Object-Oriented Analysis and Design with the Unified Modeling Language

Overview

Learn how to use Object-Oriented techniques to analyze real-world requirements and to design solutions that are ready to code. Students learn how to identify and design objects, classes, and their relationships to each other, which includes links, associations, and inheritance. A strong emphasis is placed on diagram notation for use cases, class and object representation, links and associations, and object messages. This course utilizes UML 2.0 notation.

Audience

Analysts, designers, and programmers responsible for applying OO techniques in their software engineering projects.

Prerequisites

Familiarity with structured techniques such as functional decomposition is helpful.

Course duration

5 Days

Course outline

  1. Introduction to Analysis and Design
    • Why is Programming Hard?
    • The Tasks of Software Development
    • Modules
    • Models
    • Modeling
    • Perspective
    • Objects
    • Change
    • New Paradigms

  2. Objects
    • Encapsulation
    • Abstraction
    • Objects
    • Classes
    • Responsibilities
    • Attributes
    • Composite Classes
    • Operations and Methods
    • Visibility
    • Inheritance
    • Inheritance Example
    • Protected and Package Visibility
    • Scope
    • Class Scope

  3. Advanced Objects
    • Constructors & Destructors
    • Instance Creation
    • Abstract Classes
    • Polymorphism
    • Polymorphism Example
    • Multiple Inheritance
    • Solving Multiple Inheritance Problems
    • Interfaces
    • Interfaces with Ball and Socket Notation
    • Templates

  4. Classes and Their Relationships
    • Class Models
    • Associations
    • Multiplicity
    • Qualified Associations
    • Roles
    • Association Classes
    • Composition and Aggregation
    • Dependencies
    • Using Class Models

  5. Sequence Diagrams
    • Sequence Diagrams
    • Interaction Frames
    • Decisions
    • Loops
    • Creating and Destroying Objects
    • Activation
    • Synchronous & Asynchronous
    • The Objects Drive the Interactions
    • Evaluating Sequence Diagrams
    • Using Sequence Diagrams

  6. Communication Diagrams
    • Communication Diagrams
    • Communication and Class Diagrams
    • Evaluating Communication Diagrams
    • Using Communication Diagrams

  7. State Machine Diagrams
    • What is State?
    • State Notation
    • Transitions and Guards
    • Registers and Actions
    • More Actions
    • Internal Transitions
    • Superstates and Substates
    • Concurrent States
    • Using State Machines
    • Implementation

  8. Activity Diagrams
    • Activity Notation
    • Decisions and Merges
    • Forks and Joins
    • Drilling Down
    • Iteration
    • Partitions
    • Signals
    • Parameters and Pins
    • Expansion Regions
    • Using Activity Diagrams

  9. Package, Component, and Deployment Diagrams
    • Modeling Groups of Elements - Package Diagrams
    • Visibility and Importing
    • Structural Diagrams
    • Components and Interfaces
    • Deployment Diagram
    • Composite Structure Diagrams
    • Timing Diagrams
    • Interaction Overview Diagrams

  10. Use Cases
    • Use Cases
    • Use Case Diagram Components
    • Actor Generalization
    • Include
    • Extend
    • Specialize
    • Other Systems
    • Narrative
    • Template for Use Case Narrative
    • Using Use Cases

  11. Process
    • Process
    • Risk Management
    • Test
    • Reviews
    • Refactoring
    • History
    • The Unified Process
    • Agile Processes

  12. The Project
    • Inception
    • Elaboration
    • Elaboration II
    • Construction Iterations
    • Construction Iterations - The Other Stuff

  13. Domain Analysis
    • Top View - The Domain Perspective
    • Data Dictionary
    • Finding the Objects
    • Responsibilities, Collaborators, and Attributes
    • CRC Cards
    • Class Models
    • Use Case Models
    • Other Models
    • Judging the Domain Model

  14. Requirements and Specification
    • The Goals
    • Understand the Problem
    • Specify a Solution
    • Prototyping
    • The Complex User
    • Other Models
    • Judging the Requirements Model

  15. Design of Objects
    • Design
    • Factoring
    • Design of Software Objects
    • Features
    • Methods
    • Cohesion of Objects
    • Coupling between Objects
    • Coupling and Visibility
    • Inheritance

  16. System Design
    • Design
    • A Few Rules
    • Object Creation
    • Class Models
    • Interaction Diagrams
    • Printing the Catalog
    • Printing the Catalog II
    • Printing the Catalog III
    • Object Links
    • Associations

  17. Refactoring
    • Refactoring
    • Clues and Cues
    • How to Refactor
    • A Few Refactoring Patterns

  18. Appendix A - UML Syntax


  19. Appendix B - Design by Contract
    • Contracts
    • Enforcing Contracts
    • Inheritance and Contracts

  20. Appendix C - University Summary


  21. Appendix D - Implementations
    • C++
    • Java
    • C#

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