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SARVAJANIK COLLEGE OF ENGINEERING AND TECHNOLOGY
COMPUTER ENGINEERING DEPARTMENT
B. E.-III, CO-M, SEM-V
(ODD-2019)
Active Learning Assignment Presentation
on
“Introduction to Object orientation , Modeling as a Design Technique
Modeling Concepts, Abstraction , Basics of the three models, Class
Model, State model and Interaction model”
Subject Name : Object Oriented Programming using Java (2150704)
Prepared and Presented by (Group No. : 17)
Bhumi Chavda (180423107001)
Dhwani Desai (180423107002)
Dhrumi Kansara (180423107005)
Ridham Mangukia (180423107008)
CONTENT
 Introduction to Object orientation
 Modeling as a Design Technique
 Modeling Concepts
 Abstraction
 Basics of the three models
 Class Model
 State Model
 Interaction Model
 Object-Oriented Modeling and Design is a way of
thinking about problems using models organized
around real world concepts. The fundamental
construct is the object, which combines both data
and behavior.
 Object-Oriented means that we organize software
as a collection of discrete objects that incorporate
both data structure and behavior.
 OO generally includes four aspects:
1. Identify
2. Classification
3. Inheritance
4. Polymorphism
3
INTRODUCTION TO OBJECT ORIENTATION
OBJECTS
 An object has:
 state - descriptive characteristics
 behaviors - what it can do (or what can be done to it)
4
Objects have three responsibilities:
What they know about themselves – (e.g., Attributes)
What they do – (e.g., Operations)
What they know about other objects – (e.g., Relationships)
OBJECT
5
WHAT IS UML?
UML: Unified Modelling Language
 An industry-standard graphical language for
specifying, visualizing, constructing and
documenting the software systems, as well as for
business modeling.
 The UML uses mostly graphical notations to
express the OO modeling and design of software
projects.
 Simplifies the complex process of software design
6
WHY WE USE UML?
 Use graphical notation: more clearly than natural
language and code.
 Help acquire an overall view of a system.
 UML is not dependent on any one language or
technology.
7
MODELING AS A DESIGN TECHNIQUE
What is Modelling?
 Modeling consists of building an abstraction of reality.
 Abstractions are simplifications because:
 They ignore irrelevant detailsand
 They only represent the relevantdetails.
W h at is relevant or irrelevant depends on the purpose of the
model.
8
MODELING CONCEPTS
 A model is an abstraction, before building any system
a prototype may be developed. The main purpose of
model is for understanding of the system.
 Designer build different kinds of models for various
purposes before constructing things.
 examples:
 architectural models to show customers
 airplane scale models
 storyboards of advertisements
 outlines of books
9
9/30/2019
10
IMPORTANCE OF MODELLING
 Models helpus
 To visualize a system as it is or as we want it to be.
 To specify the structure or behavior of a system.
 I n providing a template that guides us in constructing a system.
 I n providing documenting the decisions we have made.
11
ANALYSIS
 All aspects of the problem domain need to be
investigated.
 Decompose the problem into smaller problems until
the entire problem is fully understood.
 The models that depict information, function, and
behavior must be constructed in a manner that
uncovers detail.
12
PURPOSES OF A MODEL:
 Designers build many kinds of models for various
purposes before constructing things.
 Models serve several purposes –
 Testing a physical entity before building (simulation)
 Communication with customer
 Visualization
 Reduction of complexity
 Better understanding of the problem
13
ABSTRACTION
 Fundamental human capability that permits us to deal with
complexity
 Selective examination of certain aspect of problem
 Abstraction must always be for some purpose, because the
purpose determines what is and is not important
 “All abstractions are incomplete and inaccurate. Reality is
seamless web. Anything we say about it, and description of it,
is an abridgement. All human words and language are
abstractions—incomplete descriptions of the real world.”
 “This does not destroy their usefulness. The purpose of an
abstraction is to limit the universe so we can do things.”
 In building models, therefore you must not search for absolute
truth but for adequacy for some purpose. There is no single
correct model of a situation, only adequate and inadequate
ones. 14
BASICS OF THE THREE MODELS
What is model?
 It is an abstraction of any system to understand it
before implement it.
 There are three different types of model but
different viewpoints:
 Class model: The static , ”structural”,” data aspects of a
system.
 State model : The temporal , behavioural , “control”
aspects of a system.
 Interaction model : The collaboration of individual
objects , the “interaction” aspects of a system.
Typically software use all the aspects : It uses data-
structures , sequences operations in time , and its passes
data and control among objects.
15
CONT…
 The different models are not independent.
 Each of the three models during development.
 First analysts construct model without regard for
eventual during development.
 Then designers add solution constructs to the
model.
 Implement code both application and solution
constructs.
 The model has two dimensions:
 A view of a system
 A stage of development
9/30/2019
16
CLASS MODEL
 Class diagram is a static diagram.
 It represents the static view of an application.
 Class diagram is not only used for visualizing, describing, and
documenting different aspects of a system but also for
constructing executable code of the software application.
 Class diagram describes the attributes and operations of a
class and also the constraints imposed on the system.
 The class diagrams are widely used in the modeling of object-
oriented systems because they are the only UML diagrams,
which can be mapped directly with object-oriented languages.
 Class diagram shows a collection of classes, interfaces,
associations, collaborations, and constraints.
 It is also known as a structural diagram.
17
PURPOSE OF CLASS DIAGRAMS
 The purpose of class diagram is to model the static
view of an application.
 Class diagrams are the only diagrams which can be
directly mapped with object-oriented languages and
thus widely used at the time of construction.
 Analysis and design of the static view of an
application.
 Describe responsibilities of a system.
 Base for component and deployment diagrams.
 Forward and reverse engineering.
18
19
Class name
Alt 1 : datatype=default vaule
Alt 2: datatype=default value
Alt n : datatype=default value
OP1(arg_list) : Return type
It contains the name of
the class. It is printed in
bold and centered, and
the first letter is
capitalized.
contains the attributes
of the class. They are
left-aligned and the
first letter is lowercase.
contains the operations the
class can execute. They are
also left-aligned and the
first letter is lowercase.
EXAMPLE OF CLASS MODEL
20
STATE MODEL
 The name of the diagram itself clarifies the purpose of the
diagram and other details.
 It describes different states of a component in a system. The
states are specific to a component/object of a system.
 A State diagram describes a state machine.
 State machine can be defined as a machine which defines
different states of an object and these states are controlled by
external or internal events.
 State model captures control.
 State diagrams express the state model.
 Each state diagram shows the states and events sequences
permitted in system for one class of objects.
 Actions and events in a state diagram becomes operations on
objects in the class model.
21
PURPOSE OF STATE MODEL
 State diagram describes the flow of control from one state to
another state.
 States are defined as a condition in which an object exists and
it changes when some event is triggered.
 The most important purpose of State diagram is to model
lifetime of an object from creation to termination.
 State diagrams are also used for forward and reverse
engineering of a system.
 To model the dynamic aspect of a system.
 To model the life time of a reactive system.
 To describe different states of an object during its life time.
 Define a state machine to model the states of an object.
22
EXAMPLE OF STATE MODEL
23
INTERACTION MODEL
 From the term Interaction, it is clear that the diagram is used
to describe some type of interactions among the different
elements in the model. This interaction is a part of dynamic
behavior of the system.
 This interactive behavior is represented in UML by two
diagrams known as Sequence diagram and Collaboration
diagram. The basic purpose of both the diagrams are similar.
 Sequence diagram emphasizes on time sequence of
messages and collaboration diagram emphasizes on the
structural organization of the objects that send and receive
messages.
 Use case documents major themes for interaction between
the system and actors.
24
PURPOSE OF INTERACTION MODEL
 To capture the dynamic behavior of a system.
 To describe the message flow in the system.
 To describe the structural organization of the
objects.
 To describe the interaction among objects.
25
HOW TO DRAW AN INTERACTION DIAGRAM?
 We have two types of interaction diagrams in UML.
 One is the sequence diagram and the other is the
collaboration diagram.
 The sequence diagram captures the time sequence
of the message flow from one object to another and
 The collaboration diagram describes the
organization of objects in a system taking part in
the message flow.
26
 The Sequence Diagram  The Collaboration -
Diagram
27

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Introduction to Object orientation , Modeling as a Design Technique Modeling Concepts, Abstraction , Basics of the three models, Class Model, State model and Interaction model

  • 1. SARVAJANIK COLLEGE OF ENGINEERING AND TECHNOLOGY COMPUTER ENGINEERING DEPARTMENT B. E.-III, CO-M, SEM-V (ODD-2019) Active Learning Assignment Presentation on “Introduction to Object orientation , Modeling as a Design Technique Modeling Concepts, Abstraction , Basics of the three models, Class Model, State model and Interaction model” Subject Name : Object Oriented Programming using Java (2150704) Prepared and Presented by (Group No. : 17) Bhumi Chavda (180423107001) Dhwani Desai (180423107002) Dhrumi Kansara (180423107005) Ridham Mangukia (180423107008)
  • 2. CONTENT  Introduction to Object orientation  Modeling as a Design Technique  Modeling Concepts  Abstraction  Basics of the three models  Class Model  State Model  Interaction Model
  • 3.  Object-Oriented Modeling and Design is a way of thinking about problems using models organized around real world concepts. The fundamental construct is the object, which combines both data and behavior.  Object-Oriented means that we organize software as a collection of discrete objects that incorporate both data structure and behavior.  OO generally includes four aspects: 1. Identify 2. Classification 3. Inheritance 4. Polymorphism 3 INTRODUCTION TO OBJECT ORIENTATION
  • 4. OBJECTS  An object has:  state - descriptive characteristics  behaviors - what it can do (or what can be done to it) 4 Objects have three responsibilities: What they know about themselves – (e.g., Attributes) What they do – (e.g., Operations) What they know about other objects – (e.g., Relationships)
  • 6. WHAT IS UML? UML: Unified Modelling Language  An industry-standard graphical language for specifying, visualizing, constructing and documenting the software systems, as well as for business modeling.  The UML uses mostly graphical notations to express the OO modeling and design of software projects.  Simplifies the complex process of software design 6
  • 7. WHY WE USE UML?  Use graphical notation: more clearly than natural language and code.  Help acquire an overall view of a system.  UML is not dependent on any one language or technology. 7
  • 8. MODELING AS A DESIGN TECHNIQUE What is Modelling?  Modeling consists of building an abstraction of reality.  Abstractions are simplifications because:  They ignore irrelevant detailsand  They only represent the relevantdetails. W h at is relevant or irrelevant depends on the purpose of the model. 8
  • 9. MODELING CONCEPTS  A model is an abstraction, before building any system a prototype may be developed. The main purpose of model is for understanding of the system.  Designer build different kinds of models for various purposes before constructing things.  examples:  architectural models to show customers  airplane scale models  storyboards of advertisements  outlines of books 9
  • 11. IMPORTANCE OF MODELLING  Models helpus  To visualize a system as it is or as we want it to be.  To specify the structure or behavior of a system.  I n providing a template that guides us in constructing a system.  I n providing documenting the decisions we have made. 11
  • 12. ANALYSIS  All aspects of the problem domain need to be investigated.  Decompose the problem into smaller problems until the entire problem is fully understood.  The models that depict information, function, and behavior must be constructed in a manner that uncovers detail. 12
  • 13. PURPOSES OF A MODEL:  Designers build many kinds of models for various purposes before constructing things.  Models serve several purposes –  Testing a physical entity before building (simulation)  Communication with customer  Visualization  Reduction of complexity  Better understanding of the problem 13
  • 14. ABSTRACTION  Fundamental human capability that permits us to deal with complexity  Selective examination of certain aspect of problem  Abstraction must always be for some purpose, because the purpose determines what is and is not important  “All abstractions are incomplete and inaccurate. Reality is seamless web. Anything we say about it, and description of it, is an abridgement. All human words and language are abstractions—incomplete descriptions of the real world.”  “This does not destroy their usefulness. The purpose of an abstraction is to limit the universe so we can do things.”  In building models, therefore you must not search for absolute truth but for adequacy for some purpose. There is no single correct model of a situation, only adequate and inadequate ones. 14
  • 15. BASICS OF THE THREE MODELS What is model?  It is an abstraction of any system to understand it before implement it.  There are three different types of model but different viewpoints:  Class model: The static , ”structural”,” data aspects of a system.  State model : The temporal , behavioural , “control” aspects of a system.  Interaction model : The collaboration of individual objects , the “interaction” aspects of a system. Typically software use all the aspects : It uses data- structures , sequences operations in time , and its passes data and control among objects. 15
  • 16. CONT…  The different models are not independent.  Each of the three models during development.  First analysts construct model without regard for eventual during development.  Then designers add solution constructs to the model.  Implement code both application and solution constructs.  The model has two dimensions:  A view of a system  A stage of development 9/30/2019 16
  • 17. CLASS MODEL  Class diagram is a static diagram.  It represents the static view of an application.  Class diagram is not only used for visualizing, describing, and documenting different aspects of a system but also for constructing executable code of the software application.  Class diagram describes the attributes and operations of a class and also the constraints imposed on the system.  The class diagrams are widely used in the modeling of object- oriented systems because they are the only UML diagrams, which can be mapped directly with object-oriented languages.  Class diagram shows a collection of classes, interfaces, associations, collaborations, and constraints.  It is also known as a structural diagram. 17
  • 18. PURPOSE OF CLASS DIAGRAMS  The purpose of class diagram is to model the static view of an application.  Class diagrams are the only diagrams which can be directly mapped with object-oriented languages and thus widely used at the time of construction.  Analysis and design of the static view of an application.  Describe responsibilities of a system.  Base for component and deployment diagrams.  Forward and reverse engineering. 18
  • 19. 19 Class name Alt 1 : datatype=default vaule Alt 2: datatype=default value Alt n : datatype=default value OP1(arg_list) : Return type It contains the name of the class. It is printed in bold and centered, and the first letter is capitalized. contains the attributes of the class. They are left-aligned and the first letter is lowercase. contains the operations the class can execute. They are also left-aligned and the first letter is lowercase.
  • 20. EXAMPLE OF CLASS MODEL 20
  • 21. STATE MODEL  The name of the diagram itself clarifies the purpose of the diagram and other details.  It describes different states of a component in a system. The states are specific to a component/object of a system.  A State diagram describes a state machine.  State machine can be defined as a machine which defines different states of an object and these states are controlled by external or internal events.  State model captures control.  State diagrams express the state model.  Each state diagram shows the states and events sequences permitted in system for one class of objects.  Actions and events in a state diagram becomes operations on objects in the class model. 21
  • 22. PURPOSE OF STATE MODEL  State diagram describes the flow of control from one state to another state.  States are defined as a condition in which an object exists and it changes when some event is triggered.  The most important purpose of State diagram is to model lifetime of an object from creation to termination.  State diagrams are also used for forward and reverse engineering of a system.  To model the dynamic aspect of a system.  To model the life time of a reactive system.  To describe different states of an object during its life time.  Define a state machine to model the states of an object. 22
  • 23. EXAMPLE OF STATE MODEL 23
  • 24. INTERACTION MODEL  From the term Interaction, it is clear that the diagram is used to describe some type of interactions among the different elements in the model. This interaction is a part of dynamic behavior of the system.  This interactive behavior is represented in UML by two diagrams known as Sequence diagram and Collaboration diagram. The basic purpose of both the diagrams are similar.  Sequence diagram emphasizes on time sequence of messages and collaboration diagram emphasizes on the structural organization of the objects that send and receive messages.  Use case documents major themes for interaction between the system and actors. 24
  • 25. PURPOSE OF INTERACTION MODEL  To capture the dynamic behavior of a system.  To describe the message flow in the system.  To describe the structural organization of the objects.  To describe the interaction among objects. 25
  • 26. HOW TO DRAW AN INTERACTION DIAGRAM?  We have two types of interaction diagrams in UML.  One is the sequence diagram and the other is the collaboration diagram.  The sequence diagram captures the time sequence of the message flow from one object to another and  The collaboration diagram describes the organization of objects in a system taking part in the message flow. 26
  • 27.  The Sequence Diagram  The Collaboration - Diagram 27