The document discusses various concepts related to object-oriented modeling including enumerations, scope, visibility, associations, aggregation, composition, generalization, constraints, derived data, packages, multiple inheritance, events, signals, states, and state diagrams. It provides definitions and examples of these concepts as well as how they relate to each other in modeling object-oriented systems.
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Unit two concept of classes and objects
1. 1. Enumerations: A data type that has finite set of values.
Denoted by << >>
Eg: Suit: Spades, Clubs, hearts, diamonds
Rank: ace, king, queen, jack
2. Scope: it indicates if feature (operation) applies to an object or class
3. Visibility: Its comes from Inheritance
Its provide references (used from other classes)
Private: only methods of containing classes can access [~]
Public: Any method can freely access the features. [+]
Protected: only method of containing class and its Descendants
via inheritance can access. [#]
Visibility Issues:
Comprehension:
Extensibility:
Context:
Advanced concept: of Classes and Objects
2. Association End: its an end of association.
Properties:
1. Association End Names: it disambiguate the multiple
references
2. Multiplicity: 1 (Exactly one), 1..2 (at most two), * (zero or
more)
3. Ordering: allocates the โmanyโ in specific order
4. Bags: collection of Elements which allow duplicates
5. Sequence: collection of sequenced Elements which allow
duplicates
6. Qualified attribute and Qualified association
7. Aggregation : collection of Constituent Parts (Eg: car parts)
8. Changeability: it specify the update of an association end.
(read/write)
9. Navigation: traversing via associations in either directions.
10. Visibility: provide info about uses of operations and
attributes
5. Aggregation:
It is strong form of association in which aggregate
objects is made of Constituent Parts Eg: (Car is
constituent parts of various materials such as wheels, body,
engine, gears, breaks etc)
Aggregation vs Associations
Aggregation is a part of associations, its not the
independent part.
Aggregation: two objects are tightly bounded by a
partial-whole relationship.
Denoted By: small diamond indicates the assembly end
Association: two object usually independent and
often be linked.
6. CAR
Engine Wheel Stereo Gear Breaks
Diagram: Aggregation
Aggregation Vs Composition
A General form called aggregation where as More Restrictive from called
composition
Composition: it is a from of aggregation with additional constraints
1. A constituent parts can belongs to at most one assembly.
Company
Dept Employee Budget
7. Propagation of Operations: also called
Triggering
It is the automatic application of operations to a
networks of objects, when the operations is applied to
some starting object.
1 * 1 * 1 *
Open Read Copy
Abstract Classes
1. No direct instance (object)
2. Descendent classes can accesses.
3. Only Define the abstract method but not
implemented.
4. Provide common behavior which are necessary to
maintain the subclasses.
5. Concrete Class: who have direct Instance
Person File Paragraph Characters
8. MetaData: Itโs a Data that describe the data (data about data)
1 Describe *
* *
1 Manufacturer 1 person
Reification:
Perception of an object as having more Spatial info than is actually present
โข Is a making something Real
โข Bringing something into being.
โข Making something concrete.
Member
* 1โฆ
Car Model Physical Car
Model Name
Year_Mf
Price
Engine No
Chassis No
Color
Company Person
Political Party MLA Name
MLA Name
MLA Name
MLA Name
9. Constraints: A constraints is a Boolean involving model elements
Something which regulate the Flow of Data/ Model/ Object/ behavior/ Functions etc
Boss
0-1
*
(Salary<Boss.Salary) (0.8<length/width<1.5) (Priority never increases)
Constraints on Generalization:
1. Disjoints: Each object belong to exactly only one subclasses
2. Overlapping: Object may belongs to more than one subclasses
3. Complete: Generalization lists all the possible subclasses
4. Incomplete: Generalization may be missing some subclasses
Constraints On Links:
* Member of *
1 P.M. *
Employee
Salary
Window
Length
Height
Job
Priority
M.P. Parliament
10. Use of Constraints:
Its provide the criteria for measuring the quality of a class model.
Constraints in declarative manner,
Constraints converted into Procedural form for implementing it into Prog. Languages.
Derived Data:
It is a function of one or more elements which turn may be derived.
An Data Elements which have to derived on other Data Elements (Eg: Age๏ DOB)
Package:
A Package is a group of elements(Classes, associations, Generalizations,
lesser packages) with common themes or purpose.
It partition the model and making it easier to understand and manage
Package Name
11. Multiple Inheritance:
โข It permits a class to have more than one superclass and allow inherit
features.
โข We can mix the information from multiple sources
โข It increases the power of reuse of code and features
โข Disadvantages: loss of conceptual and implementation simplicity.
Project Manager
OnSite
Lead
OnSite
Developer
OffSide
Lead
OffSide
Developer
Client
12. Workaround:A method for overcoming a problem or
limitation in program or system.
It used a Restrictive concepts:
Delegation: which is implementation mechanism by which an
object is forwards an operation to another object for execution.
A. Delegation using Composition of Parts
B. Inherit most imp. Class and delegate the rest.
Fig: Workaround for multiple inheritance-Delegation
Employee
Employment Management
WorkerManager Manager Worker
13. Event: An Event is an occurrence at a point in time, such as user/
system activity or evoke of time.
An event happens instantaneously with regards the time scale of an
application.
Signal: A Signal is an Explicit one way transmission of
information from one object to another. Denoted by : <<>>
Signal Event: It is event of sending or receiving a signal.
Change Event: It is an event that is caused by the satisfaction
of Boolean expression.
Whenever there is change then an event is occur called Change
Event.
Time Event: A Event caused by occurrence of an absolute
time or the elapsed time interval.
14. States: A state is an abstraction of values and links of an
object. Or its it also called as gross behavior of objects.
Transition and conditions: A transition is an
instantaneous change from one state to another.
A transition is also called as Fire upon the changes from source
state to target state.
Guard condition: It is a Boolean expression that must be
true in order for a transition to occur.
i.e. if guard condition is true and event is occur, only then guarded
transition happen.
E.g: OTP at a time of banking transaction.
State Diagrams: It is a graph whose nodes are stats and
arcs are transitions between stats.
State Model: A state model consists of multiple state
diagram.
15. Continuous Loops- State Diagram
Idle
Disconnected
TimeOutDial Tone
Dialing
Connecting
Ringing
Connected
Warning
Recorded
Msg
Busy Tone
16. One Shot State Diagram:
Its represents finite lives and have initial and final states
White Turn
Black Turn
s
Start
White Win
Black Win
Draw
White
Moves
Black
Moves
Chess
17. 1. State: Drawn as a ROUNDED BOX containing an optional
name
2. Transition: Drawn as a LINE from the origin state to target
state.
3. Event: A Signal Event is Shown as a LABLE on Transition
followed by (expression), A Change Event is shown with
keyword WHEN followed by (expression), and A Time Event is
shown by WHEN followed by (expression involving time) or
Keyword AFTER followed by (expression evaluate time
duration)
4. State Diagram: Enclosed into RECTANGULER FRAME with
the diagram name in a small PENTAGONAL TAG in the upper
left Conner.
5. Guard Condition: optionally listed in SQUARE BRACKETS
after an EVENT.
6. Effects: Shown by SLASH(/)
7. Entry Points: Shown by HOLLOW CIRCLES.
8. Exit Points: shown by CIRCLES enclosing with โXโ
18. State Diagram Behavior:
An Effects: is reference to a behavior that is executed in response
to an event.
An Activity is the actual behavior that can be invoked by any
number of effects.
E.g: Right Click on Desktop open POP Up Window which offer
multiple activities (Refresh)
DO-Activity: An activity that continues for an extended time.
It occur within state only and cant not be attached to transition.
i.e. Do-Activity is not going to make any change in state and
happen within state only.
Completion transition: An arrow without an Event Name
indicates an automatic transition that fires when the activity
associated with the source state is completed, such unlabeled
transition called as Completion transition.
19. Sending Signals: When an activity send a SIGNAL (S) with
given ATTRIBUTES to the target Objects then its called Sending
Signals. Eg: โsend target. S(attributes)โ
Entry and Exit Activities: Activity may associated
with transition or within a state and specify Entry and
Exit.
Opening
(entry/motor
Up)
Closing
(entry/ motor
down
Open
(entry/ motor
off)
Closed
(entry/ motor
off)