Software Development Methodologies |
Lecture 4 | |
Software Development Methodologies Home - Lecture Support - Lecture 4 | |
|
Quick Links
|
Use Cases Use cases are user-oriented scenarios (scenes or descriptions) which describe the required behaviour of a system. We often talk about 'external' behaviour as a use case refers to the way in which a user sees the system, but not necessarily how the system operates internally. At its highest level, a use case shows the interaction of users and a system. Definition of an object instance and object class A key analysis skill is to be able to examine specific instances of things and to generalise their properties into a class. A class is thus a generalisation or template which describes the general characteristics of things. For example, the class 'person' can be defined as having the properties of name, address, date of birth etc. Specific instances of 'person' will each have their own values for these properties, e.g. a name such as 'Paul Smith', an address such as '26 West Street' and a date of birth such as '7 August 1982'. Definition of association An association describes the fact that two object classes can be have a link between object instances within those classes. Such links can be one-to-one, one-to-many or many-to-many. Identification of classes Determining appropriate classes is a key skill. A number of techniques can be used to determine classes, including:
The use of messages to manage control of an object oriented system Objects and their classes are said to be 'encapsulations', i.e. they are self-contained units which act with a degree of autonomy (independence) and are not heavily dependent upon other objects. However objects cannot exist in isolation and must work co-operatively with other objects in order to deliver the objectives of the system. Co-operation is achieved through the passing of 'messages' between objects'. One object will send a message and another will receive it. The receiving object can then act upon the message, with the result of sending its own messages either back to the original transmitting object or to other objects. |
Quick Tips |
||
|
||||
|