Difference between revisions of "OODE Introduction"
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+ | = Introduction = | ||
+ | == Why OO == | ||
+ | |||
+ | * Modern systems are large and complex - lots of interconnected components, distributed and heterogeneous. | ||
+ | * OO is particularly useful to build such systems. | ||
+ | * Remember OO is not always the best approach, but is useful in the ''right'' setting. | ||
+ | |||
+ | == When to use OO == | ||
+ | |||
+ | * For the systems where the user is in control e.g. decision support systems, CRM's, enterprise systems. OO makes it easier to model such systems. | ||
+ | * Systems where long term extensibility is important. Again OO's concepts make it easier to incorporate extensibility. | ||
+ | |||
+ | == What is OO Development == | ||
+ | |||
+ | * Quite simply, the use of classes and objects in developing software and systems. | ||
+ | * OO Development implies using classes and objects '''''throughout''''' the construction process - requirements analysis, design, coding and testing. | ||
+ | |||
+ | == Development Methods == | ||
+ | |||
+ | * Waterfall - doesnt work for large systems | ||
+ | * Spiral - emphasizes risk and cost | ||
+ | * RUP - Rational Unified Process from IBM Rational. User stories are constructed from which OO designs will be built. | ||
+ | * Use cases are a way to write user stories. | ||
+ | * Model Driven Development | ||
+ | ** Aim to build software using abstract models. RUP is a kind of MDD. | ||
+ | ** Models are at a higher level abstraction than code. | ||
+ | ** UML is a popular modeling language. | ||
+ | |||
+ | == Modeling == | ||
+ | |||
+ | * Create models at each phase, requirements, design etc. | ||
+ | * Capture the essence of things of interest - not everything. | ||
+ | * Hence models are easier to change - but is difficult to keep the model in sync with the actual system. | ||
+ | |||
+ | == UML == | ||
+ | |||
+ | * A visual language for describing many aspects of system design and requirements. | ||
+ | * UML is '''''only a language''''' and NOT a method or process. UML is typically used with an agile process, although the process can be used without UML. | ||
+ | * A method = language + process + tools. | ||
+ | * UML consists of two parts: | ||
+ | # The graphical notation used to draw models. | ||
+ | # A metamodel: which specifies the validity of models. | ||
+ | * The graphical notation consists of various diagrams such as class, communication, state charts, use case diagrams etc. | ||
+ | |||
+ | == Software Quality == | ||
+ | * One of the primary goals of SE is to produce quality software. | ||
+ | * How can quality be measured ? | ||
+ | ** Internal characteristics: Maintainability, flexibility, testability etc | ||
+ | ** External : Correctness, robustness, reliability, usability etc | ||
+ | * So, again '''why OO''' ? OO is ''one'' technique improve internal construction and design of a system to improve software quality. | ||
+ | |||
+ | === Quality in OO Systems === | ||
+ | * High quality OO systems will be non-monolithic - high cohesion, low coupling. | ||
+ | * Heuristics exist to build high quality OO systems: | ||
+ | * Direct Mapping Rule | ||
+ | ** The class structure in the system must relate (clear mapping) to the structure in the model. | ||
+ | ** But in practice, difficult to describe customer requirements, which tend to be goal/event based using classes/objects. | ||
+ | ** So we need modeling things such as use cases and interactions. | ||
+ | ** Consequently using an OO ''modeling'' language with an OO ''programming'' language is helpful. | ||
+ | ** OO model language with non OO programming language is problematic. | ||
+ | [How will you model systems which are written in non OO languages then ?] | ||
+ | * Coherent Interfaces Rule | ||
+ | ** A class and its interfaces should represent a coherent view of some concept in the problem or solution domain. e.g. Bank Account, Flight Plan, Player. This relates to high cohesion. | ||
+ | * Small Interfaces Rule | ||
+ | ** When two objects communicate, they should exchange as little information as possible. This relates to weak or low coupling. | ||
+ | * Explicit Interfaces Rule | ||
+ | ** When two objects are communicating, this must be obvious from their class definitions. The conversations need to be clearly visible - to facilitate understanding. | ||
+ | * Information Hiding Rule | ||
+ | ** AKA Encapsulation. Data must be hidden, kept private so that client objects are kept independent of implementation. | ||
+ | * Open-Closed principle | ||
+ | ** Class should be open i.e. easily extensible and it should be closed to allow usage (well-encapsulated). | ||
[[Category:OODE]] | [[Category:OODE]] |
Revision as of 04:34, 30 October 2011
Contents
Introduction
Why OO
- Modern systems are large and complex - lots of interconnected components, distributed and heterogeneous.
- OO is particularly useful to build such systems.
- Remember OO is not always the best approach, but is useful in the right setting.
When to use OO
- For the systems where the user is in control e.g. decision support systems, CRM's, enterprise systems. OO makes it easier to model such systems.
- Systems where long term extensibility is important. Again OO's concepts make it easier to incorporate extensibility.
What is OO Development
- Quite simply, the use of classes and objects in developing software and systems.
- OO Development implies using classes and objects throughout the construction process - requirements analysis, design, coding and testing.
Development Methods
- Waterfall - doesnt work for large systems
- Spiral - emphasizes risk and cost
- RUP - Rational Unified Process from IBM Rational. User stories are constructed from which OO designs will be built.
- Use cases are a way to write user stories.
- Model Driven Development
- Aim to build software using abstract models. RUP is a kind of MDD.
- Models are at a higher level abstraction than code.
- UML is a popular modeling language.
Modeling
- Create models at each phase, requirements, design etc.
- Capture the essence of things of interest - not everything.
- Hence models are easier to change - but is difficult to keep the model in sync with the actual system.
UML
- A visual language for describing many aspects of system design and requirements.
- UML is only a language and NOT a method or process. UML is typically used with an agile process, although the process can be used without UML.
- A method = language + process + tools.
- UML consists of two parts:
- The graphical notation used to draw models.
- A metamodel: which specifies the validity of models.
- The graphical notation consists of various diagrams such as class, communication, state charts, use case diagrams etc.
Software Quality
- One of the primary goals of SE is to produce quality software.
- How can quality be measured ?
- Internal characteristics: Maintainability, flexibility, testability etc
- External : Correctness, robustness, reliability, usability etc
- So, again why OO ? OO is one technique improve internal construction and design of a system to improve software quality.
Quality in OO Systems
- High quality OO systems will be non-monolithic - high cohesion, low coupling.
- Heuristics exist to build high quality OO systems:
- Direct Mapping Rule
- The class structure in the system must relate (clear mapping) to the structure in the model.
- But in practice, difficult to describe customer requirements, which tend to be goal/event based using classes/objects.
- So we need modeling things such as use cases and interactions.
- Consequently using an OO modeling language with an OO programming language is helpful.
- OO model language with non OO programming language is problematic.
[How will you model systems which are written in non OO languages then ?]
- Coherent Interfaces Rule
- A class and its interfaces should represent a coherent view of some concept in the problem or solution domain. e.g. Bank Account, Flight Plan, Player. This relates to high cohesion.
- Small Interfaces Rule
- When two objects communicate, they should exchange as little information as possible. This relates to weak or low coupling.
- Explicit Interfaces Rule
- When two objects are communicating, this must be obvious from their class definitions. The conversations need to be clearly visible - to facilitate understanding.
- Information Hiding Rule
- AKA Encapsulation. Data must be hidden, kept private so that client objects are kept independent of implementation.
- Open-Closed principle
- Class should be open i.e. easily extensible and it should be closed to allow usage (well-encapsulated).