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CS 501: Software Engineering Fall 2000. Lecture 13 Object-Oriented Design III. Administration. Midterm examination • Monday, October 16, 7:30 to 8:30 pm, Phillips 219 • Closed book • About 5 questions on the material covered in lectures. Comments on Presentations. Presentation
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CS 501: Software EngineeringFall 2000 Lecture 13 Object-Oriented Design III
Administration Midterm examination • Monday, October 16, 7:30 to 8:30 pm, Phillips 219 • Closed book • About 5 questions on the material covered in lectures
Comments on Presentations Presentation • Standard of graphics has been high • Some text too small (diagrams, screen dumps) Content • Level of detail • Requirements v. design The client defines the requirements Well done, but time is short. What is your critical path?
Modeling Dynamic Aspects of Systems Interaction diagrams: set of objects and their relationships including messages that may be dispatched among them • Sequence diagrams: time ordering of messages • Collaboration diagrams: structural organization of objects that send and receive messages Activity diagram: flow chart showing flow of control from activity to activity Statechart diagram: models a state machine
Bouncing Ball Diagrams Example: http://www.cs.cornell.edu/ domain name TCP connection HTTP get Client Servers
Actions on Objects returnCopy(c) call return send create destroy okToBorrow() local status notifyReturn(b) asynchronous signal <<create>> stereotypes <<destroy>>
Copy Links LibraryMember +borrowCopy() +returnCopy() 1 on loan 0..* association class message borrowCopy(c) c:Copy libMem:LibraryMember link object
Sequence Diagram: Change in Cornell Program :MEngStudent Cornellian 1 : getName() 1.1 : name 2: new PhDStudent(name) :PhDStudent 3: <<destroy>> sequence numbers added to messages
Sequence Diagram: Borrow copy of a Book libMem: LibraryMember theBook:Book BookBorrower theCopy:Copy borrow(theCopy) okToBorrow borrow borrow
Class Inheritance Diagram Object Panel interface Component ImageObserver Applet Container HelloWorld
Sequence Diagram:Painting Mechanism :Thread :Toolkit :ComponentPeer target:HelloWorld run run callbackLoop handleExpose paint
Release work order Reschedule Assign tasks Activity Diagram: Process Modeling branch [materials not ready] [materials ready] guard expression
Decompress Stream audio Stream video Activity Diagram: Parallel Activities start state fork join stop state
State Diagram returned() returned() not borrowable borrowable borrowed()[last copy] guard expression borrowed()[not last copy] State diagram for class Book
Implementation Modeling Subsystem A grouping of elements that specifies what a part of a system should do. Component (UML definition) "A distributable piece of implementation of a system, including software code (source, binary, or executable) but also including business documents, etc., in a human system." A component can be thought of as an implementation of a subsystem.
Component Diagram executable component hello.java hello.hml HelloWorld.class hello.jpg
Components and Classes agent.dll AgentAction PatternSearch Policy
Components and Classes agent.dll Realizes AgentAction PatternSearch Policy extended component
Components and Classes Classes represent logical abstractions. Components represent physical things. Components may live on nodes. Classes have attributes and operations directly. Components have operations that are reachable only through interfaces.
Interfaces render.java simulation.exe IRender dependency realization interface
Application Programming Interface (API) API is an interface that is realized by one or more components. simulation.exe IRender IModels ILighting
Components and Replaceability Components allow system to be assembled from binary replaceable elements. • A component is physical -- bits not concepts • A component can be replaced by any other component(s) that conforms to the interfaces. • A component is part of a system. • A component provides the realization of a set of interfaces.