The book Object-Oriented Analysis And Design Through Unified Modeling Language adheres to the B.Tech and MCA syllabus of JNT University, Hyderabad and many other Indian universities. This book contains twenty chapters. The first two chapters represent the fundamentals of Object Technology, OOP and OOAD and how we are inclined towards Object-Oriented Analysis and Design starting from traditional approach and the different approaches suggested by the three pioneers-Booch, Rum Baugh and Jacobson.
Additional Info
  • Publisher: Laxmi Publications
  • Language: English
  • ISBN : 978-93-80386-54-6
  • Chapter 1

    Introduction to Object Technology Price 2.99  |  2.99 Rewards Points

    The traditional focus of computer systems had been on the hardware. Since the early 1950s,
    computer hardware was quite expensive. At the same time, there were no desktops or
    personal computers. 

  • Chapter 2

    OOP And OOAD Price 2.99  |  2.99 Rewards Points

    By taking this object concept into consideration a new kind of programming, called object oriented programming was developed.

  • Chapter 3

    Modeling Price 2.99  |  2.99 Rewards Points

    The concept of modeling is quite old. We use models in almost everything that we do. Let us
    consider a few simple examples.

  • Chapter 4

    An Overview if UML Price 2.99  |  2.99 Rewards Points

    Any natural language like English provides a vocabulary and the rules for combining words in
    that vocabulary for the purpose of communication. A modeling language like UML is a language
    whose vocabulary and rules focus on the conceptual and physical representation of a system.

  • Chapter 5

    Classes and Relationships Price 2.99  |  2.99 Rewards Points

    A class is a description of a set of objects that share the same attributes, operations, relationships
    and semantics. Graphically a class is rendered as a rectangle having three components—
    for name, attribute and operations.

  • Chapter 6

    Common Mechanisms and Diagrams Price 2.99  |  2.99 Rewards Points

    The UML is not only a graphical language. In addition to it’s graphical notation there is a
    specification that provides a textual statement of the syntax and semantics of that building block.
    For example, a class is represented as a rectangle having three compartments for name, attributes
    and operations.

  • Chapter 7

    Advanced Classes and Advanced Relationships Price 2.99  |  2.99 Rewards Points

    The UML provides some advanced properties to be attached to classes to represent a class
    in more detail. We can call these classes as advanced classes, as it permits you to visualize,
    specify, construct, and document a class to any level of detail you wish.

  • Chapter 8

    Interfaces Types Roles and Packages Price 2.99  |  2.99 Rewards Points

    An interface is a collection of operations that are used to specify a service of a class or a component. A type is a stereotype of a class used to specify a domain of objects, together with the operations applicable to the object.

  • Chapter 9

    Classes Diagram and Object Diagram Price 2.99  |  2.99 Rewards Points

    A class diagram is a diagram that shows a set of classes, interfaces, and collaborations and
    their relationships. Graphically a class diagram is a collection of vertices and arcs.

  • Chapter 10

    Interaction and Interaction Diagram Price 2.99  |  2.99 Rewards Points

    An interaction is a behavior that comprises a set of messages exchanged among a set of objects within a context to accomplish a purpose. A message is a specification of a communication between objects that conveys information transfer.

  • Chapter 11

    Use Case and Use Case Diagram Price 2.99  |  2.99 Rewards Points

    A use case is a set of sequences of actions that performs an observable result to an actor.
    Graphically a use case is represented by an ellipse. Every use case must have a name that
    distinguishes it from other use cases.

  • Chapter 12

    Activity Diagram Price 2.99  |  2.99 Rewards Points

    An activity diagram shows the flow from activity to activity. An activity is a non-atomic
    execution. Activities when executed, results in some action, which is made up of executable
    atomic computations that result in a change in state of the system or the return of a value.

  • Chapter 13

    Event and Signal Price 2.99  |  2.99 Rewards Points

    An event is the specification of a significant occurrence that has a location in time and space.
    In the context of state machines, an event is an occurrence of a stimulus that can trigger a
    state transition. Events may be external or internal. External events are those that pass
    between the system and its actors.

  • Chapter 14

    State Machine Price 2.99  |  2.99 Rewards Points

    A state machine is a behavioral diagram that specifies the sequences of states an object goes
    through during its lifetime in response to events, together with it's responses to those events.
    A state is a situation in the life of an object during which it satisfies some condition, performs
    some activity, or waits for some event to occur.

  • Chapter 15

    Time and Space Price 2.99  |  2.99 Rewards Points

    In the real world an event may happen at a predictable or unpredictable time and location.
    For example, while coming to college at 8.30 a.m. I saw an accident took place when a car
    collided to a bus near the traffic junction. This event is having two main elements : time (i.e.,
    8.30 a.m.) and location (i.e., traffic junction). Similarly in our software systems also events occurring
    have a time and space (location). Modeling this time and space is an essential feature of any
    system. This time and space can be represented in different forms.

  • Chapter 16

    State Chart Diagram Price 2.99  |  2.99 Rewards Points

    An activity diagram is a special case of a state chart diagram in which all or most of the states
    are activity states and all or most of the transitions are triggered by completion of activities
    in the source state. Thus, both activity and state chart diagrams are useful in modeling the
    lifetime of an object. However an activity diagram shows flow of control from activity to activity, a
    state chart diagram shows flow of control from state to state.

  • Chapter 17

    Component and Component Diagram Price 2.99  |  2.99 Rewards Points

    A component is a physical and replaceable part of a system that conforms to and provides the
    realization of a set of interfaces.

  • Chapter 18

    Deployment and Deployment Diagram Price 2.99  |  2.99 Rewards Points

    A node is a physical element that exists at run time and represents a computational resource, generally having at least some memory and, often, processing capability. Graphically, a node is rendered as a cube.

  • Chapter 19

    Object-Oriented Analysis Price 2.99  |  2.99 Rewards Points

    In any walk of life, we generally start with an analysis of the problem under consideration. For instance, when we visit the doctor complaining of fever, the doctor performs our physical examination to access the cause of the fever, and diagnose it; before offering any prescriptions or medicines.

  • Chapter 20

    Object-Oriented Design Price 2.99  |  2.99 Rewards Points

    Many times, it is tricky to make a clear distinction between object-oriented analysis and object-oriented design. In short, object oriented analysis involves the step of classification. In other words, a problem is analyzed so that many classes of objects can solve it. Analysis involves determining the relationship between objects and their behavior.

  • Chapter 21

    Appendix A Price 2.99  |  2.99 Rewards Points

    UML is a modeling language. It has a well-defined syntax and semantics. By it’s syntax and
    semantics we can represent our thought graphically. In UML the graphical notation is the most
    important part. There are three building blocks in UML. Those are—things, relationships and diagrams.
    This appendix summarizes the graphical notation of all the building blocks.

  • Chapter 22

    Appendix B Price 2.99  |  2.99 Rewards Points

    Unified Process Model
    Day by day people want very sophisticated software. They want more functionality, features,
    and ease of use. So the software becomes very complex. It is difficult to develop complex software
    by traditional methods. So we go for some other methods by which we can develop the software
    very quickly and efficiently.

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