Software Engineering Case Study: Introduction to Object Technology and the UML (Required)

Software Engineering Case Study Introduction to Object Technology and the UML (Required)

Now we begin our early introduction to object orientation, a natural way of thinking about the world and writing computer programs. Chapters 18 and 10 all end with a brief "Software Engineering Case Study" section in which we present a carefully paced introduction to object orientation. Our goal here is to help you develop an object-oriented way of thinking and to introduce you to the Unified Modeling Language™ (UML™)a graphical language that allows people who design software systems to use an industry standard notation to represent them.

In this required section, we introduce object-oriented concepts and terminology. The optional sections in Chapters 28 and 10 present an object-oriented design and implementation of the software for a simple automated teller machine (ATM). The "Software Engineering Case Study" sections at the ends of Chapters 27

  • analyze a typical requirements document that describes a software system (the ATM) to be built
  • determine the objects required to implement that system
  • determine the attributes the objects will have
  • determine the behaviors these objects will exhibit
  • specify how the objects interact with one another to meet the system requirements

The "Software Engineering Case Study" sections at the ends of Chapters 8 and 10 modify and enhance the design presented in Chapters 27. Appendix J contains a complete, working Java implementation of the object-oriented ATM system.

You will experience a solid introduction to object-oriented design with the UML. Also, you will sharpen your code-reading skills by touring the complete, carefully written and well-documented Java implementation of the ATM.

Basic Object Technology Concepts

We begin our introduction to object orientation with some key terminology. Everywhere you look in the real world you see objectspeople, animals, plants, cars, planes, buildings, computers and so on. Humans think in terms of objects. Telephones, houses, traffic lights, microwave ovens and water coolers are just a few more objects we see around us every day. Computer programs, such as the Java programs you will read in this book and the ones you will write, can also be viewed as objects, composed of lots of interacting software objects.

We sometimes divide objects into two categories: animate and inanimate. Animate objects are "alive" in some sensethey move around and do things. Inanimate objects, on the other hand, do not move on their own. Objects of both types, however, have some things in common. They all have attributes (e.g., size, shape, color and weight), and they all exhibit behaviors (e.g., a ball rolls, bounces, inflates and deflates; a baby cries, sleeps, crawls, walks and blinks; a car accelerates, brakes and turns; a towel absorbs water). We will study the kinds of attributes and behaviors that software objects have.

Humans learn about existing objects by studying their attributes and observing their behaviors. Different objects can have similar attributes and can exhibit similar behaviors. Comparisons can be made, for example, between babies and adults and between humans and chimpanzees.

Object-oriented design (OOD) models software in terms similar to those that people use to describe real-world objects. It takes advantage of class relationships, where objects of a certain class, such as a class of vehicles, have the same characteristicscars, trucks, little red wagons and roller skates have much in common. OOD also takes advantage of inheritance relationships, where new classes of objects are derived by absorbing characteristics of existing classes and adding unique characteristics of their own. An object of class "convertible" certainly has the characteristics of the more general class "automobile," but more specifically, the roof goes up and down.

Object-oriented design provides a natural and intuitive way to view the software design processnamely, modeling objects by their attributes and behaviors just as we describe real-world objects. OOD also models communication between objects. Just as people send messages to one another (e.g., a sergeant commands a soldier to stand at attention), objects also communicate via messages. A bank account object may receive a message to decrease its balance by a certain amount because the customer has withdrawn that amount of money.

OOD encapsulates (i.e., wraps) attributes and operations (behaviors) into objectsan object's attributes and operations are intimately tied together. Objects have the property of information hiding. This means that objects may know how to communicate with one another across well-defined interfaces, but normally they are not allowed to know how other objects are implementedimplementation details are hidden within the objects themselves. We can drive a car effectively, for instance, without knowing the details of how engines, transmissions, brakes and exhaust systems work internallyas long as we know how to use the accelerator pedal, the brake pedal, the wheel and so on. Information hiding, as we will see, is crucial to good software engineering.

Languages like Java are object oriented. Programming in such a language is called object-oriented programming (OOP), and it allows computer programmers to implement an object-oriented design as a working system. Languages like C, on the other hand, are procedural, so programming tends to be action oriented. In C, the unit of programming is the function. Groups of actions that perform some common task are formed into functions, and functions are grouped to form programs. In Java, the unit of programming is the class from which objects are eventually instantiated (created). Java classes contain methods (which implement operations and are similar to functions in C) as well as fields (which implement attributes).

Java programmers concentrate on creating classes. Each class contains fields and the set of methods that manipulate the fields and provide services to clients (i.e., other classes that use the class). The programmer uses existing classes as the building blocks for constructing new classes.

Classes are to objects as blueprints are to houses. Just as we can build many houses from one blueprint, we can instantiate (create) many objects from one class. You cannot cook meals in the kitchen of a blueprint; you can cook meals in the kitchen of a house.

Classes can have relationships with other classes. For example, in an object-oriented design of a bank, the "bank teller" class needs to relate to the "customer" class, the "cash drawer" class, the "safe" class, and so on. These relationships are called associations.

Packaging software as classes makes it possible for future software systems to reuse the classes. Groups of related classes are often packaged as reusable components. Just as realtors often say that the three most important factors affecting the price of real estate are "location, location and location," people in the software community often say that the three most important factors affecting the future of software development are "reuse, reuse and reuse." Reuse of existing classes when building new classes and programs saves time and effort. Reuse also helps programmers build more reliable and effective systems, because existing classes and components often have gone through extensive testing, debugging and performance tuning.

Indeed, with object technology, you can build much of the software you will need by combining classes, just as automobile manufacturers combine interchangeable parts. Each new class you create will have the potential to become a valuable software asset that you and other programmers can use to speed and enhance the quality of future software development efforts.

Introduction to Object-Oriented Analysis and Design (OOAD)

Soon you will be writing programs in Java. How will you create the code for your programs? Perhaps, like many beginning programmers, you will simply turn on your computer and start typing. This approach may work for small programs (like the ones we present in the early chapters of the book), but what if you were asked to create a software system to control thousands of automated teller machines for a major bank? Or suppose you were asked to work on a team of 1,000 software developers building the next U.S. air traffic control system. For projects so large and complex, you could not sit down and simply start writing programs.

To create the best solutions, you should follow a detailed process for analyzing your project's requirements (i.e., determining what the system is supposed to do) and developing a design that satisfies them (i.e., deciding how the system should do it). Ideally, you would go through this process and carefully review the design (or have your design reviewed by other software professionals) before writing any code. If this process involves analyzing and designing your system from an object-oriented point of view, it is called an object-oriented analysis and design (OOAD) process. Experienced programmers know that analysis and design can save many hours by helping them to avoid an ill-planned system-development approach that has to be abandoned part of the way through its implementation, possibly wasting considerable time, money and effort.

OOAD is the generic term for the process of analyzing a problem and developing an approach for solving it. Small problems like the ones discussed in these first few chapters do not require an exhaustive OOAD process. It may be sufficient to write pseudocode before we begin writing Java codepseudocode is an informal means of expressing program logic. It is not actually a programming language, but we can use it as a kind of outline to guide us as we write our code. We introduce pseudocode in Chapter 4.

As problems and the groups of people solving them increase in size, the methods of OOAD become more appropriate than pseudocode. Ideally, a group should agree on a strictly defined process for solving its problem and a uniform way of communicating the results of that process to one another. Although many different OOAD processes exist, a single graphical language for communicating the results of any OOAD process has come into wide use. This language, known as the Unified Modeling Language (UML), was developed in the mid-1990s under the initial direction of three software methodologists: Grady Booch, James Rumbaugh and Ivar Jacobson.

History of the UML

In the 1980s, increasing numbers of organizations began using OOP to build their applications, and a need developed for a standard OOAD process. Many methodologistsincluding Booch, Rumbaugh and Jacobsonindividually produced and promoted separate processes to satisfy this need. Each process had its own notation, or "language" (in the form of graphical diagrams), to convey the results of analysis and design.

By the early 1990s, different organizations, and even divisions within the same organization, were using their own unique processes and notations. At the same time, these organizations also wanted to use software tools that would support their particular processes. Software vendors found it difficult to provide tools for so many processes. Clearly, a standard notation and standard processes were needed.

In 1994, James Rumbaugh joined Grady Booch at Rational Software Corporation (now a division of IBM), and the two began working to unify their popular processes. They soon were joined by Ivar Jacobson. In 1996, the group released early versions of the UML to the software engineering community and requested feedback. Around the same time, an organization known as the Object Management Group™ (OMG™) invited submissions for a common modeling language. The OMG ( is a nonprofit organization that promotes the standardization of object-oriented technologies by issuing guidelines and specifications, such as the UML. Several corporationsamong them HP, IBM, Microsoft, Oracle and Rational Softwarehad already recognized the need for a common modeling language. In response to the OMG's request for proposals, these companies formed UML Partnersthe consortium that developed the UML version 1.1 and submitted it to the OMG. The OMG accepted the proposal and, in 1997, assumed responsibility for the continuing maintenance and revision of the UML. In March 2003, the OMG released UML version 1.5. The UML version 2 now under development marks the first major revision of the UML since the 1997 version 1.1 standard. Owing to the forthcoming adoption of UML 2 by the OMG and the fact that many books, modeling tools and industry experts are already using UML 2, we present UML 2 terminology and notation throughout this book.

What Is the UML?

The Unified Modeling Language is now the most widely used graphical representation scheme for modeling object-oriented systems. It has indeed unified the various popular notational schemes. Those who design systems use the language (in the form of diagrams) to model their systems.

An attractive feature of the UML is its flexibility. The UML is extensible (i.e., capable of being enhanced with new features) and is independent of any particular OOAD process. UML modelers are free to use various processes in designing systems, but all developers can now express their designs with one standard set of graphical notations.

The UML is a complex, feature-rich graphical language. In our "Software Engineering Case Study" sections, we present a simple, concise subset of these features. We then use this subset to guide you through a first design experience with the UML intended for novice object-oriented programmers in a first- or second-semester programming course.

Internet and Web UML Resources

For more information about the UML, refer to the following Web sites.

This UML resource page from the Object Management Group (OMG) provides specification documents for the UML and other object-oriented technologies.

This is the UML resource page for IBM Rationalthe successor to the Rational Software Corporation (the company that created the UML).

Recommended Readings

Many books on the UML have been published. The following recommended books provide information about object-oriented design with the UML.

Arlow, J., and I. Neustadt. UML and the Unified Process: Practical Object-Oriented Analysis and Design. London: Pearson Education Ltd., 2002.

Fowler, M. UML Distilled, Third Edition: A Brief Guide to the Standard Object Modeling Language. Boston: Addison-Wesley, 2004.

Reed, P. Developing Applications with Java and UML. Boston: Addison-Wesley, 2002.

Rumbaugh, J., I. Jacobson and G. Booch. The Unified Modeling Language User Guide. Reading, MA: Addison-Wesley, 1999.

For additional books on the UML, please refer to the recommended readings listed at the end of Section 2.9, or visit or IBM Rational, formerly Rational Software Corporation, also provides a recommended-reading list for UML books at

Section 1.16 Self-Review Exercises


List three examples of real-world objects that we did not mention. For each object, list several attributes and behaviors.


Pseudocode is__________.

  1. another term for OOAD
  2. a programming language used to display UML diagrams
  3. an informal means of expressing program logic
  4. a graphical representation scheme for modeling object-oriented systems

The UML is used primarily to__________.

  1. test object-oriented systems
  2. design object-oriented systems
  3. implement object-oriented systems
  4. Both a and b

Answers to Section 1.16 Self-Review Exercises


[Note: Answers may vary.] a) A television's attributes include the size of the screen, the number of colors it can display, its current channel and its current volume. A television turns on and off, changes channels, displays video and plays sounds. b) A coffee maker's attributes include the maximum volume of water it can hold, the time required to brew a pot of coffee and the temperature of the heating plate under the coffee pot. A coffee maker turns on and off, brews coffee and heats coffee. c) A turtle's attributes include its age, the size of its shell and its weight. A turtle walks, retreats into its shell, emerges from its shell and eats vegetation.





Introduction to Computers, the Internet and the World Wide Web

Introduction to Java Applications

Introduction to Classes and Objects

Control Statements: Part I

Control Statements: Part 2

Methods: A Deeper Look


Classes and Objects: A Deeper Look

Object-Oriented Programming: Inheritance

Object-Oriented Programming: Polymorphism

GUI Components: Part 1

Graphics and Java 2D™

Exception Handling

Files and Streams


Searching and Sorting

Data Structures



Introduction to Java Applets

Multimedia: Applets and Applications

GUI Components: Part 2



Accessing Databases with JDBC


JavaServer Pages (JSP)

Formatted Output

Strings, Characters and Regular Expressions

Appendix A. Operator Precedence Chart

Appendix B. ASCII Character Set

Appendix C. Keywords and Reserved Words

Appendix D. Primitive Types

Appendix E. (On CD) Number Systems

Appendix F. (On CD) Unicode®

Appendix G. Using the Java API Documentation

Appendix H. (On CD) Creating Documentation with javadoc

Appendix I. (On CD) Bit Manipulation

Appendix J. (On CD) ATM Case Study Code

Appendix K. (On CD) Labeled break and continue Statements

Appendix L. (On CD) UML 2: Additional Diagram Types

Appendix M. (On CD) Design Patterns

Appendix N. Using the Debugger

Inside Back Cover

Java(c) How to Program
Java How to Program (6th Edition) (How to Program (Deitel))
ISBN: 0131483986
EAN: 2147483647
Year: 2003
Pages: 615 © 2008-2020.
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