The document discusses object-oriented approaches to software development. It covers the history of object-oriented programming from the 1950s to modern languages like C++ and Java. It then outlines key concepts of the object-oriented model like abstraction, encapsulation, and modularity. The document also discusses object-oriented programming, the software development life cycle, object-oriented analysis using tools like UML, and object-oriented design.
The document discusses various design patterns categorized as creational, structural, and behavioral patterns. It provides examples of each pattern in Java code including factories, builders, singletons, decorators, observers, strategies, and more. Each pattern is defined as focusing on object creation, composition, or interaction and collaboration between objects. Specific Java classes, methods, and APIs demonstrating different patterns are listed.
The document discusses design patterns. It begins with an introduction to design patterns, covering their history and definition. It then covers several fundamental design principles for patterns, including avoiding tight coupling, favoring composition over inheritance, and the single responsibility principle. Finally, it discusses several specific design patterns, including factory method, singleton, strategy, state, and proxy patterns. It provides examples of when and how to apply these patterns.
This document discusses structural design patterns from the Gang of Four (GoF) patterns book. It introduces proxies, decorators, adapters, façades, and composites patterns. Proxies provide a placeholder for another object to control access. Decorators dynamically add/remove responsibilities to objects. Adapters allow incompatible interfaces to work together. Façades provide a simplified interface to a subsystem. Composites represent part-whole hierarchies to access all parts uniformly. Bridge and flyweight patterns were not covered due to dependencies on other patterns. The document emphasizes introducing extra levels of indirection to solve problems and favoring composition over inheritance.
This document provides an overview of object-oriented analysis and design concepts. It defines key OO terms like objects, classes, inheritance, polymorphism, and relationships. It also describes several OO methodologies like OMT, Booch, and Objectory. Finally, it discusses design patterns, frameworks, and the motivation for a unified OO approach.
This document discusses object-oriented analysis and design. It describes how object modeling can be used to design computer systems and other complex systems by capturing objects, their attributes, and operations. The document outlines different design methods, relationships between objects like aggregation and delegation, and provides examples of objects like a juggler and their constituent parts. It also discusses starting the analysis process by identifying candidate objects and their relationships.
Object-oriented analysis and design (OOAD) involves finding objects or concepts in the problem domain during analysis and defining software objects and how they collaborate during design. The document discusses various OOAD concepts like the unified modeling language (UML), use case diagrams, class diagrams, state diagrams, and design patterns. It provides definitions and examples of these concepts and explains tasks like requirements analysis, architecture design, and modeling object relationships, behaviors, and interactions during analysis and design.
The document discusses object-oriented modeling and design. It describes object-oriented design as planning a system of interacting objects to solve software problems using concepts like data abstraction, polymorphism, and data hiding. It outlines the object-oriented design process, including identifying classes and objects, defining attributes and relationships, and specifying interfaces. The benefits of object-oriented design are its reusability and mapping to real-world entities.
The document discusses various design patterns categorized as creational, structural, and behavioral patterns. It provides examples of each pattern in Java code including factories, builders, singletons, decorators, observers, strategies, and more. Each pattern is defined as focusing on object creation, composition, or interaction and collaboration between objects. Specific Java classes, methods, and APIs demonstrating different patterns are listed.
The document discusses design patterns. It begins with an introduction to design patterns, covering their history and definition. It then covers several fundamental design principles for patterns, including avoiding tight coupling, favoring composition over inheritance, and the single responsibility principle. Finally, it discusses several specific design patterns, including factory method, singleton, strategy, state, and proxy patterns. It provides examples of when and how to apply these patterns.
This document discusses structural design patterns from the Gang of Four (GoF) patterns book. It introduces proxies, decorators, adapters, façades, and composites patterns. Proxies provide a placeholder for another object to control access. Decorators dynamically add/remove responsibilities to objects. Adapters allow incompatible interfaces to work together. Façades provide a simplified interface to a subsystem. Composites represent part-whole hierarchies to access all parts uniformly. Bridge and flyweight patterns were not covered due to dependencies on other patterns. The document emphasizes introducing extra levels of indirection to solve problems and favoring composition over inheritance.
This document provides an overview of object-oriented analysis and design concepts. It defines key OO terms like objects, classes, inheritance, polymorphism, and relationships. It also describes several OO methodologies like OMT, Booch, and Objectory. Finally, it discusses design patterns, frameworks, and the motivation for a unified OO approach.
This document discusses object-oriented analysis and design. It describes how object modeling can be used to design computer systems and other complex systems by capturing objects, their attributes, and operations. The document outlines different design methods, relationships between objects like aggregation and delegation, and provides examples of objects like a juggler and their constituent parts. It also discusses starting the analysis process by identifying candidate objects and their relationships.
Object-oriented analysis and design (OOAD) involves finding objects or concepts in the problem domain during analysis and defining software objects and how they collaborate during design. The document discusses various OOAD concepts like the unified modeling language (UML), use case diagrams, class diagrams, state diagrams, and design patterns. It provides definitions and examples of these concepts and explains tasks like requirements analysis, architecture design, and modeling object relationships, behaviors, and interactions during analysis and design.
The document discusses object-oriented modeling and design. It describes object-oriented design as planning a system of interacting objects to solve software problems using concepts like data abstraction, polymorphism, and data hiding. It outlines the object-oriented design process, including identifying classes and objects, defining attributes and relationships, and specifying interfaces. The benefits of object-oriented design are its reusability and mapping to real-world entities.
This document provides an introduction to object-oriented analysis and design (OOAD). It discusses why the OO approach was developed, including to address issues with communication and managing complexity. It then defines key OO concepts like objects, classes, encapsulation, inheritance, polymorphism, and the use of UML. It also briefly outlines the object modeling technique (OMT) methodology and some popular OO development processes.
The document provides an overview of design patterns, including creational patterns. It defines the Abstract Factory pattern, which provides an interface for creating families of related or dependent objects without specifying their concrete classes. The Abstract Factory pattern allows for creating objects in a generic way and enforces creation constraints. It works by having a super-factory that creates other factories to generate related object types. The document outlines the intent, structure, collaboration and consequences of applying the Abstract Factory pattern, as well as how to implement and apply it to solve object creation problems in a flexible manner.
I. Pattern recognition involves identifying stimuli by recognizing correspondences with stored memories. It allows recognition of variations on patterns and works with incomplete information.
II. Neural network models incorporate top-down and bottom-up processing between word, letter, and feature levels. Top-down signals begin in the frontal cortex while bottom-up signals arise from the sensory cortex.
III. Prototype theory proposes that recognition compares input features to stored prototypes, with better category matches seen as more attractive. Facial recognition seems to rely more on learning history and attending to distinguishing features.
The document discusses the key elements of the object model, including abstraction, encapsulation, modularity, and hierarchy. It explains that abstraction is one of the fundamental ways to cope with complexity in software design. Abstraction focuses on the essential characteristics of an object that distinguish it from other objects, from the perspective of the viewer. The object model provides a conceptual framework for object-oriented programming that is based on these elements.
Knowledge Capturing via Conceptual Reframing: A Goal-oriented Framework for K...Antonio Lieto
The document presents a goal-oriented framework called GOCCIOLA that can generate novel knowledge by recombining concepts in a dynamic way to solve problems. GOCCIOLA uses a logic called TCL that can reason about typical properties of concepts and their combinations. It evaluates plausible scenarios for combining concepts using probabilities and heuristics from cognitive semantics. GOCCIOLA was tested on a concept composition task and able to provide solutions to goals by suggesting new concept combinations. The system has applications in computational creativity and cognitive architectures.
The document discusses object-oriented system development life cycles and methodologies. It describes Rumbaugh's Object Modeling Technique (OMT), which uses object models, dynamic models, and functional models to analyze, design, and implement systems. It also covers Booch methodology, which focuses on analysis and design using class, object, state, module, process, and interaction diagrams. Additionally, it mentions Jacobson's use case methodology for user-driven analysis.
The document discusses several creational design patterns including Singleton, Abstract Factory, Builder, and Prototype patterns. It provides definitions and examples of how each pattern works, including ensuring a class only has one instance (Singleton), creating object factories without specifying classes (Abstract Factory), constructing complex objects step-by-step (Builder), and copying existing objects (Prototype). The document is intended for teaching software design patterns to students.
Brief introduction to Object Oriented Analysis and DesignAmrullah Zunzunia
This document provides an overview of object-oriented analysis and design (OOAD). It discusses why OOAD is needed, the benefits it provides, and key concepts like objects, inheritance, polymorphism, encapsulation, cohesion/coupling, and design patterns. OOAD involves analyzing a problem domain to identify objects and their relationships, then designing a conceptual solution where objects collaborate through defined responsibilities and interfaces. The document emphasizes designing for comprehensibility, extensibility, and maintainability by following OO principles like information expert, pure fabrication, and high cohesion/low coupling.
A&D - Object Oriented Analysis using UMLvinay arora
This document discusses object oriented analysis using UML. It defines key concepts like objects, classes, attributes, behaviors, generalization/specialization, aggregation, and relationships. It also describes UML diagrams including use case diagrams, class diagrams, sequence diagrams, and activity diagrams. Finally, it outlines the process of object modeling including identifying objects and classes, organizing relationships, and constructing class diagrams.
The document provides definitions and concepts related to user experience (UX) design. It discusses how experiences are represented in episodic memory and built from concepts. A conceptual model of a user experience is proposed to include objects, attributes, operations, and relationships. The conceptual model can then be used to design different views for multiple channels. Key sources on topics like conceptual models, mental models, ontologies, and user research methods are also cited.
Lieto - Book Presentation Cognitive Design for Artificial Minds (AGI Northwes...Antonio Lieto
The document discusses a book titled "Cognitive Design for Artificial Minds" by Antonio Lieto. It includes quotes from several professors praising the book for proposing a re-unification of artificial intelligence and cognitive science. The book explores connections between AI modeling techniques and cognitive science methods. It also provides an overview of cognitive architectures and argues that a biologically/cognitively inspired approach can help develop next generation AI systems beyond deep learning. The document discusses challenges in developing a standard model of cognition and the need for collaboration across the AI and cognitive science communities.
This document discusses using a cognitive grammar approach to user experience (UX) design. It proposes that interfaces can be viewed as languages with underlying grammars and conceptual models. The author describes their experience applying grammatical distinctions like objects and verbs to the information architecture of a banking app. The document then discusses how UX research can be used to develop an ontology conceptualizing a domain and how prototypes can help test and refine the conceptual model through an iterative process.
This document proposes optimizing service oriented architecture to support e-learning with adaptive and intelligent features. It discusses how adaptive learning refers to technologies that can dynamically recognize the role and profile of each learner and respond accordingly. It also discusses different adaptive learning approaches like macro, micro, and constructivist-collaborative approaches. Intelligent tutoring systems that utilize artificial intelligence techniques are also discussed. The proposal aims to make adaptive and intelligent e-learning features available as standard reusable services via an optimized service oriented architecture to enhance the overall system.
JAVA - A Quick Reference
A quick guide to learn more about JAVA Programming. This covers the core concepts of JAVA with OOP concepts. This also covers swing programming.
Este trabajo periodístico investiga al asesino en serie Pedro Alonso López, "El Monstruo de los Andes", quien asesinó y violó a más de 300 niñas en Colombia, Perú y Ecuador entre 1970 y 1998. A través de documentos judiciales y testimonios de familiares de víctimas, se reconstruye la trayectoria criminal de López para dar voz a las víctimas y mostrar la impunidad frente a estos crímenes. El objetivo es desentrañar la identidad de este monstruo humano y su grado de crueldad,
El documento describe el monitoreo de una red local usando la herramienta PRTG. Se instaló PRTG y se comenzó a monitorear la red, mostrando los dispositivos, sensores y estado de la red. PRTG proporciona información sobre el tráfico de red, uso de ancho de banda, y permite detectar problemas para resolverlos rápidamente. El monitoreo con PRTG brinda visibilidad del estado de la red en tiempo real para una administración efectiva.
Packet Loss Distributions of TCP using Web100Zoriel Salado
This research studied the time distribution between packet loss events in TCP connections using a testbed with varying bandwidths and packet loss rates. The results show that for ADSL and T1 connections, over 80% of congestion events occurred within 1 second or less. For an OC-1 connection, over 80% of events were within 0.25 seconds. The time between events was shorter for higher bandwidth links. To maximize bandwidth utilization, TCP would need a bandwidth estimation mechanism performing updates within 1 second for highly congested links.
This document provides an introduction to object-oriented analysis and design (OOAD). It discusses why the OO approach was developed, including to address issues with communication and managing complexity. It then defines key OO concepts like objects, classes, encapsulation, inheritance, polymorphism, and the use of UML. It also briefly outlines the object modeling technique (OMT) methodology and some popular OO development processes.
The document provides an overview of design patterns, including creational patterns. It defines the Abstract Factory pattern, which provides an interface for creating families of related or dependent objects without specifying their concrete classes. The Abstract Factory pattern allows for creating objects in a generic way and enforces creation constraints. It works by having a super-factory that creates other factories to generate related object types. The document outlines the intent, structure, collaboration and consequences of applying the Abstract Factory pattern, as well as how to implement and apply it to solve object creation problems in a flexible manner.
I. Pattern recognition involves identifying stimuli by recognizing correspondences with stored memories. It allows recognition of variations on patterns and works with incomplete information.
II. Neural network models incorporate top-down and bottom-up processing between word, letter, and feature levels. Top-down signals begin in the frontal cortex while bottom-up signals arise from the sensory cortex.
III. Prototype theory proposes that recognition compares input features to stored prototypes, with better category matches seen as more attractive. Facial recognition seems to rely more on learning history and attending to distinguishing features.
The document discusses the key elements of the object model, including abstraction, encapsulation, modularity, and hierarchy. It explains that abstraction is one of the fundamental ways to cope with complexity in software design. Abstraction focuses on the essential characteristics of an object that distinguish it from other objects, from the perspective of the viewer. The object model provides a conceptual framework for object-oriented programming that is based on these elements.
Knowledge Capturing via Conceptual Reframing: A Goal-oriented Framework for K...Antonio Lieto
The document presents a goal-oriented framework called GOCCIOLA that can generate novel knowledge by recombining concepts in a dynamic way to solve problems. GOCCIOLA uses a logic called TCL that can reason about typical properties of concepts and their combinations. It evaluates plausible scenarios for combining concepts using probabilities and heuristics from cognitive semantics. GOCCIOLA was tested on a concept composition task and able to provide solutions to goals by suggesting new concept combinations. The system has applications in computational creativity and cognitive architectures.
The document discusses object-oriented system development life cycles and methodologies. It describes Rumbaugh's Object Modeling Technique (OMT), which uses object models, dynamic models, and functional models to analyze, design, and implement systems. It also covers Booch methodology, which focuses on analysis and design using class, object, state, module, process, and interaction diagrams. Additionally, it mentions Jacobson's use case methodology for user-driven analysis.
The document discusses several creational design patterns including Singleton, Abstract Factory, Builder, and Prototype patterns. It provides definitions and examples of how each pattern works, including ensuring a class only has one instance (Singleton), creating object factories without specifying classes (Abstract Factory), constructing complex objects step-by-step (Builder), and copying existing objects (Prototype). The document is intended for teaching software design patterns to students.
Brief introduction to Object Oriented Analysis and DesignAmrullah Zunzunia
This document provides an overview of object-oriented analysis and design (OOAD). It discusses why OOAD is needed, the benefits it provides, and key concepts like objects, inheritance, polymorphism, encapsulation, cohesion/coupling, and design patterns. OOAD involves analyzing a problem domain to identify objects and their relationships, then designing a conceptual solution where objects collaborate through defined responsibilities and interfaces. The document emphasizes designing for comprehensibility, extensibility, and maintainability by following OO principles like information expert, pure fabrication, and high cohesion/low coupling.
A&D - Object Oriented Analysis using UMLvinay arora
This document discusses object oriented analysis using UML. It defines key concepts like objects, classes, attributes, behaviors, generalization/specialization, aggregation, and relationships. It also describes UML diagrams including use case diagrams, class diagrams, sequence diagrams, and activity diagrams. Finally, it outlines the process of object modeling including identifying objects and classes, organizing relationships, and constructing class diagrams.
The document provides definitions and concepts related to user experience (UX) design. It discusses how experiences are represented in episodic memory and built from concepts. A conceptual model of a user experience is proposed to include objects, attributes, operations, and relationships. The conceptual model can then be used to design different views for multiple channels. Key sources on topics like conceptual models, mental models, ontologies, and user research methods are also cited.
Lieto - Book Presentation Cognitive Design for Artificial Minds (AGI Northwes...Antonio Lieto
The document discusses a book titled "Cognitive Design for Artificial Minds" by Antonio Lieto. It includes quotes from several professors praising the book for proposing a re-unification of artificial intelligence and cognitive science. The book explores connections between AI modeling techniques and cognitive science methods. It also provides an overview of cognitive architectures and argues that a biologically/cognitively inspired approach can help develop next generation AI systems beyond deep learning. The document discusses challenges in developing a standard model of cognition and the need for collaboration across the AI and cognitive science communities.
This document discusses using a cognitive grammar approach to user experience (UX) design. It proposes that interfaces can be viewed as languages with underlying grammars and conceptual models. The author describes their experience applying grammatical distinctions like objects and verbs to the information architecture of a banking app. The document then discusses how UX research can be used to develop an ontology conceptualizing a domain and how prototypes can help test and refine the conceptual model through an iterative process.
This document proposes optimizing service oriented architecture to support e-learning with adaptive and intelligent features. It discusses how adaptive learning refers to technologies that can dynamically recognize the role and profile of each learner and respond accordingly. It also discusses different adaptive learning approaches like macro, micro, and constructivist-collaborative approaches. Intelligent tutoring systems that utilize artificial intelligence techniques are also discussed. The proposal aims to make adaptive and intelligent e-learning features available as standard reusable services via an optimized service oriented architecture to enhance the overall system.
JAVA - A Quick Reference
A quick guide to learn more about JAVA Programming. This covers the core concepts of JAVA with OOP concepts. This also covers swing programming.
Este trabajo periodístico investiga al asesino en serie Pedro Alonso López, "El Monstruo de los Andes", quien asesinó y violó a más de 300 niñas en Colombia, Perú y Ecuador entre 1970 y 1998. A través de documentos judiciales y testimonios de familiares de víctimas, se reconstruye la trayectoria criminal de López para dar voz a las víctimas y mostrar la impunidad frente a estos crímenes. El objetivo es desentrañar la identidad de este monstruo humano y su grado de crueldad,
El documento describe el monitoreo de una red local usando la herramienta PRTG. Se instaló PRTG y se comenzó a monitorear la red, mostrando los dispositivos, sensores y estado de la red. PRTG proporciona información sobre el tráfico de red, uso de ancho de banda, y permite detectar problemas para resolverlos rápidamente. El monitoreo con PRTG brinda visibilidad del estado de la red en tiempo real para una administración efectiva.
Packet Loss Distributions of TCP using Web100Zoriel Salado
This research studied the time distribution between packet loss events in TCP connections using a testbed with varying bandwidths and packet loss rates. The results show that for ADSL and T1 connections, over 80% of congestion events occurred within 1 second or less. For an OC-1 connection, over 80% of events were within 0.25 seconds. The time between events was shorter for higher bandwidth links. To maximize bandwidth utilization, TCP would need a bandwidth estimation mechanism performing updates within 1 second for highly congested links.
The document lists and provides details on 5 top dual SIM mobiles: Xiaomi Redmi Note 3 32GB, Samsung Galaxy J7, Lenovo K4 Note, Samsung Galaxy J3 (2016), and LeTV (LeEco) Le 1s. Key details provided for each include display size and resolution, rear and front camera specifications, features such as fingerprint sensors and battery capacity, memory/storage details, and a link for more information.
Linus Torvalds y Bill Gates son dos pioneros de la industria tecnológica. Torvalds creó el sistema operativo Linux mientras era estudiante en la Universidad de Helsinki. Frustrado por el costo de Unix, decidió crear su propia versión y lanzó la primera versión de Linux en 1991. Gates fundó Microsoft en 1975 junto a Paul Allen y lideró la compañía hasta renunciar en 2008 para enfocarse en su fundación filantrópica. Microsoft dominó la industria de software personal con Windows y otras aplicaciones populares. Ambos hic
Enseñanza en línea mediante programas libres y de código abiertoDigiZen
El documento discute el uso de herramientas de software libre y de código abierto en instituciones universitarias. Explica los conceptos de software propietario, shareware, open source y libre. Resalta las ventajas de los programas libres como su gratuidad, capacidad de modificación y sustentabilidad. Luego describe varias populares aplicaciones libres como alternativas a software propietario para tareas como procesamiento de texto, hojas de cálculo, presentaciones, edición de imágenes, video y audio, desarrollo web y más.
Este documento trata sobre la biodiversidad y la conservación de la vida silvestre. Explica que la biodiversidad se refiere a la variedad de formas de vida en el planeta, incluyendo ecosistemas terrestres y marinos. Define la vida silvestre como plantas, animales y otros organismos no domesticados. También describe técnicas para conservar la vida silvestre como reciclar, restaurar hábitats, hacer donaciones y voluntariado. Finalmente, identifica causas directas e indirectas de la extinción de especies como la pérd
La prospectiva empresarial estudia el futuro de las empresas para generar ventajas competitivas. Examinar el futuro permite a las empresas anticiparse a los acontecimientos y mejorar su competitividad. Para estudiar el futuro de las empresas se utilizan corrientes como el forecasting y los futuribles, que permiten identificar escenarios futuros y reconocer hacia dónde se dirige la empresa en cuanto al mercado, competidores y consumidores.
Este documento describe los sistemas de información de mercadotecnia. Explica las fuentes de información interna y externa, los métodos para recopilar y procesar datos, y transformarlos en información útil. También cubre temas como inteligencia de mercado, minería de datos, y la importancia de evaluar críticamente la información. El objetivo es aplicar estos conocimientos a través de una práctica empresarial que permita a los estudiantes desarrollar habilidades prácticas.
The document provides an overview of the core concepts and processes involved in systems analysis and design using a running example project from beginning to end. It introduces the systems development life cycle (SDLC) as consisting of six core processes: (1) identifying needs and obtaining approval, (2) planning and monitoring the project, (3) defining requirements, (4) designing solutions, (5) building and testing solutions, and (6) launching solutions. The chapter then discusses these six core processes that are common to all types of SDLC approaches.
Object-oriented modeling and design.pdfSHIVAM691605
Person
Patient: Person
Treats: Association
- assistant: Person
- patient: Person
Role names for a ternary association
Generalization
Generalization is a taxonomic relationship
between a more general class and a more
specific subclass.
The general class is called a superclass and
the specific class is called a subclass.
The subclass inherits all the attributes and
operations of the superclass.
The subclass may add its own attributes and
operations.
Person
name
age
address
Employee
salary
department
Student
marks
Student
Employee
Generalization
Object Modeling Guidelines
Model real
This document provides an introduction to object-oriented analysis and design (OOAD) and the Unified Modeling Language (UML). It discusses key OOAD concepts like classes, objects, attributes, methods, inheritance, encapsulation, and polymorphism. It also describes the nine UML diagrams used for modeling systems, including use case diagrams, class diagrams, and sequence diagrams. Finally, it explains how UML can be used at different levels of abstraction and from different perspectives in the analysis and design process.
This document provides an overview of object-oriented programming concepts. It discusses what OOP is, the history and goals of OOP, and key concepts like objects, classes, interfaces, encapsulation, inheritance, and polymorphism. Specifically, it explains that OOP evolved from procedural programming to further abstract concepts through objects that contain both data and behaviors. It also discusses how encapsulation, inheritance, and polymorphism are the three main principles of OOP that help make software more comprehensible, maintainable, and reusable.
The document discusses key concepts in object-oriented programming including objects, classes, encapsulation, abstraction, polymorphism, and inheritance. It provides definitions and examples of each concept. For objects, it describes how objects have an identity, state, and behavior. For classes, it explains that a class is a blueprint that defines common properties and behaviors for a collection of objects.
Assignment 1 SYD601 2012 rick_danby completed with audioRickNZ
The document provides an overview of object-oriented systems development. It discusses object-oriented analysis, design, and programming. It covers key concepts like classes, objects, encapsulation, inheritance, polymorphism, and abstraction. It also discusses the unified process, a popular iterative software development process, and its four phases: inception, elaboration, construction, and transition.
The document discusses object-oriented databases (OODBs). It states that choosing the right OODB architecture is crucial for performance and scalability, more so than with relational databases. With OODBs, the application architecture has a greater impact on performance compared to relational databases, as OODBs provide more direct access to persistent data. Consequently, the application architecture affects performance and scalability more than the choice of OODB.
Object-Oriented
Programming
Object-Oriented Programming
An algorithm is a step-by-step process.
A computer program is a step-by-step set of instructions for a computer.
Every computer program is an algorithm.
Algorithms have a long history in science, technology, engineering and math.
Object-Oriented Programming
Early computers were
far less complex than computers are today.
Their memories were smaller and their programs were much simpler.
Object-Oriented Programming
They usually executed only one program at a time.
Object-Oriented Programming
Modern computers are smaller, but far more complex than early computers.
The can execute many programs at the same time.
Object-Oriented Programming
Computer scientists have introduced the notion of objects and object-oriented programming to help manage the growing complexity of modern computers.
Object-Oriented Programming
An object is anything that can be represented by data in a computer’s memory and manipulated by a computer program.
Object-Oriented Programming
An object is anything that can be represented by data in a computer’s memory and manipulated by a computer program.
Numbers
Object-Oriented Programming
An object is anything that can be represented by data in a computer’s memory and manipulated by a computer program.
Text
Object-Oriented Programming
An object is anything that can be represented by data in a computer’s memory and manipulated by a computer program.
Pictures
Object-Oriented Programming
An object is anything that can be represented by data in a computer’s memory and manipulated by a computer program.
Sound
Object-Oriented Programming
An object is anything that can be represented by data in a computer’s memory and manipulated by a computer program.
Video
Object-Oriented Programming
An object is anything that can be represented by data.
Object-Oriented Programming
An object can be something in the physical world or even just an abstract idea.
An airplane, for example, is a physical object that can be manipulated by a computer.
Object-Oriented Programming
An object can be something in the physical world or even just an abstract idea.
A bank transaction is an example of an object that
is not physical.
Object-Oriented Programming
To a computer, an object is simply something that can be represented by data in the computer’s memory and manipulated by computer programs.
Object-Oriented Programming
The data that represent the object are organized into a set of properties.
The values stored in an object’s properties at any one time form the state
of an object.
Name: PA 3794
Owner: US Airlines
Location: 39 52′ 06″ N 75 13′ 52″ W
Heading: 271°
Altitude: 19 m
AirSpeed: 0
Make: Boeing
Model: 737
Weight: 32,820 kg
Object-Oriented Programming
Computer programs implement algorithms that manipulate the data.
In object-oriented programming, the programs that manipulate the pr ...
The document discusses object-oriented design (OOD). It aims to explain how a software design can be represented as interacting objects that manage their own state and operations. It describes the activities in the OOD process and introduces models that can be used, including the Unified Modeling Language (UML). Characteristics of OOD like encapsulation and message passing are covered. The document provides examples of concepts like objects, classes, associations, generalization and inheritance. It also discusses design of concurrent and distributed systems.
This document discusses object-oriented concepts and modeling. It begins by listing three textbooks on these topics. It then provides an overview of object-oriented concepts like objects, classes, inheritance, polymorphism, and encapsulation. It describes the stages of object-oriented analysis, design and implementation. It discusses the three main models used in object-oriented modeling: class models, state models, and interaction models. Finally, it covers object-oriented themes like abstraction, encapsulation, and polymorphism and the purposes of modeling.
Rumbaugh's Object Modeling Technique (OMT) is an object-oriented analysis and design methodology. It uses three main modeling approaches: object models, dynamic models, and functional models. The object model defines the structure of objects in the system through class diagrams. The dynamic model describes object behavior over time using state diagrams and event flow diagrams. The functional model represents system processes and data flow using data flow diagrams.
This document provides an overview of object-oriented concepts, principles, and software development. It defines key object-oriented terms like class, object, encapsulation, inheritance, and polymorphism. It also describes the three phases of object-oriented software development: object-oriented analysis, design, and construction. Object-oriented analysis identifies classes, objects, relationships, and system requirements. Design further develops the static and dynamic models. Construction implements the analysis and design models based on the programming language environment.
This document provides an introduction to object-oriented analysis and design (OOAD) and the Unified Modeling Language (UML). It discusses the basic concepts of OOAD and how UML uses diagrams to model software systems. UML diagrams can be used in all phases of the software development life cycle, including requirements analysis, design, implementation, and testing. The document also gives an overview of the different parts of UML, such as views, diagrams, relationships, and model elements.
This document provides an overview of object-oriented analysis and design (OOAD). It discusses key concepts like objects, classes, attributes, methods, analysis, and design. OOAD models a system as interacting objects and involves analyzing concepts in the problem domain and designing software objects to represent those concepts. The document contrasts the traditional procedural approach with the object-oriented approach, which focuses on logical solutions based on objects. It provides examples of objects and classes and explains how objects are grouped into classes to define common attributes and behaviors.
The document provides an overview of object-oriented analysis and design (OOAD). It discusses key OOAD concepts like iterative development, the Unified Process, UML notation, thinking in terms of objects and their services/responsibilities. It explains the differences between object-oriented analysis, which focuses on identifying domain objects, and object-oriented design, which defines software objects and how they collaborate. The document uses a dice game example to illustrate domain modeling with objects, interaction diagrams to show message flows, and a class diagram to define class attributes and methods.
FORMALIZATION & DATA ABSTRACTION DURING USE CASE MODELING IN OBJECT ORIENTED ...cscpconf
In object oriented analysis and design, use cases represent the things of value that the system performs for its actors in UML and unified process. Use cases are not functions or features.
They allow us to get behavioral abstraction of the system to be. The purpose of the behavioral abstraction is to get to the heart of what a system must do, we must first focus on who (or what)
will use it, or be used by it. After we do this, we look at what the system must do for those users in order to do something useful. That is what exactly we expect from the use cases as the
behavioral abstraction. Apart from this fact use cases are the poor candidates for the data abstraction. Rather the do not have data abstraction. The main reason is it shows or describes
the sequence of events or actions performed by the actor or use case, it does not take data in to account. As we know in earlier stages of the development we believe in ‘what’ rather than
‘how’. ‘What’ does not need to include data whereas ‘how’ depicts the data. As use case moves around ‘what’ only we are not able to extract the data. So in order to incorporate data in use cases one must feel the need of data at the initial stages of the development. We have developed the technique to integrate data in to the uses cases. This paper is regarding our investigations to take care of data during early stages of the software development. The collected abstraction of data helps in the analysis and then assist in forming the attributes of the candidate classes. This makes sure that we will not miss any attribute that is required in the abstracted behavior using use cases. Formalization adds to the accuracy of the data abstraction. We have investigated object constraint language to perform better data abstraction during analysis & design in unified paradigm. In this paper we have presented our research regarding early stage data abstraction and its formalization.
Formalization & data abstraction during use case modeling in object oriented ...csandit
This document discusses formalization and data abstraction during use case modeling in object-oriented analysis and design. It provides background on use case modeling and describes how data can be abstracted from use case steps. The document then presents a case study on an e-retail system to demonstrate modeling use cases, actors, and their relationships. It also discusses using activity diagrams to represent use case flows and the Object Constraint Language to add formalism and accuracy to data abstraction during analysis and design.
This document provides an overview of object-oriented methodologies, including Rumbaugh's Object Modeling Technique (OMT), Booch methodology, Jacobson's methodologies, patterns, frameworks, the Unified Modeling Language (UML), and common UML diagrams. It describes the key phases and models of OMT, Booch, and Jacobson's approaches. It also defines what patterns and frameworks are and compares them. Finally, it explains the history and concepts of UML and provides brief descriptions of common UML diagrams like class, use case, activity, sequence, and collaboration diagrams.
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3. Historical PerspectiveHistorical Perspective
Was initially thought of as a “research curiosity”Was initially thought of as a “research curiosity”
Object-oriented programming is today whatObject-oriented programming is today what
structured programming was in the 1970’sstructured programming was in the 1970’s
The Object and object attribute idea firstThe Object and object attribute idea first
conceived in the 1950’s for A.I.conceived in the 1950’s for A.I.
The real movement began in 1966 with theThe real movement began in 1966 with the
introduction of theintroduction of the SimulaSimula languagelanguage
4. Historical PerspectiveHistorical Perspective
Palo Alto Research Center (PARC) developedPalo Alto Research Center (PARC) developed
SmalltalkSmalltalk in the early 1970’sin the early 1970’s
SmalltalkSmalltalk is considered the first truly object-orientedis considered the first truly object-oriented
languagelanguage
Led other languages to support object-orientedLed other languages to support object-oriented
programmingprogramming
examples:examples: Objective-C, C++, Self, Eiffel,Objective-C, C++, Self, Eiffel, andand FlavorsFlavors
1980 Booch pioneered the concept of object-1980 Booch pioneered the concept of object-
oriented design (OOD)oriented design (OOD)
5. MotivationMotivation
Benefits are Greater:Benefits are Greater:
ProductivityProductivity
ReliabilityReliability
MaintainabilityMaintainability
ManageabilityManageability
6. MotivationMotivation
Direct mapping of concepts in the problemDirect mapping of concepts in the problem
domain to software units and their interfacesdomain to software units and their interfaces
Viewing the world as objects is more naturalViewing the world as objects is more natural
since it is closer to the way humans thinksince it is closer to the way humans think
Objects are more stable than functions…Objects are more stable than functions…
Supports information hiding, data abstraction,Supports information hiding, data abstraction,
and encapsulationand encapsulation
Easily modified, extended, and maintained…Easily modified, extended, and maintained…
if your product was designed correctlyif your product was designed correctly
7. Object-Oriented ModelObject-Oriented Model
A “new” way of thinking about what it means toA “new” way of thinking about what it means to
compute and how information can be structuredcompute and how information can be structured
Systems are viewed as cooperating objects thatSystems are viewed as cooperating objects that
encapsulate structure and behavior in aencapsulate structure and behavior in a
hierarchical constructionhierarchical construction
Functionality achieved by messages passingFunctionality achieved by messages passing
between objectsbetween objects
8. Object-Oriented ModelObject-Oriented Model
Object-oriented model can be viewed as the frameworkObject-oriented model can be viewed as the framework
containing:containing:
AbstractionAbstraction
EncapsulationEncapsulation
ModularityModularity
HierarchyHierarchy
ConcurrenceConcurrence
ReusabilityReusability
ExtensibilityExtensibility
10. Object Oriented ProgrammingObject Oriented Programming
Concepts:Concepts:
Programs are organized into cooperating collectionsPrograms are organized into cooperating collections
of objectsof objects
Object: entity that encapsulates state and behavior.Object: entity that encapsulates state and behavior.
An instance of a classAn instance of a class
Interface or protocol: set of messages to which it willInterface or protocol: set of messages to which it will
respondrespond
Response can be a message or routine, or delegationResponse can be a message or routine, or delegation
of the message to another objectof the message to another object
12. Life CycleLife Cycle
If it is accepted that object-oriented is more thanIf it is accepted that object-oriented is more than
object-oriented coding, then a whole newobject-oriented coding, then a whole new
approach, including life cycle, must be adoptedapproach, including life cycle, must be adopted
(Booch, 1994)(Booch, 1994)
13. Life CycleLife Cycle
Waterfall consists of aWaterfall consists of a
sequential process,sequential process,
primarily in oneprimarily in one
directiondirection
Does notDoes not
accommodate realaccommodate real
iterationiteration
Criticized for placingCriticized for placing
no emphasis on reuseno emphasis on reuse
and having noand having no
unifying model tounifying model to
integrate the phasesintegrate the phases
14. Life CycleLife Cycle
Water fountain lifeWater fountain life
cycle describes thecycle describes the
inherent iterative andinherent iterative and
incremental qualitiesincremental qualities
of object-orientedof object-oriented
developmentdevelopment
Prototyping andPrototyping and
feedback loops arefeedback loops are
standardstandard
15. Object-Oriented AnalysisObject-Oriented Analysis
Examines requirements from the perspective ofExamines requirements from the perspective of
the classes and objects found in the vocabularythe classes and objects found in the vocabulary
of the problem domainof the problem domain
Yields black-box objects that are derived fromYields black-box objects that are derived from
the problem domainthe problem domain
Scenarios can be used to determine necessaryScenarios can be used to determine necessary
object behaviorobject behavior
16. Analysis exampleAnalysis example
Problem: Drawing shapesProblem: Drawing shapes
Scenarios:Scenarios:
Draw a pointDraw a point
Draw a lineDraw a line
Draw a circleDraw a circle
Draw a squareDraw a square
Draw a rectangleDraw a rectangle
Draw a polygonDraw a polygon
17. UMLUML
UML is a standard language for specifying,UML is a standard language for specifying,
visualizing, constructing, and documenting thevisualizing, constructing, and documenting the
artifacts of software systems.artifacts of software systems.
UML was created by Object ManagementUML was created by Object Management
Group (OMG) and UML 1.0 specification draftGroup (OMG) and UML 1.0 specification draft
was proposed to the OMG in January 1997.was proposed to the OMG in January 1997.
UML stands forUML stands for UUnifiednified MModelingodeling LLanguage.anguage.
UML is a pictorial language used to makeUML is a pictorial language used to make
software blue prints.software blue prints.
23. Annotational thingsAnnotational things
Annotational things can be defined as a mechanism to capture
remarks, descriptions, and comments of UML model elements.
Note is the only one Annotational thing available.
24. RelationshipRelationship
Relationship is another most important building block of UML. It
shows how elements are associated with each other and this association
describes the functionality of an application.
28. Class diagramClass diagram
Defn:-The class diagram is a static diagram. It represents the
static view of an application.
Purpose:-The purpose of the class diagram is to model the static
view of an application.
29. Object diagramObject diagram
Defn:-Object diagrams are derived from class diagrams so object
diagrams are dependent upon class diagrams.
Object diagrams represent an instance of a class diagram.
Purpose:-The purpose of a diagram should be understood clearly
to implement it practically.
30. Component diagramComponent diagram
Defn:-Component diagrams are used to model physical aspects
of a system.
Purpose:-It does not describe the functionality of the system but
it describes the components used to make those functionalities.
31. Deployment diagramDeployment diagram
Defn:-deployment diagrams are used to describe the static
deployment view of a system. Deployment diagrams consist of
nodes and their relationships.
Purpose:-Deployment diagrams are used for describing the
hardware components where software components are deployed.
32. Use caseUse case
Defn:-deployment diagrams are used to describe the static
deployment view of a system. Deployment diagrams consist of
nodes and their relationships.
Purpose:-Deployment diagrams are used for describing the
hardware components where software components are deployed.
37. Object-Oriented DesignObject-Oriented Design
Object focus shifts to the solution domainObject focus shifts to the solution domain
Objects, their semantics, and relationships areObjects, their semantics, and relationships are
identifiedidentified
Implementation and iteration occurImplementation and iteration occur
Jacobsen says “when details of theJacobsen says “when details of the
implementation begin to show, it’s OOD”implementation begin to show, it’s OOD”
In my practice: OOA is preliminary design, andIn my practice: OOA is preliminary design, and
OOD is detailed designOOD is detailed design
38. Management IssuesManagement Issues
Object-oriented development requires aObject-oriented development requires a
commitment to change processes, resources, andcommitment to change processes, resources, and
organizational structure.organizational structure.
LOC measurements are less valuable, # ofLOC measurements are less valuable, # of
classes reused, inheritance depth, number ofclasses reused, inheritance depth, number of
class-to-class relationships, object coupling, totalclass-to-class relationships, object coupling, total
# of classes, and class sizes are more valuable# of classes, and class sizes are more valuable
and meaningfuland meaningful
39. Management IssuesManagement Issues
Booch suggests smaller development teams, andBooch suggests smaller development teams, and
cultivation of reuse expertscultivation of reuse experts
Reward reuse, not LOC: build libraries andReward reuse, not LOC: build libraries and
application frameworksapplication frameworks
QA: review and testing activities still essential,QA: review and testing activities still essential,
but timing and definition are differentbut timing and definition are different
Tools: everything described exists in visualTools: everything described exists in visual
studiostudio
40. The FutureThe Future
The future is now… object-orientedThe future is now… object-oriented
development is pretty standarddevelopment is pretty standard
Class libraries and application frameworks (exist)Class libraries and application frameworks (exist)
Transparent information access across applicationsTransparent information access across applications
and environments (exists)and environments (exists)
Movement will gain popularity (did)Movement will gain popularity (did)