Selasa, 09 Desember 2008

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Object-oriented programming

Object-oriented programming (OOP) is a programming paradigm that uses "objects" and their interactions to design applications and computer programs. Programming techniques may include features such as encapsulation, modularity, polymorphism, and inheritance. It was not commonly used in mainstream software application development until the early 1990s. Many modern programming languages now support OOP.

Fundamental Concept
A survey by Deborah J. Armstrong of nearly 40 years of computing literature identified a number of ‘quarks’, or fundamental concepts, found in the strong majority of definitions of OOP. They are the following:

Class
Defines the abstract characteristics of a thing (object), including the thing's characteristics (its attributes, fields or properties) and the thing's behaviors (the things it can do, or methods, operations or features). One might say that a class is a blueprint or factory that describes the nature of something. For example, the class Dog would consist of traits shared by all dogs, such as breed and fur color (characteristics), and the ability to bark and sit (behaviors). Classes provide modularity and structure in an object-oriented computer program. A class should typically be recognizable to a non-programmer familiar with the problem domain, meaning that the characteristics of the class should make sense in context. Also, the code for a class should be relatively self-contained (generally using encapsulation). Collectively, the properties and methods defined by a class are called members.
Object
A pattern (exemplar) of a class. The class of Dog defines all possible dogs by listing the characteristics and behaviors they can have; the object Lassie is one particular dog, with particular versions of the characteristics. A Dog has fur; Lassie has brown-and-white fur.
Method
An object's abilities. In language, methods are verbs. Lassie, being a Dog, has the ability to bark. So bark() is one of Lassie's methods. She may have other methods as well, for example sit() or eat() or walk() or save_timmy(). Within the program, using a method usually affects only one particular object; all Dogs can bark, but you need only one particular dog to do the barking.
Inheritance
‘Subclasses’ are more specialized versions of a class, which inherit attributes and behaviors from their parent classes, and can introduce their own.For example, the class Dog might have sub-classes called Collie, Chihuahua, and GoldenRetriever. In this case, Lassie would be an instance of the Collie subclass. Suppose the Dog class defines a method called bark() and a property called furColor. Each of its sub-classes (Collie, Chihuahua, and GoldenRetriever) will inherit these members, meaning that the programmer only needs to write the code for them once.Each subclass can alter its inherited traits. For example, the Collie class might specify that the default furColor for a collie is brown-and-white. The Chihuahua subclass might specify that the bark() method produces a high pitch by default. Subclasses can also add new members. The Chihuahua subclass could add a method called tremble(). So an individual chihuahua instance would use a high-pitched bark() from the Chihuahua subclass, which in turn inherited the usual bark() from Dog. The chihuahua object would also have the tremble() method, but Lassie would not, because she is a Collie, not a Chihuahua.
Encapsulation
Encapsulation conceals the functional details of a class from objects that send messages to it.For example, the Dog class has a bark() method. The code for the bark() method defines exactly how a bark happens (e.g., by inhale() and then exhale(), at a particular pitch and volume). Timmy, Lassie's friend, however, does not need to know exactly how she barks. Encapsulation is achieved by specifying which classes may use the members of an object. The result is that each object exposes to any class a certain interface — those members accessible to that class. The reason for encapsulation is to prevent clients of an interface from depending on those parts of the implementation that are likely to change in future, thereby allowing those changes to be made more easily, that is, without changes to clients. For example, an interface can ensure that puppies can only be added to an object of the class Dog by code in that class. Members are often specified as public, protected or private, determining whether they are available to all classes, sub-classes or only the defining class. Some languages go further: Java uses the default access modifier to restrict access also to classes in the same package, C# and VB.NET reserve some members to classes in the same assembly using keywords internal (C#) or Friend (VB.NET), and Eiffel and C++ allow one to specify which classes may access any member.
Polymorphism
Polymorphism allows the programmer to treat derived class members just like their parent class' members. More precisely, Polymorphism in object-oriented programming is the ability of objects belonging to different data types to respond to method calls of methods of the same name, each one according to an appropriate type-specific behavior. One method, or an operator such as +, -, or *, can be abstractly applied in many different situations. If a Dog is commanded to speak(), this may elicit a bark(). However, if a Pig is commanded to speak(), this may elicit an oink(). They both inherit speak() from Animal, but their derived class methods override the methods of the parent class; this is Overriding Polymorphism. Overloading Polymorphism is the use of one method signature, or one operator such as ‘+’, to perform several different functions depending on the implementation. The ‘+’ operator, for example, may be used to perform integer addition, float addition, list concatenation, or string concatenation. Any two subclasses of Number, such as Integer and Double, are expected to add together properly in an OOP language. The language must therefore overload the concatenation operator, ‘+’, to work this way. This helps improve code readability. How this is implemented varies from language to language, but most OOP languages support at least some level of overloading polymorphism. Many OOP languages also support Parametric Polymorphism, where code is written without mention of any specific type and thus can be used transparently with any number of new types. Pointers are an example of a simple polymorphic routine that can be used with many different types of objects.

Kamis, 06 November 2008

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Decision support system

Decision support systems constitute a class of computer-based information systems including knowledge-based systems that support decision-making activities.

Definition

Decision Support Systems (DSS) are a specific class of computerized information system that supports business and organizational decision-making activities. A properly-designed DSS is an interactive software-based system intended to help decision makers compile useful information from raw data, documents, personal knowledge, and/or business models to identify and solve problems and make decisions.

Typical information that a decision support application might gather and present would be:

  • an inventory of all of your current information assets (including legacy and relational data sources, cubes, data warehouses, and data marts),
  • comparative sales figures between one week and the next,
  • projected revenue figures based on new product sales assumptions;
  • the consequences of different decision alternatives, given past experience in a context that is described.
As with the definition, there is no universally-accepted taxonomy of DSS either. Different authors propose different classifications. Using the relationship with the user as the criterion, Haettenschwiler differentiates passive, active, and cooperative DSS. A passive DSS is a system that aids the process of decision making, but that cannot bring out explicit decision suggestions or solutions. An active DSS can bring out such decision suggestions or solutions. A cooperative DSS allows the decision maker (or its advisor) to modify, complete, or refine the decision suggestions provided by the system, before sending them back to the system for validation. The system again improves, completes, and refines the suggestions of the decision maker and sends them back to her for validation. The whole process then starts again, until a consolidated solution is generated. Using the mode of assistance as the criterion, Power differentiates communication-driven DSS, data-driven DSS, document-driven DSS, knowledge-driven DSS, and model-driven DSS.
  • A model-driven DSS emphasizes access to and manipulation of a statistical, financial, optimization, or simulation model. Model-driven DSS use data and parameters provided by users to assist decision makers in analyzing a situation; they are not necessarily data-intensive. Dicodess is an example of an open source model-driven DSS generator .
  • A communication-driven DSS supports more than one person working on a shared task; examples include integrated tools like Microsoft's NetMeeting or Groove
  • A data-driven DSS or data-oriented DSS emphasizes access to and manipulation of a time series of internal company data and, sometimes, external data.
  • A document-driven DSS manages, retrieves, and manipulates unstructured information in a variety of electronic formats.
  • A knowledge-driven DSS provides specialized problem-solving expertise stored as facts, rules, procedures, or in similar structures.
Using scope as the criterion, Power differentiates enterprise-wide DSS and desktop DSS. An enterprise-wide DSS is linked to large data warehouses and serves many managers in the company. A desktop, single-user DSS is a small system that runs on an individual manager's PC.

Senin, 22 September 2008

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Systems Development Life Cycle

SDLC, the Systems Development Life Cycle, or Software Development Life Cycle, relates to models or methodologies that people use to develop systems, generally computer systems. Computer systems have become more complex and usually (especially with the advent of Service-Oriented Architecture) link multiple traditional systems often supplied by different software vendors.
To manage this, a number of system development life cycle (SDLC) models have been created: waterfall, fountain, spiral, build and fix, rapid prototyping, incremental, and synchronize and stabilize.

Phases

SDLC adheres to important phases that are essential for developers, such as planning, analysis, design, and implementation, and are explained in the section below. There are several SDLC Models in existence. The oldest model, that was originally regarded as “the SDLC” is the waterfall model: a sequence of stages in which the output of each stage becomes the input for the next. These stages generally follow the same basic steps but many different waterfall methodologies give the steps different names and the number of steps seems to vary between 4 and 7.
There is not a definitive correct model, but the steps can be characterized and divided as follows:

Initiation/Planning

To generate a high-level view of the intended project and determine the goals of the project. The feasibility study is sometimes used to present the project to upper management in an attempt to gain funding. Projects are typically evaluated in three areas of feasibility: economical, operational, and technical. Furthermore, it is also used as a reference to keep the project on track and to evaluate the progress of the MIS team (Post & Anderson, 2006)


Requirements Analysis

The goal of systems analysis is to find out where the problem is in attempt to fix the system. This step involves breaking down the system in different pieces and drawing diagrams to analyze the situation. Analyses project goals, breaking down functions that need to be created, and attempts to engage users so that definite requirements can be defined.


Design

Functions and operations are described need to be detailed, including screen layouts, business rules, process diagrams and other documentation. The output of this stage will be to describe the new system as a collection of modules or subsystems.


Build

Modular and subsystem programming code will be accomplished during this stage. This stage is intermingled with the next in that individual modules will need testing before integration to the main project.


Testing

The code is tested at various levels. Unit, system and user acceptance testing are often performed. This is a very grey area as many different opinions exist as to what the stages of testing are and how much if any iteration occurs. Iteration is not generally part of the Waterfall model, but usually some occurs at this stage.

Types of testing:

  • Data set testing
  • Unit testing
  • System Testing
  • Integration testing
  • User acceptance

Implementation

The final stage of a project or the initial development, where the software is put into production and is used by the actual business.

Types of implementation:

  • Documentation
  • Training
  • Parallel implementation
  • Big-bang implementation (Direct cutover, Plunge)
  • Phased implementation
  • Pilot implementation

Operations and Maintenance

The life of the system which includes changes and enhancements before the decommissioning or sunset of the system. Maintaining the system is a very important aspect of SDLC. As key personnel change position in the organization, new changes will be implemented, which will require system updates.










Minggu, 14 September 2008

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Software engineering

Software engineering is the application of a systematic, disciplined, quantifiable approach to the development, operation, and maintenance of software. It encompasses techniques and procedures, often regulated by a software development process, with the purpose of improving the reliability and maintainability of software systems. The effort is necessitated by the potential complexity of those systems, which may contain millions of lines of code.

The term software engineering was coined by Brian Randell and popularized by F.L. Bauer during the NATO Software Engineering Conference in 1968. The discipline of software engineering includes knowledge, tools, and methods for software requirements, software design, software construction, software testing, and software maintenance tasks. Software engineering is related to the disciplines of computer science, computer engineering, management, mathematics, project management, quality management, software ergonomics, and systems engineering.

In 2004, the U. S. Bureau of Labor Statistics counted 760,840 software engineers holding jobs in the U.S.; in the same time period there were some 1.4 million practitioners employed in the U.S. in all other engineering disciplines combined. Due to its relative newness as a field of study, formal education in software engineering is often taught as part of a computer science curriculum, and as a result most software engineers hold computer science degrees. The term software engineer is used very liberally in the corporate world. Very few of the practicing software engineers actually hold Engineering degrees from accredited universities. In fact, according to the Association for Computing Machinery, "most people who now function in the U.S. as serious software engineers have degrees in computer science, not in software engineering".


Ambiguity and controversy

Typical formal definitions of software engineering are:

  • "the application of a systematic, disciplined, quantifiable approach to the development, operation, and maintenance of software".
  • "an engineering discipline that is concerned with all aspects of software production"
  • "the establishment and use of sound engineering principles in order to economically obtain software that is reliable and works efficiently on real machines"

The term has been used less formally:

  • as the informal contemporary term for the broad range of activities that were formerly called programming and systems analysis;
  • as the broad term for all aspects of the practice of computer programming, as opposed to the theory of computer programming, which is called computer science;
  • as the term embodying the advocacy of a specific approach to computer programming, one that urges that it be treated as an engineering discipline rather than an art or a craft, and advocates the codification of recommended practices.

Some people believe that software engineering implies a certain level of academic training, professional discipline, and adherence to formal processes that often are not applied in cases of software development. A common analogy is that working in construction does not make one a civil engineer, and so writing code does not make one a software engineer. It is disputed by some - in particular by the Canadian Professional Engineers Ontario (PEO) body, that the field is not mature enough to warrant the title "engineering". The PEO disputed that "software engineering" was not an appropriate name for the field since those who practiced in the field and called themselves "software engineers" were not properly licensed professional engineers, and that they should therefore not be allowed to use the name.

In each of the last few decades, at least one radical new approach has entered the mainstream of software development (e.g. Structured Programming, Object Orientation), implying that the field is still changing too rapidly to be considered an engineering discipline. Proponents argue that the supposedly radical new approaches are evolutionary rather than revolutionary.

Individual commentators have disagreed sharply on how to define software engineering or its legitimacy as an engineering discipline. David Parnas has said that software engineering is, in fact, a form of engineering. Steve McConnell has said that it is not, but that it should be. Donald Knuth has said that programming is an art and a science. Edsger W. Dijkstra claimed that the terms software engineering and software engineer have been misused, particularly in the United States.


Jumat, 12 September 2008

1

Data Warehouse

A data warehouse is a repository of an organization's electronically stored data. Data warehouses are designed to facilitate reporting and analysis.

This classic definition of the data warehouse focuses on data storage. However, the means to retrieve and analyze data, to extract, transform and load data, and to manage the data dictionary are also considered essential components of a data warehousing system. Many references to data warehousing use this broader context. Thus, an expanded definition for data warehousing includes business intelligence tools, tools to extract, transform, and load data into the repository, and tools to manage and retrieve metadata.

In contrast to data warehouses are operational systems which perform day-to-day transaction processing.


Benefits of data warehousing

Some of the benefits that a data warehouse provides are as follows:

  • A data warehouse provides a common data model for all data of interest regardless of the data's source. This makes it easier to report and analyze information than it would be if multiple data models were used to retrieve information such as sales invoices, order receipts, general ledger charges, etc.
  • Prior to loading data into the data warehouse, inconsistencies are identified and resolved. This greatly simplifies reporting and analysis.
  • Information in the data warehouse is under the control of data warehouse users so that, even if the source system data is purged over time, the information in the warehouse can be stored safely for extended periods of time.
  • Because they are separate from operational system, data warehouses provide retrieval of data without slowing down operational systems.
  • Data warehouses facilitate decision support system applications such as trend reports (e.g., the items with the most sales in a particular area within the last two years), exception reports, and reports that show actual performance versus goals.
  • Data warehouses can work in conjunction with and, hence, enhance the value of operational business applications, notably customer relationship management (CRM) systems.


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