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SUBJECT CODE: 504 SUBJECT NAME: OOSE

UNIT 1: OBJECT ORIENTED CONCEPTS,


MODELING AND UML
 What is Object Orientation?
The basic concepts and terminologies of object–oriented systems.

Objects and Classes


The concepts of objects and classes are intrinsically linked with each other and
form the foundation of object–oriented paradigm.
Object
An object is a real-world element in an object–oriented environment that may have a physical or a
conceptual existence.
Each object has −
 Identity that distinguishes it from other objects in the system.
 State that determines the characteristic properties of an object as well as the values of the properties
that the object holds.
 Behavior that represents externally visible activities performed by an object in terms of changes
in its state.

Objects can be modelled according to the needs of the application.


An object may have a physical existence, like a customer, a car, etc.;
or an intangible conceptual existence, like a project, a process, etc.
Class
A class represents a collection of objects having same characteristic properties
that exhibit common behavior. It gives the blueprint or description of the objects that can be
created from it. Creation of an object as a member of a class is called instantiation.

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Thus, object is an instance of a class.


The constituents of a class are −
 A set of attributes for the objects that are to be instantiated from the class. Generally, different
objects of a class have some difference in the values of the attributes. Attributes are often referred as
class data.
 A set of operations that portray the behavior of the objects of the class. Operations are also
 referred as functions or methods.
Example
Let us consider a simple class, Circle, that represents the geometrical figure circle in a
two–dimensional space. The attributes of this class can be identified as follows −

 x–coord, to denote x–coordinate of the center


 y–coord, to denote y–coordinate of the center
 a, to denote the radius of the circle
Some of its operations can be defined as follows −

 findArea(), method to calculate area


 findCircumference(), method to calculate circumference
 scale(), method to increase or decrease the radius
During instantiation, values are assigned for at least some of the attributes.
If we create an object my_circle, we can assign values like x-coord : 2, y-coord : 3, and a : 4 to
depict its state. Now, if the operation scale() is performed on my_circle with a scaling factor
of 2, the value of the variable a will become 8. This operation brings a change in the state of
my_circle, i.e., the object has exhibited certain behavior.

Encapsulation and Data Hiding


Encapsulation
Encapsulation is the process of binding both attributes and methods together within a class.
Through encapsulation, the internal details of a class can be hidden from outside.
It permits the elements of the class to be accessed from outside only through the interface
provided by the class.

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Data Hiding
Typically, a class is designed such that its data (attributes) can be accessed only by its class
methods and insulated from direct outside access. This process of insulating an object’s data
is called data hiding or information hiding.
Example
In the class Circle, data hiding can be incorporated by making attributes invisible from outside
the class and adding two more methods to the class for accessing class data, namely −

 setValues(), method to assign values to x-coord, y-coord, and a


 getValues(), method to retrieve values of x-coord, y-coord, and a

Here the private data of the object my_circle cannot be accessed directly by any method
that is not encapsulated within the class Circle. It should instead be accessed through
the methods setValues() and getValues().

Message Passing
Any application requires a number of objects interacting in a harmonious manner.
Objects in a system may communicate with each other using message passing.
Suppose a system has two objects: obj1 and obj2.
The object obj1 sends a message to object obj2, if obj1 wants obj2 to execute one of its methods.
The features of message passing are −

 Message passing between two objects is generally unidirectional.


 Message passing enables all interactions between objects.
 Message passing essentially involves invoking class methods.
 Objects in different processes can be involved in message passing.

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Inheritance
 Inheritance is the mechanism that permits new classes to be created out of existing
classes by extending and refining its capabilities.
 The existing classes are called the base classes/parent classes/super-classes, and the new
classes are called the derived classes/child classes/subclasses.
 The subclass can inherit or derive the attributes and methods of the super-class(es)
provided that the super-class allows so. Besides, the subclass may add its own
attributes and methods and may modify any of the super-class methods.
 Inheritance defines an “is – a” relationship.
Example
From a class Mammal, a number of classes can be derived such as Human, Cat, Dog,
Cow, etc.
Humans, cats, dogs, and cows all have the distinct characteristics of mammals.
In addition, each has its own particular characteristics. It can be said that a cow “is – a” mammal.
Types of Inheritance
 Single Inheritance − A subclass derives from a single super-class.
 Multiple Inheritance − A subclass derives from more than one super-classes.
 Multilevel Inheritance − A subclass derives from a super-class which in turn is derived from
another class and so on.
 Hierarchical Inheritance − A class has a number of subclasses each of which may have
subsequent subclasses, continuing for a number of levels, so as to form a tree structure.
 Hybrid Inheritance − A combination of multiple and multilevel inheritance so as to form a lattice
structure.
The following figure depicts the examples of different types of inheritance.

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Polymorphism
 Polymorphism is originally a Greek word that means the ability to take multiple forms.
 In object-oriented paradigm, polymorphism implies using operations in different ways,
depending upon the instance they are operating upon.
 Polymorphism allows objects with different internal structures to have a common
external interface.
 Polymorphism is particularly effective while implementing inheritance.

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Example
Let us consider two classes, Circle and Square, each with a method findArea().
Though the name and purpose of the methods in the classes are same,
the internal implementation, i.e., the procedure of calculating area is different for each class.
When an object of class Circle invokes its findArea() method,
the operation finds the area of the circle without any conflict with the findArea() method
of the Square class.

Generalization and Specialization


Generalization and specialization represent a hierarchy of relationships between
classes, where subclasses inherit from super-classes.
Generalization
In the generalization process, the common characteristics of classes are combined to form a
class in a higher level of hierarchy, i.e., subclasses are combined to form a generalized
super-class. It represents an “is – a – kind – of” relationship.
For example, “car is a kind of land vehicle”, or “ship is a kind of water vehicle”.
Specialization
Specialization is the reverse process of generalization.
Here, the distinguishing features of groups of objects are used to form specialized classes from
existing classes. It can be said that the subclasses are the specialized versions of the superclass.
The following figure shows an example of generalization and specialization.

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Links and Association


Link
A link represents a connection through which an object collaborates with other objects.
Rumbaugh has defined it as “a physical or conceptual connection between objects”.
Through a link, one object may invoke the methods or navigate through another object.
A link depicts the relationship between two or more objects.
Association
Association is a group of links having common structure and common behavior.
Association depicts the relationship between objects of one or more classes.
A link can be defined as an instance of an association.
Degree of an Association
Degree of an association denotes the number of classes involved in a connection.
Degree may be unary, binary, or ternary.
 A unary relationship connects objects of the same class.
 A binary relationship connects objects of two classes.
 A ternary relationship connects objects of three or more classes.

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Cardinality Ratios of Associations


Cardinality of a binary association denotes the number of instances participating in an association.
There are three types of cardinality ratios, namely −
 One–to–One − A single object of class A is associated with a single object of class B.
 One–to–Many − A single object of class A is associated with many objects of class B.
 Many–to–Many − An object of class A may be associated with many objects of class B and
conversely an object of class B may be associated with many objects of class A.

Aggregation or Composition
Aggregation or composition is a relationship among classes by which a class can be made up
of any combination of objects of other classes. It allows objects to be placed directly within the
body of other classes. Aggregation is referred as a “part–of” or “has–a” relationship, with the
ability to navigate from the whole to its parts. An aggregate object is an object that is composed
of one or more other objects.
Example
In the relationship, “a car has–a motor”, car is the whole object or the aggregate, and the motor is a
“part–of” the car. Aggregation may denote −
 Physical containment − Example, a computer is composed of monitor, CPU, mouse, keyboard,
and so on.
 Conceptual containment − Example, shareholder has–a share.

Benefits of Object Model


Now that we have gone through the core concepts pertaining to object orientation,
it would be worthwhile to note the advantages that this model has to offer.
The benefits of using the object model are −
 It helps in faster development of software.
 It is easy to maintain. Suppose a module develops an error, then a programmer can fix that particular
module, while the other parts of the software are still up and running.

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 It supports relatively hassle-free upgrades.


 It enables reuse of objects, designs, and functions.
 It reduces development risks, particularly in integration of complex systems.

 Object Oriented System


We know that the Object-Oriented Modelling (OOM) technique visualizes things in an application
by using models organized around objects. Any software development approach goes
through the following stages −

 Analysis,
 Design, and
 Implementation.
In object-oriented software engineering, the software developer identifies and organizes the
application in terms of object-oriented concepts, prior to their final representation in any
specific programming language or software tools.

Phases in Object-Oriented Software Development


The major phases of software development using object–oriented methodology are object-oriented
analysis, object-oriented design, and object-oriented implementation.
Object–Oriented Analysis
In this stage, the problem is formulated, user requirements are identified, and then a model
is built based upon real–world objects. The analysis produces models on how the desired
system should function and how it must be developed. The models do not include any
implementation details so that it can be understood and examined by any non–technical
application expert.

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Object–Oriented Design
Object-oriented design includes two main stages, namely, system design and object design.

 System Design
In this stage, the complete architecture of the desired system is designed.
The system is conceived as a set of interacting subsystems that in turn is composed of a
hierarchy of interacting objects, grouped into classes. System design is done according to both
the system analysis model and the proposed system architecture. Here, the emphasis is on
the objects comprising the system rather than the processes in the system.
 Object Design
In this phase, a design model is developed based on both the models developed in the system
analysis phase and the architecture designed in the system design phase.
All the classes required are identified. The designer decides whether −

 new classes are to be created from scratch,


 any existing classes can be used in their original form, or
 new classes should be inherited from the existing classes.
The associations between the identified classes are established and the hierarchies of
classes are identified. Besides, the developer designs the internal details of the classes
and their associations, i.e., the data structure for each attribute and the algorithms for the
operations.

Object–Oriented Implementation and Testing


In this stage, the design model developed in the object design is translated into code in
an appropriate programming language or software tool. The databases are created and
the specific hardware requirements are ascertained. Once the code is in shape,
it is tested using specialized techniques to identify and remove the errors in the code.

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 Object Oriented Principles


Principles of Object-Oriented Systems
The conceptual framework of object–oriented systems is based upon the object model.
There are two categories of elements in an object-oriented system −
Major Elements − By major, it is meant that if a model does not have any one of these elements,
it ceases to be object oriented. The four major elements are −

 Abstraction
 Encapsulation
 Modularity
 Hierarchy
Minor Elements − By minor, it is meant that these elements are useful, but not indispensable
part of the object model. The three minor elements are −

 Typing
 Concurrency
 Persistence

Abstraction
Abstraction means to focus on the essential features of an element or object in OOP,
ignoring its extraneous or accidental properties. The essential features are relative to the
context in which the object is being used.
Grady Booch has defined abstraction as follows −
“An abstraction denotes the essential characteristics of an object that distinguish it from all other
kinds of objects and thus provide crisply defined conceptual boundaries, relative to the
perspective of the viewer.”
Example − When a class Student is designed, the attributes enrolment_number, name,
course, and address are included while characteristics like pulse_rate and size_of_shoe are
eliminated, since they are irrelevant in the perspective of the educational institution.

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Encapsulation
Encapsulation is the process of binding both attributes and methods together within a class.
Through encapsulation, the internal details of a class can be hidden from outside.
The class has methods that provide user interfaces by which the services provided by the
class may be used.

Modularity
Modularity is the process of decomposing a problem (program) into a set of modules so as to
reduce the overall complexity of the problem. Booch has defined modularity as −
“Modularity is the property of a system that has been decomposed into a set of cohesive and
loosely coupled modules.”
Modularity is intrinsically linked with encapsulation. Modularity can be visualized as a way of
mapping encapsulated abstractions into real, physical modules having high cohesion within the
modules and their inter–module interaction or coupling is low.

Hierarchy
In Grady Booch’s words, “Hierarchy is the ranking or ordering of abstraction”.
Through hierarchy, a system can be made up of interrelated subsystems, which can have
their own subsystems and so on until the smallest level components are reached. It uses the
principle of “divide and conquer”. Hierarchy allows code reusability.
The two types of hierarchies in OOA are −
 “IS–A” hierarchy − It defines the hierarchical relationship in inheritance, whereby from a
super-class, a number of subclasses may be derived which may again have subclasses and
so on. For example, if we derive a class Rose from a class Flower, we can say that a rose “is–a” flower.
 “PART–OF” hierarchy − It defines the hierarchical relationship in aggregation by which a class
may be composed of other classes. For example, a flower is composed of sepals, petals,

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stamens, and carpel. It can be said that a petal is a “part–of” flower.

 Object Oriented Analysis


In the system analysis or object-oriented analysis phase of software development,
the system requirements are determined, the classes are identified and the relationships
among classes are identified.
The three analysis techniques that are used in conjunction with each other for
object-oriented analysis are object modelling, dynamic modelling, and functional modelling.

Object Modelling
Object modelling develops the static structure of the software system in terms of objects.
It identifies the objects, the classes into which the objects can be grouped into and the relationships
between the objects. It also identifies the main attributes and operations that characterize each class.
The process of object modelling can be visualized in the following steps −

 Identify objects and group into classes


 Identify the relationships among classes
 Create user object model diagram
 Define user object attributes
 Define the operations that should be performed on the classes
 Review glossary

Dynamic Modelling
After the static behavior of the system is analyzed, its behavior with respect to time and external
changes needs to be examined. This is the purpose of dynamic modelling.
Dynamic Modelling can be defined as “a way of describing how an individual object responds to
events, either internal events triggered by other objects, or external events triggered by the
outside world”.
The process of dynamic modelling can be visualized in the following steps –
Identify states of each object

 Identify events and analyze the applicability of actions


 Construct dynamic model diagram, comprising of state transition diagrams
 Express each state in terms of object attributes

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 Validate the state–transition diagrams drawn

Functional Modelling
Functional Modelling is the final component of object-oriented analysis.
The functional model shows the processes that are performed within an object and how the
data changes as it moves between methods. It specifies the meaning of the operations of
object modelling and the actions of dynamic modelling. The functional model corresponds to the
data flow diagram of traditional structured analysis.
The process of functional modelling can be visualized in the following steps −

 Identify all the inputs and outputs


 Construct data flow diagrams showing functional dependencies
 State the purpose of each function
 Identify constraints
 Specify optimization criteria

Structured Analysis vs. Object Oriented Analysis


The Structured Analysis/Structured Design (SASD) approach is the traditional approach
of software development based upon the waterfall model. The phases of development of a system
using SASD are −

 Feasibility Study
 Requirement Analysis and Specification
 System Design
 Implementation
 Post-implementation Review
Now, we will look at the relative advantages and disadvantages of structured analysis
approach and object-oriented analysis approach.

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Advantages/Disadvantages of Object Oriented Analysis

Advantages Disadvantages

Focuses on data rather than the procedures as Functionality is restricted within objects. This
in Structured Analysis. may pose a problem for systems which are
intrinsically procedural or computational in
nature.

The principles of encapsulation and data hiding It cannot identify which objects would
help the developer to develop systems that generate an optimal system design.
cannot be tampered by other parts of the
system.

The principles of encapsulation and data hiding The object-oriented models do not easily
help the developer to develop systems that show the communications between the
cannot be tampered by other parts of the objects in the system.
system.

It allows effective management of software All the interfaces between the objects cannot
complexity by the virtue of modularity. be represented in a single diagram.

It can be upgraded from small to large systems


at a greater ease than in systems following
structured analysis.

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Advantages/Disadvantages of Structured Analysis

Advantages Disadvantages

As it follows a top-down approach in contrast to In traditional structured analysis models,


bottom-up approach of object-oriented analysis, it one phase should be completed before the
can be more easily comprehended than OOA. next phase. This poses a problem in
design, particularly if errors crop up or
requirements change.

It is based upon functionality. The overall purpose is The initial cost of constructing the system
identified and then functional decomposition is done is high, since the whole system needs to
for developing the software. The emphasis not only be designed at once leaving very little
gives a better understanding of the system but also option to add functionality later.
generates more complete systems.

The specifications in it are written in simple English It does not support reusability of code. So,
language, and hence can be more easily analyzed the time and cost of development is
by non-technical personnel. inherently high.

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 Functional Modeling
Functional Modelling gives the process perspective of the object-oriented analysis
model and an overview of what the system is supposed to do. It defines the function of
the internal processes in the system with the aid of Data Flow Diagrams (DFDs). It depicts
the functional derivation of the data values without indicating how they are derived when
they are computed, or why they need to be computed.

Data Flow Diagrams


Functional Modelling is represented through a hierarchy of DFDs. The DFD is
a graphical representation of a system that shows the inputs to the system, the processing
upon the inputs, the outputs of the system as well as the internal data stores. DFDs illustrate the
series of transformations or computations performed on the objects or the system, and the
external controls and objects that affect the transformation.
Rumbaugh et al. have defined DFD as, “A data flow diagram is a graph which shows the flow of
data values from their sources in objects through processes that transform them to their destinations
on other objects.”
The four main parts of a DFD are −

 Processes,
 Data Flows,
 Actors, and
 Data Stores.
The other parts of a DFD are −

 Constraints, and
 Control Flows.

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Features of a DFD
Processes
Processes are the computational activities that transform data values.
A whole system can be visualized as a high-level process. A process may be further divided into
smaller components. The lowest-level process may be a simple function.
Representation in DFD –
A process is represented as an ellipse with its name written inside it and contains
a fixed number of input and output data values.
Example − The following figure shows a process Compute_HCF_LCM that accepts
two integers as inputs and outputs their HCF (highest common factor) and LCM
(least common multiple).

Data Flows
Data flow represents the flow of data between two processes.
It could be between an actor and a process, or between a data store and a process.
A data flow denotes the value of a data item at some point of the computation.
This value is not changed by the data flow.
Representation in DFD − A data flow is represented by a directed arc or an arrow, labelled with the
name of the data item that it carries.
In the above figure, Integer_a and Integer_b represent the input data flows to the process,
while L.C.M. and H.C.F. are the output data flows.
A data flow may be forked in the following cases −
 The output value is sent to several places as shown in the following figure. Here, the output
arrows are unlabelled as they denote the same value.
 The data flow contains an aggregate value, and each of the components is sent to different places

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as shown in the following figure. Here, each of the forked components is labelled.

Actors
Actors are the active objects that interact with the system by either producing data and
inputting them to the system, or consuming data produced by the system. In other words,
actors serve as the sources and the sinks of data.
Representation in DFD − An actor is represented by a rectangle.
Actors are connected to the inputs and outputs and lie on the boundary of the DFD.
Example − The following figure shows the actors, namely, Customer and Sales_Clerk in
a counter sales system.

Data Stores
Data stores are the passive objects that act as a repository of data.
Unlike actors, they cannot perform any operations.
They are used to store data and retrieve the stored data.
They represent a data structure, a disk file, or a table in a database.
Representation in DFD − A data store is represented by two parallel lines containing the name
of the data store. Each data store is connected to at least one process. Input arrows contain

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information to modify the contents of the data store, while output arrows contain information
retrieved from the data store. When a part of the information is to be retrieved, the output
arrow is labelled. An unlabelled arrow denotes full data retrieval. A two-way arrow implies both
retrieval and update.
Example –
The following figure shows a data store, Sales_Record, that stores the details of all sales.
Input to the data store comprises of details of sales such as item, billing amount, date, etc.
To find the average sales, the process retrieves the sales records and computes the average.

Constraints
Constraints specify the conditions or restrictions that need to be satisfied over time.
They allow adding new rules or modifying existing ones. Constraints can appear in all the three
models of object-oriented analysis.
 In Object Modelling, the constraints define the relationship between objects.
They may also define the relationship between the different values that an object may take at
different times.
 In Dynamic Modelling, the constraints define the relationship between the states and events
of different objects.
 In Functional Modelling, the constraints define the restrictions on the transformations and computations.
Representation − A constraint is rendered as a string within braces.
Example − The following figure shows a portion of DFD for computing the salary of
employees of a company that has decided to give incentives to all employees of the sales
department and increment the salary of all employees of the HR department. It can be seen
that the constraint {Dept:Sales} causes incentive to be calculated only if the department is
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sales and the constraint {Dept:HR} causes increment to be computed only if the department is HR.

Control Flows
A process may be associated with a certain Boolean value and is evaluated only if the value
is true, though it is not a direct input to the process. These Boolean values are called the control
flows.
Representation in DFD − Control flows are represented by a dotted arc from the process
producing the Boolean value to the process controlled by them.
Example − The following figure represents a DFD for arithmetic division.
The Divisor is tested for non-zero. If it is not zero, the control flow OK has a value
True and subsequently the Divide process computes the Quotient and the Remainder.

Developing the DFD Model of a System


In order to develop the DFD model of a system, a hierarchy of DFDs are constructed.
The top-level DFD comprises of a single process and the actors interacting with it.

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At each successive lower level, further details are gradually included.


A process is decomposed into sub-processes, the data flows among the sub-processes are
identified, the control flows are determined, and the data stores are defined.
While decomposing a process, the data flow into or out of the process should match
the data flow at the next level of DFD.
Example − Let us consider a software system, Wholesaler Software, that automates the
transactions of a wholesale shop. The shop sells in bulks and has a clientele comprising
of merchants and retail shop owners. Each customer is asked to register with his/her particulars
and is given a unique customer code, C_Code. Once a sale is done, the shop registers its details
and sends the goods for dispatch. Each year, the shop distributes Christmas gifts to its
customers, which comprise of a silver coin or a gold coin depending upon the total sales
and the decision of the proprietor.
The functional model for the Wholesale Software is given below.
The figure below shows the top-level DFD. It shows the software as a single process and
the actors that interact with it.
The actors in the system are −

 Customers
 Salesperson
 Proprietor

In the next level DFD, as shown in the following figure, the major processes of the system are
identified, the data stores are defined and the interaction of the processes with the actors,
and the data stores are established.
In the system, three processes can be identified, which are −
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 Register Customers
 Process Sales
 Ascertain Gifts
The data stores that will be required are −

 Customer Details
 Sales Details
 Gift Details

The following figure shows the details of the process Register Customer.
There are three processes in it, Verify Details, Generate C_Code, and Update
Customer Details. When the details of the customer are entered, they are verified.
If the data is correct, C_Code is generated and the data store Customer Details is updated.

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The following figure shows the expansion of the process Ascertain Gifts.
It has two processes in it, Find Total Sales and Decide Type of Gift Coin.
The Find Total Sales process computes the yearly total sales corresponding to each customer
and records the data. Taking this record and the decision of the proprietor as inputs, the
gift coins are allotted through Decide Type of Gift Coin process.

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Advantages and Disadvantages of DFD

Advantages Disadvantages

DFDs depict the boundaries of a system and DFDs take a long time to create, which
hence are helpful in portraying the relationship may not be feasible for practical purposes.
between the external objects and the
processes within the system.

They help the users to have a knowledge DFDs do not provide any information about
about the system. the time-dependent behavior, i.e., they do
not specify when the transformations are
done.

The graphical representation serves as a They do not throw any light on the
blueprint for the programmers to develop a frequency of computations or the reasons
system. for computations.

DFDs provide detailed information about the The preparation of DFDs is a complex
system processes. process that needs considerable expertise.
Also, it is difficult for a non-technical person
to understand.

They are used as a part of the system The method of preparation is subjective
documentation. and leaves ample scope to be imprecise.

Relationship between Object, Dynamic, and Functional Models


The Object Model, the Dynamic Model, and the Functional Model are complementary to each
other for a complete Object-Oriented Analysis.
 Object modelling develops the static structure of the software system in terms of objects.
Thus it shows the “doers” of a system.
 Dynamic Modelling develops the temporal behavior of the objects in response to external events.
It shows the sequences of operations performed on the objects.

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 Functional model gives an overview of what the system should do.


Functional Model and Object Model
The four main parts of a Functional Model in terms of object model are −
 Process − Processes imply the methods of the objects that need to be implemented.
 Actors − Actors are the objects in the object model.
 Data Stores − These are either objects in the object model or attributes of objects.
 Data Flows − Data flows to or from actors represent operations on or by objects.
Data flows to or from data stores represent queries or updates.
Functional Model and Dynamic Model
The dynamic model states when the operations are performed, while the functional model
states how they are performed and which arguments are needed. As actors are active
objects, the dynamic model has to specify when it acts. The data stores are passive objects
and they only respond to updates and queries; therefore the dynamic model need not
specify when they act.
Object Model and Dynamic Model
The dynamic model shows the status of the objects and the operations performed on the
occurrences of events and the subsequent changes in states. The state of the object as a
result of the changes is shown in the object model.

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 UML - Overview
UML is a standard language for specifying, visualizing, constructing, and documenting the
artifacts of software systems.
UML was created by the Object Management Group (OMG) and UML 1.0 specification draft was
proposed to the OMG in January 1997.
OMG is continuously making efforts to create a truly industry standard.
 UML stands for Unified Modeling Language.
 UML is different from the other common programming languages such as C++, Java, COBOL, etc.
 UML is a pictorial language used to make software blueprints.
 UML can be described as a general purpose visual modeling language to visualize, specify, construct,
and document software system.
 Although UML is generally used to model software systems, it is not limited within this boundary.
 It is also used to model non-software systems as well. For example, the process flow in a
manufacturing unit, etc.
UML is not a programming language but tools can be used to generate code in various languages
using UML diagrams. UML has a direct relation with object oriented analysis and design.
After some standardization, UML has become an OMG standard.

Goals of UML
A picture is worth a thousand words, this idiom absolutely fits describing UML.
Object-oriented concepts were introduced much earlier than UML. At that point of time,
there were no standard methodologies to organize and consolidate the object-oriented
development. It was then that UML came into picture.
There are a number of goals for developing UML but the most important is to define some general
purpose modeling language, which all modelers can use and it also needs to be made simple to
understand and use.

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UML diagrams are not only made for developers but also for business users, common people
and anybody interested to understand the system. The system can be a software or
non-software system. Thus it must be clear that UML is not a development method
rather it accompanies with processes to make it a successful system.
In conclusion, the goal of UML can be defined as a simple modeling mechanism to model
all possible practical systems in today’s complex environment.

A Conceptual Model of UML


To understand the conceptual model of UML, first we need to clarify what is a conceptual model?
and why a conceptual model is required?
 A conceptual model can be defined as a model which is made of concepts and their relationships.
 A conceptual model is the first step before drawing a UML diagram. It helps to understand the entities in the
real world and how they interact with each other.
As UML describes the real-time systems, it is very important to make a conceptual model and then
proceed gradually. The conceptual model of UML can be mastered by learning the following three
major elements −

 UML building blocks


 Rules to connect the building blocks
 Common mechanisms of UML

Object-Oriented Concepts
UML can be described as the successor of object-oriented (OO) analysis and design.
An object contains both data and methods that control the data. The data represents the
state of the object. A class describes an object and they also form a hierarchy to model the
real-world system. The hierarchy is represented as inheritance and the classes can also be
associated in different ways as per the requirement.
Objects are the real-world entities that exist around us and the basic concepts such as
abstraction, encapsulation, inheritance, and polymorphism all can be represented using UML.
UML is powerful enough to represent all the concepts that exist in object-oriented analysis and
design. UML diagrams are representation of object-oriented concepts only. Thus, before learning

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UML, it becomes important to understand OO concept in detail.


Following are some fundamental concepts of the object-oriented world −
 Objects − Objects represent an entity and the basic building block.
 Class − Class is the blue print of an object.
 Abstraction − Abstraction represents the behavior of an real world entity.
 Encapsulation − Encapsulation is the mechanism of binding the data together and hiding them from the
outside world.
 Inheritance − Inheritance is the mechanism of making new classes from existing ones.
 Polymorphism − It defines the mechanism to exists in different forms.

OO Analysis and Design


OO can be defined as an investigation and to be more specific, it is the investigation of objects.
Design means collaboration of identified objects.
Thus, it is important to understand the OO analysis and design concepts.
The most important purpose of OO analysis is to identify objects of a system to be designed.
This analysis is also done for an existing system. Now an efficient analysis is only possible
when we are able to start thinking in a way where objects can be identified. After identifying the
objects, their relationships are identified and finally the design is produced.
The purpose of OO analysis and design can described as −
 Identifying the objects of a system.
 Identifying their relationships.
 Making a design, which can be converted to executables using OO languages.
There are three basic steps where the OO concepts are applied and implemented.
The steps can be defined as
OO Analysis → OO Design → OO implementation using OO languages
The above three points can be described in detail as −
 During OO analysis, the most important purpose is to identify objects and describe them in a
proper way. If these objects are identified efficiently, then the next job of design is easy.
The objects should be identified with responsibilities. Responsibilities are the functions performed

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by the object. Each and every object has some type of responsibilities to be performed.
When these responsibilities are collaborated, the purpose of the system is fulfilled.
 The second phase is OO design. During this phase, emphasis is placed on the requirements
and their fulfilment. In this stage, the objects are collaborated according to their intended association.
After the association is complete, the design is also complete.
 The third phase is OO implementation. In this phase, the design is implemented using OO languages
such as Java, C++, etc.

Role of UML in OO Design


 UML is a modeling language used to model software and non-software systems.
 Although UML is used for non-software systems, the emphasis is on modeling OO
software applications. Most of the UML diagrams discussed so far are used to model different
aspects such as static, dynamic, etc. Now whatever be the aspect, the artifacts are nothing but
objects.
 If we look into class diagram, object diagram, collaboration diagram, interaction diagrams
all would basically be designed based on the objects.
 Hence, the relation between OO design and UML is very important to understand.
 The OO design is transformed into UML diagrams according to the requirement.
 Before understanding the UML in detail, the OO concept should be learned properly.
 Once the OO analysis and design is done, the next step is very easy.
 The input from OO analysis and design is the input to UML diagrams.

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 UML - Building Blocks


As UML describes the real-time systems, it is very important to make a conceptual model and then
proceed gradually. The conceptual model of UML can be mastered by learning the following three
major elements −

 UML building blocks


 Rules to connect the building blocks
 Common mechanisms of UML
This chapter describes all the UML building blocks. The building blocks of UML can be defined as −

 Things
 Relationships
 Diagrams

Things
Things are the most important building blocks of UML. Things can be −

 Structural
 Behavioral
 Grouping
 Annotational
Structural Things
Structural things define the static part of the model. They represent the physical and
conceptual elements. Following are the brief descriptions of the structural things.
Class − Class represents a set of objects having similar responsibilities.

Interface − Interface defines a set of operations, which specify the responsibility of a class.

Collaboration −Collaboration defines an interaction between elements.

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Use case −Use case represents a set of actions performed by a system for a specific goal.

Component −Component describes the physical part of a system.

Node − A node can be defined as a physical element that exists at run time.

Behavioral Things
A behavioral thing consists of the dynamic parts of UML models. Following are the behavioral things −
Interaction − Interaction is defined as a behavior that consists of a group of messages exchanged
among elements to accomplish a specific task.

State machine − State machine is useful when the state of an object in its life cycle is important.
It defines the sequence of states an object goes through in response to events.
Events are external factors responsible for state change

Grouping Things
Grouping things can be defined as a mechanism to group elements of a UML model together.
There is only one grouping thing available −
Package − Package is the only one grouping thing available for gathering structural and behavioural
things.

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Annotational Things
Annotational things can be defined as a mechanism to capture remarks, descriptions, and
comments of UML model elements. Note - It is the only one Annotational thing available.
A note is used to render comments, constraints, etc. of an UML element.

Relationship
Relationship is another most important building block of UML. It shows how the elements are
associated with each other and this association describes the functionality of an application.
There are four kinds of relationships available.
Dependency
Dependency is a relationship between two things in which change in one element also affects the other.

Association
Association is basically a set of links that connects the elements of a UML model.
It also describes how many objects are taking part in that relationship.

Generalization
Generalization can be defined as a relationship which connects a specialized element with a
generalized element. It basically describes the inheritance relationship in the world of objects.

Realization
Realization can be defined as a relationship in which two elements are connected.

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One element describes some responsibility, which is not implemented and the other one
implements them. This relationship exists in case of interfaces.

Association

Association

is a broad term that encompasses just about any logical connection or relationship
between classes. For example, passenger and airline may be linked as above:

Directed Association

Directed Association

refers to a directional relationship represented by a line with an arrowhead. The


arrowhead depicts a container-contained directional flow.

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Reflexive Association

Reflexive Association

This occurs when a class may have multiple functions or responsibilities.

For example, a staff member working in an airport may be a pilot, aviation engineer, a ticket
dispatcher, a guard, or a maintenance crew member. If the maintenance crew member is
managed by the aviation engineer there could be a managed by relationship in two instance
of the same class.

Multiplicity

Multiplicity

is the active logical association when the cardinality of a class in relation to another is being
depicted. For example, one fleet may include multiple airplanes, while one commercial
airplane may contain zero to many passengers. The notation 0..* in the diagram means “zero
to many”.

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Aggregation

Aggregation

refers to the formation of a particular class as a result of one class being aggregated or built
as a collection. For example, the class “library” is made up of one or more books, among
other materials. In aggregation, the contained classes are not strongly dependent on the
lifecycle of the container. In the same example, books will remain so even when the library
is dissolved. To show aggregation in a diagram, draw a line from the parent class to the
child class with a diamond shape near the parent class.

To show aggregation in a diagram, draw a line from the parent class to the child class with a
diamond shape near the parent class.

Composition

Composition

The composition relationship is very similar to the aggregation relationship. with the only
difference being its key purpose of emphasizing the dependence of the contained class to
the life cycle of the container class. That is, the contained class will be obliterated when the

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container class is destroyed. For example, a shoulder bag’s side pocket will also cease to
exist once the shoulder bag is destroyed.

To show a composition relationship in a UML diagram, use a directional line connecting the
two classes, with a filled diamond shape adjacent to the container class and the directional
arrow to the contained class.

Inheritance / Generalization

Inheritance

refers to a type of relationship wherein one associated class is a child of another by virtue of
assuming the same functionalities of the parent class. In other words, the child class is a
specific type of the parent class. To show inheritance in a UML diagram, a solid line from
the child class to the parent class is drawn using an unfilled arrowhead.

Realization

Realization

denotes the implementation of the functionality defined in one class by another class. To
show the relationship in UML, a broken line with an unfilled solid arrowhead is drawn from

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the class that defines the functionality of the class that implements the function. In the
example, the printing preferences that are set using the printer setup interface are being
implemented by the printer.

UML Diagrams
UML diagrams are the ultimate output of the entire discussion. All the elements, relationships are used
to make a complete UML diagram and the diagram represents a system.
The visual effect of the UML diagram is the most important part of the entire process. All the other
elements are used to make it complete.
UML includes the following nine diagrams, the details of which are described in the subsequent
chapters.

 Class diagram
 Object diagram
 Use case diagram
 Sequence diagram
 Collaboration diagram
 Activity diagram
 Statechart diagram
 Deployment diagram
 Component diagram

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 UML - Basic Notations


UML is popular for its diagrammatic notations. We all know that UML is for visualizing, specifying,
constructing and documenting the components of software and non-software systems. Hence,
visualization is the most important part which needs to be understood and remembered.
UML notations are the most important elements in modeling. Efficient and appropriate use of notations
is very important for making a complete and meaningful model. The model is useless, unless its
purpose is depicted properly.
Hence, learning notations should be emphasized from the very beginning. Different notations are
available for things and relationships. UML diagrams are made using the notations of things and
relationships. Extensibility is another important feature which makes UML more powerful and flexible.
The chapter describes basic UML notations in detail. This is just an extension to the UML building
block section discussed in Chapter Two.
Structural Things
Graphical notations used in structural things are most widely used in UML. These are considered as
the nouns of UML models. Following are the list of structural things.

 Classes
 Object
 Interface
 Collaboration
 Use case
 Active classes
 Components
 Nodes

Class Notation
UML class is represented by the following figure. The diagram is divided into four parts.

 The top section is used to name the class.


 The second one is used to show the attributes of the class.
 The third section is used to describe the operations performed by the class.
 The fourth section is optional to show any additional components.

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Classes are used to represent objects. Objects can be anything having properties and
responsibility.

Object Notation
The object is represented in the same way as the class. The only difference is the name which is
underlined as shown in the following figure.

As the object is an actual implementation of a class, which is known as the instance of a class. Hence,
it has the same usage as the class.

Interface Notation
Interface is represented by a circle as shown in the following figure. It has a name which is generally
written below the circle.

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Interface is used to describe the functionality without implementation. Interface is just like a template
where you define different functions, not the implementation. When a class implements the interface, it
also implements the functionality as per requirement.

Collaboration Notation
Collaboration is represented by a dotted eclipse as shown in the following figure. It has a name written
inside the eclipse.

Collaboration represents responsibilities. Generally, responsibilities are in a group.

Use Case Notation


Use case is represented as an eclipse with a name inside it. It may contain additional responsibilities.

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Use case is used to capture high level functionalities of a system.

Actor Notation
An actor can be defined as some internal or external entity that interacts with the system.

An actor is used in a use case diagram to describe the internal or external entities.

Initial State Notation


Initial state is defined to show the start of a process. This notation is used in almost all diagrams.

The usage of Initial State Notation is to show the starting point of a process.

Final State Notation


Final state is used to show the end of a process. This notation is also used in almost
all diagrams to describe the end.

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The usage of Final State Notation is to show the termination point of a process.

Active Class Notation


Active class looks similar to a class with a solid border.
Active class is generally used to describe the concurrent behavior of a system.

Active class is used to represent the concurrency in a system.

Component Notation
A component in UML is shown in the following figure with a name inside. A
dditional elements can be added wherever required.

Component is used to represent any part of a system for which UML diagrams are made.

Node Notation
A node in UML is represented by a square box as shown in the following figure with a name.
A node represents the physical component of the system.

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Node is used to represent the physical part of a system such as the server, network, etc.
Behavioral Things
Dynamic parts are one of the most important elements in UML. UML has a set of powerful
features to represent the dynamic part of software and non-software systems. These features
include interactions and state machines.
Interactions can be of two types −

 Sequential (Represented by sequence diagram)


 Collaborative (Represented by collaboration diagram)

Interaction Notation
Interaction is basically a message exchange between two UML components.
The following diagram represents different notations used in an interaction.

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Interaction is used to represent the communication among the components of a system.

State Machine Notation


State machine describes the different states of a component in its life cycle.
The notations are described in the following diagram.

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State machine is used to describe different states of a system component.


The state can be active, idle, or any other depending upon the situation.
Grouping Things
Organizing the UML models is one of the most important aspects of the design.
In UML, there is only one element available for grouping and that is package.

Package Notation
Package notation is shown in the following figure and is used to wrap the components of a system.

Annotational Things
In any diagram, explanation of different elements and their functionalities are very important.

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Hence, UML has notes notation to support this requirement.

Note Notation
This notation is shown in the following figure.
These notations are used to provide necessary information of a system.

Relationships
A model is not complete unless the relationships between elements are described properly.
The Relationship gives a proper meaning to a UML model. Following are the different types of
relationships available in UML.

 Dependency
 Association
 Generalization
 Extensibility

Dependency Notation
Dependency is an important aspect in UML elements. It describes the dependent elements and the
direction of dependency.
Dependency is represented by a dotted arrow as shown in the following figure. The arrow head
represents the independent element and the other end represents the dependent element.

Dependency is used to represent the dependency between two elements of a system

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Association Notation
Association describes how the elements in a UML diagram are associated. In simple words, it
describes how many elements are taking part in an interaction.
Association is represented by a dotted line with (without) arrows on both sides. The two ends represent
two associated elements as shown in the following figure. The multiplicity is also mentioned at the ends
(1, *, etc.) to show how many objects are associated.

Association is used to represent the relationship between two elements of a system.

Generalization Notation
Generalization describes the inheritance relationship of the object-oriented world. It is a parent and
child relationship.
Generalization is represented by an arrow with a hollow arrow head as shown in the following figure.
One end represents the parent element and the other end represents the child element.

Generalization is used to describe parent-child relationship of two elements of a system.

Extensibility Notation
All the languages (programming or modeling) have some mechanism to extend its capabilities
such as syntax, semantics, etc. UML also has the following mechanisms to provide extensibility
features.

 Stereotypes (Represents new elements)


 Tagged values (Represents new attributes)
 Constraints (Represents the boundaries)

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Extensibility notations are used to enhance the power of the language. It is basically additional
elements used to represent some extra behavior of the system. These extra behaviors are not covered
by the standard available notations.

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