Title: MIS442: Business Applications with ObjectOriented Paradigm OOProgramming Aspects
1MIS442 Business Applications with
Object-Oriented Paradigm (OO-Programming Aspects)
- Professor Chen
- School of Business
- Gonzaga University
- Spokane, WA 99258
- chen_at_gonzaga.edu
2What is a PARADIGM?
- A paradigm is a way of viewing things and
thinking about things. - In the last two decades (mid 1970s to the
present) popular paradigms have been used - Process ---gt Data ---gt
O-O - Modeling Modeling
Modeling - (DFD) (E/R) (UML,
OMT)
3What is the Methodology?
- Methodology is a series of steps with techniques
and notations associated with each step.
- Concepts
- Techniques
- Notations
- Steps
4OBJECT-ORIENTED METHODOLOGY
- The technique of object-oriented (OO) methodology
really has emerged only in the last five to six
years (early 1990s). - The O-O methods organize both information and the
processing that amanipulates the information,
according to the real-world objects that the
information describes.
5I. OBJECT-ORIENTED CONCEPTS
6 What is an OBJECT ?
7 8An OBJECT is ...
- Object Data structure Behavior
- (attributes) (operations)
- where Behavior is in a single entity.
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10Why O-O? (Advantages / Objectives)
- Understanding problems
- Communicating with application experts
- Modeling enterprises
- Preparing documentation
- Designing programs and databases
11Definition of O-O vs. Conventional Programming
- O-O organizing software as a collection of
discrete objects that incorporate both data
structure and behavior. - Conventional programming data structure and
behavior are only loosely connected.
12 II. What is OBJECT-ORIENTED Programming
Language (OOP)?
- OOP Objects Inheritance Polymorphism
13 II. What is OBJECT-ORIENTED PROGRAMMING (OOP)?
- OOP Objects Inheritance Polymorphism
14Object-Based vs. Object-Oriented Languages
- An object-based language is one in which data and
operations can be incorporated (encapsulated) in
such a way that data values can be isolated and
accessed through the specified class functions. - An object-oriented language provides inheritance
and polymorphism in addition to the features in
an object-based language.
15PROGRAMMING IN THE LARGE
- In order to deal with large-scale programming, we
must have some way of attacking a problem in a
systematic way and managing its complexity ...
16Systems/Software (Development) Life Cycle
(SLC/SDLC)
- A method that provides information systems
professionals with step-by-step procedures to
develop their projects/systems. - SOFTWARE ENGINEERING ...
17Phases of Systems/Software (Development) Life
Cycle (SLC/SDLC)
- Conceptualization
- (Requirements) Analysis
- Design
- Implementation
- Testing and Verification
- Operation, Follow-up, and Maintenance
18 1. Conceptualization
- Prepare a complete and unambiguous problem
statement. - Users and analysts sign the requirements document.
192. (Requirements) Analysis
- Understand the problem develop a system behavior
model and determine problem input, output, and
other relevant data elements. - Name each identified data element and develop a
model of the essential characteristics
(attributes and operations) for each element.
203. Design
- Using the system and data models developed during
requirements analysis, perform a top-down design
of the system. - For each system component, identify key data
elements and subordinate functions using
structure charts.
214. Implementation
- Write algorithms and pseudocode descriptions of
individual functions. - Code the solution.
- Debug the code.
225. Testing and Verification
- Test the code, verifying that it is correct. Each
data modeling component should be tested
separately, before all components are tested as
an integrated whole. - Involve users and special testing teams in all
system tests.
236. Operation, Follow-up, and Maintenance
- Run the completed system.
- Evaluate its performance.
- Remove new bugs as they are detected.
- Make required changes to keep the system up to
date. - Verify that changes are correct and that they do
not adversely affect the systems operation.
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25Software Engineering Goals That Drive Object Use
- Why should we base our programming around
objects? - Advantages follow ...
261. Ease of Design and Code Reuse
- Once the code works properly, the use of objects
increases your ability to reuse a design or code
you created for one application within a second
application. - ...
- REUSABILITY
272. Increased Reliability
- Once proper testing has been previously performed
on object libraries, the use of existing
(working) code will improve your programs
reliability.
283. Ease of Understanding
- By allowing designers and programmers to focus on
smaller pieces of a system and providing a
framework within which designers can identify
objects, the operations performed on the objects,
and the information objects must store, object
use helps programmers focus on and understand key
system components.
294. Increased Abstraction
- Abstraction lets designers and programmers look
at the big picture--- temporarily ignore
underlying details so they can work with system
elements that are more easily understood. For
example, by focusing only on the word processor
objects earlier in this chapter, the
implementation of a word processor became much
less intimidating.
305. Increased Encapsulation
- Encapsulation groups all of the pieces of an
object into one neat package. For example, the
file class previously defined in this chapter
combines the functions and data fields a program
needs to work with a file.
315. Increased Encapsulation (Conti.)
- The programmer who is working with the file class
does not need to know each piece of the class,
only that they need to use the class within their
program. The class, in turn, will bring with it
all the necessary pieces.
326. Increased Information Hiding
- Information hiding is the ability for your
program to treat a function, procedure, or even
an object, as a black box, using the item to
perform a specific operation without having to
know what goes on inside. In Chapter 1, for
example, your programs used I/O stream objects
for input and output without having to understand
how the streams work.
33OBJECT ORIENTATIONS CONTRIBUTIONS . . .
34OBJECT ORIENTATIONS CONTRIBUTIONS
35NEXT ...
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