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PEMROGRAMAN LANJUT
Program Teknologi Informasi & Ilmu Komputer, Universitas Brawijaya
KONSEP OOPDIAGRAM UML
Dr. Eng. Herman Tolle
Sistem Informasi PTIIK UBSemester Genap 2014/2015
Materi Pemrograman Lanjut
1. Review Pemrograman Dasar
2. Konsep OOP,
3. Class dan object,
4. UML Class Diagram
5. Fungsi overloading dan konstruktor,
6. Enkapsulasi,
7. Inheritance/pewarisan,
8. Polymorphism PemrogramanBerorientasi Objek
Relasi Antar Kelas
• Suatu class dapat dibangun dari ataupun memiliki keterkaitan dengan kelas yang lain
• Secara umum relasi antar class adalah:
– Depedensi (“uses-a”); (relasi menggunakan)
– Agregasi (“has-a”); (relasi mempunyai )
– Inheritance (“is-a”); (relasi adalah)
Relasi antar Kelas
1. Asosiasi
– Multiplicity
– Directed Assosiation
– Reflexive Association
2. Aggregasi
– Komposisi
3. Inheritance / Generalisasi
4. Realization
Aggregation
• In transportation systems Car has many Passenger, relationship between them is Aggregation.
public class Car{
private Person[] Penumpang; }
public class Person{
private String name; }
Composition
• Composition : Since Engine is part-of Car, relationship between them is Composition.
public class Car{private final Engine engine; public Car(){ engine = new Engine();
} }
class Engine{ private String type; }
Composition vs Aggregation
• Jika suatu objek adalah bagian dari (part-of) objek lain, misalnya Engine is part of Car, maka asosiasi atau relationship diantara keduanya disebut Composition (Komposisi).
• Jika suatu objek memiliki objek lain maka ini disebut Aggregation (Agregasi).
• Aggregation (many-to-one relationships)• Whole – Part ( Composition)
• Containership
• Collection
• Group
Composition
• Komposisi adalah bentuk khusus dari Agregasi (disebut juga “death relationship”). Child Object (Objek yang digunakan dalam objek induknya) tidak memiliki lifecycle. Jika objek induknya dihapus maka objek anaknya juga akan terhapus.
• Misalnya:
• House -----<filled> Rooms
• House can contain multiple rooms there is no independent life of room and any room can not belong to two different houses. If we delete the house - room will automatically be deleted.
• Questions -----<filled> options. Single questions can have multiple options and option can not belong to multiple questions. If we delete questions options will automatically be deleted.
Relasi
•Relasi 1 to 1 (one to one): satu objek A hanyamemiliki pasangan 1 objek B
•Relasi 1 to N atau 1.. * (one to many) : satu objekA bisa memiliki minimal 1 atau banyak objek B
•Relasi 0 to N atau 0..* (zero to many): satu objek A bisa memiliki banyak objek B atau tidak ada samasekali
•Relasi M to M atau N.. N (many to many): objek A dan objek B bisa muncul lebih dari 1x
Aggregation Hierarchy
• "weak has-A" - where there is more of a peer-to-peer relationship between abstractions (association)
– ex: Instructor has students, Students have instructor
Community
Schools
Businesses
Residents
School
Faculty
Students
Administrators
Classrooms
Classroom
Tables
Chairs
Students
Instructor
Inheritance Hierarchy
• an "is-A" relationship
• Inheritance
– for type - a re-use of common interface
– for class - a re-use of common interface and implementation
Person· Name
Student· Name· Attendence· Current
Grade
15
• Visibility– Attributes normally should be private, methods invoked by clients
should be public
– Visibility markers in UML
• A plus sign (+) indicates public visibility
• A minus sign (-) indicates private visibility
• A sharp sign (#) indicates protected visibility
• Navigability– Navigability arrows indicate in which direction an association can
be traversed
– Bidirectional navigability
• Associations with navigability arrows at both ends or no navigability arrows at all can be traversed in either direction
Class Diagram
Comparison of Functional vs. OO Views
Register
Student
Transcript
Submit
Grade
Students
Students Grades
Student/Grades
Student
Register( )Submit Score( )Print Transcript( )
0..*
Score
NameValue
0..*
Addition of a New Student Type
• Changes in data types cause significant impact to functional approaches
• OO approaches allow new object types to re-define functionality
Register
Student
Transcript
Submit
Grade
Students
Students/
Pass Fail Students Grades/PF
Student/Grades/PF
Impact
Areas
Student
Register( )Submit Score( )Print Transcript( )
0..*
Score
NameValue
0..*
PassFail Student
Print Transcript( ) function override
PassFail Student
Print Transcript( )Print Report Card(
Student
Register( )Submit Score( )Print Transcript( )Print Report Card(
0..*
Score
NameValue
0..*
Addition of New Report Type
• Changes in functionality based on stable data causes significant impact across objects
• Functional approaches allow new functions to augment functionality
Transcript
Submit
Grade
Students
Students Grades
Student/Grades/PF
Register
Student
Report
Card
Student/Grades/PF
Impact
Areas
Re-organization of OO Abstractions
• Data dependent behavior handled by derived classes
• New functionality handled by new associated classes ("wrappers", "adapters", "views")
0..*
Score
NameValue
Student
Register( )Submit Score( )
0..*
0..1Transcript
Print( )
0..1
PassFail Student
Determine Grade( )
0..*
Score
NameValue
0..1
Transcript
Print( ) Student
Register( )Submit Score( )Determine Grade( )
0..*
0..1
PassFail Student
Determine Grade( )
0..*
Score
NameValue
0..1
Transcript
Print( )
0..1Report Card
Print( )
Student
Register( )Submit Score( )Determine Grade( )
0..*
0..1
0..1
Diagram UML
• The Unified Modeling Language (UML) is a general-purpose modeling language in the field of software engineering.
• Provides a set of graphic notation techniques to create visual models of object-oriented software-intensive systems.
• Developed by Grady Booch, Ivar Jacobson and James Rumbaugh at Rational Software in the 1990s
SYSTEM MODELS (in UML notation)
• Functional Model – use case diagrams (synthesized from ‘scenarios’ – from phenomena and concepts)
• Object Model – class diagrams (representing object structures as objects, attributes, associations, and operations)
• Dynamic Model – sequence diagrams, statechart diagrams and activity diagrams (describe the internal behavior or finite state machine of the system). SD are inter-object messaging and interactions, while SC-diagrams depict the finite state machine description of an object’s behavior
26
Starting to Program the Classes of the ATM System
• Implementing the ATM system from its UML design (for each class)– Declare a public class with the name in the first
compartment and an empty no-argument constructor
– Declare instance variables based on attributes in the second compartment
– Declare references to other objects based on associations described in the class diagram
– Declare the shells of the methods based on the operations in the third compartment
• Use the return type void if no return type has been specified
28
Outline
•
1 // Class Withdrawal represents an ATM withdrawal transaction
2 public class Withdrawal
3 {
4 // no-argument constructor
5 public Withdrawal()
6 {
7 } // end no-argument Withdrawal constructor
8 } // end class Withdrawal
withdrawal.java
Class for Withdrawal
Empty no-argument
constructor
30
Outline
•
1 // Class Withdrawal represents an ATM withdrawal transaction
2 public class Withdrawal
3 {
4 // attributes
5 private int accountNumber; // account to withdraw funds from
6 private double amount; // amount to withdraw
7
8 // no-argument constructor
9 public Withdrawal()
10 {
11 } // end no-argument Withdrawal constructor
12 } // end class Withdrawal
withdrawal.java
Declare instance
variables
32
Outline
•
1 // Class Withdrawal represents an ATM withdrawal transaction
2 public class Withdrawal
3 {
4 // attributes
5 private int accountNumber; // account to withdraw funds from
6 private double amount; // amount to withdraw
7
8 // references to associated objects
9 private Screen screen; // ATM’s screen
10 private Keypad keypad; // ATM’s keypad
11 private CashDispenser cashDispenser; // ATM’s cash dispenser
12 private BankDatabase bankDatabase; // account info database
13
14 // no-argument constructor
15 public Withdrawal()
16 {
17 } // end no-argument Withdrawal constructor
18 } // end class Withdrawal
withdrawal.java
Declare references to other
objects
34
Outline
•
1 // Class Withdrawal represents an ATM withdrawal transaction
2 public class Withdrawal
3 {
4 // attributes
5 private int accountNumber; // account to withdraw funds from
6 private double amount; // amount to withdraw
7
8 // references to associated objects
9 private Screen screen; // ATM’s screen
10 private Keypad keypad; // ATM’s keypad
11 private CashDispenser cashDispenser; // ATM’s cash dispenser
12 private BankDatabase bankDatabase; // account info database
13
14 // no-argument constructor
15 public Withdrawal()
16 {
17 } // end no-argument Withdrawal constructor
18
19 // operations
20 public void execute()
21 {
22 } // end method execute
23 } // end class Withdrawal
withdrawal.java
Declare shell of a method with
return type void
Studi Kasus: Sistem Penggajian Pegawai
Employee
-fullName: string;- birthDate: date;-hireDate: date;-salary: Salary;-numberOfEmployee: int static
+employee(name, birth)+getName(): string+getBirthdate();
date
-day: int;- month: int;- year int;
+ date(d,m,y);+ setDate(d, m, y);
Salary
- gajiPokok
+ hitungGaji()
Tugas 3
Studi Kasus: Pegawai & Gaji Harian
• Pengembangan dari tugas sebelumnya, dengan menambahkan atribut baru (birthday , hiredate, salary)
• Rule baru:
1. Jika masa kerja > 3 bulan maka Gaji Pokok lebih besar z% atau x rupiah
2. Jika umur > y tahun maka dapat Tunjangan Lain-lain sebesar w rupiah
Laporan
• Soal (Kasus, Rules, Konstanta)
• Diagram Class beserta relasinya
• Buat implementasi class
• Buat program implementasi class (min 3 pegawai)
• Screenshot
• Deadline: 21 April 2014, Dikirim ke email dosen.
• Dicetak dan dikumpulkan tgl 22 April 2014