Object Oriented Software Engineering

1.7 Object-Oriented Programming and Software Engineering

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Object-oriented software engineering a use case driven approach This edition was published in 1992 by ACM Press, Addison-Wesley Pub. Object-Oriented Software Engineering 2nd edition McGRAW-HILL INTERNATIONAL EDITION Contents Foreword xi Preface xv Guided tour xxii Technology to enhance learning and teaching xxiv 1 Software and software engineering 1 1.1 The nature of software 1 1.2 What is software engineering? 6 1.3 Software engineering as a branch of the engineering profession 8 1.4 Stakeholders in software engineering. Object-Oriented Software Engineering: An Agile Unified Methodology, presents a step-by-step methodology - that integrates Modeling and Design, UML, Patterns, Test-Driven Development, Quality Assurance, Configuration Management, and Agile Principles throughout the life cycle. The overall approach is casual and easy to follow, with many practical.

Learn basics of the software engineering (SE) process life cycle. Learn what the object-oriented (OO) approach to software development is, through OO principles and design patterns. Learn UML (Unified Modeling Language) that is part of most CASE (Computer Aided Software Engineering) tools and the benefits of visual modelling / diagramming. Object-Oriented Software Engineering book. Read 14 reviews from the world's largest community for readers. How can software developers, programmers and m.


Object-oriented programming is an evolutionary development in softwareengineering. The foundation for many object-oriented languages wereestablished by decades of software engineering experience thatmotivated the invention of language features such as closedprocedures, modules and abstract data types. Also important were thewidely recognized value of such software engineering techniques asinformation hiding, encapsulation, strict enforcement of interfaces,and layering.

Object-oriented programming address (at least) the three majorsoftware engineering goals shown in this figure:

Software Engineering Goals

Object Oriented Design Tools

The language features that address these issues are those of objects,classes, inheritance, polymorphism, templates, and design patterns.

Reusability is an important issue in software engineering for at leasttwo major reasons. First reusability is one means to cope with thepressures of producing ever larger and more functional systems in anever decreasing development cycle (time to market). Reusability allowsdevelopers to be more efficient because the same code can be developedonce and used in many different applications. Second, reliability canbe improved by reusing previously developed, and previously tested,components. The development of new code entails the additional costsin time and money of testing, validation, and verification of the newcode. Much of these expenses can be avoided by using 'off-the-shelf'components.

Software reuse is certainly not a goal unique to object-orientedprogramming. While libraries of procedures proved this approach to beuseful, in practice procedures were too primitive a unit to promoteextensive reuse. Objects and classes are more sophisticated mechanismsfor achieving software reuse because they bind together morecompletely all the aspects of an entire abstraction. Therefore, theabstraction can more easily be transported across applications. Any ofthe forms of generalization also contribute to reuse. A class in aninheritance hierarchy can be reused directly when it serves as ageneralized base class from which a new class is derived byspecialization. Templates can be reused by supplying differentparameters for the template arguments. Design patterns allow designexperience and success to be reused across designers.

Extensibility in software is important because software systems arelong-lived and are subject to user's demands for new features andadded capability. Object-oriented programming can help to satisfythis need through inheritance. Recall that inheritance is ageneralization/specialization hierarchy. Referring to the Windowhierarchy discussed earlier, extensibility is possible in twoways. The first way in which a generalization/specialization hierarchysupports extensibility is that any new attributes or behavior that isadded to a more generalized concept (e.g., Window) will automaticallybecome part of the attributes and behavior of its specializations(e.g., Frame, Item, Button). For example, as shown below, if theWindow abstraction is enhanced to include a color with which theWindow would be displayed on the screen, then the attribute'currentColor' and the behavior 'setColor' might be added toWindow. It would then be possible to manipulate the color of a Windowbut all its specializations as well.

Adding new Attributes and Behavior

The second way in which a generalization/specialization hierarchysupports extensibility is that the hierarchy itself can beextended. New additions can be made under any existing node. Forexample, as shown below, the TextWindow might be specialized to aHyperTextWindow by including additional attributes and additionalbehavior that distinguishes ordinary words from those words that arehyperlink and can be clicked-on to transfer to another place in thetext.

Adding new Specialized Classes

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Flexibility in software systems means, in part, that additions, variations ormodification can be made without the need to modify numerous placesin the system's code. Historically, many software systems were verybrittle in that the addition of a small change could only beaccomodated by making modifications in many, and often aparrentlyunrelated, parts of the existing system. This brittle property stoodin marked contrast to the prevaling notion that, nlike hardwaresystems, software system were supposed to be extremelymaleable and changes can be made easily.

Engineering

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Object-oriented programming contributes to flexibility in twoways. First, the separation of an interface from its implementationallows the user of the interface to remain unaffected by changes inthe implementation. Thus, a modification can be made to theimplementation (e.g., to improve its efficiency or reliability)without requiring any changes in the code that uses theinterface. Second, polymorphism allows variations and additions to bemade to the set of classes over which the polymorphism applies. Forexample, referring to the Window hierarchy, consider adding a new kindof interaction Item, a RadioButton. Since Items can be placed in aPanel, it would seem necessary to modify the Panel to allow a Panel tomanipulate the newly created RadioButton. However, the Panel can usepolymorphism so that the Panel's algorithms only rely on the moregeneral attributes and behavior of an object (i.e., that it is a kindof Item) and does not need to be aware of the exact 'type' (i.e.,RadiButton) of the object. Using this approach, the Panel can bedesigned to operate on Items. Any newly created Item, even one - likethe RadioButton - that is created after the Panel is already written,automatically can be manipulated by a Panel without changing the codeof the Panel.

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