Object Oriented Analysis and Design

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    Object Oriented Analysis and Design - Presentation Transcript

    1. Object Oriented Programming Concepts Analysis + Design
    2. What’s in store…
      • Real world problems  software solution
      • Functionality – Requirements/Use-cases
      • Object Oriented [OO] Concepts
      • Unified Modeling Language [UML]
      • Simple Design Pattern
    3. Real World Problems  Software Solutions
      • 1. Functionality - The code should do what it’s supposed to do
      • 2. Analysis and Design - Application of basic OO concepts
      • 3 . Frameworks & Design Patterns – Strive for a maintainable and scalable solution
    4. Functionality – Requirements & Use-cases
      • Requirements set out the final expectations from the system
      • Use-case enumerates in detail the steps the system should take
      • Use-case has a single goal
      • Every use-case has a start and stop condition, an external initiator and clear value
    5. Functionality – Requirements & Use-cases
      • A
      • B
      • C
      • UC 1
      • UC 2
      • UC 4
      • UC2
      • UC3
      • UC4
      • UC1
      • UC4
      • UC5
      • UC6
      Requirements
    6. OO Concepts
      • Everything is an Object
      • Everything consists of objects
    7. OO Concepts – I N H E R I T A N C E
      • Build classes based on other classes
      • Avoid duplicating and repeating
      • Inherit behaviour and change [ override ] if required
      • Sub-class should be substitutable for parent class
    8. OO Concepts – P O L Y M O R P H I S M
      • Change behaviour without changing code
      • Allows a sub-class to stand-in for another class
    9. OO Concepts – E N C A P S U L A T I O N
      • Protect information in your code from being used incorrectly
      • Object = state + behaviour
      • Also known as Information Hiding or Separation of Concerns
      • Duplicate code is an indicator
    10. OO Concepts – C O M P O S I T I O N
      • Loose coupling between objects
      • Greater flexibility
      • Code changes don’t lead to cascading code breakage
      • Better encapsulation
    11. Unified Modeling Language – U M L
      • Purely representational
      • Programming language independent
      • A notational set based language and NOT a methodology
      • Fits easily into any company’s way of functioning
      • Conveys information through a wide set of diagrams
        • Use-case diagram
        • Class diagram
        • Sequence diagram
        • State-chart diagram
        • Activity diagram
        • Component diagram
    12. U M L – Use-Case Diagram
      • Illustrates a unit of functionality
      • Helps visualize functional requirements of a system
      • Include relationships of actors [users] to processes
    13. U M L – Class Diagram
      • Shows the static structures and relationships of a system
      • Can be used to display logical groupings/classifications
      • Also used to depict implementation classes
      • Both the state and behaviour of classes captured
      • Relationships between classes also important
    14. U M L – Sequence Diagram
      • Depicts in detail the flow of control through a use-case
      • Consists of 2 dimensions –
        • Horizontal – shows sequence of calls/messages in time order of occurrence
        • Vertical – the object instances to which messages are sent
      • Sequence of flow starts at the top left corner
    15. A Design Pattern – D E L E G A T I O N
      • An object outwardly exhibits a behaviour – which is performed by another object
      • Better encapsulation
      • Impact of code changes minimised
      • Sometimes referred to as aggregation
      • Example – A stack built on top of a list
    16. So, WHAT MAKES GOOD CODE?
    17. References
      • UML Basic: An Introduction [IBM]
      • Head First - Object Oriented Analysis and Design
      • Wikipedia
    18.  

    + anirvan.majumdaranirvan.majumdar, 3 months ago

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