PEMROGRAMAN LANJUT Sistem Informasi PTIIK UB Semester Genap 2014/2015
KONSEP OOP DIAGRAM UML Dr. Eng. Herman Tolle Program Teknologi Informasi & Ilmu Komputer, Universitas Brawijaya
Materi Pemrograman Lanjut 1. 2. 3. 4. 5. 6. 7. 8.
Review Pemrograman Dasar Konsep OOP, Class dan object, UML Class Diagram Fungsi overloading dan konstruktor, Enkapsulasi, Inheritance/pewarisan, Polymorphism
Pemrograman Berorientasi 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
Association • Association A---->B Composition A-----
B Aggregation A-----<>B
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 ----- 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 ----- 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 hanya memiliki pasangan 1 objek B • Relasi 1 to N atau 1.. * (one to many) : satu objek A 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 sama sekali • 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
Class Diagram • 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 15
Contoh Class Diagram
Comparison of Functional vs. OO Views Register Student
Submit Grade
Students
Grades
Students Student/Grades Print Transcript
Student Register( ) Submit Score( ) Print Transcript( )
Score Name 0..* Value
Addition of a New Student Type Student
Register Student
Submit Register( ) Submit Score( ) Print Transcript( )
Grade
Students/ Pass Fail Students
Name 0..* Value
Grades/PF
Students Student/Grades/PF Print Transcript
Score
Impact Areas PassFail Student Print Transcript( )
function override
• Changes in data types cause significant impact to functional approaches • OO approaches allow new object types to re-define functionality
Addition of New Report Type Register Student
Student
Submit
Score
Grade
Students
Grades
Students
Impact Areas
Register( ) Submit Score( ) Print Transcript( ) Print Report Card(
0..*
Name Value
Student/Grades/PF Student/Grades/PF Print Transcript
Print Report Card
PassFail Student Print Transcript( ) Print Report Card(
• Changes in functionality based on stable data causes significant impact across objects • Functional approaches allow new functions to augment functionality
Re-organization of OO Abstractions Transcript
Transcript
0..1
Student
Score Name 0..* Value
Print( ) Register( ) Submit Score( )
0..1 Print( )
Student Register( ) Submit Score( ) Determine Grade( )
0..*
Transcript 0..1 Print( )
Report Card 0..1
Student Register( ) Submit Score( ) Determine Grade( )
0..*
Score Name Value
PassFail Student Determine Grade( )
Print( ) PassFail Student Determine Grade( )
• Data dependent behavior handled by derived classes • New functionality handled by new associated classes ("wrappers", "adapters", "views")
Score Name Value
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 softwareintensive 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
Case Study: ATM System
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Fig. 8.24 | Class diagram with visibility markers.
Fig. 8.25 | Class diagram with navigability arrows.
25
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 26
Fig. 8.24 | Class diagram with visibility markers.
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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
8
} // end class Withdrawal
Class for Withdrawal Empty no-argument constructor constructor
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Outline •
withdrawal.ja va
Fig. 8.24 | Class diagram with visibility markers.
29
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
// no-argument constructor
9
public Withdrawal()
10
{
11
} // end no-argument Withdrawal constructor
12 } // end class Withdrawal
Outline •
withdrawal.ja va
7 8
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Declare instance variables
Fig. 8.25 | Class diagram with navigability arrows.
31
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
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Outline •
withdrawal.ja va
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
Declare references to other objects
Fig. 8.24 | Class diagram with visibility markers.
33
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
Declare shell of a method with return type void
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Outline •
withdrawal.ja va
Studi Kasus: Sistem Penggajian Pegawai date
Employee -fullName: string; - birthDate: date; -hireDate: date; -salary: Salary; -numberOfEmployee: int static +employee(name, birth) +getName(): string +getBirthdate();
-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
Modular Programming • Memisahkan data dengan proses • Contoh: • menggunakan konstanta – final static int gajiPokok = 5000; – final static int minKerja = 3; – final static double gajiNaik = 0.2;
• Rules: – If (lamaKerja > minKerja) gajiPokokPegawai = gajiPokok * (1 + gajiNaik);