Wednesday 27 April 2011

Previous Question Papers for Btech



Code No: R05220501 Set No. 1
II B.Tech II Semester Regular Examinations, Apr/May 2008
SOFTWARE ENGINEERING
( Common to Computer Science & Engineering, Information Technology
and Computer Science & Systems Engineering)
Time: 3 hours Max Marks: 80
Answer any FIVE Questions
All Questions carry equal marks
1. Elaborate on evolution of software. [16]
2. (a) Differentiate between prototyping and incremental models.
(b) Explain the unified approach to software development. Discuss the merits and
demerits of this approach. [6+6+4]
3. Discuss about principal requirements engineering activities and their relationships.
[16]
4. (a) Define and explain about coupling and cohesion. Also differentiate between
them.
(b) Discuss the statement, “Abstraction and refinement are complementary con-
cepts”. [5+3+8]
5. (a) What is meant by User Interface? What are the three areas that user interface
design focuses? Explain them.
(b) Discuss the importance of user interface design? [10+6]
6. (a) The software analysis and design are constructive tasks, and software testing
is considered to be destructive from the point of view of developer. Discuss.
(b) Who will test the software, either developer or an independent test group?
Discuss the advantage and draw backs of each one.
[8+8]
7. (a) Compute the function point value for a project with the following information
domain characteristics.
Number of external inputs: 32
Number of external outputs: 60
Number of external inquires: 24
Number of external interface files: 2
Number of internal logical files: 8
Assume that all complexity adjustment values are average.
(b) What is an indirect measure? And how are such measures common in software
metrics work? [8+8]
8. (a) What is meant by FTR? Discuss about review reporting and record keeping.
(b) State and explain the guidelines for formal technical reviews. [8+8]
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Code No: R05220501 Set No. 1
2 of 2
Code No: R05220501 Set No. 2
II B.Tech II Semester Regular Examinations, Apr/May 2008
SOFTWARE ENGINEERING
( Common to Computer Science & Engineering, Information Technology
and Computer Science & Systems Engineering)
Time: 3 hours Max Marks: 80
Answer any FIVE Questions
All Questions carry equal marks
1. Give a generic view of Software Engineering. [16]
2. Discuss various evolutionary software process models in detail. [16]
3. Discuss an example of a type of system where social and political factors might
strongly influence the system requirements. Explain why these factors are impor-
tant in your example. [16]
4. (a) Define and explain abstraction and refinement. Also differentiate between
them.
(b) What is refactoring? Why is it done? [4+4+3+5]
5. (a) What is a state machine model? Discuss with an example.
(b) What is Object interface specification? Write a Java description of weather
station interface. [8+8]
6. (a) Discuss about Security testing and Performance testing.
(b) State and explain various debugging tactics.
(c) What are the questions that every software engineer should ask before making
the “Correction” that remove the cause of a bug? [6+4+6]
7. (a) Discuss about software tools for project and process metrics.
(b) Discuss any four useful indicators for software quality. [8+8]
8. (a) Is it possible asses the quality of software if the customer keeps changing?
What it is supposed to do?
(b) Can a program be correct and still not exhibit good quality? Explain. [8+8]
1 of 1
Code No: R05220501 Set No. 3
II B.Tech II Semester Regular Examinations, Apr/May 2008
SOFTWARE ENGINEERING
( Common to Computer Science & Engineering, Information Technology
and Computer Science & Systems Engineering)
Time: 3 hours Max Marks: 80
Answer any FIVE Questions
All Questions carry equal marks
1. (a) Explain the five software assessment principles.
(b) Discuss about various phases of assessment. [6+10]
2. (a) What is water fall model? How is it different from other engineering process
models?
(b) Explain various types of evolutionary development. [5+5+6]
3. (a) Why requirements review is conducted? Discuss various types of it.
(b) What is requirements management? Why is it needed? [8+8]
4. (a) Define interface. Discuss various types of interfaces. Give examples for each.
(b) What is component? Also explain about component diagrams. [3+3+3+3+4]
5. (a) State the design principles suggested by Mayer for OOD.
(b) OOD tends to be programming language dependent. Why? [8+8]
6. (a) List some of the problems that might be associated with the creation of an
independent test group.
(b) Why is a highly coupled module is difficult to unit test? [8+8]
7. (a) Discuss the seven principles of risk management which were identified by SEI.
(b) Distinguish between generic risks and product specific risks. [10+6]
8. A Formal Technical Review (FTR) effective only if every one has prepared in ad-
vance. How do you recognize a review participant who has not prepared? What
do you do if you are the review leader? [16]
1 of 1
Code No: R05220501 Set No. 4
II B.Tech II Semester Regular Examinations, Apr/May 2008
SOFTWARE ENGINEERING
( Common to Computer Science & Engineering, Information Technology
and Computer Science & Systems Engineering)
Time: 3 hours Max Marks: 80
Answer any FIVE Questions
All Questions carry equal marks
1. (a) Explain the five software assessment principles.
(b) Discuss about various phases of assessment. [6+10]
2. (a) What is water fall model? How is it different from other engineering process
models?
(b) Explain various types of evolutionary development. [5+5+6]
3. Using your own knowledge of how an ATM is used, develop a set of use-cases that
could be used to derive the requirements for an ATM system. [16]
4. (a) Discuss the advantages and disadvantages of modularization.
(b) Why should not we over modularize? How would you decompose a software
solution to obtain the best set of modules. [8+3+5 ]
5. Draw a sequence diagram showing the interactions of objects in a group diary
system when a group of people arrange a meeting. [16]
6. (a) What is the overall strategy for software testing? Explain it clearly.
(b) Discuss a testing strategy for Object-Oriented architectures. [10+6]
7. (a) Explain the size-oriented metrics with an example.
(b) Discuss about Function-oriented metrics. [8+8]
8. What is meant by SQA? Discuss in detail SQA activities. [16]
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Saturday 16 April 2011

Books for 'Software Engineering'

Following books are Recommended for Software Engineering:

1. Fundamentals of Software Engineering  by Rajib Mall
2. Roger Press Man Book
Steve McConnell (Code Complete: A Practical handbook of Software Construction)


- excellent chapters on architecture and design. 
Steve McConnell (Rapid Development)
Erich Gamma (Design Patterns: Elements of Reusable-Object -oriented Software)
Bruce Schneier
Robert C. Martin (Agile Software Dev.: Principles, Patterns and Practices
Joel Spolsky
Tom DeMarco, Timothy Lister (Peopleware: Productive Projects and Teams( 2nd Edition)
excellent book about the people side of developing software. It explores principles of organisation, motivation, environment and other stuff which is applicable well beyond programming.

Frederick P. Brooks (The Mythical Man-Month)


More of historical interest, although still somtimes surprisingly actual.  The classic book on the human elements of software engineering. Software tools and development environments may have changed in the 21 years since the first edition of this book, but the peculiarly nonlinear economies of scale in collaborative work and the nature of individuals and groups has not changed an epsilon. If you write code or depend upon those who do, get this book as soon as possible.
10 Martin Fowler Refactoring Improving the Design of Existing Code
11 Mike Cohn Agile Estimating and Planning
12 Alistair Cockburn Writing Effective Use Cases
13 Bertrand Meyer Object-Oriented Software Construction(2nd Edition)
14 Steve McConnell Software Estimation: Demystifying the Black Art
15 Mike Cohn User Stories Applied: For Agile Software Development
16 Donald E. Knuth(The Art of Computer Programming, The, Volumes 1-3 Boxed Set (2nd Edition))
17 Martin Fowler (Patterns of Enterprise Application Architecture)
18 Jeffrey Friedl Mastering Regular Expressions
19 Andrew Hunt, David Thomas The Pragmatic Programmer: From Journeyman to Master
20 Karl E. Wiegers Software Requirements (2nd Edition)
21 Craig Larman Applying UML and Patterns (3rd Edition)
23 Gary McGraw Software Security: Building Security In
24 Gregor Hohpe, Bobby Woolf Enterprise Integration Patterns: Designing, Building, and Deploying Messaging Solutions
25 Tom DeMarco The Deadline: A Novel About Project Management
26 Craig Larman Agile and Iterative Development: A Manager's Guide
27 Eric A. Marks, Michael Bell Service-Oriented Architecture: A Planning and Implementation Guide for Business and Technology
28 Thomas H. Cormen, etc. Introduction to Algorithms, Second Edition
29 Thomas Erl Service-Oriented Architecture: A Field Guide to Integrating XML and Web Services
30 Martin Fowler UML Distilled: A Brief Guide to the Standard Object Modeling Language (3rd Edition)
31 Kent Beck Extreme Programming Explained: Embrace Change (2nd Edition)
32 Alan Shalloway, James Trott Design Patterns Explained: A New Perspective on Object-Oriented Design (2nd Edition)
33 Grady Booch, etc. Object-Oriented Analysis and Design with Applications (3rd Edition)
34 Jim Highsmith Agile Project Management: Creating Innovative Products
35 Scott Berkun Making Things Happen: Mastering Project Management
36 Jon Bentley Programming Pearls (2nd Edition)
37 Paul Duvall, etc.Continuous Integration: Improving Software Quality and Reducing Risk
38 Andrew Stellman, Jennifer Greene Applied Software Project Management
39 Clemens Szyperski Component Software: Beyond Object-Oriented Programming
40 Arthur J. Riel Object-Oriented Design Heuristics
41 Thomas Erl SOA Principles of Service Design
42 Mary PoppendieckTom PoppendieckLean Software Development: An Agile Toolkit
44 Ken Schwaber, Mike BeedleAgile Software Development with Scrum
45 Joshua KerievskyRefactoring to Patterns
65 Dan PiloneUML 2.0 in a Nutshell
68 James Shore, Shane WardenThe Art of Agile Development
69 Brian W. Kernighan, Rob PikeThe Practice of Programming
70 Ron Jeffries, etc.Extreme Programming Installed
71 Scott W. Ambler, Pramodkumar J. SadalageRefactoring Databases: Evolutionary Database Design
74 Michael Nygard (Release It!: design and deploy production-ready Software
75 Edward Yourdon (Death March(2nd Edition)


76. Facts and Fallacies of Software Development(Robert L. Glass) 


This guide identifies many of the key problems hampering success in this field. Covers management, all stages of the software lifecycle, quality, research, and more. Author presents ten common fallacies that help support the fifty-five facts.

Thursday 14 April 2011

Object Oriented Design


  1. Object-oriented Design
    • Designing systems using self-contained objects and object classes
  2. Objectives
    • To explain how a software design may be represented as a set of interacting objects that manage their own state and operations
    • To describe the activities in the object-oriented design process
    • To introduce various models that describe an object-oriented design
    • To show how the UML may be used to represent these models
  3. Topics covered
    • Objects and object classes
    • An object-oriented design process
    • Design evolution
  4. Characteristics of OOD
    • Objects are abstractions of real-world or system entities and manage themselves
    • Objects are independent and encapsulate state and representation information.
    • System functionality is expressed in terms of object services
    • Shared data areas are eliminated. Objects communicate by message passing
    • Objects may be distributed and may execute sequentially or in parallel
  5. Interacting objects
  6. Advantages of OOD
    • Easier maintenance. Objects may be understood as stand-alone entities
    • Objects are appropriate reusable components
    • For some systems, there may be an obvious mapping from real world entities to system objects
  7. Object-oriented development
    • Object-oriented analysis, design and programming are related but distinct
    • OOA is concerned with developing an object model of the application domain
    • OOD is concerned with developing an object-oriented system model to implement requirements
    • OOP is concerned with realising an OOD using an OO programming language such as Java or C++
  8. Objects and object classes
    • Objects are entities in a software system which represent instances of real-world and system entities
    • Object classes are templates for objects. They may be used to create objects
    • Object classes may inherit attributes and services from other object classes
  9. Objects An object is an entity which has a state and a defined set of operations which operate on that state. The state is represented as a set of object attributes. The operations associated with the object provide services to other objects (clients) which request these services when some computation is required. Objects are created according to some object class definition. An object class definition serves as a template for objects. It includes declarations of all the attributes and services which should be associated with an object of that class.
  10. The Unified Modeling Language
    • Several different notations for describing object-oriented designs were proposed in the 1980s and 1990s
    • The Unified Modeling Language is an integration of these notations
    • It describes notations for a number of different models that may be produced during OO analysis and design
    • It is now a de facto standard for OO modelling
  11. Employee object class (UML)
  12. Object communication
    • Conceptually, objects communicate by message passing.
    • Messages
      • The name of the service requested by the calling object.
      • Copies of the information required to execute the service and the name of a holder for the result of the service.
    • In practice, messages are often implemented by procedure calls
      • Name = procedure name.
      • Information = parameter list.
  13. Message examples
    • // Call a method associated with a buffer // object that returns the next value // in the buffer
    • v = circularBuffer.Get () ;
    • // Call the method associated with a // thermostat object that sets the // temperature to be maintained
    • thermostat.setTemp (20) ;
  14. Generalisation and inheritance
    • Objects are members of classes which define attribute types and operations
    • Classes may be arranged in a class hierarchy where one class (a super-class) is a generalisation of one or more other classes (sub-classes)
    • A sub-class inherits the attributes and operations from its super class and may add new methods or attributes of its own
    • Generalisation in the UML is implemented as inheritance in OO programming languages
  15. A generalisation hierarchy
  16. Advantages of inheritance
    • It is an abstraction mechanism which may be used to classify entities
    • It is a reuse mechanism at both the design and the programming level
    • The inheritance graph is a source of organisational knowledge about domains and systems
  17. Problems with inheritance
    • Object classes are not self-contained. they cannot be understood without reference to their super-classes
    • Designers have a tendency to reuse the inheritance graph created during analysis. Can lead to significant inefficiency
    • The inheritance graphs of analysis, design and implementation have different functions and should be separately maintained
  18. Inheritance and OOD
    • There are differing views as to whether inheritance is fundamental to OOD.
      • View 1. Identifying the inheritance hierarchy or network is a fundamental part of object-oriented design. Obviously this can only be implemented using an OOPL.
      • View 2. Inheritance is a useful implementation concept which allows reuse of attribute and operation definitions. Identifying an inheritance hierarchy at the design stage places unnecessary restrictions on the implementation
    • Inheritance introduces complexity and this is undesirable, especially in critical systems
  19. UML associations
    • Objects and object classes participate in relationships with other objects and object classes
    • In the UML, a generalised relationship is indicated by an association
    • Associations may be annotated with information that describes the association
    • Associations are general but may indicate that an attribute of an object is an associated object or that a method relies on an associated object
  20. An association model
  21. Concurrent objects
    • The nature of objects as self-contained entities make them suitable for concurrent implementation
    • The message-passing model of object communication can be implemented directly if objects are running on separate processors in a distributed system
  22. Servers and active objects
    • Servers.
      • The object is implemented as a parallel process (server) with entry points corresponding to object operations. If no calls are made to it, the object suspends itself and waits for further requests for service
    • Active objects
      • Objects are implemented as parallel processes and the internal object state may be changed by the object itself and not simply by external calls
  23. Active transponder object
    • Active objects may have their attributes modified by operations but may also update them autonomously using internal operations
    • Transponder object broadcasts an aircraft’s position. The position may be updated using a satellite positioning system. The object periodically update the position by triangulation from satellites
  24. An active transponder object
  25. Java threads
    • Threads in Java are a simple construct for implementing concurrent objects
    • Threads must include a method called run() and this is started up by the Java run-time system
    • Active objects typically include an infinite loop so that they are always carrying out the computation
  26. An object-oriented design process
    • Define the context and modes of use of the system
    • Design the system architecture
    • Identify the principal system objects
    • Develop design models
    • Specify object interfaces
  27. Weather system description A weather data collection system is required to generate weather maps on a regular basis using data collected from remote, unattended weather stations and other data sources such as weather observers, balloons and satellites. Weather stations transmit their data to the area computer in response to a request from that machine. The area computer validates the collected data and integrates it with the data from different sources. The integrated data is archived and, using data from this archive and a digitised map database a set of local weather maps is created. Maps may be printed for distribution on a special-purpose map printer or may be displayed in a number of different formats.
  28. Weather station description A weather station is a package of software controlled instruments which collects data, performs some data processing and transmits this data for further processing. The instruments include air and ground thermometers, an anemometer, a wind vane, a barometer and a rain gauge. Data is collected every five minutes. When a command is issued to transmit the weather data, the weather station processes and summarises the collected data. The summarised data is transmitted to the mapping computer when a request is received.
  29. Layered architecture
  30. System context and models of use
    • Develop an understanding of the relationships between the software being designed and its external environment
    • System context
      • A static model that describes other systems in the environment. Use a subsystem model to show other systems. Following slide shows the systems around the weather station system.
    • Model of system use
      • A dynamic model that describes how the system interacts with its environment. Use use-cases to show interactions
  31. Subsystems in the weather mapping system
  32. Use-cases for the weather station
  33. Use-case description
  34. Architectural design
    • Once interactions between the system and its environment have been understood, you use this information for designing the system architecture
    • Layered architecture is appropriate for the weather station
      • Interface layer for handling communications
      • Data collection layer for managing instruments
      • Instruments layer for collecting data
    • There should be no more than 7 entities in an architectural model
  35. Weather station architecture
  36. Object identification
    • Identifying objects (or object classes) is the most difficult part of object oriented design
    • There is no 'magic formula' for object identification. It relies on the skill, experience and domain knowledge of system designers
    • Object identification is an iterative process. You are unlikely to get it right first time
  37. Approaches to identification
    • Use a grammatical approach based on a natural language description of the system (used in Hood method)
    • Base the identification on tangible things in the application domain
    • Use a behavioural approach and identify objects based on what participates in what behaviour
    • Use a scenario-based analysis. The objects, attributes and methods in each scenario are identified
  38. Weather station object classes
    • Ground thermometer, Anemometer, Barometer
      • Application domain objects that are ‘hardware’ objects related to the instruments in the system
    • Weather station
      • The basic interface of the weather station to its environment. It therefore reflects the interactions identified in the use-case model
    • Weather data
      • Encapsulates the summarised data from the instruments
  39. Weather station object classes
  40. Further objects and object refinement
    • Use domain knowledge to identify more objects and operations
      • Weather stations should have a unique identifier
      • Weather stations are remotely situated so instrument failures have to be reported automatically. Therefore attributes and operations for self-checking are required
    • Active or passive objects
      • In this case, objects are passive and collect data on request rather than autonomously. This introduces flexibility at the expense of controller processing time
  41. Design models
    • Design models show the objects and object classes and relationships between these entities
    • Static models describe the static structure of the system in terms of object classes and relationships
    • Dynamic models describe the dynamic interactions between objects.
  42. Examples of design models
    • Sub-system models that show logical groupings of objects into coherent subsystems
    • Sequence models that show the sequence of object interactions
    • State machine models that show how individual objects change their state in response to events
    • Other models include use-case models, aggregation models, generalisation models,etc.
  43. Subsystem models
    • Shows how the design is organised into logically related groups of objects
    • In the UML, these are shown using packages - an encapsulation construct. This is a logical model. The actual organisation of objects in the system may be different.
  44. Weather station subsystems
  45. Sequence models
    • Sequence models show the sequence of object interactions that take place
      • Objects are arranged horizontally across the top
      • Time is represented vertically so models are read top to bottom
      • Interactions are represented by labelled arrows, Different styles of arrow represent different types of interaction
      • A thin rectangle in an object lifeline represents the time when the object is the controlling object in the system
  46. Data collection sequence
  47. Statecharts
    • Show how objects respond to different service requests and the state transitions triggered by these requests
      • If object state is Shutdown then it responds to a Startup() message
      • In the waiting state the object is waiting for further messages
      • If reportWeather () then system moves to summarising state
      • If calibrate () the system moves to a calibrating state
      • A collecting state is entered when a clock signal is received
  48. Weather station state diagram
  49. Object interface specification
    • Object interfaces have to be specified so that the objects and other components can be designed in parallel
    • Designers should avoid designing the interface representation but should hide this in the object itself
    • Objects may have several interfaces which are viewpoints on the methods provided
    • The UML uses class diagrams for interface specification but Java may also be used
  50. Weather station interface
  51. Design evolution
    • Hiding information inside objects means that changes made to an object do not affect other objects in an unpredictable way
    • Assume pollution monitoring facilities are to be added to weather stations. These sample the air and compute the amount of different pollutants in the atmosphere
    • Pollution readings are transmitted with weather data
  52. Changes required
    • Add an object class called ‘Air quality’ as part of WeatherStation
    • Add an operation reportAirQuality to WeatherStation. Modify the control software to collect pollution readings
    • Add objects representing pollution monitoring instruments
  53. Pollution monitoring
    • OOD is an approach to design so that design components have their own private state and operations
    • Objects should have constructor and inspection operations. They provide services to other objects
    • Objects may be implemented sequentially or concurrently
    • The Unified Modeling Language provides different notations for defining different object models
    Key points
  54. Key points
    • A range of different models may be produced during an object-oriented design process. These include static and dynamic system models
    • Object interfaces should be defined precisely using e.g. a programming language like Java
    • Object-oriented design simplifies system evolution
    • Object-Oriented Programming Concepts
    • Contents
      • What is OOP?
      • Classes and Objects
      • Principles of OOP
        • Inheritance
        • Abstraction
        • Encapsulation
        • Polymorphism
    • What is OOP?
    • What is OOP?
      • Object-oriented programming (OOP) is an engineering approach for building software systems
        • Based on the concepts of classes and objects that are used for modeling the real world entities
      • Object-oriented programs
        • Consist of a group of cooperating objects
        • Objects exchange messages, for the purpose of achieving a common objective
        • Implemented in object-oriented languages
    • OOP in a Nutshell
      • A program models a world of interacting objects
      • Objects create other objects and “send messages” to each other (in Java, call each other’s methods)
      • Each object belongs to a class
        • A class defines properties of its objects
        • The data type of an object is its class
      • Programmers write classes (and reuse existing classes)
    • What are OOP’s Claims To Fame?
      • Better suited for team development
      • Facilitates utilizing and creating reusable software components
      • Easier GUI programming
      • Easier software maintenance
      • All modern languages are object-oriented: Java, C#, PHP, Perl, C++, ...
    • Classes and Objects
    • What Are Objects?
      • Software objects model real-world objects or abstract concepts
        • E.g. dog, bicycle, queue
      • Real-world objects have states and behaviors
        • Dogs' states: name, color, breed, hungry
        • Dogs' behaviors: barking, fetching, sleeping
    • What Are Objects?
      • How do software objects implement real-world objects?
        • Use variables/data to implement states
        • Use methods/functions to implement behaviors
      • An object is a software bundle of variables and related methods
    •  checks  people  shopping list …  numbers  characters  queues  arrays Things in the real world Things in the computer world Objects Represent
    • Classes
      • Classes provide the structure for objects
        • Define their prototype
      • Classes define:
        • Set of attributes
          • Also called state
          • Represented by variables and properties
        • Behavior
          • Represented by methods
      • A class defines the methods and types of data associated with an object
    • Objects
      • Creating an object from a class is called instantiation
      • An object is a concrete instance of a particular class
      • Objects have state
        • Set of values associated to their attributes
      • Example:
        • Class: Account
        • Objects: Ivan's account, Peter's account
    • Classes – Example Account +Owner: Person +Ammount: double +suspend() +deposit(sum:double) +withdraw(sum:double) Class Attributes Operations
    • Classes and Objects – Example Account +Owner: Person +Ammount: double +suspend() +deposit(sum:double) +withdraw(sum:double) Class ivanAccount +Owner="Ivan Kolev" +Ammount=5000.0 peterAccount +Owner="Peter Kirov" +Ammount=1825.33 kirilAccount +Owner="Kiril Kirov" +Ammount=25.0 Object Object Object
    • Messages
      • What is a message in OOP?
        • A request for an object to perform one of its operations (methods)
      • All communication between objects is done via messages
    • Interfaces
      • Messages define the interface to the object
        • Everything an object can do is represented by its message interface
      • The interfaces provide abstractions
        • You shouldn't have to know anything about what is in the implementation in order to use it (black box)
      • An interface is a set of operations (methods) that given object can perform
    • The Principles of OOP
    • The Principles of OOP
      • Inheritance
      • Abstraction
      • Encapsulation
      • Polymorphism
    • Inheritance
      • A class can extend another class, inheriting all its data members and methods
        • The child class can redefine some of the parent class's members and methods and/or add its own
      • A class can implement an interface, implementing all the specified methods
      • Inheritance implements the “is a” relationship between objects
    • Inheritance
      • Terminology
      subclass or derived class superclass or base class extends subinterface superinterface extends class interface implements
    • Inheritance Person +Name: String +Address: String Employee +Company: String +Salary: double Student +School: String Superclass Subclass Subclass
    • Inheritance in Java
      • In Java, a subclass can extend only one superclass
      • In Java, a subinterface can extend one superinterface
      • In Java, a class can implement several interfaces
        • This is Java’s form of multiple inheritance
    • Interfaces and Abstract Classes in Java
      • An abstract class can have code for some of its methods
        • Other methods are declared abstract and left with no code
      • An interface only lists methods but does not have any code
      • A concrete class may extend an abstract class and/or implement one or several interfaces, supplying the code for all the methods
    • Inheritance Benefits
      • Inheritance plays a dual role:
        • A subclass reuses the code from the superclass
        • A subclass inherits the data type of the superclass (or interface) as its own secondary type
    • Class Hierarchies
      • Inheritance leads to a hierarchy of classes and/or interfaces in an application:
      Game GameFor2 BoardGame Chess Backgammon Solitaire
    • Inheritance
      • An object of a class at the bottom of a hierarchy inherits all the methods of all the classes above
      • It also inherits the data types of all the classes and interfaces above
      • Inheritance is also used to extend hierarchies of library classes
        • Allows reusing the library code and inheriting library data types
    • Abstraction
      • Abstraction means ignoring irrelevant features, properties, or functions and emphasizing the relevant ones...
      • ... relevant to the given project (with an eye to future reuse in similar projects)
      • Abstraction = managing complexity
      “ Relevant” to what?
    • Abstraction
      • Abstraction is something we do every day
        • Looking at an object, we see those things about it that have meaning to us
        • We abstract the properties of the object, and keep only what we need
      • Allows us to represent a complex reality in terms of a simplified model
      • Abstraction highlights the properties of an entity that we are most interested in and hides the others
    • Abstraction in Java
      • In Java abstraction is achieved by use of
        • Abstract classes
        • Interfaces
    • Abstract Data Types
      • Abstract Data Types (ADT) are data types defined by a set of operations
      • Examples:
    • Abstraction in AWT/Swing
      • java.lang.Object
      • |
      • +--java.awt.Component
      • |
      • +--java.awt.Container
      • |
      • +--javax.swing.JComponent
      • |
      • +--javax.swing. AbstractButton
    • Encapsulation
      • Encapsulation means that all data members ( fields ) of a class are declared private
        • Some methods may be private, too
      • The class interacts with other classes (called the clients of this class) only through the class’s constructors and public methods
      • Constructors and public methods of a class serve as the interface to class’s clients
    • Encapsulation
      • Ensures that structural changes remain local :
        • Usually, the internal structure of a class changes more often than the class’s constructors and methods
        • Encapsulation ensures that when fields change, no changes are needed in other classes (a principle known as “locality”)
      • Hiding implementation details reduces complexity  easier maintenance
    • Encapsulation – Example
      • Data Fields are private
      • Constructors and accessor methods are defined
    • Polymorphism
      • Ability to take more than one form
        • A class can be used through its parent class's interface
        • A subclass may override the implementation of an operation it inherits from a superclass (late binding)
      • Polymorphism allows abstract operations to be defined and used
        • Abstract operations are defined in the base class's interface and implemented in the subclasses
    • Polymorphism
      • Why use an object as a more generic type?
        • To perform abstract operations
        • To mix different related types in the same collection
        • To pass it to a method that expects a parameter of a more generic type
        • To declare a more generic field (especially in an abstract class) which will be initialized and “specialized” later
    • Polymorphism – Example Square::calcSurface() { return size * size; } Circle::calcSurface() { return PI * radius * raduis; } Abstract class Abstract action Concrete class Overriden action Overriden action
    • Polymorphism
      • Polymorphism ensures that the appropriate method is called for an object of a specific type when the object is disguised as a more generic type:
      Figure f1 = new Square(...); Figure f2 = new Circle(...); // This will call Square::calcSurface() int surface = f1.calcSurface(); // This will call Square::calcSurface() int surface = f2.calcSurface();
    • Polymorphism in Java
      • Good news: polymorphism is already supported in Java
        • All you have to do is use it properly
      • Polymorphism is implemented using a technique called late method binding :
        • Exact method to call is determined at run time before performing the call
    • Questions ? OOP Concepts
    • Problems
      • Describe the term object in OOP.
      • Describe the term class in OOP.
      • Describe the term interface in OOP.
      • Describe the term inheritance in OOP.
      • Describe the term abstraction in OOP.
      • Describe the term encapsulation in OOP.
      • Describe the term polymorphism in OOP.