UML (Unified Modelling Language)

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UML (Unified Modelling Language)
Introduction 1
1 In the OO there are standards but still is not well bounded and research is incomplete
2 Key benefits are reusability and extensibility
3 Pre-written key components can be used
4 OO methods. Not only OO programming, but design, requirement analysis, business modelling, system design, database design and project management
Data Driven Model
OO Approach
Abstraction
Methods
Introduction 2
1 Few systems live up to the “pure concept” of OO
2 Always ask how is a system OO?
3 E.g. even Apple, Windows try to make use of OO concepts in the WIMP (Windows, Icons, Menus, and Pointers). This is visible in the GUI and GUI style of programming
OO Influences
1 Distributed IS (using CORBA, COM, DCOM, ACTIVE X, JAVA Beans)
2 A.I.
3 Web Based Programming
4 OMG standardization
Objects
1 Basic units of construction used for system visualisation, design,
conceptualisation and or programming
2 An object is an instance of a class type E.g. object John Smith is an Instance of class person
3 Objects have attributes like size, state, weight, position, colour
4 Objects can perform “services”. These are called operations or methods
5 Rules specifying how object features are related are called Invariants
Polymorphism
1 Ability of objects to use the same expression to denote different operations
2 I.e. A method operation of an object can be “overridden” and called by a subclass derived object to produce an entirely different result!!!
Abstraction
1. The key behind Software Engineering is the ability to represent something without getting excessively involved in the details that are not so essential. Objects should abstract both details and processes.
Abstract Classes – Have no instances
Concrete Classes – Have Instances.
Basic OO Methodology Principles I
1 Identity: Each object has a “unique” identity but distinguishes the object throughout it’s life
2 Encapsulation: Data structures and method implementation details of an object are hidden from other objects in the system (This is similar to the ADT concepts). Some object methods can also be hidden by being declared as Private etc.

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UML (Unified Modelling Language)
introduzzjoni 1
1 Fil-OO hemm standards iżda xorta mhux imdawwar tajjeb u r-riċerka mhijiex kompluta
2-benefiċċji ewlenin huma użu mill-ġdid u estensjoni
3 komponenti ewlenin Pre-miktub jistgħu jintużaw
4 metodi OO. Mhux biss l-ipprogrammar OO, iżda disinn, analiżi tar-rekwiżiti, l-immudellar tan-negozju, disinn tas-sistema, disinn database u ġestjoni tal-proġett
Dejta Mudell Immexxija
Approċċ OO
estrazzjoni
metodi
introduzzjoni 2
1 Sistemi Ftit jgħixu sa l-€ Concepta œpure â € ta OO
2. Dejjem staqsi kemm hija OO sistema?
3 E.ż. anke Apple, Windows jippruvaw jagħmlu użu ta ‘kunċetti OO fil-wimp (Windows, Ikoni, menus, u pointers). Dan huwa viżibbli fil-GUI u GUI stil ta ‘programmar
Influwenzi OO
1 Imqassam IS (bl-użu CORBA, COM, DCOM, X Attiva, Fażola JAVA)
2 A.I.
3. Web Programmazzjoni Ibbażat
4 OMG istandardizzazzjoni
oġġetti
1 unitajiet bażiċi ta ‘kostruzzjoni użati għall-viżwalizzazzjoni, l-iddisinjar,
konċettwalizzazzjoni u jew l-ipprogrammar
2 Oġġett huwa każ ta ‘tip ta’ klassi E.ż. oġġett John Smith huwa Istanza ta persuna klassi
3 Oġġetti jkollhom attributi bħal daqs, l-istat, il-piż, il-pożizzjoni, kulur
4 Oġġetti jistgħu jwettqu œservicesâ € â €. Dawn huma msejħa operazzjonijiet jew metodi
5 Regoli jispeċifikaw kif il-karatteristiċi oġġett huma relatati huma msejħa Invariants
polimorfiżmu
1 Abbiltà ta ‘oġġetti li jużaw l-istess espressjoni li tiddenota operazzjonijiet differenti
2 jiġifieri Operazzjoni Metodu ta ‘oġġett jista’ jkun € œoverriddenâ € u sejjaħ minn oġġett derivata subklassi li jipproduċu riżultat totalment differenti !!!
estrazzjoni
1. Iċ-ċavetta wara Software Engineering hija l-abbiltà li jirrappreżentaw xi ħaġa mingħajr ma jkollna żżejjed involuti fid-dettalji li m’humiex daqshekk essenzjali. Oġġetti għandhom astratti kemm dettalji u proċessi.
Klassijiet astratti â € “”Have ebda każ
Klassijiet konkreti â € “”Have Każijiet.
Bażiku OO Metodoloġija Prinċipji I
1 Identità: Kull oġġett għandu â € œuniqueâ identità € iżda tiddistingwi l-oġġett matul ita € ™ s ħajja
2 inkapsulament: Strutturi tad-Data u dettalji ta ‘implementazzjoni metodu ta’ oġġett huma moħbija minn oġġetti oħra fis-sistema (Dan huwa simili għall-kunċetti ADT). Xi metodi oġġett jista ‘wkoll tiġi moħbija billi jkunu ddikjarati li eċċ Privat

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UML (Unified Modelling Language)
Inleiding 1
1 In die OO daar standaarde, maar nog steeds nie goed begrens en navorsing is onvolledig
2 Belangrikste voordele is herbruikbaar en rekbaarheid
3 Pre-geskrewe sleutelkomponente kan gebruik word
4 OO metodes. Nie net OO programmering, maar ontwerp, vereiste ontleding, besigheid model, stelsel ontwerp, databasisontwerp en projekbestuur
Data-gedrewe model
OO Benadering
onttrekking
metodes
Inleiding 2
1 Min stelsels leef tot die â € œpure conceptâ € van OO
2 Altyd vra hoe ‘n stelsel OO?
3 Bv selfs Apple, Windows probeer om die gebruik van OO Proewe maak in die wimp (Windows, ikone, spyskaarte, en penne). Dit is sigbaar in die GUI en GUI styl van programmering
OO Invloede
1 Distributed IS (met behulp van CORBA, COM, DCOM, Active X, Java Beans)
2 A.I.
3 Web gebaseerde programmeertaal
4 OMG standaardisering
voorwerpe
1 Basiese eenhede van die konstruksie gebruik word vir stelsel visualisering, ontwerp,
konseptualisering en of programmering
2 ‘n voorwerp is ‘n geval van ‘n klas tipe Bv voorwerp John Smith is ‘n geval van klas persoon
3 voorwerpe het eienskappe soos grootte, toestand, gewig, posisie, kleur
4 voorwerpe kan â € œservicesâ € voer. Hierdie is operasies of metodes genoem
5 Reëls spesifiseer hoe voorwerp eienskappe verwant is geroep Invarianten
polimorfisme
1 Die vermoë van voorwerpe met dieselfde uitdrukking gebruik om verskillende bedrywighede dui
2 D.w.s. ‘N Metode werking van ‘n voorwerp kan â € œoverriddenâ € en ‘n beroep deur ‘n subklas afgelei voorwerp om ‘n heel ander resultaat te produseer !!!
onttrekking
1. Die sleutel agter Software Engineering is die vermoë om iets verteenwoordig sonder om oormatig betrokke in die besonderhede wat nie so noodsaaklik. Voorwerpe moet abstrakte sowel besonderhede en prosesse.
Abstract Klasse â € “”Moenie gevalle
Beton Klasse â € “”is gevalle.
Basiese OO metodiekbeginsels ek
1 Identity: Elke voorwerp het ‘n â € œuniqueâ € identiteit, maar onderskei die voorwerp regdeur ita € ™ s lewe
2 Enkapsulering: Datastrukture en metode implementering besonderhede van ‘n voorwerp is verborge vir ander voorwerpe in die stelsel (Dit is soortgelyk aan die ADT konsepte). Sommige voorwerp metodes kan ook weggesteek word deur as Privaat ens verklaar

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