Documente Academic
Documente Profesional
Documente Cultură
and Design
Criterion
Educational
Referenced Minimalism
Objectives
Instruction (John Carroll)
(Benjamin Bloom)
(Robert Mager)
Start Immediately
Cognitive Competencies
Minimize the
Reading
Affective Performance
Error Recognition
Psychomotor Evaluation
Self-Contained
Learning Design
Pretest dan Posttest
untuk Mengukur
Kompetensi Kognifif
Penyajian Materi
Penugasan berbasis dengan Model
Self-Contained Project Minimalism berbasis
dan Literatur Review Konsep Amati-Tiru-
Modifikasi
Project Manager
Planning
Implementati
on Analysis
Design
Project Phases
1. Planning : Why build the system?
• System request, feasibility analysis, project size e
stimation
2. Analysis : Who, what, when, where will the syste
m be?
• Requirement gathering, business process modeli
ng
3. Design : How will the system work?
• Program design, user interface design, data desig
n
4. Implementation : System construction and d
elivery
Planning
1. Identifying business value (System Req
uest)
• Lower costs
• Increase profits
2. Analyze feasibility
• Technical Feasibility
• Economic Feasibility
• Organizational Feasibility
3. Estimating the size of project
(System Proposal)
Analysis
1. Requirement gathering by answering t
he questions:
• Who will use the system?
• What will the system do?
• When will it be used?
2. Investigate the current system
3. Identify possible improvements
4. Develop a concept for new system
(System Specification)
Implementation
Construction
• New system is built and tested
• Often testing is the longest part
Testing
• Unit Testing
• Integration Testing
• System Testing
• User Acceptance Test
Installation
• Old system is turned off
• New system is turned on
Processes and Deliverables
Process Product
Analysis System
Design Specification
Implementa
tion New System with
Testing/Maintenance
Plan
SDLC and Deliverables
Planning
(System Proposal)
Implementatio Analysis
n (System
(New System) Specification)
Design
(System
Specification)
Systems Development
Methodologies
What Is a Methodology?
A formalized approach to implementing
the SDLC (series of steps and deliverabl
es)
Writing code without a well-thought-ou
t system request may work for small pro
grams, but rarely works for large ones
Major Methodologies
1. Structured Design
• Waterfall method
• Parallel development
2. RAD Development
• Phased Development
• Prototyping
• Throw-away Prototyping
3. Agile Development
• Extreme Programming (XP)
• Scrum
Structured Design Methodology
Projects move methodically from one
to the next step
Generally, a step is finished before th
e next one begins
Waterfall Method
Pros - Cons of the Waterfall Method
Pros Cons
Design must be
Identifies systems specified on paper
requirements long before programming
before programming begins
Begins, it minimizes
change to the
requirements as the Long time between
project proceed system proposal and
(mature) delivery of new
system
1. Phased development
• A series of versions
2. Prototyping
• System prototyping
3. Throw-away prototyping
• Design prototyping
Rapid Application Development
Pros Cons
Gets useful system
Initial system is
to users quickly
intentionally incomplete
Most important
System requirements
functions tested
expand as users see
most
versions
RAD: Prototyping
Analysis, Design, Implementation ar
e performed concurrently
Start with a "quick-and-dirty" protot
ype
• Provides minimal functionality
Repeat process, refining the protot
ype each time
Stop when prototype is a working s
ystem
RAD: Prototyping
RAD: Prototyping
Pros Cons
Gets working system Fast paced. Hard to
to users quickly conduct careful,
methodical analysis
Problems may
Quickly refines true come to light late in
requirements design, requiring
re-design
RAD: Throw-Away Prototyping
“Core Values” of XP
1. Communication – All to All
2. Simplicity – KISS, refactoring
3. Feedback – Embrace Change
4. Courage – Quality First, test and efficient c
oding
Extreme Programming (XP)
1. User Stories about system do
2. Code small program using defined s
tandards
Naming conventions
Coding practices
3. User Feedback
4. Repeat
Extreme Programming (XP)
Selecting the Appropriate Meth
odology
1. Clarity of User Requirements
2. Familiarity with Technology
3. System Complexity
4. System Reliability
5. Short Time Schedules
6. Schedule Visibility
Selecting the Right Methodology
Exercise: Selecting Methodolog
y
Suppose you are an analyst for the Roanoke Soft
ware Consulting Company (RSCC), a large cons
ulting firm with offices around the world. The co
mpany wants to build a new knowledge manage
ment system that can identify and track the exp
ertise of individual consultants anywhere in the
world based on their education and the various
consulting projects on which they have worked.
Assume that this is a new idea that never done b
efore been attempted in RSCC or elsewhere. RS
CC has an international network, but the offices
in each country may use somewhat different har
dware and software. RSCC management wants t
The Unified Modelling
Language (UML)
Analysis Design Paradigm and Dia
grams
1. Data-oriented DFD
2. Process-oriented Flowchart
3. Object-oriented (data + process)
UML
Sejarah UML
In the 90s many people Booch, Jacobson, Rumbaugh
creating OO diagramming languages
Three different ones created by Grady Boo
ch, Ivar Jacobson, James Rumbaugh
Joined forces with
Rational (company) to
create Unified Modeling
Langauge (UML)
Sejarah UML
2011 UML 2.4
What is the UML?
UML: Unified Modeling Language
UML can be used for modeling all process
es in the development life cycle and acros
s different implementation technologies (t
echnology and language independent)
UML is the standard language for visualizi
ng, specifying, constructing, and docume
nting the artifacts of a software-intensive s
ystem
UML is a communication tool – for the tea
m, and other stakeholders
Why Modeling?
Modeling captures essential parts of the system
(James Rumbaugh)
Notation:
Standard
Process: Tools:
Customer- Support
Oriented Standard and
Methodology Process
UML Tools
Rational Rose
Visual Paradigm
Enterprise Architect
Microsoft Visio
Star UML
Netbeans UML Plugin
UML Diagrams
Use-Case
Diagram Statechart
Class Diagram Diagram
add file
DocumentList
add( )
Actor A Actor B fetchDoc( ) delete( )
name : int
docid : int
sortByName( ) numField : int Writing
add file [ numberOffile==MAX ] /
flag OFF
get( )
open( ) read() fill the
Use Case 2 close( ) code.. Openning
FileList read( )
sortFileList( )
fList create( )
fillDocument( ) close file
add( )
delete( )
1
rep
File
Deployment
Repository
read( )
readDoc( )
open( )
readFile( )
Diagram
create( )
fillFile( )
Collaboratio 9: sortByName ( )
Repository DocumentList
2: fetchDoc( )
FileManager
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Windows95
Windows95
Document
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8: fillFile ( ) Windows
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IBM
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5: readDoc ( )
document : Document
repository : Repository
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FileMgr
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Component
Diagram
Target
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Sequence and
Diagram Reverse
Engineerin
g
UML 2.0
UML version 2.0 has 14 diagrams in
2 major groups:
1. Structure Diagrams
2. Behavior Diagrams
UML 2.0 Diagram
UML Structure Diagrams
Represent the data and static relatio
nships in an information system
1. Class Diagram
2. Object Diagram
3. Package Diagram
4. Deployment Diagram
5. Component Diagram
6. Composite Structure Diagram
Structure Diagrams
1. Class Diagrams
• Common vocabulary used by analyst and users
• Represent things (employee, paycheck,…)
• Shows the relationships between classes
2. Object Diagrams
• Similar to class diagrams
• Instantiation of a class diagram
• Relationships between objects
3. Package Diagrams
• Group UML elements together to form higher leve
l constructs
Structure Diagrams
4. Deployment Diagrams
• Shows the physical architecture and software co
mponents of system
• For example, network nodes
5. Component Diagrams
• Physical relationships among software compone
nts
• Example – Client/Server (Which machines run w
hich software)
6. Composite Structure
• Illustrates internal structure of a complex class
UML Behavior Diagrams
Depict the dynamic relationships among t
he instances or objects that represent the
business information system
1. Activity Diagram
2. Sequence Diagram
3. Communication Diagram
4. Interaction Diagram
5. Timing Diagram
6. Behavior State Machine
7. Protocol State Machine
Behavior Diagrams
1. Activity Diagrams
• Model processes in an information system
• Example: Business workflows, business logic
2. Interaction Diagrams
• Shows interaction among objects
3. Sequence Diagrams
• Time-based ordering of the interaction
4. Communication Diagrams
• Communication among a set of collaborating objects
of an activity
Behavior Diagrams
5. Interaction Diagrams
• Overview of flow of control of a process
6. Timing Diagrams
• Show how an object changes over time
7. State Machines
• Examines behavior of one class
• Models the different states and state transitions an
object can experience
8. Use-Case Diagrams
• Shows interaction between the system and environ
ment
• Captures business requirements
UML Problems
UML is modeling notation, it is not a devel
opment process or a methodology
• UML driven development process?
2. System Design
1. Program Design
1. Class Diagram (Gabungkan Boundary-Control-Entity Class dan susun story dari sistem ya
ng dibangun)
2. Package Diagram (Gabungan class yang sesuai, boleh menggunakan pola B-C-E)
3. Deployment Diagram (arsitektur software dari sistem yang dibangun)
2. User Interface Design (Buat UI design dari Boundary Class)
3. Entity-Relationship Model (Buat ER diagram dari Entity Class)
Case Study: ATM Syste
m
ATM System
ATM System
Layar
Kotak Kuitansi
Masukkan PIN:
Kotak Kuitansi
Menu Utama
1. Melihat Saldo
2. Mentransfer Uang
3. Mengambil Uang
4. Logout
Kotak Kuitansi
Menu Melihat Saldo
Kotak Kuitansi
Menu Mentransfer Uang
1. No Account Penerima:
Kotak Kuitansi
Menu Mentransfer Uang
Kotak Kuitansi
Menu Mentransfer Uang
Kotak Kuitansi
Menu Mengambil Uang
Kotak Kuitansi
Menu Mengambil Uang
Kotak Kuitansi
Use Case Diagram
Use Case Diagram (Alternatif)
Activity Diagram: Memasukkan K
artu
Activity Diagram: Memasukkan P
IN
Activity Diagram: Mengecek Sal
do
Activity Diagram: Mentransfer U
ang
Activity Diagram: Mengambil Ua
ng
Activity Diagram: Melakukan Lo
gout
Sequence Diagram: Memasukkan
Kartu
Type of Class
1. Boundary Class
• Class yang berhubungan dengan actor
(user interface)
2. Control Class
• Class yang berhubungan dengan pemr
osesan, komputasi, penghitungan, dsb
3. Entity Class
• Class yang berhubungan dengan data
(flat file or database)
Sequence Diagram: Memasukkan
PIN
Sequence Diagram: Mengecek S
aldo
Sequence Diagram: Mentransfer
Uang
Sequence Diagram: Mengambil
Uang
Sequence Diagram: Melakukan L
ogout
Class Diagram
Deployment Diagram (2 Tier)
Data Model
User Interface Design
User Interface Design (Netbean
s)
Object-Oriented Par
adigm
Konsep Dasar Pemrogr
aman Berorientasi Obj
ek
Behavior:
Cara Jalan ke
Depan
Cara Jalan Mundur
Cara Belok ke Kiri
Cara Memanjat
Berorientasi Objek?
Attribute (State):
Ban, Stir, Pedal Rem, Pedal Gas,
Warna, Tahun Produksi
Behavior:
Cara Menghidupkan Mesin
Cara Manjalankan Mobil
Cara Memundurkan Mobil
Attribute Variable(Member
Behavior Method(Fungsi)
Perbedaan Class dan Object
Class: konsep dan deskripsi dari sesuatu
• Class mendeklarasikan method yang dapat digunaka
n (dipanggil) oleh object
Object: instance dari class, bentuk (conto
h) nyata dari class
• Object memiliki sifat independen dan dapat digunaka
n untuk memanggil method
Contoh Class dan Object:
• Class: mobil
• Object: mobilnya pak Joko, mobilku, mobil berwarna
merah
Perbedaan Class dan Object
Class seperti cetakan kue, dimana kue y
g dihasilkan dari cetakan kue itu adalah
object
Warna kue bisa bermacam-macam mesk
ipun berasal dari cetakan yang sama (ob
ject memiliki sifat independen)
Class = Method + Variable
Class gir
Sepeda
kecepatan variabl
e
tampilkan kecepatan
Object gir = 3
Sepedaku
kecepatan = 10km/jam
instance
variable
tampilkan kecepatan ()
kecepatan = 10 km/jam
instanc
ubah gir (2)
e
gir = 5
method
Attribute
Variable yang mengitari class, dengan nilai dat
anya bisa ditentukan di object
Variable digunakan untuk menyimpan nilai yan
g nantinya akan digunakan pada program
Variable memiliki jenis (tipe), nama dan nilai
Name, age, dan weight adalah atribute (variab
el) dari class Person
Membuat Class, Object dan Memanggil Atr
ibut
public class Mobil { Mobil.java
String warna;
int tahunProduksi;
}
void printMobil(){
System.out.println("Warna: " + warna);
System.out.println("Tahun: " + tahunProduksi);
}
}
public class Mobil2Beraksi{
public static void main(String[] args){ Mobil2Beraksi.java
Mobil2 mobilku = new Mobil2();
mobilku.warna = "Hitam";
mobilku.tahunProduksi = 2006;
mobilku.printMobil();
}
}
Latihan
Buat class Handphone yang berisi empa
t method:
1. hidupkan()
2. lakukanPanggilan()
3. kirimSMS()
4. matikan()
•.Isi masing-masing method dengan tampilan
status menggunakan System.out.println()
Buat class HandphoneBeraksi, dan pang
gil method-method diatas dalam class te
Latihan: Hasil Tampilan
Handphone hidup …
Kring, kring, kring … panggilan dilakukan
Dung, dung … sms berhasil terkirim
Handphone mati …
Jenis Method: Mutator dan Acce
ssor
Parameter
Sepeda akan berguna apabila ada object lain yang
berinterasi dengan sepeda tersebut
Object software berinteraksi dan berkomunikasi de
ngan object lain dengan cara mengirimkan messag
e atau pesan
Pesan adalah suatu method, dan informasi dalam p
esan dikenal dengan nama parameter
Pengiriman Pesan dan Paramete
r
// method (accessor)
int getGir() {
return gir;
}
}
SepedaBeraksi.java
public class SepedaBeraksi{
public static void main(String[] args) {
// Membuat object
Sepeda sepedaku = new Sepeda();
Abstraction, Encapsulation,
Inheritance, Polymorphism
Abstraction
Cara kita melihat suatu sistem dalam bentu
k yang lebih sederhana, yaitu sebagai suat
u kumpulan subsistem (object) yang saling
berinteraksi.
• Mobil adalah kumpulan sistem pengapian, siste
m kemudi, sistem pengereman
Alat meng-abstraksikan sesuatu adalah cla
ss
Object bersifat modularity. Object dapat di
tulis dan dimaintain terpisah (independen)
dari object lain
Encapsulation
Mekanisme menyembunyikan suatu proses dan
data dalam sistem untuk menghindari interferen
si, dan menyederhanakan penggunaan proses it
u sendiri
• Tongkat transmisi (gigi) pada mobil
• Tombol on/off/pengaturan suhu pada AC
Class access level (public, protected, privat) ada
lah implementasi dari konsep encapsulation
Enkapsulasi data dapat dilakukan dengan cara:
1. mendeklarasikan instance variable sebagai private
2. mendeklarasikan method yang sifatnya public untuk
mengakses variable tersebut
Encapsulation dan Access Modif
ier
Dalam
Dalam Dalam Dalam
Class
Modifier Package SubCla Package
yang
yang Sama ss Lain
Sama
private
tanpa
tanda
protected
public
Encapsulation
Enkapsulasi data juga dapat dilakukan deng
an cara:
1. mendeklarasikan instance variable sebagai priva
te
2. mendeklarasikan method yang sifatnya public u
ntuk mengakses variable tersebut
Sepeda.java
public class Sepeda{
int gir;
int getGir() {
return gir;
}
}
SepedaBeraksi.java
public class SepedaBeraksi{
public static void main(String[] args) {
Sepeda sepedaku = new Sepeda();
sepedaku.setGir(1);
/* Variabel bisa diubah atau tidak sengaja diubah.
Hal ini berbahaya dan sering menimbulkan bug.
Berikan access modifier private pada instance variabl
e */
sepedaku.gir = 3;
System.out.println(“Gir saat ini: “ + sepedaku.getGir());
}
}
Sepeda.java
public class Sepeda{
private int gir; // access modifier private pada instance va
riable
int getGir() {
return gir;
}
}
Inheritance (Pewarisan)
Suatu class dapat me
wariskan atribut dan
method kepada class
lain (subclass), serta
membentuk class hie
rarchy
Penting untuk Reusa
bility
Java Keyword:
extends
Sepeda.java
public class Sepeda{
private int gir;
int getGir() {
return gir;
}
}
Class SepedaGunung Mewarisi Class
Sepeda
public class SepedaGunung extends Se public class SepedaGunungBeraksi {
peda{ public static void main(String[] args) {
SepedaGunung.java SepedaGunungBeraksi.java
Latihan: Inheritance Matematika
1. Buat class MatematikaCanggih yang meru
pakan inherit dari class Matematika
1. Tambahkan method modulus(int a, int b) yang
menghitung modulus dari a dan b
2. Operator modulus adalah %
void info(){
System.out.println("Warna: " + warna);
System.out.println("Tahun: " + tahunProduks
i);
}
}
Polymorphism – Overloading
class Lingkaran{
void gambarLingkaran(){
}
void gambarLingkaran(int diameter){
...
}
void gambarLingkaran(int diameter, int x, int y){
...
}
void gambarLingkaran(int diameter, int x, int y, int warna, S
tring namaLingkaran){
...
}
}
Polymorphism - Overriding
public class Sepeda{
protected int gir;
int getGir() {
return gir;
}
}
Polymorphism - Overriding
public class SepedaGunung extends Se public class SepedaGunungBeraksi {
peda{ public static void main(String[] args) {
SepedaGunung.java SepedaGunungBeraksi.java
Latihan: Overloading pada Mate
matika
1. Kembangkan class Matematika, MatematikaC
anggih dan MatematikaBeraksi
2. Lakukan overloading pada Method yang ada
(pertambahan, pengurangan, perkalian, pem
bagian, modulus)
3. Tambahkan method baru bertipe data doubl
e (pecahan) dan memiliki 3 parameter: doubl
e a, double b, double c
4. Uji di kelas MatematikaBeraksi dengan para
meter pecahan: 12.5, 28.7, 14.2
5. Misalnya:
pertambahan(12.5, 28.7, 14.2) pertambahan(12,
Matematika.java
public class Matematika{
void pertambahan (int a, int b){
int hasil= a + b;
System.out.println(“hasil:” + hasil);
}