OBJECT MODELING Flashcards
What is object-oriented Analysis
Object-oriented (O-O) analysis describes an information system by identifying things called objects
O-O analysis sees a system from the viewpoint of the objects themselves as they function and interact
For example, when a patient makes an appointment to see a doctor, the patient is an object, the doctor is an object, and the appointment itself is an object
What is the end product of O-O analysis
The end product of O-O analysis is an object model, which represents the information system in terms of objects and O-O concepts
UML will be used to develop object models
Describe an object and how it differs from DFDs
An object represents a person, a place, an event, or a transaction that is significant to the information system
DFDs are created to treat data and processes separately. An object, however, includes data and the
processes that affect the data
Illustrate how UML represents Objects
*See notes
Describe Attributes
An object has certain attributes, which are characteristics that describe the object
Some objects might have a few attributes; others might have dozens
Objects can inherit, or acquire, certain attributes
from other objects
What is a state
Objects can have a specific attribute called a state
The state of an object is an adjective that describes the object’s current status
For example, depending on the state, a bank account can be active, inactive, closed, or frozen
Describe Methods
Methods are tasks or functions that the object performs when it receives a message, or command, to do so
For example, a car performs a method called OPERATE WIPERS when it is sent a message with the wiper control
A method defines specific tasks that an object can perform
Methods resemble verbs since they describe what and how an object do
Describe object messages
A message is a command that tells an object to perform a certain method
The same message to two different objects can produce different results
The concept that a message gives different meanings to different objects is polymorphism
*See notes for example
Explain the black box concept in object messages and its advantages
An object can be viewed as a black box, because a message to the object triggers changes within the object without specifying how the changes must be carried out
The black box concept is an example of encapsulation, which means that all data and methods are self-contained
A black box does not want or need outside interference, hence modularity is well accomplished
Which programming languages are used to implement O-O designs
Research
What is the major advantage of O-O designs
systems analysts can save time and avoid errors by using objects, and
programmers can translate the designs into code, then
work with reusable program modules that have been tested and verified
Describe a class and an instance
An object belongs to a group or category called a class
-For example, Ford belong to a class called CAR
An instance is a specific member of a class
Many instances of the CAR class may be
observed:
-The TRUCK class, the MINIVAN class, and the
SPORT UTlLITY VEHICLE class
Relate objects and classes
All objects within a class share common attributes and methods, so a class is a blueprint or template for all the objects within the class
Objects within a class can be grouped into subclasses, which are more specific categories within a class
For example, TRUCK objects represent a subclass
within the VEHICLE class, along with other subclasses called CAR, MINIVAN, and SCHOOL BUS
Describe relationships among objects and their importance
Relationships describe what objects need to
know about each other, how objects respond to changes in other objects, and the effects of membership in classes, superclasses, and subclasses
Relationships enable objects to communicate and interact as they perform business functions and transactions required by the system
Some relationships are stronger than others
What is the strongest relationship?
The strongest relationship is called inheritance
Inheritance enables an object, called a child, to derive one or more of its attributes from another object called a parent