5. KEY TERMS
I. OBJECT-ORIENTED PARADIGM (OOP)
• PARADIGM - a different way of looking at the world
• OBJECT - an item/unit/entity (real or abstract) unique and
identifiable with a well defined role
• CLASS - set of objects which have a common structure and
behavior
• METHODS - specify the way that data may be manipulated within
the object
6. SOME CORE CONCEPTS
• INHERITANCE - If there is already a class which can respond to
many different messages, it is possible to make a new, similar class
which adds some more messages without having to re-write the
entire class by creating a subclass
• ENCAPSULATION - technique of keeping data within objects and
provide techniques to make it available; providing access to an
object only through its messages, while keeping the details private
• POLYMORPHISM - a superclass defines a generic behavior while
specific instances of that behavior are refined when that superclass
is referred to by a class
7. (OOAD)
II. OBJECT ORIENTED ANALYSIS & DESIGN
• Object Oriented Analysis & Design"Object-oriented analysis and
design (OOAD) is a popular technical approach for analyzing,
designing an application, system, or business by applying the
object-oriented paradigm and visual modeling throughout the
development life cycles to foster better stakeholder communication
and product quality."
• "The use of modeling to define and analyze the requirements
necessary for success of a system. Object-oriented analysis is a
process that groups items that interact with one another, typically
by class, data or behavior, to create a model that accurately
represents the intended purpose of the system as a whole."
9. III. STEPS IN OBJECT-ORIENTED ANALYSIS
METHOD
1. Identify major classes and objects.
2. List of the attributes of each object.
3. Designer distributes the attributes in the structure to take maximum
advantage of the inheritance.
4. Designer determines the relationship between objects.
5. Designer determines the system implementation, specifying the
methods for driving data exchange between classes.
10. PROTOTYPING
A working demonstration of the
software is created. The user has
the chance to critique the software
and its design before the final
product It is useful because:
• it is dynamic
• allows the designer to experiment
• discover missing requirements
• provides a test for the design
• allows the designer to deliver
some functionality early in the
project
11. IV. DIAGRAMMING TOOLS
Diagrams provide a way to:
> build a system's model
> as a tool to use in explaining and communicating that model
Coad & Yourdon
> rounded rectangles
> half circles represent the concept of classification
Martin & Odell
> square-cornered rectangles for data
> rounded rectangles for activities
12. (UML)
V. UNIFIED MODELING LANGUAGE
• A modeling language created by the Object Management Group
(OMG) in 1997
a general-purpose, developmental, modeling language in the field of
software engineering, that is intended to provide a standard way to
visualize the design of a system
Tools in UML:
• Use-case diagrams
• Class and package diagrams
• Sequence diagrams
• Component diagrams
14. VI. UTILITY OF THE OOP
• OOP is more suited for software engineering projects whose
outcome is computer code in object-oriented language, but its
potential to be applied to all systems is limited
• It is not easily translated to human-centered systems where the
main output is a package of policies, procedures, and processes
• It is reasonable to use traditional structured techniques to map the
organization or unit, with processes identified for computerization