objects and components. the adaptive organization the competitive environment of businesses...
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Objects and Components
The adaptive organization
The competitive environment of businesses continuously changing , and the pace of that change is increasing at an accelerating rate.
Where it was once possible for a company to stake out its marketing turf and defend its position for years, static positioning is now viable only in a few isolated industries.
For most companies today, the only constant is change.
Object OrientationBasic building blocks of a system are the OBJECTS black boxes encapsulating data and
procedures messages can be send and received by
objects object libraries and templates
Importance reusability maintainability flexibility
Database Evolution
File System Database OO - system
Why objects ?
Grady Booch:
simply because there appears to be no other way to economically produce an enduring and resilient programming system.
David A. Taylor
objects are the enabling technology for adaptive business systems
Planning !!!
The waterfall model
projectdefinition
system study
design
programming
Installation
Post Imple-mentation
Project proposal report
Functional specifications
Feasibility report
design specifications
program specscode
tests of system performance
audit , feed-back
- intermediate reports
- go/nogo intervals
Number of problems
time
System reliability evolution
Why OO ? Good reasons
With the increasing complexity of the systems,
the waterfall model suffers from two illusions:
The analyst knows everything and understands the problem completely before implementation starts
The users read the system analysis report and approve it
Project management
Iterative styledevelop a series of solutions to a problem ,each of them closer to satisfying the
requirements( also called : evolutionary development )
Incremental styleBuilds system functionality a little at a time.The results are not entire solutions.
Matthew Pittman proposes iterative analysis and design combined with incremental development
OO - Life cycleFacts: System requirements are not fully known at the
start knowledge of the system grows during
development better develop a system incrementally start with some core functions
object modeling
analysis
design
construction
fullsystemdefinition
coordination and reuse
OMGLife Cycle
What is an object ?
An object is a software package that contains a collection of related procedures ( methods ) and data ( variables )An object is a data abstraction with a state, a behavior and an identitywhereby operations are encapsulated together with the data structures on which they are defined
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enrollgive grade
The object paradigm
Five principles:
Abstraction
Encapsulation
Object communication , message
passing
Inheritance
Polymorphism
Abstraction
an abstraction is a simplified view of some part of reality, focusing on some aspects , suppressing others
good abstraction emphasizes on those details that are important for the actual observer
the use of abstraction makes it possible to postpone decisions regarding details
an object is an abstraction of both data and functionality, with a focus on the outside view , separating the implementation of the object from the essential
Abstraction focuses upon the essential characteristics of some object, relative to the perspective of the user
From: Grady BoochAbstraction
Encapsulation From: Grady Booch
Encapsulation hides the details of the implementation of an object
EncapsulationEncapsulation is the mechanism by which an object is made to look like a black box to an external observer
It is the packaging of a set of ideas into one logical unit, which can be referred to as a single unit
Good encapsulation hides design decisions .
An external observer sees what the object does, not how it does it.
It is the basis for reusability
Classes
A Class is a software template that defines the methods and variables to be included in a particular kind of object.
objects of the same structure and behavior belong to the same class
an object belongs to a class or is an instance of a class
objects only exist at run-time classes are set up at design time
a class can contain rules that all instances must satisfy
Messages passingA message starts an operation on an object
A message is simply the name of an object, followed by the name of the method the object knows how to execute, and eventually followed by parameters
Objects can pass messages to other objects
Signature: The message signature contains the stipulation of the message format
a message consists of the name of a method and the required arguments
the set of messages to which an object responds is the behavior of the object
Message passing
The task of software development is to engineer the illusion of simplicity.
Message InterfaceMessage interface
The set of messages an object commits to respond to.
A class must specify the messages that objects of this type will make available to other objects
Interfaces protect objects from being corrupted by other objects
protect other objects from depending on its internal structure
Interfaces may be segmented by combining them into composite interfaces
Anatomy of a message
A message consists of three parts
1. A receiver object2. A method the receiver knows how to execute3. An ordered set of parameters that this
method requires to carry out this function (optional)
Vehicle Turn : 90
receiver method parameter
Messages conform to signatures
Inheritancethe ability of an instance of a class C to use not only the methods and variables defined for C but also those designed for an ancestor of CInheritance allows new classes to be build incrementally on existing classesMessage interfaces are also inherited
students and staff members are sub-classes of person
Person
changeaddress
student
grade
Staff member
pay
Composite objectsObjects can contain other objects(Composite objects)
Collection class is a special kind of class
Benefits of Composition
even a deeply nested structure can be treated as a single, unified object
this helps manage complexity
Delegation
when an object assigns a task to another object
Method overriding
it is possible to override methods
Polygon
Give area
HexagonTriangle
Give area
Rectangle
Give area
Attention
Person
Head Leg
This is not inheritance (but Aggregation)
Polymorphism
The ability of different objects to respond differently to the same message is called POLYMORPHISM
e.g. DRAW NEW
A variable can point to an object whose class is not absolutely known
Number of problems
time
OO-System Reliability
With OO development techniques A system is never replaced
entirely continuous evolution lower implementation risk