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Oose Lab Manual

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0% found this document useful (0 votes)
77 views

Oose Lab Manual

Uploaded by

Shin Chan
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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1

SATHYABAMA
INSTITUTE OF SCIENCE AND TECHNOLOGY
(DEEMED TO BE UNIVERSITY)
(Established under Section 3 of the UGC Act, 1956)
Accredited with ‘A’ Grade by NAAC
Rajiv Gandhi Road, Jeppiaar Nagar Chennai – 600 119, Tamilnadu, India.

DEPARTMENT OF COMPUTER SCIENCE AND ENGINEERING

SCS4201 OBJECT ORIENTED ANALYSIS AND SYSTEM ENGINEERING

LAB MANUAL

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2

Ex.No Date Exercise Name page Date of marks Staff


no submissio signature
n with date
Study Experiment
1(a) Paraphrase Object
Oriented Concepts
1(b) Paraphrase Unified
Modeling Language and ,
Rational Rose
2 Implement usecase and
interaction diagrams for
Student mark analysis
system
3 Present collaboration
diagrams for ATM system
4 Illustrate the Exam
Registration system with
an appropriate design
5 Explain the design for E-
ticketing System
6 Generate UML diagrams
using CASE tools for
Online course reservation
system
7 Review Software
personnel management
system using CASE tools
8 Build a design for Credit
card processing system
9 Collaborate all the UML
diagrams for e-book
management system
10 Build a detailed design for
Recruitment system
11 Simulate Foreign trading
system using tools
12 Simulate a BPO
management system using
CASE tools

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EX.NO: 1(a)
PARAPHRASE OBJECT ORIENTED
DATE: CONCEPTS

Aim:
To study about the object oriented concepts.

Description:
Basic OO Concepts

Introduction

Goal of OO: Reduce complexity of software development by keeping details, and especially
changes to details, from spreading throughout the entire program.

This presentation assumes "Basic Class Design" presentation.

Definitions

Client Code - the code that uses the classes under discussion.

Coupling - code in one module depends on code in another module

Change in one forces rewrite (horrible!), or recompile (annoying), of code in the other.

Four key concepts of OOP

Abstraction - responsibilities (interface) is different from implementation

Distinguish between interface and its behavior vs. the implementation and its details

A class provides some services, takes on some responsibilities, that are defined by the
public interface. How it works inside doesn't matter.

Client should be able to use just the public interface, and not care about the implementation.

Encapsulation - guarantee responsibilities by protecting implementation from interference

Developer of a class can guarantee behavior of a class only if the internals are protected
from outside interference. Specifying private access for the internals puts a wall around
the internals, making a clear distinction between which code the class developer is
responsible for, and what the client developers are responsible for.

Inheritance - share interface and/or implementation in related classes


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Express commonalities between classes of objects by arranging them into an inheritance


hierarchy. Allows functionality shared between classes to be written/debugged/maintained
in one place, the base class, and then reused in descendant classes (shared
implementation).

More importantly, allows client code to interact with classes in the hierarchy through an
interface specified in the base class of the hierarchy (shared interface).

Polymorphism - decouple client from exact class structure

Allows client code to use classes in an class hierarchy in a way that depends only
on the public interface of the base class. Derived classes will implement this
interface differently, but in ways compatible with the shared public interface.

General Approach for Designing Classes

Do the class design work at the level of the public interfaces, not the private implementations.

Don’t get bogged down in implementation details like “I can do with this with a map
container and a deque!”

Think only about what the class responsibilities are and what they do in their public interfaces:

Class X is responsible for …., class Y for ….

When an X object needs … it calls the public member function … of the appropriate Y
object with … as parameters, which returns …

Try writing pseudo code just for the interactions between class objects through their public
interfaces.

Keep this up until you can’t stand it any more, then make implementation choices and write the
code.

Continue design thinking until you have thought of at least two reasonable ways to solve each
design problem.

“Reasonable” here means “not obviously stupid.”

Don’t just jump on the first design you think of and hack it out.

All designs are imperfect - they all involve trade-offs. They are good in some ways, bad in
others.

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A good design is good in the most important ways, and bad in the less important ways.

But there might be more than one good design - just different in the specific tradeoffs.

You can’t make an intelligent choice if you have only thought of one design - there could be
another, better, simpler one.

EX.NO: 1(b)
PARAPHRASE UNIFIED MODELING
DATE: LANGUAGE AND , RATIONAL ROSE

AIM:
General study of UML

DESCRIPTION:
The heart of object-oriented problem solving is the construction of a model. The model
abstracts the essential details of the underlying problem from its usually complicated real world.
Several modeling tools are wrapped under the heading of the UML™, which stands for Unified
Modeling Language™. The purpose of this course is to present important highlights of the UML.
At the center of the UML are its nine kinds of modeling diagrams, which we describe here.
 Use case diagrams
 Class diagrams
 Object diagrams
 Sequence diagrams
 Collaboration diagrams
 Statechart diagrams
 Activity diagrams
 Component diagrams
 Deployment diagrams
Some of the sections of this course contain links to pages with more detailed information. And
every section has short questions. Use them to test your understanding of the section topic.

Why is UML important?


Let's look at this question from the point of view of the construction trade. Architects design
buildings. Builders use the designs to create buildings. The more complicated the building, the more
critical the communication between architect and builder. Blueprints are the standard graphical
language that both architects and builders must learn as part of their trade.

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Writing software is not unlike constructing a building. The more complicated the underlying
system, the more critical the communication among everyone involved in creating and deploying the
software. In the past decade, the UML has emerged as the software blueprint language for analysts,
designers, and programmers alike. It is now part of the software trade. The UML gives everyone from
business analyst to designer to programmer a common vocabulary to talk about software design.
The UML is applicable to object-oriented problem solving. Anyone interested in learning UML
must be familiar with the underlying tenet of object-oriented problem solving -- it all begins with the
construction of a model. A model is an abstraction of the underlying problem. The domain is the actual
world from which the problem comes.Models consist of objects that interact by sending each other
messages. Think of an object as "alive." Objects have things they know (attributes) and things they can
do (behaviors or operations). The values of an object's attributes determine its state.
Classes are the "blueprints" for objects. A class wraps attributes (data) and behaviors (methods or
functions) into a single distinct entity. Objects are instances of classes.

Use case diagrams


Use case diagrams describe what a system does from the standpoint of an external observer.
The emphasis is on what a system does rather than how.
Use case diagrams are closely connected to scenarios. A scenario is an example of what happens when
someone interacts with the system. Here is a scenario for a medical clinic.
"A patient calls the clinic to make an appointment for a yearly checkup. The receptionist finds
the nearest empty time slot in the appointment book and schedules the appointment for that time
slot. "
A use case is a summary of scenarios for a single task or goal. An actor is who or what initiates
the events involved in that task. Actors are simply roles that people or objects play. The picture below
is a Make Appointment use case for the medical clinic. The actor is a Patient. The connection between
actor and use case is a communication association (or communication for short).

Actors are stick figures. Use cases are ovals. Communications are lines that link actors to use
cases.
A use case diagram is a collection of actors, use cases, and their communications. We've put
Make Appointment as part of a diagram with four actors and four use cases. Notice that a single use
case can have multiple actors.

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Use case diagrams are helpful in three areas.


 determining features (requirements). New use cases often generate new requirements as the
system is analyzed and the design takes shape.
 communicating with clients. Their notational simplicity makes use case diagrams a good way
for developers to communicate with clients.
 generating test cases. The collection of scenarios for a use case may suggest a suite of test cases
for those scenarios.

Class diagrams
A Class diagram gives an overview of a system by showing its classes and the relationships
among them. Class diagrams are static -- they display what interacts but not what happens when they
do interact.
The class diagram below models a customer order from a retail catalog. The central class is the
Order. Associated with it are the Customer making the purchase and the Payment. A Payment is one of
three kinds: Cash, Check, or Credit. The order contains OrderDetails (line items), each with its
associated Item.

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UML class notation is a rectangle divided into three parts: class name, attributes, and operations.
Names of abstract classes, such as Payment, are in italics. Relationships between classes are the
connecting links.
Our class diagram has three kinds of relationships.
 association -- a relationship between instances of the two classes. There is an association
between two classes if an instance of one class must know about the other in order to perform
its work. In a diagram, an association is a link connecting two classes.
 aggregation -- an association in which one class belongs to a collection. An aggregation has a
diamond end pointing to the part containing the whole. In our diagram, Order has a collection
of OrderDetails.
 generalization -- an inheritance link indicating one class is a superclass of the other. A
generalization has a triangle pointing to the superclass. Payment is a superclass of Cash, Check,
and Credit.
An association has two ends. An end may have a role name to clarify the nature of the association.
For example, an OrderDetail is a line item of each Order.
A navigability arrow on an association shows which direction the association can be traversed or
queried. An OrderDetail can be queried about its Item, but not the other way around. The arrow also
lets you know who "owns" the association's implementation; in this case, OrderDetail has an Item.
Associations with no navigability arrows are bi-directional.
The multiplicity of an association end is the number of possible instances of the class associated
with a single instance of the other end. Multiplicities are single numbers or ranges of numbers. In our
example, there can be only one Customer for each Order, but a Customer can have any number of
Orders.
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This table gives the most common multiplicities.


Multiplicities Meaning
0..1 zero or one instance. The notation n . . m indicates n to m instances.
0..* or * no limit on the number of instances (including none).
1 exactly one instance
1..* at least one instance
Every class diagram has classes, associations, and multiplicities. Navigability and roles are optional
items placed in a diagram to provide clarity.

Packages and object diagrams


To simplify complex class diagrams, you can group classes into packages. A package is a
collection of logically related UML elements. The diagram below is a business model in which the
classes are grouped into packages.

Packages appear as rectangles with small tabs at the top. The package name is on the tab or
inside the rectangle. The dotted arrows are dependencies. One package depends on another if changes
in the other could possibly force changes in the first.
Object diagrams show instances instead of classes. They are useful for explaining small pieces
with complicated relationships, especially recursive relationships.
This small class diagram shows that a university Department can contain lots of other Departments.

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The object diagram below instantiates the class diagram, replacing it by a concrete example.

Each rectangle in the object diagram corresponds to a single instance. Instance names are
underlined in UML diagrams. Class or instance names may be omitted from object diagrams as long as
the diagram meaning is still clear.

Sequence diagrams
Class and object diagrams are static model views. Interaction diagrams are dynamic. They
describe how objects collaborate.
A sequence diagram is an interaction diagram that details how operations are carried out -- what
messages are sent and when. Sequence diagrams are organized according to time. The time progresses
as you go down the page. The objects involved in the operation are listed from left to right according to
when they take part in the message sequence.
Below is a sequence diagram for making a hotel reservation. The object initiating the sequence
of messages is a Reservation window.

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The Reservation window sends a makeReservation() message to a HotelChain. The HotelChain


then sends a makeReservation() message to a Hotel. If the Hotel has available rooms, then it makes a
Reservation and a Confirmation.
Each vertical dotted line is a lifeline, representing the time that an object exists. Each arrow is a
message call. An arrow goes from the sender to the top of the activation bar of the message on the
receiver's lifeline. The activation bar represents the duration of execution of the message.
In our diagram, the Hotel issues a self call to determine if a room is available. If so, then the
Hotel creates a Reservation and a Confirmation. The asterisk on the self call means iteration (to make
sure there is available room for each day of the stay in the hotel). The expression in square brackets, [ ],
is a condition.
Collaboration diagrams
Collaboration diagrams are also interaction diagrams. They convey the same information as
sequence diagrams, but they focus on object roles instead of the times that messages are sent. In a
sequence diagram, object roles are the vertices and messages are the connecting links.

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The object-role rectangles are labeled with either class or object names (or both). Class names
are preceded by colons ( : ).
Each message in a collaboration diagram has a sequence number. The top-level message is
numbered 1. Messages at the same level (sent during the same call) have the same decimal prefix but
suffixes of 1, 2, etc. according to when they occur.
Statechart diagrams
Objects have behaviors and state. The state of an object depends on its current activity or
condition. A statechart diagram shows the possible states of the object and the transitions that cause a
change in state.
Our example diagram models the login part of an online banking system. Logging in consists of
entering a valid social security number and personal id number, then submitting the information for
validation.
Logging in can be factored into four non-overlapping states: Getting SSN, Getting PIN,
Validating, and Rejecting. From each state comes a complete set of transitions that determine the
subsequent state.

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States are rounded rectangles. Transitions are arrows from one state to another. Events or
conditions that trigger transitions are written beside the arrows. Our diagram has two self-transition,
one on Getting SSN and another on Getting PIN.
The initial state (black circle) is a dummy to start the action. Final states are also dummy states
that terminate the action.
The action that occurs as a result of an event or condition is expressed in the form /action.
While in its Validating state, the object does not wait for an outside event to trigger a transition.
Instead, it performs an activity. The result of that activity determines its subsequent state.

Activity diagrams
An activity diagram is essentially a fancy flowchart. Activity diagrams and statechart diagrams
are related. While a statechart diagram focuses attention on an object undergoing a process (or on a
process as an object), an activity diagram focuses on the flow of activities involved in a single process.
The activity diagram shows the how those activities depend on one another.
For our example, we used the following process.
"Withdraw money from a bank account through an ATM."
The three involved classes (people, etc.) of the activity are Customer, ATM, and Bank. The
process begins at the black start circle at the top and ends at the concentric white/black stop circles at
the bottom. The activities are rounded rectangles.

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Activity diagrams can be divided into object swimlanes that determine which object is
responsible for which activity. A single transition comes out of each activity, connecting it to the next
activity.
A transition may branch into two or more mutually exclusive transitions. Guard expressions
(inside [ ]) label the transitions coming out of a branch. A branch and its subsequent merge marking the
end of the branch appear in the diagram as hollow diamonds.
A transition may fork into two or more parallel activities. The fork and the subsequent join of the
threads coming out of the fork appear in the diagram as solid bars.

Component and deployment diagrams


A component is a code module. Component diagrams are physical analogs of class diagram.
Deployment diagrams show the physical configurations of software and hardware.

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The following deployment diagram shows the relationships among software and hardware
components involved in real estate transactions.

The physical hardware is made up of nodes. Each component belongs on a node. Components
are shown as rectangles with two tabs at the upper left.

EX.NO: 2
IMPLEMENT USECASE AND
DATE: INTERACTION DIAGRAMS FOR STUDENT
MARK ANALYSIS SYSTEM

AIM:
To draw the diagrams[usecase, sequence, collaboration] for the
Student mark analysis system.

HARDWARE REQUIREMENTS:

SOFTWARE REQUIREMENTS:

PROJECT DESCRIPTION:

The purpose of this document is to define the requirements of mark analysis system. This system
reduces manual work to great extent. The mark analysis is carried out by the system in an efficient manner.

USE CASE DIAGRAM:

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IDENTIFY ACTORS:

IDENTIFY CASE:

SEQUENCE DIAGRAM

COLLABORATION DIAGRAM

EX.NO: 3
PRESENT THE COLLABORATION
DATE: DIAGRAMS FOR ATM SYSTEM

Aim: To draw the diagrams[usecase, activity, sequence, collaboration, class] for the
ATM application

USE CASE DIAGRAM:

IDENTIFY ACTORS:

IDENTIFY CASE:

SEQUENCE DIAGRAM

COLLABORATION DIAGRAM

PACKAGE DIAGRAM

EX.NO: 4
ILLUSTRATE THE EXAM REGISTRATION
DATE: SYSTEM WITH AN APPROPRIATE DESIGN

AIM:
To draw the diagrams [use case, activity, sequence, collaboration, class] for the Exam
registration system.

HARDWARE REQUIREMENTS:

SOFTWARE REQUIREMENTS:

PROJECT DESCRIPTION:

This software is designed for the verification of the details of the candidate by the central
computer. The details regarding the candidate will be provided to the central computer
through the administrator and the computer will verify the details of candidate and provide
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approval .Then the hall ticket will be issued from the office to the candidate..

USE CASE DIAGRAM:

ACTIVITY DIAGRAM:

CLASS DIAGRAM:

SEQUENCE DIAGRAM:

COLLABORATION DIAGRAM:

EX.NO: 5
ORGANIZE THE DESIGN FOR E-
DATE: TICKETING SYSTEM
AIM:
To draw the diagrams[use case, activity, sequence, collaboration, class] for the
E-tickreting system.

HARDWARE REQUIREMENTS:

SOFTWARE REQUIREMENTS:

PROJECT DESCRIPTION:

This software is designed for supporting the computerized e-ticketing. This is widely used by
the passenger for reserving the tickets for their travel. This E-ticketing is organized by the
central system. The information is provided from the railway reservation system.

USE CASE DIAGRAM:

ACTIVITY DIAGRAM:

CLASS DIAGRAM:

SEQUENCE DIAGRAM:

COLLABORATION DIAGRAM:

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EX.NO: 6
GENERATE UML DIAGRAMS USING CASE
TOOLS FOR ONLINE COURSE
RESERVATION SYSTEM
DATE:

AIM:
To draw the diagrams[usecase, activity, sequence, collaboration, class] for the Online
course reservation system.

HARDWARE REQUIREMENTS:

 Intel Pentium Processor 3

SOFTWARE REQUIREMENTS:

 Rational rose / VisualBasic

PROJECT DESCRIPTION:

This software is designed for supporting online course reservation system.


This system is organized by the central management system . The student first browses and
select the desired course of their choice. The university then checks the availability of the seat
if it is available the student is enrolled for the course.

USE CASE DIAGRAM:

ACTIVITY DIAGRAM:

CLASS DIAGRAM:

SEQUENCE DIAGRAM:

COLLABORATION DIAGRAM:

EX.NO: 7
REVIEW SOFTWARE PERSONNEL MANAGEMENT
DATE: SYSTEM USING CASE TOOLS
AIM:
To draw the diagrams [usecase, activity, sequence, collaboration, class] for Software
personnel management system

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HARDWARE REQUIREMENTS:

 Intel Pentium Processor 3

SOFTWARE REQUIREMENTS:

 Rational rose / VisualBasic

PROJECT DESCRIPTION:

This software is designed for the process of knowing the details of a person works in a
software company. The details are being stored in the central management system for the
crosschecking the person’s details.

USE CASE DIAGRAM:

ACTIVITY DIAGRAM:

CLASS DIAGRAM:

SEQUENCE DIAGRAM:

COLLABORATION DIAGRAM:

EX.NO: 8
BUILD A DESIGN FOR CREDIT CARD
DATE: PROCESSING SYSTEM

AIM:
To draw the diagrams [usecase, activity, sequence, collaboration, class] for Credit
Card Processing

HARDWARE REQUIREMENTS:

 Intel Pentium Processor 3

SOFTWARE REQUIREMENTS:

 Rational rose / VisualBasic

PROJECT DESCRIPTION:

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This software is designed for supporting the computerized credit card processing
System .In this system, the cardholder purchases items and pays bill with the aid of the credit
card. The cashier accepts the card and proceeds for transaction using the central system. The
bill is verified and the items are delivered to the cardholder.

USE CASE DIAGRAM:

ACTIVITY DIAGRAM:

CLASS DIAGRAM:

SEQUENCE DIAGRAM:

COLLABORATION DIAGRAM:

TEMPLATE CODE

EX.NO: 9
Collaborate All The UML Diagrams For E-Book
DATE: Management System
AIM:

To draw the diagrams [usecase, activity, sequence, collaboration, class] for E-book
management system

HARDWARE REQUIREMENTS:

 Intel Pentium Processor 3

SOFTWARE REQUIREMENTS:

 Rational rose / VisualBasic

PROJECT DESCRIPTION:

This software is designed to manage the books that were read through the internet. This
consists of the details of the e-book that were read by the user online. It will be controlled by
the central system. This system act as a backup of all details together.

USE CASE DIAGRAM:

ACTIVITY DIAGRAM:

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CLASS DIAGRAM:

SEQUENCE DIAGRAM:
COLLABORATION DIAGRAM:
TEMPLATE CODE

EX.NO: 10
BUILD A DETAILED DESIGN FOR
DATE: RECRUITMENT SYSTEM

AIM:
To draw the diagrams [usecase, activity, sequence, collaboration, class] for
Recruitment system

HARDWARE REQUIREMENTS:

SOFTWARE REQUIREMENTS:

PROJECT DESCRIPTION:

This system is designed to recruit the particular job to the person in a company .It was
controlled by the central management system to manage the details of the particular candidate
that one has to be recruited for a company.

USE CASE DIAGRAM:

ACTIVITY DIAGRAM:
CLASS DIAGRAM:

SEQUENCE DIAGRAM:

COLLABORATION DIAGRAM:

TEMPLATE CODE

Ex-11 SIMULATE FOREIGN TRADING SYSTEM USING CASE TOOLS

DATE:

AIM:
To draw the diagrams [usecase, activity, sequence, collaboration, class] for Foreign
trading system
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HARDWARE REQUIREMENTS:

SOFTWARE REQUIREMENTS:

PROJECT DESCRIPTION:

This software is designed to maintain the details about the trading system that exists between
the foreign countries. This details are hold by the trading management system.The details to
the system are provided by the customer and the supplier

USE CASE DIAGRAM:

ACTIVITY DIAGRAM:
CLASS DIAGRAM:
SEQUENCE DIAGRAM:

COLLABORATION DIAGRAM:

TEMPLATE CODE

NO:12
SIMULATE A BPO MANAGEMENT SYSTEM
DATE: USING CASE TOOLS

AIM:
To draw the diagrams [usecase, activity, sequence, collaboration, class] for BPO
management system

HARDWARE REQUIREMENTS:

 Intel Pentium Processor 3

SOFTWARE REQUIREMENTS:

 Rationalrose

PROJECT DESCRIPTION:

This software is designed to know about the process that were taking place in the
BPO office. This system holds the details of the customer who and all approaches to it. It is
managed by the centralsystem..

USE CASE DIAGRAM:

ACTIVITY DIAGRAM:
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CLASS DIAGRAM:
SEQUENCE DIAGRAM:

COLLABORATION DIAGRAM:

TEMPLATE CODE

23

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