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A Brief History
The object-oriented paradigm took its shape from the initial concept of a new programming
approach, while the interest in design and analysis methods came much later.
In 1970, Alan Kay and his research group at Xerox PARK created a personal computer
named Dynabook and the first pure object-oriented programming language OOPL -
Smalltalk, for programming the Dynabook.
In the 1980s, Grady Booch published a paper titled Object Oriented Design that mainly
presented a design for the programming language, Ada. In the ensuing editions, he
extended his ideas to a complete object–oriented design method.
The other significant innovations were Object Modelling Techniques OMT by James Rumbaugh
and Object-Oriented Software Engineering OOSE by Ivar Jacobson.
Object-Oriented Analysis
Object–Oriented Analysis OOA is the procedure of identifying software engineering
requirements and developing software specifications in terms of a software system’s object
model, which comprises of interacting objects.
The main difference between object-oriented analysis and other forms of analysis is that in object
oriented approach, requirements are organized around objects, which integrate both data and
functions. They are modelled after real-world objects that the system interacts with. In traditional
analysis methodologies, the two aspects - functions and data - are considered separately.
Grady Booch has defined OOA as, “Object-oriented analysis is a method of analysis that
examines requirements from the perspective of the classes and objects found in the vocabulary of
the problem domain”.
Identifying objects
Organizing the objects by creating object model diagram
Defining the internals of the objects, or object attributes
Defining the behavior of the objects, i.e., object actions
Describing how the objects interact
The common models used in OOA are use cases and object models.
Object-Oriented Design
Object–Oriented Design OOD involves implementation of the conceptual model produced during
object-oriented analysis. In OOD, concepts in the analysis model, which are
technology−independent, are mapped onto implementing classes, constraints are identified and
interfaces are designed, resulting in a model for the solution domain, i.e., a detailed description
of how the system is to be built on concrete technologies.
Grady Booch has defined object-oriented design as “a method of design encompassing the
process of object-oriented decomposition and a notation for depicting both logical and physical as
well as static and dynamic models of the system under design”.
Object-Oriented Programming
Object-oriented programming OOP is a programming paradigm based upon objects
havingbothdataandmethods that aims to incorporate the advantages of modularity and
reusability. Objects, which are usually instances of classes, are used to interact with one
another to design applications and computer programs.
Some examples of object-oriented programming languages are C++, Java, Smalltalk, Delphi, C#,
Perl, Python, Ruby, and PHP.
Object
An object is a real-world element in an object–oriented environment that may have a physical or a
conceptual existence. Each object has:
State that determines the characteristic properties of an object as well as the values of
the properties that the object holds.
Objects can be modelled according to the needs of the application. An object may have a physical
existence, like a customer, a car, etc.; or an intangible conceptual existence, like a project, a
process, etc.
Class
A class represents a collection of objects having same characteristic properties that exhibit
common behavior. It gives the blueprint or description of the objects that can be created from it.
Creation of an object as a member of a class is called instantiation. Thus, object is an instance of
a class.
A set of attributes for the objects that are to be instantiated from the class. Generally,
different objects of a class have some difference in the values of the attributes. Attributes are
often referred as class data.
A set of operations that portray the behavior of the objects of the class. Operations are
also referred as functions or methods.
Example
Let us consider a simple class, Circle, that represents the geometrical figure circle in a
two– dimensional space. The attributes of this class can be identified as follows:
During instantiation, values are assigned for at least some of the attributes. If we create an object
my_circle, we can assign values like x-coord : 2, y-coord : 3, and a : 4 to depict its state. Now, if
the operation scale is performed on my_circle with a scaling factor of 2, the value of the variable a
will
become 8. This operation brings a change in the state of my_circle, i.e., the object has
exhibited certain behavior.
Encapsulation
Encapsulation is the process of binding both attributes and methods together within a class.
Through encapsulation, the internal details of a class can be hidden from outside. It permits the
elements of the class to be accessed from outside only through the interface provided by the class.
Data Hiding
Typically, a class is designed such that its data attributes can be accessed only by its class
methods and insulated from direct outside access. This process of insulating an object’s data is
called data hiding or information hiding.
Example
In the class Circle, data hiding can be incorporated by making attributes invisible from outside the
class and adding two more methods to the class for accessing class data, namely:
Here the private data of the object my_circle cannot be accessed directly by any method that is
not encapsulated within the class Circle. It should instead be accessed through the methods
setValues and getValues.
Message Passing
Any application requires a number of objects interacting in a harmonious manner. Objects in a
system may communicate with each other using message passing. Suppose a system has
two objects: obj1 and obj2. The object obj1 sends a message to object obj2, if obj1 wants
obj2 to execute one of its methods.
Inheritance
Inheritance is the mechanism that permits new classes to be created out of existing classes by
extending and refining its capabilities. The existing classes are called the base classes/parent
classes/super-classes, and the new classes are called the derived classes/child
classes/subclasses. The subclass can inherit or derive the attributes and methods of the super-
classes provided that the super-class allows so. Besides, the subclass may add its own attributes
and methods and may modify any of the super-class methods. Inheritance defines an “is – a”
relationship.
Example
From a class Mammal, a number of classes can be derived such as Human, Cat, Dog, Cow,
etc. Humans, cats, dogs, and cows all have the distinct characteristics of mammals. In addition,
each has its own particular characteristics. It can be said that a cow “is – a” mammal.
Types of Inheritance:
Single Inheritance : A subclass derives from a single super-class.
Multilevel Inheritance : A subclass derives from a super-class which in turn is derived from
another class and so on.
Example
Let us consider two classes, Circle and Square, each with a method findArea. Though the name
and purpose of the methods in the classes are same, the internal implementation, i.e., the
procedure of calculating area is different for each class. When an object of class Circle invokes its
findArea method, the operation finds the area of the circle without any conflict with the findArea
method of the Square class.
Generalization and Specialization
Generalization and specialization represent a hierarchy of relationships between classes, where
subclasses inherit from super-classes.
Generalization
In the generalization process, the common characteristics of classes are combined to form a class
in a higher level of hierarchy, i.e., subclasses are combined to form a generalized super-class. It
represents an “is – a – kind – of” relationship. For example, “car is a kind of land vehicle”, or “ship
is a kind of water vehicle”.
Specialization
Specialization is the reverse process of generalization. Here, the distinguishing features of groups
of objects are used to form specialized classes from existing classes. It can be said that the
subclasses are the specialized versions of the super-class.
Link
A link represents a connection through which an object collaborates with other objects. Rumbaugh
has defined it as “a physical or conceptual connection between objects”. Through a link, one object
may invoke the methods or navigate through another object. A link depicts the relationship
between two or more objects.
Association
Association is a group of links having common structure and common behavior.
Association depicts the relationship between objects of one or more classes. A link can be
defined as an instance of an association.
Degree of an Association
Degree of an association denotes the number of classes involved in a connection. Degree may be
unary, binary, or ternary.
objects of class B.
Aggregation or Composition
Aggregation or composition is a relationship among classes by which a class can be made up of
any combination of objects of other classes. It allows objects to be placed directly within the body
of other classes. Aggregation is referred as a “part–of” or “has–a” relationship, with the ability to
navigate from the whole to its parts. An aggregate object is an object that is composed of one or
more other objects.
Example
In the relationship, “a car has–a motor”, car is the whole object or the aggregate, and the motor is
a “part–of” the car. Aggregation may denote:
It is easy to maintain. Suppose a module develops an error, then a programmer can fix
that particular module, while the other parts of the software are still up and running.
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We know that the Object-Oriented Modelling OOM technique visualizes things in an application
by using models organized around objects. Any software development approach goes through
the following stages:
Analysis,
Design, and
Implementation.
In object-oriented software engineering, the software developer identifies and organizes the
application in terms of object-oriented concepts, prior to their final representation in any specific
programming language or software tools.
Object–Oriented Analysis
In this stage, the problem is formulated, user requirements are identified, and then a model is built
based upon real–world objects. The analysis produces models on how the desired system should
function and how it must be developed. The models do not include any implementation details so
that it can be understood and examined by any non–technical application expert.
Object–Oriented Design
Object-oriented design includes two main stages, namely, system design and object
In this stage, the complete architecture of the desired system is designed. The system is
conceived as a set of interacting subsystems that in turn is composed of a hierarchy of interacting
objects, grouped into classes. System design is done according to both the system analysis model
and the proposed system architecture. Here, the emphasis is on the objects comprising the system
rather than the processes in the system.
Object Design
In this phase, a design model is developed based on both the models developed in the system
analysis phase and the architecture designed in the system design phase. All the classes
required
are identified. The designer decides whether:
The associations between the identified classes are established and the hierarchies of classes are
identified. Besides, the developer designs the internal details of the classes and their associations,
i.e., the data structure for each attribute and the algorithms for the operations.
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Principles of Object-Oriented Systems
The conceptual framework of object–oriented systems is based upon the object model. There are
two categories of elements in an object-oriented system:
Major Elements : By major, it is meant that if a model does not have any one of these elements,
it ceases to be object oriented. The four major elements are:
Abstraction
Encapsulation
Modularity
Hierarchy
Minor Elements : By minor, it is meant that these elements are useful, but not indispensable part
of the object model. The three minor elements are:
Typing
Concurrency
Persistence
Abstraction
Abstraction means to focus on the essential features of an element or object in OOP, ignoring its
extraneous or accidental properties. The essential features are relative to the context in which the
object is being used.
“An abstraction denotes the essential characteristics of an object that distinguish it from all other
kinds of objects and thus provide crisply defined conceptual boundaries, relative to the
perspective of the viewer.”
Example : When a class Student is designed, the attributes enrolment_number, name, course, and
address are included while characteristics like pulse_rate and size_of_shoe are eliminated, since
they are irrelevant in the perspective of the educational institution.
Encapsulation
Encapsulation is the process of binding both attributes and methods together within a class.
Through encapsulation, the internal details of a class can be hidden from outside. The class
has methods that provide user interfaces by which the services provided by the class may be
used.
Modularity
Modularity is the process of decomposing a problem program into a set of modules so as to
reduce the overall complexity of the problem. Booch has defined modularity as:
“Modularity is the property of a system that has been decomposed into a set of cohesive
and loosely coupled modules.”
Hierarchy
In Grady Booch’s words, “Hierarchy is the ranking or ordering of abstraction”. Through hierarchy, a
system can be made up of interrelated subsystems, which can have their own subsystems and so
on until the smallest level components are reached. It uses the principle of “divide and conquer”.
Hierarchy allows code reusability.
Typing
According to the theories of abstract data type, a type is a characterization of a set of elements. In
OOP, a class is visualized as a type having properties distinct from any other types. Typing is the
enforcement of the notion that an object is an instance of a single class or type. It also enforces
that objects of different types may not be generally interchanged; and can be interchanged only in
a very restricted manner if absolutely required to do so.
Strong Typing : Here, the operation on an object is checked at the time of compilation, as
in the programming language Eiffel.
Weak Typing : Here, messages may be sent to any class. The operation is checked only
at the time of execution, as in the programming language Smalltalk.
Concurrency
Concurrency in operating systems allows performing multiple tasks or processes simultaneously.
When a single process exists in a system, it is said that there is a single thread of control.
However, most systems have multiple threads, some active, some waiting for CPU, some
suspended, and some terminated. Systems with multiple CPUs inherently permit concurrent
threads of control; but systems running on a single CPU use appropriate algorithms to give
equitable CPU time to the threads so as to enable concurrency.
In an object-oriented environment, there are active and inactive objects. The active objects have
independent threads of control that can execute concurrently with threads of other objects. The
active objects synchronize with one another as well as with purely sequential objects.
Persistence
An object occupies a memory space and exists for a particular period of time. In traditional
programming, the lifespan of an object was typically the lifespan of the execution of the program
that created it. In files or databases, the object lifespan is longer than the duration of the process
creating the object. This property by which an object continues to exist even after its creator
ceases to exist is known as persistence.
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In the system analysis or object-oriented analysis phase of software development, the system
requirements are determined, the classes are identified and the relationships among classes are
identified.
The three analysis techniques that are used in conjunction with each other for object-oriented
analysis are object modelling, dynamic modelling, and functional modelling.
Object Modelling
Object modelling develops the static structure of the software system in terms of objects. It
identifies the objects, the classes into which the objects can be grouped into and the relationships
between the objects. It also identifies the main attributes and operations that characterize each
class.
Dynamic Modelling
After the static behavior of the system is analyzed, its behavior with respect to time and external
changes needs to be examined. This is the purpose of dynamic modelling.
Dynamic Modelling can be defined as “a way of describing how an individual object responds
to events, either internal events triggered by other objects, or external events triggered by the
outside world”.
Functional Modelling
Functional Modelling is the final component of object-oriented analysis. The functional model
shows the processes that are performed within an object and how the data changes as it moves
between methods. It specifies the meaning of the operations of object modelling and the actions of
dynamic modelling. The functional model corresponds to the data flow diagram of traditional
structured analysis.
Feasibility Study
Requirement Analysis and Specification
System Design
Implementation
Post-implementation Review
Now, we will look at the relative advantages and disadvantages of structured analysis
approach and object-oriented analysis approach.
Advantages/Disadvantages of Object Oriented
The principles of encapsulation and data hiding help the developer to develop systems that
cannot be tampered by other parts of the system.
The principles of encapsulation and data hiding help the developer to develop systems that
cannot be tampered by other parts of the system.
It can be upgraded from small to large systems at a greater ease than in systems following
structured analysis.
Functionality is restricted within objects. This may pose a problem for systems which are
intrinsically procedural or computational in nature.
The object-oriented models do not easily show the communications between the objects in the
system.
All the interfaces between the objects cannot be represented in a single diagram.
Advantages Disadvantages
As it follows a top-down approach in contrast to bottom-up approach of object-oriented analysis, it
can be more easily comprehended than OOA.
It is based upon functionality. The overall purpose is identified and then functional decomposition is
done for developing the software. The emphasis not only gives a better understanding of the system
but also generates more complete systems.
In traditional structured analysis models, one phase should be
completed before the next phase. This poses a problem in design, particularly if errors crop up or
requirements change.
The initial cost of constructing the system is high, since the whole system needs to be designed at
once leaving very little option to add functionality later.
The specifications in it are written in simple English language, and hence can be more easily
analyzed by non-technical personnel.
It does not support reusability of code. So, the time and cost of development is inherently high.
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The dynamic model represents the time–dependent aspects of a system. It is concerned with the
temporal changes in the states of the objects in a system. The main concepts are:
Action, an uninterrupted and atomic computation that occurs due to some event,
A state machine models the behavior of an object as it passes through a number of states in its
lifetime due to some events as well as the actions occurring due to the events. A state machine is
graphically represented through a state transition diagram.
State
The state is an abstraction given by the values of the attributes that the object has at a particular
time period. It is a situation occurring for a finite time period in the lifetime of an object, in which it
fulfils certain conditions, performs certain activities, or waits for certain events to occur. In state
transition diagrams, a state is represented by rounded rectangles.
Parts of a state
Name : A string differentiates one state from another. A state may not have any name.
Entry/Exit Actions : It denotes the activities performed on entering and on exiting the state.
Internal Transitions : The changes within a state that do not cause a change in the state.
Transition
A transition denotes a change in the state of an object. If an object is in a certain state when an
event occurs, the object may perform certain activities subject to specified conditions and change
the state. In this case, a state−transition is said to have occurred. The transition gives the
relationship between the first state and the new state. A transition is graphically represented by a
solid directed arc from the source state to the destination state.
Event Trigger : The occurrence due to which an object in the source state undergoes a
transition if the guard condition is satisfied.
Action : An un-interruptible and atomic computation that occurs on the source object due to
some event.
Example
Suppose a person is taking a taxi from place X to place Y. The states of the person may be:
Waiting waitingfortaxi, Riding hehasgotataxiandistravellinginit, and Reached
hehasreachedthedestination. The following figure depicts the state transition.
Events
Events are some occurrences that can trigger state transition of an object or a group of objects.
Events have a location in time and space but do not have a time period associated with it.
Events are generally associated with some actions.
Examples of events are mouse click, key press, an interrupt, stack overflow, etc. Events
that trigger transitions are written alongside the arc of transition in state diagrams.
Example
Considering the example shown in the above figure, the transition from Waiting state to Riding
state takes place when the person gets a taxi. Likewise, the final state is reached, when he
reaches the destination. These two occurrences can be termed as events Get_Taxi and
Reach_Destination. The following figure shows the events in a state machine.
Internal events are those that pass from one object to another object within a system.
For example, stack overflow, a divide error, etc.
Deferred Events
Deferred events are those which are not immediately handled by the object in the current state but
are lined up in a queue so that they can be handled by the object in some other state at a later
time.
Event Classes
Event class indicates a group of events with common structure and behavior. As with classes of
objects, event classes may also be organized in a hierarchical structure. Event classes may have
attributes associated with them, time being an implicit attribute. For example, we can consider the
events of departure of a flight of an airline, which we can group into the following class:
Actions
Activity
Activity is an operation upon the states of an object that requires some time period. They are the
ongoing executions within a system that can be interrupted. Activities are shown in activity
diagrams that portray the flow from one activity to another.
Action
An action is an atomic operation that executes as a result of certain events. By atomic, it is meant
that actions are un-interruptible, i.e., if an action starts executing, it runs into completion without
being interrupted by any event. An action may operate upon an object on which an event has been
triggered or on other objects that are visible to this object. A set of actions comprise an activity.
Likewise, the action that is executed while leaving a state, irrespective of the transition that led out
of it, is called an exit action.
Scenario
Scenario is a description of a specified sequence of actions. It depicts the behavior of objects
undergoing a specific action series. The primary scenarios depict the essential sequences and the
secondary scenarios depict the alternative sequences.
Interaction Diagrams
Interaction diagrams describe the dynamic behavior among different objects. It comprises of a set
of objects, their relationships, and the message that the objects send and receive. Thus, an
interaction models the behavior of a group of interrelated objects. The two types of interaction
diagrams are:
Concurrency of Events
In a system, two types of concurrency may exist. They are:
System Concurrency
Here, concurrency is modelled in the system level. The overall system is modelled as the
aggregation of state machines, where each state machine executes concurrently with
others.
A simple state has no sub-structure. A state that has simpler states nested inside it is called a
composite state. A sub-state is a state that is nested inside another state. It is generally used
to reduce the complexity of a state machine. Sub-states can be nested to any number of
levels.
In sequential sub-states, the control of execution passes from one sub-state to another sub-
state one after another in a sequential manner. There is at most one initial state and one final
state in these state machines.
In concurrent sub-states, the sub-states execute in parallel, or in other words, each state has
concurrently executing state machines within it. Each of the state machines has its own initial and
final states. If one concurrent sub-state reaches its final state before the other, control waits at its
final state. When all the nested state machines reach their final states, the sub-states join back to a
single flow.
Rumbaugh et al. have defined DFD as, “A data flow diagram is a graph which shows the flow
of data values from their sources in objects through processes that transform them to their
destinations on other objects.”
Processes,
Data Flows,
Actors, and
Data Stores.
Features of a DFD
Processes
Processes are the computational activities that transform data values. A whole system can be
visualized as a high-level process. A process may be further divided into smaller components. The
lowest-level process may be a simple function.
Representation in DFD : A process is represented as an ellipse with its name written inside it and
contains a fixed number of input and output data values.
Example : The following figure shows a process Compute_HCF_LCM that accepts two integers
as inputs and outputs their HCF highestcommonfactor and LCM leastcommonmultiple.
Data Flows
Data flow represents the flow of data between two processes. It could be between an actor and
a process, or between a data store and a process. A data flow denotes the value of a data item
at some point of the computation. This value is not changed by the data flow.
Representation in DFD : A data flow is represented by a directed arc or an arrow, labelled with
the name of the data item that it carries.
In the above figure, Integer_a and Integer_b represent the input data flows to the process,
while L.C.M. and H.C.F. are the output data flows.
The output value is sent to several places as shown in the following figure. Here, the
output arrows are unlabelled as they denote the same value.
The data flow contains an aggregate value, and each of the components is sent to
different places as shown in the following figure. Here, each of the forked components is
labelled.
Actors
Actors are the active objects that interact with the system by either producing data and inputting
them to the system, or consuming data produced by the system. In other words, actors serve as
the sources and the sinks of data.
Example : The following figure shows the actors, namely, Customer and Sales_Clerk in a
counter sales system.
Data Stores
Data stores are the passive objects that act as a repository of data. Unlike actors, they cannot
perform any operations. They are used to store data and retrieve the stored data. They represent
a data structure, a disk file, or a table in a database.
Representation in DFD : A data store is represented by two parallel lines containing the name of
the data store. Each data store is connected to at least one process. Input arrows contain
information to modify the contents of the data store, while output arrows contain information
retrieved from the data store. When a part of the information is to be retrieved, the output arrow is
labelled. An unlabelled arrow denotes full data retrieval. A two-way arrow implies both retrieval
and update.
Example : The following figure shows a data store, Sales_Record, that stores the details of all
sales. Input to the data store comprises of details of sales such as item, billing amount, date,
etc. To find the average sales, the process retrieves the sales records and computes the
average.
Constraints
Constraints specify the conditions or restrictions that need to be satisfied over time. They allow
adding new rules or modifying existing ones. Constraints can appear in all the three models of
object-oriented analysis.
In Object Modelling, the constraints define the relationship between objects. They may
also define the relationship between the different values that an object may take at
different times.
In Dynamic Modelling, the constraints define the relationship between the states and
events of different objects.
Example : The following figure shows a portion of DFD for computing the salary of employees of a
company that has decided to give incentives to all employees of the sales department and
increment the salary of all employees of the HR department. It can be seen that the constraint
{Dept:Sales} causes incentive to be calculated only if the department is sales and the constraint
{Dept:HR} causes increment to be computed only if the department is HR.
Control Flows
A process may be associated with a certain Boolean value and is evaluated only if the value
is true, though it is not a direct input to the process. These Boolean values are called the
control flows.
Representation in DFD : Control flows are represented by a dotted arc from the process
producing the Boolean value to the process controlled by them.
Example : The following figure represents a DFD for arithmetic division. The Divisor is tested for
non-zero. If it is not zero, the control flow OK has a value True and subsequently the Divide
process computes the Quotient and the Remainder.
At each successive lower level, further details are gradually included. A process is decomposed
into sub-processes, the data flows among the sub-processes are identified, the control flows are
determined, and the data stores are defined. While decomposing a process, the data flow into or
out of the process should match the data flow at the next level of DFD.
Example : Let us consider a software system, Wholesaler Software, that automates the
transactions of a wholesale shop. The shop sells in bulks and has a clientele comprising of
merchants and retail shop owners. Each customer is asked to register with his/her particulars and
is given a unique customer code, C_Code. Once a sale is done, the shop registers its details and
sends the goods for dispatch. Each year, the shop distributes Christmas gifts to its customers,
which comprise of a silver coin or a gold coin depending upon the total sales and the decision of
the proprietor.
The functional model for the Wholesale Software is given below. The figure below shows the top
level DFD. It shows the software as a single process and the actors that interact with it.
Customers
Salesperson
Proprietor
In the next level DFD, as shown in the following figure, the major processes of the system are
identified, the data stores are defined and the interaction of the processes with the actors, and the
data stores are established.
Register Customers
Process Sales
Ascertain Gifts
Customer Details
Sales Details
Gift Details
The following figure shows the details of the process Register Customer. There are three processes
in it, Verify Details, Generate C_Code, and Update Customer Details. When the details of the
customer are entered, they are verified. If the data is correct, C_Code is generated and the data
store Customer Details is updated.
The following figure shows the expansion of the process Ascertain Gifts. It has two processes in
it, Find Total Sales and Decide Type of Gift Coin. The Find Total Sales process computes the
yearly total sales corresponding to each customer and records the data. Taking this record and
the
decision of the proprietor as inputs, the gift coins are allotted through Decide Type of Gift Coin
process.
Advantages Disadvantages
DFDs depict the boundaries of a system and hence are helpful in portraying the relationship
between the external objects and the processes within the system.
The graphical representation serves as a blueprint for the programmers to develop a system.
DFDs do not provide any information about the time-dependent behavior, i.e., they do not
specify when the transformations are done.
They do not throw any light on the frequency of computations or the reasons for
computations.
The preparation of DFDs is a complex process that needs considerable expertise. Also, it is
difficult for a non-technical person to understand.
Object modelling develops the static structure of the software system in terms of
objects. Thus it shows the “doers” of a system.
Data Stores : These are either objects in the object model or attributes of objects.
Data Flows : Data flows to or from actors represent operations on or by objects. Data
flows to or from data stores represent queries or updates.
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The Unified Modeling Language UML is a graphical language for OOAD that gives a standard
way to write a software system’s blueprint. It helps to visualize, specify, construct, and document
the artifacts of an object-oriented system. It is used to depict the structures and the relationships
in a complex system.
Brief History
It was developed in 1990s as an amalgamation of several techniques, prominently OOAD
technique by Grady Booch, OMT ObjectModelingTechnique by James Rumbaugh, and OOSE
ObjectOrientedSoftwareEngineering by Ivar Jacobson. UML attempted to standardize
semantic models, syntactic notations, and diagrams of OOAD.
Model : Model is a simplified, complete, and consistent abstraction of a system, created for better
understanding of the system.
a Things:
Structural Things : These are the nouns of the UML models representing the
static elements that may be either physical or conceptual. The structural things
are class, interface, collaboration, use case, active class, components, and
nodes.
Behavioral Things : These are the verbs of the UML models representing the dynamic
behavior over time and space. The two types of behavioral things are interaction and
state machine.
Grouping Things : They comprise the organizational parts of the UML models. There is
only one kind of grouping thing, i.e., package.
Annotational Things : These are the explanations in the UML models representing
the comments applied to describe elements.
b Relationships:
Relationships are the connection between things. The four types of relationships that can
be represented in UML are:
Dependency : This is a semantic relationship between two things such that a change in one
thing brings a change in the other. The former is the independent thing, while the latter is the
dependent thing.
Realization : This is a semantic relationship between two or more classifiers such that
one classifier lays down a contract that the other classifiers ensure to abide by.
Class Diagram
Object Diagram
Use Case Diagram
Sequence Diagram
Collaboration Diagram
State Chart Diagram
Activity Diagram
Component Diagram
Deployment Diagram
Rules
UML has a number of rules so that the models are semantically self-consistent and related to other
models in the system harmoniously. UML has semantic rules for the following:
Names
Scope
Visibility
Integrity
Execution
Common Mechanisms
UML has four common mechanisms:
Specifications
Adornments
Common Divisions
Extensibility Mechanisms
Specifications
In UML, behind each graphical notation, there is a textual statement denoting the syntax and
semantics. These are the specifications. The specifications provide a semantic backplane
that contains all the parts of a system and the relationship among the different paths.
Adornments
Each element in UML has a unique graphical notation. Besides, there are notations to
represent the important aspects of an element like name, scope, visibility, etc.
Common Divisions
Object-oriented systems can be divided in many ways. The two common ways of division are:
Division of Interface and Implementation : An interface defines the rules for interaction.
Implementation is the concrete realization of the rules defined in the interface.
Extensibility Mechanisms
UML is an open-ended language. It is possible to extend the capabilities of UML in a
controlled manner to suit the requirements of a system. The extensibility mechanisms are:
Stereotypes : It extends the vocabulary of the UML, through which new building blocks
can be created out of existing ones.
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UML defines specific notations for each of the building blocks.
Class
A class is represented by a rectangle having three sections:
the top section containing the name of the class
the middle section containing class attributes
the bottom section representing operations of the class
The visibility of the attributes and operations can be represented in the following ways:
Public : A public member is visible from anywhere in the system. In class diagram, it
is prefixed by the symbol ‘+’.
Private : A private member is visible only from within the class. It cannot be accessed
from outside the class. A private member is prefixed by the symbol ‘−’.
Protected : A protected member is visible from within the class and from the
subclasses inherited from this class, but not from outside. It is prefixed by the symbol
‘#’.
Example : Let us consider the Circle class introduced earlier. The attributes of Circle are x-coord,
y-coord, and radius. The operations are findArea, findCircumference, and scale. Let us assume
that x-coord and y-coord are private data members, radius is a protected data member, and the
member functions are public. The following figure gives the diagrammatic representation of the
class.
Object
An object is represented as a rectangle with two sections:
The top section contains the name of the object with the name of the class or package
of which it is an instance of. The name takes the following forms:
object-name : class-name
The bottom section represents the values of the attributes. It takes the form attribute-name
= value.
Component
A component is a physical and replaceable part of the system that conforms to and provides the
realization of a set of interfaces. It represents the physical packaging of elements like classes and
interfaces.
Notation : In UML diagrams, a component is represented by a rectangle with tabs as shown in the
figure below.
Interface
Interface is a collection of methods of a class or component. It specifies the set of services that may
be provided by the class or component.
Notation : Generally, an interface is drawn as a circle together with its name. An interface is almost
always attached to the class or component that realizes it. The following figure gives the notation of
an interface.
Package
A package is an organized group of elements. A package may contain structural things like classes,
components, and other packages in it.
Usually, elements in a relationship play specific roles in the relationship. A role name signifies the
behavior of an element participating in a certain context.
Example : The following figures show examples of different relationships between classes. The
first figure shows an association between two classes, Department and Employee, wherein a
department may have a number of employees working in it. Worker is the role name. The ‘1’
alongside Department and ‘*’ alongside Employee depict that the cardinality ratio is one–to–many.
The second figure portrays the aggregation relationship, a University is the “whole–of” many
Departments.
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UML structural diagrams are categorized as follows: class diagram, object diagram,
component diagram, and deployment diagram.
Class Diagram
A class diagram models the static view of a system. It comprises of the classes, interfaces,
and collaborations of a system; and the relationships between them.
A bank has many branches. In each zone, one branch is designated as the zonal head office that
supervises the other branches in that zone. Each branch can have multiple accounts and loans.
An account may be either a savings account or a current account. A customer may open both a
savings account and a current account. However, a customer must not have more than one
savings account or current account. A customer may also procure loans from the bank.
Customer. Relationships:
A Branch with role Zonal Head Office supervises other Branches : unary association,
one–to-many
From the class Account, two classes have inherited, namely, Savings Account and Current Account. A
Object Diagram
An object diagram models a group of objects and their links at a point of time. It shows the
instances of the things in a class diagram. Object diagram is the static part of an
interaction diagram.
Example : The following figure shows an object diagram of a portion of the class diagram of the
Banking System.
Component Diagram
Component diagrams show the organization and dependencies among a group of
Components
Interfaces
Relationships
Packages and Subsystems optional
Example
The following figure shows a component diagram to model a system’s source code that is
developed using C++. It shows four source code files, namely, myheader.h, otherheader.h,
priority.cpp, and other.cpp. Two versions of myheader.h are shown, tracing from the recent
version to its ancestor. The file priority.cpp has compilation dependency on other.cpp. The file
other.cpp has compilation dependency on otherheader.h.
Deployment Diagram
A deployment diagram puts emphasis on the configuration of runtime processing nodes and their
components that live on them. They are commonly comprised of nodes and dependencies, or
associations between the nodes.
Example
The following figure shows the topology of a computer system that follows client/server
architecture. The figure illustrates a node stereotyped as server that comprises of processors. The
figure indicates that four or more servers are deployed at the system. Connected to the server are
the client nodes, where each node represents a terminal device such as workstation, laptop,
scanner, or printer. The nodes are represented using icons that clearly depict the real-world
equivalent.
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UML behavioral diagrams visualize, specify, construct, and document the dynamic aspects of
a system. The behavioral diagrams are categorized as follows: use case diagrams, interaction
diagrams, state–chart diagrams, and activity diagrams.
a Use case
A use case describes the sequence of actions a system performs yielding visible results. It shows
the interaction of things outside the system with the system itself. Use cases may be applied to the
whole system as well as a part of the system.
b Actor
An actor represents the roles that the users of the use cases play. An actor may be a
person e. g. student, customer, a device e. g. workstation, or another system e. g. bank,
institution.
The following figure shows the notations of an actor named Student and a use case
called Generate Performance Report.
c Use case diagrams
Use case diagrams present an outside view of the manner the elements in a system behave
and how they can be used in the context.
Use cases
Actors
Relationships like dependency, generalization, and association
To model the context of a system by enclosing all the activities of a system within a rectangle
and focusing on the actors outside the system by interacting with it.
Example
Let us consider an Automated Trading House System. We assume the following features of
the system:
The trading house has transactions with two types of customers, individual customers
and corporate customers.
Once the customer places an order, it is processed by the sales department and
the customer is given the bill.
The system allows the manager to manage customer accounts and answer any
queries posted by the customer.
Interaction Diagrams
Interaction diagrams depict interactions of objects and their relationships. They also include the
messages passed between them. There are two types of interaction diagrams:
Sequence Diagrams
Collaboration Diagrams
Sequence Diagrams
Sequence diagrams are interaction diagrams that illustrate the ordering of messages according to
time.
Notations : These diagrams are in the form of two-dimensional charts. The objects that initiate
the interaction are placed on the x–axis. The messages that these objects send and receive are
placed along the y–axis, in the order of increasing time from top to bottom.
Example : A sequence diagram for the Automated Trading House System is shown in the following
figure.
Collaboration Diagrams
Collaboration diagrams are interaction diagrams that illustrate the structure of the objects that
send and receive messages.
Notations : In these diagrams, the objects that participate in the interaction are shown using
vertices. The links that connect the objects are used to send and receive messages. The
message is shown as a labeled arrow.
Example : Collaboration diagram for the Automated Trading House System is illustrated in the
figure below.
State–Chart Diagrams
A state–chart diagram shows a state machine that depicts the control flow of an object from one
state to another. A state machine portrays the sequences of states which an object undergoes due
to events and their responses to events.
State-chart diagrams are used for modeling objects which are reactive in
nature. Example
In the Automated Trading House System, let us model Order as an object and trace its
sequence. The following figure shows the corresponding state–chart diagram.
Activity Diagrams
An activity diagram depicts the flow of activities which are ongoing non-atomic operations in a state
machine. Activities result in actions which are atomic operations.
Example
The following figure shows an activity diagram of a portion of the Automated Trading House System.
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After the analysis phase, the conceptual model is developed further into an object-oriented model
using object-oriented design OOD. In OOD, the technology-independent concepts in the analysis
model are mapped onto implementing classes, constraints are identified, and interfaces are
designed, resulting in a model for the solution domain. In a nutshell, a detailed description is
constructed specifying how the system is to be built on concrete technologies
System Design
Object-oriented system design involves defining the context of a system followed by designing the
architecture of the system.
Context : The context of a system has a static and a dynamic part. The static context of the
system is designed using a simple block diagram of the whole system which is expanded
into a hierarchy of subsystems. The subsystem model is represented by UML packages.
The dynamic context describes how the system interacts with its environment. It is modelled
using use case diagrams.
System Architecture : The system architecture is designed on the basis of the context
of the system in accordance with the principles of architectural design as well as domain
knowledge. Typically, a system is partitioned into layers and each layer is decomposed
to form the subsystems.
Object-Oriented Decomposition
Decomposition means dividing a large complex system into a hierarchy of smaller components
with lesser complexities, on the principles of divide–and–conquer. Each major component of the
system is called a subsystem. Object-oriented decomposition identifies individual autonomous
objects in a system and the communication among these objects.
Concurrency allows more than one objects to receive events at the same time and more than one
activity to be executed simultaneously. Concurrency is identified and represented in the dynamic
model.
To enable concurrency, each concurrent element is assigned a separate thread of control. If the
concurrency is at object level, then two concurrent objects are assigned two different threads of
control. If two operations of a single object are concurrent in nature, then that object is split among
different threads.
Concurrency is associated with the problems of data integrity, deadlock, and starvation. So a clear
strategy needs to be made whenever concurrency is required. Besides, concurrency requires to be
identified at the design stage itself, and cannot be left for implementation stage.
Identifying Patterns
While designing applications, some commonly accepted solutions are adopted for some
categories of problems. These are the patterns of design. A pattern can be defined as a
documented set of building blocks that can be used in certain types of application development
problems.
Controlling Events
During system design, the events that may occur in the objects of the system need to be identified
and appropriately dealt with.
space. There are four types of events that can be modelled, namely:
Signal Event : A named object thrown by one object and caught by another
The start–up of the system, i.e., the transition of the system from non-initialized state
to steady state.
The termination of the system, i.e., the closing of all running threads, cleaning up
of resources, and the messages to be sent.
The initial configuration of the system and the reconfiguration of the system when needed.
Object Design
After the hierarchy of subsystems has been developed, the objects in the system are identified and
their details are designed. Here, the designer details out the strategy chosen during the system
design. The emphasis shifts from application domain concepts toward computer concepts. The
objects identified during analysis are etched out for implementation with an aim to minimize
execution time, memory consumption, and overall cost.
Object Identification
The first step of object design is object identification. The objects identified in the object–oriented
analysis phases are grouped into classes and refined so that they are suitable for actual
implementation.
Designing aggregations
Object Representation
Once the classes are identified, they need to be represented using object modelling techniques.
This stage essentially involves constructing UML diagrams.
Static Models : To describe the static structure of a system using class diagrams and
object diagrams.
Dynamic Models : To describe the dynamic structure of a system and show the
interaction between classes using interaction diagrams and state–chart diagrams.
Classification of Operations
In this step, the operation to be performed on objects are defined by combining the three models
developed in the OOA phase, namely, object model, dynamic model, and functional model. An
operation specifies what is to be done and not how it should be done.
Algorithm Design
The operations in the objects are defined using algorithms. An algorithm is a stepwise procedure
that solves the problem laid down in an operation. Algorithms focus on how it is to be done.
There may be more than one algorithm corresponding to a given operation. Once the alternative
algorithms are identified, the optimal algorithm is selected for the given problem domain. The
metrics for choosing the optimal algorithm are:
Design of Relationships
The strategy to implement the relationships needs to be chalked out during the object design
phase. The main relationships that are addressed comprise of associations, aggregations,
and inheritances.
Implementation of Control
The object designer may incorporate refinements in the strategy of the state–chart model. In
system design, a basic strategy for realizing the dynamic model is made. During object design, this
strategy is aptly embellished for appropriate implementation.
State Machine Engine : This approach directly represents a state machine through a state
machine engine class. This class executes the state machine through a set of transitions
and actions provided by the application.
Packaging Classes
In any large project, meticulous partitioning of an implementation into modules or packages is
important. During object design, classes and objects are grouped into packages to enable multiple
groups to work cooperatively on a project.
modules. Modules should have good cohesion, i.e., high cooperation among its
components.
Design Optimization
The analysis model captures the logical information about the system, while the design model adds
details to support efficient information access. Before a design is implemented, it should be
optimized so as to make the implementation more efficient. The aim of optimization is to minimize
the cost in terms of time, space, and other metrics.
However, design optimization should not be excess, as ease of implementation, maintainability,
and extensibility are also important concerns. It is often seen that a perfectly optimized design is
more efficient but less readable and reusable. So the designer must strike a balance between the
two.
The various things that may be done for design optimization are:
Optimization of Algorithms
In object-oriented systems, optimization of data structure and algorithms are done in a
collaborative manner. Once the class design is in place, the operations and the algorithms need to
be optimized.
However, this may pose update anomalies, i.e., a change in the values of base attributes with no
corresponding change in the values of the derived attributes. To avoid this, the following steps are
taken:
With each update of the base attribute value, the derived attribute is also re-computed.
All the derived attributes are re-computed and updated periodically in a group rather than
after each update.
Design Documentation
Documentation is an essential part of any software development process that records the
procedure of making the software. The design decisions need to be documented for any
non– trivial software system for transmitting the design to others.
Usage Areas
Though a secondary product, a good documentation is indispensable, particularly in the following
areas:
Contents
A beneficial documentation should essentially include the following contents: High–level
system architecture : Process diagrams and module diagrams Key abstractions and
mechanisms : Class diagrams and object diagrams. Scenarios that illustrate the behavior
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Implementing an object-oriented design generally involves using a standard object oriented
programming language OOPL or mapping object designs to databases. In most cases, it
involves both.
Implementation using Programming Languages
Usually, the task of transforming an object design into code is a straightforward process.
Any object-oriented programming language like C++, Java, Smalltalk, C# and Python,
includes provision for representing classes. In this chapter, we exemplify the concept using
C++.
The following figure shows the representation of the class Circle using C++.
Implementing Associations
Most programming languages do not provide constructs to implement associations directly. So the
task of implementing associations needs considerable thought.
Associations may be either unidirectional or bidirectional. Besides, each association may be either
one–to–one, one–to–many, or many–to–many.
Unidirectional Associations
For implementing unidirectional associations, care should be taken so that unidirectionality is
maintained. The implementations for different multiplicity are as follows:
Optional Associations : Here, a link may or may not exist between the participating
objects. For example, in the association between Customer and Current Account in the
figure below, a customer may or may not have a current account.
For implementation, an object of Current Account is included as an attribute in Customer that may
be NULL. Implementation using C++:
class Customer
{
private:
// attributes
Current_Account c; //an object of Current_Account as attribute
public:
Customer()
{
c = NULL;
} // assign c as NULL
Current_Account getCurrAc()
{
return c;
}
void setCurrAc( Current_Account myacc)
{
c = myacc;
}
void removeAcc()
{
c = NULL;
}
};
One–to–one Associations : Here, one instance of a class is related to exactly one instance
of the associated class. For example, Department and Manager have one–to–one
association as shown in the figure below.
This is implemented by including in Department, an object of Manager that should not be
NULL. Implementation using C++:
class Department
{
private:
// attributes
Manager mgr; //an object of Manager as attribute
public:
Department (/*parameters*/, Manager m) //m is not NULL
{
// assign parameters to variables
mgr = m;
}
Manager getMgr()
{
return mgr;
}
};
One–to–many Associations : Here, one instance of a class is related to more than one
instances of the associated class. For example, consider the association between
Employee and Dependent in the following figure.
class Employee
{
private:
char * deptName;
list <Dependent> dep; //a list of Dependents as attribute
public:
void addDependent ( Dependent d)
{
dep.push_back(d);
} // adds an employee to the department
Bi-directional Associations
To implement bi-directional association, links in both directions require to be maintained.
class Project_Manager
{
private:
// attributes
Project pj;
public:
void setProject(Project p);
Project removeProject();
};
One–to–many Associations : Consider the relationship between Department and
Employee having one–to–many association as shown in the figure below.
public:
void addEmployee ( Employee e)
{
emp.push_back(e);
} // adds an employee to the department
class Employee
{
private:
//attributes
Department d;
public:
void addDept();
void removeDept();
};
public:
// class methods
};
Implementing Constraints
Constraints in classes restrict the range and type of values that the attributes may take. In order to
implement constraints, a valid default value is assigned to the attribute when an object is
instantiated from the class. Whenever the value is changed at runtime, it is checked whether the
value is valid or not. An invalid value may be handled by an exception handling routine or other
methods.
Example
Consider an Employee class where age is an attribute that may have values in the range of 18
to 60. The following C++ code incorporates it:
class Employee
{
private: char * name;
int age;
// other attributes
public:
Employee() // default constructor
{
strcpy(name, "");
age = 18; // default value
}
In this approach, the states are represented by different values of a data member
orsetofdatamembers. The values are explicitly defined by an enumeration within the class. The
transitions are represented by member functions that change the value of the concerned data
member.
Overview of RDBMS
A database is an ordered collection of related data.
A database management system DBMS is a collection of software that facilitates the processes
of defining, creating, storing, manipulating, retrieving, sharing, and removing data in databases.
In relational database management systems RDBMS, data is stored as relations or tables,
where each column or field represents an attribute and each row or tuple represents a record
of an instance.
Each row is uniquely identified by a chosen set of minimal attributes called primary
key. A foreign key is an attribute that is the primary key of a related table.
For example, the Circle class can be converted to table as shown in the figure below.
One–to–One Associations
To implement 1:1 associations, the primary key of any one table is assigned as the foreign key of
the other table. For example, consider the association between Department and Manager:
SQL commands to create the tables:
CREATE TABLE DEPARTMENT
(
DEPT_ID INTEGER PRIMARY KEY,
DNAME VARCHAR2(30) NOT NULL,
LOCATION VARCHAR2(20),
EMPID INTEGER REFERENCES MANAGER
);
One–to–Many Associations
To implement 1:N associations, the primary key of the table in the 1-side of the association is
assigned as the foreign key of the table at the N-side of the association. For example, consider
the association between Department and Employee:
Many–to–Many Associations
To implement M:N associations, a new relation is created that represents the association.
For example, consider the following association between Employee and Project:
Example
Another important aspect is the fitness of purpose of a program that ascertains whether the
program serves the purpose which it aims for. The fitness defines the software quality.
Unit Testing
In unit testing, the individual classes are tested. It is seen whether the class attributes are
implemented as per design and whether the methods and the interfaces are error-free. Unit
testing is the responsibility of the application engineer who implements the structure.
Subsystem Testing
This involves testing a particular module or a subsystem and is the responsibility of the subsystem
lead. It involves testing the associations within the subsystem as well as the interaction of the
subsystem with the outside. Subsystem tests can be used as regression tests for each newly
released version of the subsystem.
System Testing
System testing involves testing the system as a whole and is the responsibility of the quality
assurance team. The team often uses system tests as regression tests when assembling
new releases.
State model based testing : This encompasses state coverage, state transition coverage,
and state transition path coverage.
Use case based testing : Each scenario in each use case is tested.
Class diagram based testing : Each class, derived class, associations, and
aggregations are tested.
Use based testing : The interfaces and services of the modules at each level of
hierarchy are tested. Testing starts from the individual classes to the small modules
comprising of classes, gradually to larger modules, and finally all the major subsystems.
Beta testing : This is carried out by select group of co-operating customers. Acceptance
testing : This is carried out by the customer before accepting the deliverables. Software
Quality Assurance
Software Quality
Schulmeyer and McManus have defined software quality as “the fitness for use of the
total software product”. A good quality software does exactly what it is supposed to do
and is interpreted in terms of satisfaction of the requirement specification laid down by
the user.
Quality Assurance
Software quality assurance is a methodology that determines the extent to which a
software product is fit for use. The activities that are included for determining software
quality are:
Auditing
Development of standards and guidelines
Production of reports
Review of quality system
Quality Factors
Correctness : Correctness determines whether the software requirements are appropriately
met.
Usability : Usability determines whether the software can be used by different categories
of users beginners, non − technical, andexperts.
Portability : Portability determines whether the software can operate in different platforms
with different hardware devices.
Maintainability : Maintainability determines the ease at which errors can be corrected and
modules can be updated.
Reusability : Reusability determines whether the modules and classes can be reused
for developing other software products.
Object-Oriented Metrics
Metrics can be broadly classified into three categories: project metrics, product metrics, and
process metrics.
Project Metrics
Project Metrics enable a software project manager to assess the status and performance of
an ongoing project. The following metrics are appropriate for object-oriented software
projects:
Number of scenario scripts
Number of key classes
Number of support classes
Number of subsystems
Product Metrics
Product metrics measure the characteristics of the software product that has been developed. The
product metrics suitable for object-oriented systems are:
Methods per Class : It determines the complexity of a class. If all the methods of a class
are assumed to be equally complex, then a class with more methods is more complex and
thus more susceptible to errors.
Inheritance Structure : Systems with several small inheritance lattices are more well–
structured than systems with a single large inheritance lattice. As a thumb rule, an
inheritance tree should not have more than 7 ±2 number of levels and the tree should
be balanced.
Coupling and Cohesion : Modules having low coupling and high cohesion are considered
to be better designed, as they permit greater reusability and maintainability.
Response for a Class : It measures the efficiency of the methods that are called by
the instances of the class.
Process Metrics
Process metrics help in measuring how a process is performing. They are collected over all
projects over long periods of time. They are used as indicators for long-term software
process improvements. Some process metrics are: