an existing one.
A primary purpose of inheritance is to reuse
existing software.
Original class used to derive a new class is
called “super” class and the derived class is
called “sub” class.
Inheritance represents “is a” relationship
between the superclass and the subclass.
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Syntax
class subclass extends superclass {
class definition
}
Example:
class Windstar extends FordCar // meaning it inherits
from class Fordcar{ ....}
Windstar myCar();
In this example, FordCar is the super-class and Windstar is a
sub-class and myCar is an object Windstar class.
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Representing the Relationship
BankClass
has a has a
has a
Checking Savings
is a : use inheritance
has a : use composition, or membership
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Modifers
Visibility modifiers: private, public,
protected
Protected modifier is used when the
entity needs to be available to the
subclass but not to the public.
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Example : Words
Main class
Book class
Super class
Uses
is a
Dictionary Class
subclass
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Example : School
Student
Main class
uses
Grad Student
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Example
Food Abstract super class
subclasses
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Interface
An abstract method is one that does not have a
definition within the class. Only the prototype is
present.
An interface is collection of constants and abstract
methods.
Syntax
interface interface_name {
constant -declarations;
abstract methods;
}
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Example
interface EPA {
bool emissionControl();
bool pollutionControl();
…
}
class NYepa implements EPA {
bool emissionControl () {
details/semantics /statements how to implement it }
class CAepa implements EPA {
bool emissionControl () {….
// different details on implementation….}
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Inheritance and Interfaces
In Java class may inherit (extend) from only
one class. (C++ allows multiple inheritance).
But a Java class may implement many
interfaces.
For example,
public class Scribble extends Applet implements
MouseListner, MouseMotionListner {
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Next Steps
Develop a multi-class java application
Develop a application with graphical
user interface
Develop the solution for LMS
Where can you get more info?
http://www.netbeans.org/kb/trails/java-se.html
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Summary
We studied object-oriented analysis and
design.
From problem statement to class diagram
We also studied basics of object-
oriented programming (OOP).
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