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Unified Modeling Language (UML),
Object-Oriented Programming
Concepts &
Design Patterns
M. Isuru Tharanga Chrishantha PereraAssociate Technical Lead at WSO2
Co-organizer of Java Colombo Meetup
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Agenda
● UML– What is UML?
– Use Case, Activity, Class, Object, Sequence & State Machine Diagrams
– UML Tools
● OOP Concepts & Principles● Software Design Principles● Design Patterns
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What is UML?
● Unified Modeling Language™ (UML®)– Object Management Group's (OMG) most-used
specification
– Objective is to "provide system architects, software engineers, and software developers with tools for analysis, design, and implementation of software-based systems as well as for modeling business and similar processes"
● UML is a standard modeling language, not a software development process.
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UML Versions
● Current version is 2.5 (Released in 2015)
● The first versions of UML were created by "Three Amigos" (1990s)– Grady Booch (creator of Booch method)
– Ivar Jacobson (Object-Oriented Software Engineering, OOSE)
– Jim Rumbaugh (Object-Modeling Technique, OMT).
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UML Diagrams
● Structural Modeling Diagrams– Structure diagrams define the static
architecture of a model.
● Behavioral Modeling Diagrams– Behavior diagrams capture the varieties of
interaction and instantaneous states within a model as it 'executes' over time; tracking how the system will act in a real-world environment, and observing the effects of an operation or event, including its results.
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Structural Modeling Diagrams
● Package Diagrams● Component Diagrams● Class or Structural Diagrams● Deployment Diagrams● Composite Structure Diagrams● Object Diagrams● Profile Diagrams
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Behavioral Modeling Diagrams
● Use Case Diagrams● Sequence Diagrams● Activity Diagrams● Timing Diagrams● State Machine Diagrams● Interaction Overview Diagrams● Communication Diagrams
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UML 2.5 Diagrams
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Use Case Diagrams
● The use case model captures the requirements of a system.
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Activity Diagrams
● An activity diagram is used to display the sequence of activities
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Class Diagrams
● The class diagram shows the building blocks of any object-orientated system.
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The Entity-Control-Boundary Pattern
● The ECB Pattern is a variation of the Model-View-Controller Pattern.– Entities (model)
● Objects representing system data, often from the domain model.
– Boundaries (view)● Objects that interface with system actors (e.g. a user or external
service). Windows, screens and menus are examples of boundaries that interface with users.
– Controls (controller)● Objects that mediate between boundaries and entities. These
serve as the glue between boundary elements and entity elements, implementing the logic required to manage the various elements and their interactions.
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ECB Pattern Rules
● Actors can only talk to boundary objects.
● Boundary objects can only talk to controllers and actors.
● Entity objects can only talk to controllers.
● Controllers can talk to boundary objects and entity objects, and to other controllers, but not to actors
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Object Diagrams
● Object diagrams show how instances of structural elements are related and used at run-time.
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Sequence Diagrams
● Focuses on the sequence of messages interchanged among lifelines of objects
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State Machine Diagrams
● Understanding the instant to instant condition, or "run state" of a model when it executes
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UML Tools
● UMLet– Free UML Tool for Fast UML Diagrams
– http://www.umlet.com/
● Astah Community– Another free tool
– http://astah.net/editions/community
– Samples: http://astah.net/fundamentals
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OOP Concepts
● Object– An object is a software bundle of related state
and behavior
● Class– A class is a blueprint or prototype from which
objects are created.
● Inheritance– Inheritance provides a powerful and natural
mechanism for organizing and structuring your software.
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OOP Concepts
● Interface– An interface is a contract between a class and
the outside world
● Package– A package is a namespace for organizing
classes and interfaces in a logical manner.
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OOP Principles
● Polymorphism– The ability of an object to take on many forms.
– when a parent class reference is used to refer to a child class object
● Inheritance– A class is based on another class.
● Encapsulation– A process of binding or wrapping the data and the codes
that operates on the data into a single entity.
– This keeps the data safe from outside interface and misuse.
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Software Design Principles
● A set of guidelines that helps us to avoid having a bad design.– The design principles are associated to Robert Martin who
gathered them in "Agile Software Development: Principles, Patterns, and Practices".
● 3 important characteristics of a bad design– Rigidity
● It is hard to change because every change affects too many other parts of the system.
– Fragility● When you make a change, unexpected parts of the system break.
– Immobility● It is hard to reuse in another application because it cannot be
disentangled from the current application.
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Open Close Principle
● Software entities like classes, modules and functions should be open for extension but closed for modifications.
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Dependency Inversion Principle
● High-level modules should not depend on low-level modules. Both should depend on abstractions.
● Abstractions should not depend on details. Details should depend on abstractions.
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Interface Segregation Principle
● Clients should not be forced to depend upon interfaces that they don't use.
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Single Responsibility Principle
● A class should have only one reason to change.
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Liskov's Substitution Principle
● Derived types must be completely substitutable for their base types.
● Liskov's Substitution Principle was introduced by Barbara Liskov in a 1987 Conference on Object Oriented Programming Systems Languages and Applications, in Data abstraction and hierarchy
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Design Patterns
● Creational● Behavioral● Structural
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Creational Design Patterns
● Singleton– Ensure that only one instance of a class is created
– Provide a global access point to the object.
● Factory– Creates objects without exposing the instantiation logic to the client
– Refers to the newly created object through a common interface
● Factory Method– Defines an interface for creating objects, but let subclasses to
decide which class to instantiate
● Abstract Factory– Offers the interface for creating a family of related objects, without
explicitly specifying their classes.
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Behavioral Design Patterns
● Command– Encapsulate a request in an object, Allows the parameterization of clients with
different requests and Allows saving the requests in a queue.
● Iterator– Provide a way to access the elements of an aggregate object sequentially without
exposing its underlying representation.
● Observer– Define a one-to-many dependency between objects so that when one object changes
state, all its dependents are notified and updated automatically.
● Strategy– Define a family of algorithms, encapsulate each one, and make them interchangeable.
Strategy lets the algorithm vary independently from clients that use it.
● Template Method– Define the skeleton of an algorithm in an operation, deferring some steps to
subclasses / Template Method lets subclasses redefine certain steps of an algorithm without letting them to change the algorithm's structure.
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Structural Design Patterns
● Adapter– Convert the interface of a class into another
interface clients expect.
● Decorator– Add additional responsibilities dynamically to
an object.
● Proxy– Provide a “Placeholder” for an object to control
references to it.
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Recommended Books
● Head First Design Patterns● Design Patterns: Elements of
Reusable Object-Oriented Software by the Gang of Four (GoF)
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Resources
● UML
– http://www.uml.org/
– http://www.omg.org/spec/UML/Current/
– http://www.sparxsystems.com/resources/uml2_tutorial/index.html
– http://www.uml-diagrams.org
– http://www.agilemodeling.com/essays/umlDiagrams.htm
– http://www.tutorialspoint.com/uml/index.htm
● Java Tutorials
– https://docs.oracle.com/javase/tutorial/index.html
● Object Oriented Design
– http://www.oodesign.com/
● Head First Design Patterns (Sample code available as a zip file)
– http://www.headfirstlabs.com/books/hfdp/
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Thank you!