Object-Oriented Software Design
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Functional oriented software design
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Object oriented design approach
• System is viewed as the collection of objects i.e. entities.
• Each object has own state and behaviour.
• STATE: Built in characteristics or properties of objects.
e.g. TV has size.
• Behaviour: Predefined functions.
e.g. TV can show picture, change the channel etc.
Person can walk , person can sleep.
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• Similar features objects are kept inside a class
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Object-oriented Concepts
Basic Mechanisms:
– Objects: All the entities involved in the design are known
as objects
• A real-world entity.
• A system is designed as a set of interacting objects.
• Consists of data (attributes) and functions (methods)
that operate on data
• Hides organization of internal information (Data
abstraction)
Examples: an employee, a book etc.
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Object-oriented Concepts
m8 m7
mi are methods
of the object
m1 m6
Data
m2 m5
Object
m3 m4
Model of an object
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Object-oriented Concepts
Class:
Class defines all the attributes + methods to
perform.
• Instances are objects
• Template for object creation
• Examples: set of all employees, different types of book
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Object-oriented Concepts
Methods and message:
Objects communicates via message. Messages are implemented as
procedure or function call .
• Operations supported by an object
• Means for manipulating the data of other
objects
Invoked by sending message
Examples: calculate_salary, issue-book,
member_details, etc. 8
Object-oriented Concepts
Inheritance:
One class inherits the attributes and methods from another class.
• Allows to define a new class (derived class) by extending or modifying
existing class (base class)
• Represents Generalization-specialization relationship
• Allows redefinition of the existing methods ( method overriding)
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Object-oriented Concepts
–Multiple Inheritance:
• Subclass can inherit attributes and methods from more than one base
class
• Multiple inheritance is represented by arrows drawn from the subclass
to each of the base classes
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Object-oriented Concepts
LibraryMember Base Class LibraryMember Base Class
Derived
Faculty Students Staff Faculty Students Staff
Classes
Multiple
Inheritance
UnderGrad PostGrad Research UnderGrad PostGrad Research
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Object-oriented Concepts
Abstraction:
Used for handling complexity. It removes irrelevant data and shows
only essential data.
Note :(We have so many features in a system so rather than showing all the features, we only make
visible important features and remove the irrelevant data.)
• Consider aspects relevant for certain purpose
• Suppress non-relevant aspects
• Supported at two levels i.e. class
level where base class is
an abstraction & object level where object is a
data abstraction entity
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Cont…
Advantages of abstraction:
• Reduces complexity of software
• Increases software productivity
– It is shown that software
productivity is inversely
proportional to software complexity
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Object-oriented Concepts
Encapsulation:
It is the concept of information hiding.
e.g. Mobile app: (we never shows to the user about the
programming used for the application development)
It clubs essential information together and restricts access to the data
and method from outside world.
• Objects communicate outside world through messages
• Objects data encapsulated within its methods
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Object-oriented Concepts
Polymorphism: (One name with many forms)
Denotes to poly (many) morphism (forms).
e.g. Dog cat duck
speak(operation) (woof) (meow) (quack)
so, same operation may have diff. meaning in different situation
• Same message result in different actions by different
objects (static binding)
e.g. operation of addition
3+4=7
Rama + Krishna= Ramakrishna 15
Cont…..
• Operator Overloading: The process of making operator to
exhibit different behaviour in different instances.
• Function Overloading: Using a single function name to
perform different type of task is known as function
overloading.
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Object-oriented Concepts
–Dynamic binding:
• In inheritance hierarchy, an object can be assigned to another object of its
ancestor class
• A method call to an ancestor object would result in the invocation of
appropriate method of object of the derived class
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Object-oriented Concepts
–Dynamic binding:
• Exact method cannot be known at compile time
• Dynamically decided at runtime
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Object-oriented Concepts
– Composite objects:
• Object containing other objects
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Advantages
of Object-oriented design
–Code and design reuse
–Increased productivity
–Ease of testing & maintenance
–Better understandability
–Its agreed that increased productivity is
chief advantage
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Advantages
of Object-oriented design
–Initially incur higher costs, but after
completion of some projects reduction in
cost become possible
–Well-established OO methodology and
environment can be managed with 20-
50% of traditional cost of development
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Object
modelling using UML
UML is a Unified modelling language
Note: Blueprint or model is important before creation of website/app
–Not a system design or development
methodology
–Used to document object-oriented analysis
and design
–Independent of any specific design
methodology
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UML Diagram
Dynamic Aspects Static
Aspects
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Structure Diagram: (static aspects)
• Focuses on static aspects of a system. (including its component
and their relationships).
• Describe the system’s architecture, entities and their properties
e.g. CAR
- component (engine, wheel, seat etc.)
- attribute(car color, size, engine power, seat material)
- relation (relation b/w component and attribute)
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Behavior Diagram
• Focus on dynamic aspects of a system. And describes the system’s
functionalities, interactions and state transitions.
• Describes how system responds and behaves in different scenarios.
• How user interact?
• What actions needs to be performed.
e.g. In case of CAR
Activities are: engine start, engine stop, Race, break.
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Why UML is required?
–Model is required to capture only important
aspects
–UML a graphical modelling tool, easy to
understand and construct
–Helps in managing complexity
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UML diagrams
–Nine diagrams to capture different views of a
system
–Provide different perspectives of the
software system
–Diagrams can be refined to get the actual
implementation of the system
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UML diagrams
Views of a system
• Structural view
• Behavioral view
• User’s view
• Implementation view
• Environmental view
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UML diagrams
Behavioural View
Structural View - Sequence Diagram
- Class Diagram - Collaboration Diagram
- Object Diagram
- State-chart Diagram
- Activity Diagram
User’s View
-Use Case
Diagram
Implementation View Environmental View
- Component Diagram - Deployment Diagram
Diagrams and views in UML
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UML User’s View: Use Case model
– In UML we are trying to design the system.
– Use Case diagram model the behavior of the system.
– Consists of set of “use cases”.
– Used to illustrate the functional requirements of the
system and its interaction with external agent(actors).
– A use case diagram gives us a high level view of the
system without going into the implementation details.
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Representation of Use Cases
use case diagram
–Use case is represented by ellipse
–System boundary is represented by rectangle
–Users are represented by stick person icon (actor)
–Communication relationship between actor and use
case by line
–External system by stereotype 32
e.g. Book my show website
• Two functions: <<include>> and <<extend>>
• extend: It is the explicit function. Adding extra functionalities
to the system
• Include: It is a implicit function.
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Use Case diagram: Book my show
It gives us a high level view of what the system or a part of
the system does without going to the implementation detail
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Example of
Use Cases
Play Move
Player Tic-tac-toe game
Use case model
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Factoring Use Cases
– Complex use cases need to be factored into simpler use cases
– Represent common behavior across different use cases
Three ways of factoring
•Generalization
•Includes
•Extends
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Factoring Using
Generalization
Pay membership fee
Pay through credit card Pay through library pay card
Use case generalization
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Factoring Using
Includes
<<include>> Common
Base use case
use case
Use case inclusion
Base use case Base use case
<<include>>
<<include>>
<<include>> <<include>>
Base use case Base use case Base use case
Paralleling model 40
Factoring Using
Extends
Base <<extends>> Common
use case use case
Use case extension
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Class diagram: Structure diagram
– Describes static structure of a system
– Main constituents are classes and their relationships:
• Generalization
• Association
Class name
• Aggregation, Composition
Class attribute
Class operations
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Class and ObjecDaigram
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Class and Object Diagram
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Class and ObjecDaigram
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Class diagram
– Entities with common features, i.e. attributes and operations
– Classes are represented as solid outline rectangle with
compartments
– Compartments for class name, -attributes & operations
Three terms: (Access specifier)
+ public (attribute is accessible by all the classes)
- private (attribute is only accessible within the class)
# protected (attribute is accessible for same class as well as
inherited class) 46
Cardinality
Class Diagram
has a
Current
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Object Diagram
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Example of Class diagram
LibraryMember LibraryMember LibraryMember
Member Name Member Name
Membership Number Membership Number
Address Address
Phone Number Phone Number
E-Mail Address E-Mail Address
Membership Admission Date Membership Admission Date
Membership Expiry Date Membership Expiry Date
Books Issued Books Issued
issueBook( );
findPendingBooks( ); Compartments for class: name, -attributes & operations
findOverdueBooks( );
returnBook( );
findMembershipDetails( );
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Different representations of the Library Member class
• These relationships, which we setup between classes.
• Association
• Dependency
• Aggregation
• Composition
• Generalization.
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Relation: Generalisation
• e.g.
Employee Student
Manager HR PG UG
So student is the general version of PG
and UG student.
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Relation : Association
Library Member
1 borrowed by * Book
Association between two classes
• Association are the semantic
connections between classes.
Association
Aggregation Composition
(has a relationship)
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Aggregation Relationship
– Represent a part of relationship
– Represented by diamond symbol at the composite end
– Cannot be reflexive(i.e. recursive)and Not symmetric.
– It can be transitive
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cont. ……..Aggregation Relationship
1 * 1
Document Paragraph * Line
Representation of aggregation
Note: Many paragraphs are the part of document
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Composition Relationship
e.g.
1 *
WhatsApp Whatsapp group
e.g.
1 *
Bank Branches
Representation of composition
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Class Dependency
Dependent Class Independent Class
Representation of dependence between class
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Class Diagram: LMS
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Cont.
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Cont.
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Object diagram
LibraryMember LibraryMember LibraryMember
Mritunjay Mritunjay
B10028 B10028
C-108, Laksmikant Hall C-108, Laksmikant Hall
1119 1119
Mrituj@cse Mrituj@cse
25-02-04 25-02-04
25-03-06 25-03-06
NIL NIL
IssueBook( );
findPendingBooks( );
findOverdueBooks( );
returnBook( );
findMembershipDetails( );
Different representations of the LibraryMember object
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Interaction Diagram
– Models how groups of objects collaborate to realize some behaviour
– Typically each interaction diagram realizes behaviour of a single use
case
– Two kinds: Sequence & Collaboration
– Two diagrams are equivalent but portrays different perspective
– These diagram play a very important role in the design process
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Sequence Diagram: Behavioural Diagram
– Shows interaction among objects as two-dimensional chart
– Objects are shown as boxes at top
– If object created during execution then shown at appropriate place
– Objects request are shown with solid arrow line and responses are
shown with dotted arrow line.
– Objects existence are shown as dashed lines (lifeline)
– Objects activeness, shown as vertical rectangle on lifeline
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Cont. Sequence Diagram
– Messages are shown as arrows
– Message labelled with message name
– Message can be labelled with control information
– Events are shown in timely order
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Menu
Cont. Sequence diagram: Restaurant System
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Cont. Sequence diagram: Library System
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Time ordering matters
Collaboration diagram Message Interaction
– Shows both structural and behavioural aspects
– Objects are collaborator, shown as boxes
– Messages between objects shown as a solid line
– Message is shown as a labelled arrow placed near the
link
– Messages are prefixed with sequence numbers to
show relative sequencing
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LMS: Collaboration Diagram
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Behavioural Diagram: Activity diagram
– It represents the flow of action.
– New concept, possibly based on event diagram of Odell [1992]
– Represent processing activity, may not correspond to methods
– Activity is a state with an internal action and one/many outgoing
transition
– Can represent parallel activity and synchronization aspects
– Swim lanes enable to group activities based on who is performing them
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Activity diagram: ATM Transaction System
Start : Filled circle
Action : Rectangle with
rounded corner
Condition : Diamond shape
Arrow: Flow/ direction of
system
Fork: Occurrence of parallel
processes
Join: output of all concurrent
processes
End: filled circle with empty
circle.
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Example of Activity diagram for student admission procedure
Academic Section Accounts Section Hostel Office Hospital Department
check
student
records
receive
fees
allot create
hostel hospital
record
register
receive
in
fees
course
conduct
allot medical
room examination
issue
identity card
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Behavioural Diagram : State Chart diagram
– It defines the states, it is used to model the lifetime of the
object.
– Based on the work of David Harel [1990]
– Model how the state of an object changes in its lifetime
– Based on finite state machine (FSM) formalism
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Elements of state chart diagram
– Initial State: Filled circle
– Final State: Filled circle inside larger circle
– State: Rectangle with rounded corners
– Transitions: Arrow between states, also Boolean logic
condition (guard)
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Order Management System: State Diagram
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Cont. Order Management System
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Example of State Chart diagram
order received
Unprocessed
Order
[reject] checked [accept] checked
Rejected Accepted
Order Order
[some items available]
[some items not processed / deliver
available] processed
[all items
Pending available] Fulfilled
Order newsupply Order
Example: State chart diagram for an order object
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Design Patterns
– Standard solutions to commonly recurring problems
– Provides a good solution to model
– Pattern has four important parts
• The problem
• The context (problem)
• The solution
• The context (solution)
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THANKS YOU
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EXTRA EXAMPLES
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Example Pattern
• Expert
– Problem: Which class should be responsible for doing certain
things
– Solution: Assign responsibility to the class that has the
information necessary to fulfil the required responsibility
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Example Pattern
• Creator
– Problem: Which class should be responsible for creating a new
instance of some class?
– Solution: Assign a class C1 the responsibility to create class C2 if
• C1 is an aggregation of objects of type C2
• C1 contains object of type C2
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Example Pattern
• Controller
– Problem: Who should be responsible for handling the actor
requests?
– Solution: Separate controller object for each use case.
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Example Pattern
• Facade
– Problem: How should the services be requested from a service
package?
– Context (problem): A package (cohesive set of classes),
example: RDBMS interface package
– Solution: A class (DBfacade) can be created which provides a
common interface to the services of the package
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Example 1: Tic-Tac-Toe Computer Game
• A human player and the computer make alternate
moves on a 3 3 square.
• A move consists of marking a previously
unmarked square.
• The user inputs a number between 1 and 9 to
mark a square
• Whoever is first to place three consecutive marks
along a straight line (i.e., along a row, column, or
diagonal) on the square wins.
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Example 1: Tic-Tac-Toe Computer Game
• As soon as either of the human player or the
computer wins,
– a message announcing the winner should be displayed.
• If neither player manages to get three consecutive
marks along a straight line,
– and all the squares on the board are filled up,
– then the game is drawn.
• The computer always tries to win a game.
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Example 1: Use Case Model
Play Move
Player Tic-tac-toe game
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Example 1: Sequence Diagram
:playMove :playMove
:board
Boundary Controller
acceptMove checkMoveValidity
move
[invalidMove] [invalidMove]
announceInvalidMove
announceInvalidMove
checkWinner
[game over]
[game over] announceResult
announceResult
playMove
checkWinner
[game over] [game over]
announceResult announceResult
displayBoardPositions getBoardPositions
[game not over]
promptNextMove
Sequence Diagram for the play move use case
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Example 1: Class Diagram
Board PlayMoveBoundary
int position[9]
checkMove Validity announceInvalidMove
checkResult announceResult
playMove displayBoard
Controller
announceInvalidMove
announceResult
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Example 2: Supermarket Prize Scheme
• Supermarket needs to develop software to encourage
regular customers.
• Customer needs to supply his residence address,
telephone number, and the driving licence number.
• Each customer who registers is assigned a unique
customer number (CN) by the computer.
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Example 2: Supermarket Prize Scheme
• A customer can present his CN to the staff when he makes
any purchase.
• The value of his purchase is credited against his CN.
• At the end of each year, the supermarket awards surprise
gifts to ten customers who make highest purchase.
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Example 2: Supermarket Prize Scheme
• Also, it awards a 22 carat gold coin to every customer
whose purchases exceed Rs. 10,000.
• The entries against the CN are reset on the last day of
every year after the prize winner’s lists are generated.
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Example 2: Use Case Model
register
Customer customer Clerk
register
sales
Sales Clerk
select
winners
Supermarket
Prize scheme
Manager
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Example 2: Sequence Diagram for the Select
Winners Use Case
:SelectWinner :SelectWinner :Sales :Sales :Customer :Customer
Boundary Controller History Record Register Record
Select
SelectWinners
Winners
SelectWinners
*computeSales
*browse
[for each winner]
find WinnerDetails [for each winner]
announces
browse
Sequence Diagram for the select winners use case
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Example 2: Sequence Diagram for the
Register Customer Use Case
:SelectWinner :SelectWinner :Customer :Customer
Boundary Controller Register Record
register
register
checkDuplicate
*match
[duplicate]
showError
generateCIN
create
register :Customer
Record
displayCIN
Sequence Diagram for the register customer use case
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Example 2: Sequence Diagram for the Register
Sales Use Case
:Register :Register
:Sales
Sales Sales
History
Boundary Controller
RegisterSales registerSales
registerSales
create :Sales
Record
confirm
confirm
Sequence Diagram for the register sales use case
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Example 2: Sequence Diagram for the Register
Sales Use Case
:Register
:Sales
Sales
History
Boundary
registerSales
RegisterSales
create :Sales
Record
confirm
Refined Sequence Diagram for the register sales use case
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Example 1: Class Diagram
SalesHistory CustomerRegister
selectWinners findWinnerDetails
registerSales register
1 1
* *
SalesRecords CustomerRecord
salesDetails name
address
computerSales browse
browse checkDuplicate
create create
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Summary
• We discussed object-oriented concepts
– Basic mechanisms: Such as objects, class, methods,
inheritance etc.
– Key concepts: Such as abstraction, encapsulation,
polymorphism, composite objects etc.
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Summary
• We discussed an important OO language UML
– Its origin, as a standard, as a model
– Use case representation, its factorisation such as
generalization, includes and extends
– Different diagrams for UML representation
– In class diagram we discussed some relationships
association, aggregation, composition and
inheritance
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Summary
– Some more diagrams such as interaction diagrams
(sequence and collaboration), activity diagrams, state
chart diagram
• We discussed OO software development process and
patterns
– In this we discussed some patterns example and domain
modelling
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