OOAD - Object Oriented Paradigm: A Brief History
OOAD - Object Oriented Paradigm: A Brief History
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.
The first object–oriented language was Simula (Simulation of real systems) that
was developed in 1960 by researchers at the Norwegian Computing Center.
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.
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.
Identifying objects
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.
Implementation of associations.
Object-Oriented Programming
Object-oriented programming (OOP) is a programming paradigm based upon
objects (having both data and methods) 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.
The important features of object–oriented programming are −
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 −
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.
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
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-class(es) 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
Types of Inheritance
Single Inheritance − A subclass derives from a single super-class.
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
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.
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.
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 −
Analysis,
Design, and
Implementation.
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 design.
System Design
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
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.
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.
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.
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.
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.
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.
Review glossary
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.
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.
Identify constraints
Feasibility Study
System Design
Implementation
Post-implementation Review
It is based upon functionality. The overall The initial cost of constructing the
purpose is identified and then functional system is high, since the whole
decomposition is done for developing the system needs to be designed at once
software. The emphasis not only gives a leaving very little option to add
better understanding of the system but functionality later.
also generates more complete systems.
Action, an uninterrupted and atomic computation that occurs due to some event,
and
Concurrency of transitions.
Parts of a state
Name − A string differentiates one state from another. A state may not have any
name.
Internal Transitions − The changes within a state that do not cause a change
in the state.
Sub–states − States within states.
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.
Example
Suppose a person is taking a taxi from place X to place Y. The states of the
person may be: Waiting (waiting for taxi), Riding (he has got a taxi and is
travelling in it), and Reached (he has reached the destination). 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.
Sequential Sub-states
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.
Concurrent Sub-states
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.”
Data Flows,
Actors, and
Data Stores.
Constraints, and
Control Flows.
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.
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.
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.
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.
DFDs depict the boundaries of a system DFDs take a long time to create, which
and hence are helpful in portraying the may not be feasible for practical
relationship between the external objects purposes.
and the processes within the system.
They help the users to have a knowledge DFDs do not provide any information
about the system. about the time-dependent behavior,
i.e., they do not specify when the
transformations are done.
The graphical representation serves as a They do not throw any light on the
blueprint for the programmers to develop frequency of computations or the
a system. reasons for computations.
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.
Brief History
It was developed in 1990s as an amalgamation of several techniques,
prominently OOAD technique by Grady Booch, OMT (Object Modeling
Technique) by James Rumbaugh, and OOSE (Object Oriented Software
Engineering) by Ivar Jacobson. UML attempted to standardize semantic
models, syntactic notations, and diagrams of OOAD.
Rules
Common mechanisms
Things
Relationships
Diagrams
Things
There are four kinds of things in UML, namely −
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.
Relationships
Relationships are the connection between things. The four types of
relationships that can be represented in UML are −
Diagrams
A diagram is a graphical representation of a system. It comprises of a group
of elements generally in the form of a graph. UML includes nine diagrams in
all, namely −
Class Diagram
Object Diagram
Sequence Diagram
Collaboration 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 −
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.
Class
A class is represented by a rectangle having three sections −
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 −
o 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.
Package
A package is an organized group of elements. A package may contain
structural things like classes, components, and other packages in it.
Relationship
The notations for the different types of relationships are as follows −
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.
Relationships
A Bank “has–a” number of Branches − composition, one–to–many
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.
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.
Components
Interfaces
Relationships
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.
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.
The following figure shows the notations of an actor named Student and a
use case called Generate Performance Report.
Use cases
Actors
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
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.
Collaboration Diagrams
Collaboration diagrams are interaction diagrams that illustrate the structure
of the objects that send and receive messages.
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
Transitions
Objects
Example
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.
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.
Identifying Concurrency
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.
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.
Façade pattern
Observer pattern
Proxy pattern
Controlling Events
During system design, the events that may occur in the objects of the system
need to be identified and appropriately dealt with.
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
Classification of operations
Algorithm design
Design of relationships
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.
Cases in which one event triggers other events in same or different objects are
identified.
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.
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.
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.
o Modules should have good cohesion, i.e., high cooperation among its
components.
o A module should have low coupling with other modules, i.e., interaction or
interdependence between modules should be minimum.
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.
The various things that may be done for design optimization are −
Optimization of algorithms
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.
Reversal of execution order of loops from that laid down in the functional model
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
−
Features
The features of a good documentation are −
Well-structured
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.
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.
class Customer {
private:
// attributes
public:
Customer() {
c = NULL;
} // assign c as NULL
Current_Account getCurrAc() {
return c;
c = myacc;
void removeAcc() {
c = NULL;
}
};
class Department {
private:
// attributes
public:
mgr = m;
Manager getMgr() {
return mgr;
};
class Employee {
private:
char * deptName;
public:
dep.push_back(d);
dep.erase(index);
};
Bi-directional Associations
To implement bi-directional association, links in both directions require to be
maintained.
Class Project {
private:
// attributes
Project_Manager pmgr;
public:
Project_Manager changeManager();
};
class Project_Manager {
private:
// attributes
Project pj;
public:
Project removeProject();
};
private:
char * deptName;
public:
void addEmployee ( Employee e) {
emp.push_back(e);
emp.erase(index);
};
class Employee {
private:
//attributes
Department d;
public:
void addDept();
void removeDept();
};
private:
Employee e;
Project p;
Hours h;
char * date;
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 {
// other attributes
public:
strcpy(name, "");
age = a;
};
Overview of RDBMS
A database is an ordered collection of related data.
For example, the Circle class can be converted to table as shown in the figure
below.
COLOR
);
LOCATION VARCHAR2(20),
);
ADDRESS VARCHAR2(70),
);
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 −
LOCATION VARCHAR2(20),
);
ADDRESS VARCHAR2(70),
);
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 −
EMPID INTEGER,
PID INTEGER,
HOURS INTEGER,
START_DATE DATE,
);
Example
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.
Thread based testing − All classes that are needed to realize a single use case
in a subsystem are integrated and 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.
Acceptance testing − This is carried out by the customer before accepting the
deliverables.
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
Production of reports
Quality Factors
Correctness − Correctness determines whether the software requirements are
appropriately met.
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 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.
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 −