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Showing posts with label Objects. Show all posts
Showing posts with label Objects. Show all posts

Wednesday, May 23, 2012

Phases of Object Orientation in C#

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Before the actual development of any product, important steps such as analysis and design need to be performed. There are three main phases:

  • The Analysis Phase
  • The Design Phase
  • The Implementation Phase

Consider an aircraft manufacturing factory where a jetliner is being assembled and several competent engineers and workmen are working with specialized tools. Can you visualize them working on pure intuition, grabbing the tools and sitting down to work immediately? Or, do you see them working according to a detailed design on which they have spent hundreds of hours, and finally constructing the aircraft based on the specified design.

For the safety of the millions of people who fly every day, it is recommended to use a detailed design. After all, it is comforting to know that a lot of thought has gone into first making a model on paper and then translating the design into the physical jetliner. The same thing holds true for almost any item that is constructed. Similarly designers put pen to paper before attacking the fabric with scissores. Architects spend hours drawing layouts of buildings on blueprints before the bricks are laid.

Therefore the construction of software follows the same approach. The software industry still relies mainly on the informal paper-and-pencil approach in the upstream development phases.

It is this paper-and-pencil approach that is termed analysis and design. To analyze and design a system, you need to build a model of the system. This model is simpler than the system that is finally constructed. All the practical aspects of building a system for the real world cannot be reflected in the design. However, this does not undermine the importance of design.

 
The Analysis Phase

“The purpose of analysis is to provide a description of a problem. The description must be complete, consistent, readable and reviewable by diverse interested parties and testable against reality.” – Mellor
The analysis or the Object-Oriented Analysis (OOA) phase considers the system as a solution to a problem inn its environment or domain. Broadly, analysis is the phase where users and developers of the system get together and arrive at a common understanding of the system. One of the end products of the analysis phase is the specification on how a system functions.

In the analysis phase, the developer concentrates on obtaining as much information as possible about the problem. The developer has to identify the critical rquirements. Analysis, therefore, involves meeting and interviewing the concerned persons to understand systems that are currently in operation and identifying all the causes of problems (if any) in the current system.

The Design Phase

In the design phase, the developers of the system document their understanding of the system. Design generates the blueprint of the system that is to be implemented.

The first step in creating an Object-Oriented Deign (OOD) is the identification of classes and their inter-relationships.

Work in the design phase of software development is comparable to the work of an architect. The architect will need to create a blueprint or a model of the building before the construction of the building starts.

The Implementation Phase

The design phase is followed by OOP, which is the implementation phase. OOP provides specifications for writing programs in a programming language. One of the most popular languages used to write object-oriented programs in C#.

During the implementation phase, programming is done as per the requirements gathered during the analysis and design phases.

Many of the modern applications are bulit by using OOP. Developing complex, large-scale business systems can be simplified by using OOP techniques. Some of the applications that can be built by using OOP techniques. Some of the applications that can be built by using OOP techniques are Computer Aided Design (CAD), Computer Aided Manufacturing (CAM) and Object-Oriented Databases.
 

Thursday, October 28, 2010

How TO Create Objects in C#, Tutorial

Creating Objects
Declaring Variables Or Objects
A variable is a location in the memory that has a name and contains a value. The value could be an integer, such as 17, a decimal, such as 7.35, or a character, such as 'B'.  A variable is associated with a data type that defines the type of data, which can be stored in a object. For example, a object called BatsmanName will ideally  store characters, whereas a variable called High_Score will store numbers. A program refers to a object by its name.

Naming Variables/Objects in C#

The following rules are used for naming variables in C#:
  • Must begin with a letter or an underscore ('_'), which may be followed by a sequence of letters, digits (0-9), or underscores. The first character in a variable name cannot be a digit.

Monday, July 19, 2010

Characteristics of the Object-Oriented Approach Part-2

As i discussed in previous article the first two Characteristics of the Object-Oriented Approach. In this article we discussed about the other two Characteristics of the Object-Oriented Approach.



Resilience to Change

The object-oriented approach allows systems to evolve. When a change is suggested, the old system need not be completely abandoned. Consider the example of Joy Toys, Inc., is a company that manufactures toys for children in the age group of 1 to 12. Its car toys are popular with children because of their attractive colors, shape and sound.

For a couple of years, the company had no cause for complain about the design of the toy car. However, due to the advancement in technology and increasing competition, the designers now want to stop manufacturing the old car because the market requirements have changed. They want the company to manufacture a car that has flashing lights and is remotely controlled.

Sunday, July 18, 2010

Characteristics of the Object-Oriented Approach in C#

As discussed earlier, an object has a state, behavior and identity. An object is reusable. Therefore, an object exists as a stand-alone entity that can be used in any relevant context, For example, if you have a chair, you can use the same chair in an office, in a classroom, or in a garden.

An existing object can be used to create a similar object. For example, you have a simple wooden chair and you need to add a headrest to it. You do not need to create a new chair because you can easily add a headrest to the existing chair. This is known as resilience to change.

Realistic Modeling

Saturday, July 17, 2010

Introduction to Classes in C# Tutorial

Previously I introduced you Objects in C#. Today I'll give you the introduction of Classes in C#

Look at the world around you. It is full of objects of various shapes, sizes, colors and behavior. For example,  the earth is inhabited by millions of animals. A zoologist cannot do any meaningful study of these objects without organizing this vast variety of animals found in the world in a logical manner. Thus, the zoologists have classified animals into kingdoms, genus, families and species.

All animals and birds, which are essentially objects, can be classified on the basis of their common attributes. For example, the peacock, the sparrow and the kingfisher are all birds. All of them share characteristics that are common to the family of birds. All of them lay eggs, are covered with feathers, have hollow bone structures and have the ability to fly. Therefore, they share structural and behavioral similarities and belong to the class called Birds.

Tuesday, July 6, 2010

Introduction to Objects in C# Tutorial

 An object is a combination of messages and data. Objects can receive and send messages and use messages to interact with each other. The messages contain information that is to be passed to the recipient object.

An object literally means a 'material thing' that's is capable of being presented to the senses. For our purpose, an object is tangible entity that may exhibit some well-defined behavior. For example, let us consider a  Football :

  • A football is a tangible entity, with a visible boundary.
  • A football has a specific defined purpose (such as bouncing).
  • You can direct a specific action towards a football by kicking it or tossing it.

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