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1
Big questions
 What is UML?
 Why should I bother? Do people really use UML?
 What is a UML class diagram?
 What kind of information goes into it?
 How do I create it?
 When should I create it?
2
Design phase
 design: specifying the structure of how a
software system will be written and function,
without actually writing the complete
implementation
 a transition from "what" the system must do, to
"how" the system will do it
 What classes will we need to implement a system
that meets our requirements?
 What fields and methods will each class have?
 How will the classes interact with each other?
3
How do we design classes?
 class identification from project spec / requirements
 nouns are potential classes, objects, fields
 verbs are potential methods or responsibilities of a class
 CRC card exercises
 write down classes' names on index cards
 next to each class, list the following:
 responsibilities: problems to be solved; short verb phrases
 collaborators: other classes that are sent messages by this class
(asymmetric)
 UML diagrams
 class diagrams (today)
 sequence diagrams
 ...
4
Introduction to UML
 UML: pictures of an OO system
 programming languages are not abstract enough for OO design
 UML is an open standard; lots of companies use it
 What is legal UML?
 a descriptive language: rigid formal syntax (like programming)
 a prescriptive language: shaped by usage and convention
 it's okay to omit things from UML diagrams if they aren't
needed by team/supervisor/instructor
5
Uses for UML
 as a sketch: to communicate aspects of system
 forward design: doing UML before coding
 backward design: doing UML after coding as documentation
 often done on whiteboard or paper
 used to get rough selective ideas
 as a blueprint: a complete design to be implemented
 sometimes done with CASE (Computer-Aided Software
Engineering) tools
 as a programming language: with the right tools, code
can be auto-generated and executed from UML
 only good if this is faster than coding in a "real" language
6
UML class diagrams
 What is a UML class diagram?
 What are some things that are not represented in a
UML class diagram?
 details of how the classes interact with each other
 algorithmic details; how a particular behavior is
implemented
 UML class diagram: a picture of the classes in an
OO system, their fields and methods, and
connections between the classes that interact or
inherit from each other
7
Diagram of one class
 class name in top of box
 write <<interface>> on top of interfaces' names
 use italics for an abstract class name
 attributes (optional)
 should include all fields of the object
 operations / methods (optional)
 may omit trivial (get/set) methods
 but don't omit any methods from an interface!
 should not include inherited methods
8
Class attributes
 attributes (fields, instance variables)
 visibility name : type [count] = default_value
 visibility: + public
# protected
- private
~ package (default)
/ derived
 underline static attributes
 derived attribute: not stored, but can
be computed from other attribute values
 attribute example:
- balance : double = 0.00
9
Class operations / methods
 operations / methods
 visibility name (parameters) : return_type
 visibility: + public
# protected
- private
~ package (default)
 underline static methods
 parameter types listed as (name: type)
 omit return_type on constructors and
when return type is void
 method example:
+ distance(p1: Point, p2: Point): double
10
Comments
 represented as a folded note, attached to the
appropriate class/method/etc by a dashed line
11
Relationships btwn. classes
 generalization: an inheritance relationship
 inheritance between classes
 interface implementation
 association: a usage relationship
 dependency
 aggregation
 composition
12
Generalization relationships
 generalization (inheritance) relationships
 hierarchies drawn top-down with arrows
pointing upward to parent
 line/arrow styles differ, based on whether
parent is a(n):
 class:
solid line, black arrow
 abstract class:
solid line, white arrow
 interface:
dashed line, white arrow
 we often don't draw trivial / obvious
generalization relationships, such as
drawing the Object class as a parent
13
Associational relationships
 associational (usage) relationships
1. multiplicity (how many are used)
 *  0, 1, or more
 1  1 exactly
 2..4  between 2 and 4, inclusive
 3..*  3 or more
2. name (what relationship the objects have)
3. navigability (direction)
14
 one-to-one
 each student must carry exactly one ID card
 one-to-many
 one rectangle list can contain many rectangles
Multiplicity of associations
15
Association types
 aggregation: "is part of"
 symbolized by a clear white diamond
 composition: "is entirely made of"
 stronger version of aggregation
 the parts live and die with the whole
 symbolized by a black diamond
 dependency: "uses temporarily"
 symbolized by dotted line
 often is an implementation
detail, not an intrinsic part of
that object's state
1
1
Car
aggregation
Engine
Lottery
Ticket
Random
dependency
Page
Book
composition
*
1
16
Class diagram example 1
17
Class diagram example 2
DVD Movie VHS Movie Video Game
Rental Item
Rental Invoice
1..*
1
Customer
Checkout Screen
0..1
1
Simple
Association
Class
Abstract
Class
Simple
Aggregation
Generalization
Composition
Multiplicity
18
Class diagram example 3
StudentBody
+ main (args : String[])
+ toString() : String
1 100
Student
- firstName : String
- lastName : String
- homeAddress : Address
- schoolAddress : Address
+ toString() : String
- streetAddress : String
- city : String
- state : String
- zipCode : long
Address
19
Tools for creating UML diags.
 Violet (free)
 http://horstmann.com/violet/
 Rational Rose
 http://www.rational.com/
 Visual Paradigm UML Suite (trial)
 http://www.visual-paradigm.com/
 (nearly) direct download link:
http://www.visual-paradigm.com/vp/download.jsp?product=vpuml&edition=ce
(there are many others, but most are commercial)
20
Class design exercise
 Consider this Texas Hold 'em poker game system:
 2 to 8 human or computer players
 Each player has a name and stack of chips
 Computer players have a difficulty setting: easy, medium, hard
 Summary of each hand:
 Dealer collects ante from appropriate players, shuffles the deck,
and deals each player a hand of 2 cards from the deck.
 A betting round occurs, followed by dealing 3 shared cards from
the deck.
 As shared cards are dealt, more betting rounds occur, where each
player can fold, check, or raise.
 At the end of a round, if more than one player is remaining,
players' hands are compared, and the best hand wins the pot of all
chips bet so far.
 What classes are in this system? What are their
responsibilities? Which classes collaborate?
 Draw a class diagram for this system. Include relationships
between classes (generalization and associational).

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SDA ClassDiagram.ppt

  • 1. 1 Big questions  What is UML?  Why should I bother? Do people really use UML?  What is a UML class diagram?  What kind of information goes into it?  How do I create it?  When should I create it?
  • 2. 2 Design phase  design: specifying the structure of how a software system will be written and function, without actually writing the complete implementation  a transition from "what" the system must do, to "how" the system will do it  What classes will we need to implement a system that meets our requirements?  What fields and methods will each class have?  How will the classes interact with each other?
  • 3. 3 How do we design classes?  class identification from project spec / requirements  nouns are potential classes, objects, fields  verbs are potential methods or responsibilities of a class  CRC card exercises  write down classes' names on index cards  next to each class, list the following:  responsibilities: problems to be solved; short verb phrases  collaborators: other classes that are sent messages by this class (asymmetric)  UML diagrams  class diagrams (today)  sequence diagrams  ...
  • 4. 4 Introduction to UML  UML: pictures of an OO system  programming languages are not abstract enough for OO design  UML is an open standard; lots of companies use it  What is legal UML?  a descriptive language: rigid formal syntax (like programming)  a prescriptive language: shaped by usage and convention  it's okay to omit things from UML diagrams if they aren't needed by team/supervisor/instructor
  • 5. 5 Uses for UML  as a sketch: to communicate aspects of system  forward design: doing UML before coding  backward design: doing UML after coding as documentation  often done on whiteboard or paper  used to get rough selective ideas  as a blueprint: a complete design to be implemented  sometimes done with CASE (Computer-Aided Software Engineering) tools  as a programming language: with the right tools, code can be auto-generated and executed from UML  only good if this is faster than coding in a "real" language
  • 6. 6 UML class diagrams  What is a UML class diagram?  What are some things that are not represented in a UML class diagram?  details of how the classes interact with each other  algorithmic details; how a particular behavior is implemented  UML class diagram: a picture of the classes in an OO system, their fields and methods, and connections between the classes that interact or inherit from each other
  • 7. 7 Diagram of one class  class name in top of box  write <<interface>> on top of interfaces' names  use italics for an abstract class name  attributes (optional)  should include all fields of the object  operations / methods (optional)  may omit trivial (get/set) methods  but don't omit any methods from an interface!  should not include inherited methods
  • 8. 8 Class attributes  attributes (fields, instance variables)  visibility name : type [count] = default_value  visibility: + public # protected - private ~ package (default) / derived  underline static attributes  derived attribute: not stored, but can be computed from other attribute values  attribute example: - balance : double = 0.00
  • 9. 9 Class operations / methods  operations / methods  visibility name (parameters) : return_type  visibility: + public # protected - private ~ package (default)  underline static methods  parameter types listed as (name: type)  omit return_type on constructors and when return type is void  method example: + distance(p1: Point, p2: Point): double
  • 10. 10 Comments  represented as a folded note, attached to the appropriate class/method/etc by a dashed line
  • 11. 11 Relationships btwn. classes  generalization: an inheritance relationship  inheritance between classes  interface implementation  association: a usage relationship  dependency  aggregation  composition
  • 12. 12 Generalization relationships  generalization (inheritance) relationships  hierarchies drawn top-down with arrows pointing upward to parent  line/arrow styles differ, based on whether parent is a(n):  class: solid line, black arrow  abstract class: solid line, white arrow  interface: dashed line, white arrow  we often don't draw trivial / obvious generalization relationships, such as drawing the Object class as a parent
  • 13. 13 Associational relationships  associational (usage) relationships 1. multiplicity (how many are used)  *  0, 1, or more  1  1 exactly  2..4  between 2 and 4, inclusive  3..*  3 or more 2. name (what relationship the objects have) 3. navigability (direction)
  • 14. 14  one-to-one  each student must carry exactly one ID card  one-to-many  one rectangle list can contain many rectangles Multiplicity of associations
  • 15. 15 Association types  aggregation: "is part of"  symbolized by a clear white diamond  composition: "is entirely made of"  stronger version of aggregation  the parts live and die with the whole  symbolized by a black diamond  dependency: "uses temporarily"  symbolized by dotted line  often is an implementation detail, not an intrinsic part of that object's state 1 1 Car aggregation Engine Lottery Ticket Random dependency Page Book composition * 1
  • 17. 17 Class diagram example 2 DVD Movie VHS Movie Video Game Rental Item Rental Invoice 1..* 1 Customer Checkout Screen 0..1 1 Simple Association Class Abstract Class Simple Aggregation Generalization Composition Multiplicity
  • 18. 18 Class diagram example 3 StudentBody + main (args : String[]) + toString() : String 1 100 Student - firstName : String - lastName : String - homeAddress : Address - schoolAddress : Address + toString() : String - streetAddress : String - city : String - state : String - zipCode : long Address
  • 19. 19 Tools for creating UML diags.  Violet (free)  http://horstmann.com/violet/  Rational Rose  http://www.rational.com/  Visual Paradigm UML Suite (trial)  http://www.visual-paradigm.com/  (nearly) direct download link: http://www.visual-paradigm.com/vp/download.jsp?product=vpuml&edition=ce (there are many others, but most are commercial)
  • 20. 20 Class design exercise  Consider this Texas Hold 'em poker game system:  2 to 8 human or computer players  Each player has a name and stack of chips  Computer players have a difficulty setting: easy, medium, hard  Summary of each hand:  Dealer collects ante from appropriate players, shuffles the deck, and deals each player a hand of 2 cards from the deck.  A betting round occurs, followed by dealing 3 shared cards from the deck.  As shared cards are dealt, more betting rounds occur, where each player can fold, check, or raise.  At the end of a round, if more than one player is remaining, players' hands are compared, and the best hand wins the pot of all chips bet so far.  What classes are in this system? What are their responsibilities? Which classes collaborate?  Draw a class diagram for this system. Include relationships between classes (generalization and associational).