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OOdesignProcess 1
The Object-Oriented Design
Process
Part 1: objects & classes
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OOdesignProcess 2
Program development
• Programs exist to solve problems
• 3 phase development process:
– Analysis
– Design
– Implementation
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OOdesignProcess 3
Program development
• Process is not linear
– Implementation experience often leads to design modifications
– New requirements require additional analysis/design
• OO design process facilitates evolutionary software development:
– Problem domain, represented by objects and classes, is relatively stable
– Methods within domain can be changed/improved as necessary
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OOdesignProcess 4
Object-oriented design
• Two questions, initially:
– What are the players interacting in the system?
– How should these players be represented?
• Answer to first question is the set of objects
• Answer to second question is the set of
classes that describe the objects
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OOdesignProcess 5
Example: voice messaging
system• Your textbook uses the example of a simple voice
mail system, which can do the following:– Receive voice messages as input
– Store messages
– Retrieve (and play back) messages
– Delete messages
• In addition to the tasks above, the system is also capable of recording, storing, and playing back an outgoing message, and has passcode protection to ensure that only an authorized user can access his/her own “mailbox”
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OOdesignProcess 6
Analysis Phase
• In the analysis phase, we progress from a
vague understanding of the problem to a
precise description of tasks for the software
to carry out
• Goal of this phase is functional
specification: a precise description of what
the software should do
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OOdesignProcess 7
Use cases
• One form of functional specification
• Describe intended behavior of system from user
standpoint
• Enumerate all tasks system does for user (one use
case for each task)
• Describe what needs to be done, not how;
algorithm selection occurs in implementation
phase, use cases are analysis tools
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OOdesignProcess 8
Use cases
• Each use case is concerned with a specific scenario in which the system interacts with people or entities outside the system (users, for example)
• The user or entity is called an actor
• The use case describes the steps necessary to bring the scenario to a completion point that is of some value to one of the actors
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OOdesignProcess 9
Use cases in voice mail example
• The set of use cases in the voice messaging system
might include the following scenarios:
– Reaching an extension
– Leaving a message
– Logging in
– Retrieving messages
– Changing the greeting
– Changing the passcode
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OOdesignProcess 10
Example: use case for “reach an
extension”
1. User dials main number for voice mail system
2. Voice mail system speaks a prompt: “Enter mailbox number followed by a #.”
3. User keys in recipient’s extension number
4. Voice mail system speaks another prompt: “You have reached mailbox xxxx. Please leave a message now.”
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OOdesignProcess 11
Use case variants
• Scenarios that could deliver a valuable
outcome could also fail to do so
• Use cases include variants to describe these
situations
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OOdesignProcess 12
Example: use case for “reach an
extension”1. User dials main number for voice mail system
2. Voice mail system speaks a prompt: “Enter mailbox number followed by a #.”
3. User keys in recipient’s extension number
4. Voice mail system speaks another prompt: “You have reached mailbox xxxx. Please leave a message now.”
Variation #1:
1.1 In step 3, user enters an invalid extension
1.2 Voice mail system speaks prompt: “You have typed an invalid mail box number.”
1.3 Resume operation at step 2.
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OOdesignProcess 13
Design Phase
• In this phase, the program designer structures tasks identified in analysis phase into a set of interrelated classes
• Major goals of design phase:
– Identify classes
– Identify class responsibilities
– Identify relationships between classes
• Again, these are goals, not steps; identification of one aspect of a class may lead to changes in, discovery of, others
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OOdesignProcess 14
Purposes of design phase
• Gather information as foundation for
implementation phase
• Reduce time required for implementation
and testing
• If done correctly, should be most time-
consuming phase
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OOdesignProcess 15
Results of design phase
• Text descriptions of classes/responsibilities
• Diagrams depicting:
– relationships between classes
– usage scenarios
– changes in class state
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OOdesignProcess 16
Implementation phase
• Goals of this phase include:
– coding
– testing
– deployment
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OOdesignProcess 17
Traditional development vs. OOP
• Traditional:
– complete & test each
functional unit
– when all are finished &
tested, integrate them
– often frustrating, as
parts don’t always fit
together as well as
planned
• OO development:
– program grows
gradually
– working classes and
class clusters are
successively attached,
repeatedly tested
– integration is part of
the process, not done at
the end
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OOdesignProcess 18
Rapid prototyping
• A prototype is a program that displays some
of the functionality of the final product,
deferring implementation of others
• Prototype can lead to new insights, leading
to further analysis and design refinements
• OO design particularly suited to
prototyping, since objects needed in
prototype are likely to be same objects
needed in final product
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OOdesignProcess 19
Objects & classes
• Objects: entities that interact in a computer
program; properties include:
– state: collection of information held by object
– behavior: operations supported by object
– identity: unique characteristic that differentiates
two objects with identical state & behavior
• Class: describes properties of related objects
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OOdesignProcess 20
Objects & classes
• Class definition describes what an object is;
includes:
– operations allowed on the object
– possible states of the object
• Objects formed using a particular class
definition are said to be instances of the
class
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OOdesignProcess 21
Identifying classes
• One of the major tasks of the design phase
is finding the classes in a problem
• Need to examine functional specification to
find objects, then develop classes to
describe them
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OOdesignProcess 22
The Object-Oriented Design
Process
Part 1: objects & classes