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Introduction To OOAD With OO Basics

The document introduces Object-Oriented Analysis and Design (OOAD) and outlines the systems development process, which includes analysis, modeling, design, implementation, testing, and maintenance. It emphasizes the benefits of object-oriented systems, such as better adaptability to changing requirements, maintenance, and reusability through encapsulation of data and methods in objects and classes. Additionally, it explains the concept of objects, their attributes and methods, and how they respond to messages, highlighting the importance of classes in organizing and managing objects.

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0% found this document useful (0 votes)
39 views20 pages

Introduction To OOAD With OO Basics

The document introduces Object-Oriented Analysis and Design (OOAD) and outlines the systems development process, which includes analysis, modeling, design, implementation, testing, and maintenance. It emphasizes the benefits of object-oriented systems, such as better adaptability to changing requirements, maintenance, and reusability through encapsulation of data and methods in objects and classes. Additionally, it explains the concept of objects, their attributes and methods, and how they respond to messages, highlighting the importance of classes in organizing and managing objects.

Uploaded by

Deepika
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
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Introduction to OOAD

with OO Basics
Systems Development
All activities that produce an information
systems solution.

Activities
Analysis
Modeling
Design
Implementation
 Testing
Maintenance
Systems Development
Software development methodology

Series of processes to the development of an


application.

Describe how the work be carried to achieve the


goal based on the system requirements.

Each process consists of a number of steps and


rules.

Processes continue to exist as long as the


development system is in operation.
Two orthogonal views of the software
Traditional approaches
Functions .
Object –oriented systems
development approaches
Object, which combines data
and functionality.
Object-Oriented systems development methodology
 A way to develop software by building self-
contained modules or objects that can be easily
replaced, modified, and reused.
 Software is viewed as a collection of discrete
objects.
 Each object has attributes (data) and methods
(functions).
 Objects are grouped into classes.
 Object-oriented system
 Everything is an object.
 Example
 Windows application needs windows objects.
 A windows object is responsible for opening, sizing,
and closing itself.
 When a window displays something, that something
Why an object orientation?
Enable us to create objects. Better model
their problem domains.
 The systems are
Easier to adapt to changing requirements
Easier to maintain
More robust
Promote greater design and code reuse
Some reasons why object orientation
works
Higher level of abstraction
 Encapsulate both data (attributes) and functions

(methods).
 Development can proceed at the object level
 Designing, coding, testing, and maintaining the
Why an object orientation?
Seamless transition among different
phases of software development
Reduces the level of complexity and redundancy
for clearer, more robust system development
Encouragement of good programming
techniques
Routines and attributes within a class are held
together tightly
Classes are grouped into subsystems but remain
independent
Provides better overall communication
Why an object orientation?

Promotion of reusability

Class does not concern itself with the


rest of the system or how it is going to be
used

Adds inheritance that allows classes to


be built from each other, and therefore,
only differences and enhancements
between the classes need to be designed
and coded
Object Basics
Object
A real world entity, separate from the
surroundings
Example : Car
A car has:
A well defined set of attributes (properties)
such as color, manufacturer, cost, and owner
 A well defined set of things we normally do

with it (procedures or methods), such as drive


it, lock it, tow it, and carry passengers in it
Properties (attributes)
 Describe the state (data) of an object
Methods (procedures)
 Define its behavior
Object –Oriented Philosophy
Traditional development methodologies
Algorithm centric : We think of an
algorithm that can accomplish the
task, then build data structures for
that algorithm to use
Data centric : We think how to
structure the data, then build the
algorithm around that structure
Object-oriented system
The algorithm and the data
structures are packaged together as
an object
Objects
First utilized in the Simula language
to simulate some aspect of reality
Combination of data and logic that
represents some real world entity
Example – Saab automobile
Data part – car’s name, color, number
of doors, price, and so forth
Logic part – show mileage, change
mileage, stop and go
Objects
More examples for object
Spreadsheet, a cell in a spreadsheet, a
bar chart, a title in a bar chart, a
report, a number or telephone number,
a file, a printer, a word or sentence,
even a single character
When developing an object-oriented
application, two basic questions arise:
What objects does the application
need?
What functionality should those
Objects are grouped in classes
Classes are used to distinguish one type of object
from another
A class is a set of objects that share a common
structure and a common behavior
A single object is simply an instance of a class
Classes are an important mechanism for classifying
objects.
The chief role of a class is to define the properties
and procedures (the state and behavior) and
applicability of its instances.
The class car, for example, defines the property
color. Each individual car (formally, 9th instance of
the class car) will have a value for this property,
such as maroon, yellow, or white. In an object-
oriented system, a method or behavior of an object
Objects are grouped in classes

FIGURE . Sue, Bill, AI, Hal, and David are


instances or objects of the class Employee.
Attributes : Object state and properties
Represents the state of the object
Color, manufacturer, and cost are some of
the properties of a car

FIGURE The attributes of a car object.


Attributes : Object state and properties
A color can be :
a sequence of characters such as red
the number (stock) for red
a reference to a full-color video image that
paints a red swatch on the screen when displayed
A manufacturer could be :
a name
a reference to a manufacturer object
a corporate tax identification number
A cost could be :
a floating point number
a fixed point number
an integer in units of pennies
Object behavior and methods
Object behavior
Described in methods or procedures
The collection of methods that describes what
an object is capable of doing
Methods
Implements the behavior of an object
A function or procedure that can access the
internal state of an object of that class to
perform some operation
Means to communicate with an object and
access its properties
Hide any of the internal structures and states
maintained by the object
Objects respond to messages
To do an operation, a message is sent to an object
Objects perform operations in response to
messages
Example : Car(object)
Stop Message : A press on the brake pedal of the
car
Messages
 Nonspecific function calls
 Example : send a draw message to a chart when we want
the chart to draw itself
 Different objects can respond to the same message in
different ways (Polymorphism)
 Polymorphism is the main difference between a message
and a subroutine call
 Example : Cars, motorcycles, and bicycles will all respond to
a stop message, but the actual operations performed are object
Objects respond to messages

FIGURE Objects respond to


messages according to methods
defined in its class
Objects respond to messages
Asking to make a French onion soup is a message
The way the soup is prepared is the method
The French onion soup is the object
A message is an instruction and the method is the
implementation
A message has name such as draw
An object understands a message when it can
match the message to a method that has a same
name as the message
To match up the message an object :
 first search the methods defined by its class
 If not found, searches in the superclass of its class
 If not found, it continues the search upward
 An error occurs only if none of the super classes contains
the method

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