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GRADUATION PROJECT-1

GRADUATION PROJECT-1. SEMINAR- 2: Phases and Project 1 Guide Academic Year : 1433-1434 / 2012-2013 Semester I. AGENDA. Introduction for the categories and Applications types Project 1 Guide User requirements and System Specifications.

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GRADUATION PROJECT-1

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  1. GRADUATION PROJECT-1 SEMINAR- 2: Phases and Project 1 Guide AcademicYear: 1433-1434 / 2012-2013 Semester I

  2. AGENDA • Introduction for the categories and Applications types • Project 1 Guide • User requirements and System Specifications

  3. Introduction for the categories and Applications types • Applications designed for mobile devices. • Rich client applications designed to run primarily on a client PC. • Rich Internet applications designed to be deployed from the Internet, which support rich UI and media scenarios. • Service applications designed to support communication between loosely coupled components. • Web applications designed to run primarily on the server in fully connected scenarios.

  4. Project 1 Guide • Explains tasks you need to work on so that you successfully complete your project • Lists the phases need to be completed by the end of this semester • Explains the sections to be included in the project documentations

  5. User requirements and System Specifications

  6. PROJECT-TEAM ASSIGNEMENTPROCEDURE User Requirements and System Specifications Conclusion Analysis Conceptual Model + Use Cases Design Diagrams: Sequence diagrams and Class design diagrams

  7. Object-Oriented Software EngineeringVisual OO Analysis and Design Practical Software Development http://www.site.uottawa.ca/school/research/lloseng/supportMaterial

  8. OO Analysis and Design OO Analysis expresses Requirements and Specs expressed as Population of interacting objects of a system as opposed to The traditional data or functional views.

  9. A View of the Two paradigms See in Umple Chapter 2: Review of Object Orientation

  10. OO vs Structured Analysis ♦Structured Analysis (still in use today) −Divide and Conquer • At the function level ♦Object-Oriented Analysis (still growing) −Partition - At the level of concepts (objects)

  11. Analysis vs Design • Analysis stage: - focus on high-level specification that - Describes what the system is supposed to do. • Design specification: - focus on howthe system should be constructed to satisfy these requirements.

  12. Types of Software • Real time software • E.g. control and monitoring systems • Must react immediately • Safety often a concern • Data processing software • Used to run businesses • Accuracy and security of data are key • Some software has both aspects

  13. Requirements Document • A system is a set of components that interact to solve a problem. • System structure describes the system’s objects and their interrelationships. • System behavior describes how the system changes as its objects interact with one another. • Every system has both structure and behavior—designers must specify both.

  14. Activities Common to Software Projects • Programming • Quality assurance • Reviews and inspections • Testing • Deployment • Managing the process Chapter 1: Software and Software Engineering

  15. Activities Common to Software Projects • Design • Deciding how the requirements should be implemented, using the available technology • Includes: • Systems engineering: Deciding what should be in hardware and what in software • Software architecture: Dividing the system into subsystems and deciding how the subsystems will interact • Detailed design of the internals of a subsystem • User interface design • Design of databases

  16. Modeling 1. Use Case -What are the domain processes ? • −Use Case Diagram, high-level/expanded, essential/real 2. Conceptual Model -What are the domain concepts, terms ? • −Class Diagram (conceptual), ♦classes, associations, attributes 3. Sequence Diagram -What are the system events and operations ? • −Interaction Diagram -Sequence Diagram 4. Communication Diagrams -What do the system operations do ? Chapter 8: Modelling Interactions and Behaviour

  17. Use Cases • Use case diagrams are the starting point for UML-based software development

  18. Conceptual models • Must identify: • Concepts, objects in our system, • Associations between concepts: is part of, contains, manages, is-a, … • Attributes of concepts • Should not contain design information; e.g. methods. • Better to over specify then under specify • Concepts v/s attributes: when in doubt make it a concept • Specification/Description concept: when keeping records

  19. Interaction diagrams • Model the dynamic aspects of a software system • Visualizehow the system runs. • Built from a use case and a classdiagram. • Show how a set of objects accomplish the required interactions with an actor.

  20. Elements found in interaction diagrams • Instances of classes • Shown as boxes with the class and object identifier underlined • Actors • Use the stick-person symbol as in use case diagrams • Messages • Shown as arrows from actor to object, or from object to object Chapter 8: Modelling Interactions and Behaviour

  21. Interactions and messages • Show how a set of actors and objects communicate with each other to perform: • The steps of a use case, or • The steps of some other piece of functionality. • The set of steps, taken together, is called an interaction. • Can show several different types of communication. • E.g. method calls, messages send over the network • These are all referred to as messages.

  22. Creating interaction diagrams • Needs a conceptual Model and a use case model before starting to create an interaction diagram. • There are two kinds of interaction diagrams: • Sequence diagrams • Communication diagrams Chapter 8: Modelling Interactions and Behaviour

  23. Sequence diagrams • Shows the sequence of messages exchanged by the set of objects performing a certain task • The objects are arranged horizontally across the diagram. • An actor that initiates the interaction is often shown on the left. • The vertical dimension represents time. • A vertical line, called a lifeline, is attached to each object or actor. • The lifeline becomes a broad box, called an activation box during thelive activationperiod. • A message is represented as an arrow between activation boxes of the sender and receiver. • A message is labelled and can have an argument list and a return value. Chapter 8: Modelling Interactions and Behaviour

  24. Sequence diagrams

  25. Communication diagrams • Communication diagrams emphasise how the objects collaborate in order to realize an interaction • A communication diagram is a graph with the objects as the vertices. • Communication links are added between objects • Messages are attached to these links. • Shown as arrows labelled with the message name • Time ordering is indicated by prefixing the message with some numbering scheme. Chapter 8: Modelling Interactions and Behaviour

  26. Communication diagrams and patterns • A communication diagram can be used to represent aspects of a design pattern Chapter 8: Modelling Interactions and Behaviour

  27. Sequence OR Communication diagram • Sequence diagrams • Make explicit the time ordering of the interaction. • Use cases make time ordering explicit too • So sequence diagrams are a natural choice when you build an interaction model from a use case. • Make it easy to add details to messages. • Communication diagrams have less space for this Chapter 8: Modelling Interactions and Behaviour

  28. Sequence OR Communication diagram • Communication diagrams (Collaboration Diagrams) • Can be seen as a projection of the class diagram • Might be preferred when you are deriving an interaction diagram from a class diagram. • Are also useful for validating class diagrams. Chapter 8: Modelling Interactions and Behaviour

  29. DFDs OR Activity Diagrams • Squares representing external entities, which are sources or destinations of data. • Rounded rectangles representing processes, which take data as input, do something to it, and output it. • Arrows representing the data flows, which can either be electronic data or physical items. • Open-ended rectangles representing data stores, including electronic stores such as databases or XML files and physical stores such as or filing cabinets or stacks of paper.

  30. The DFD is an excellent communication tool for analysts to model processes and functional requirements • Alone, however, it has limited usability. It is simple and easy to understand by users

  31. Activity Diagrams • An activity diagram is like a transitions are caused by internal events, such as the completion of a computation. • Can be used to understand the flow of work that an object or component performs. • Can also be used to visualize the interrelation and interaction between different use cases. • Is most often associated with several classes. • One of the strengths of activity diagrams is the representation of concurrent activities. Chapter 8: Modelling Interactions and Behaviour

  32. Activity diagrams – an example Chapter 8: Modelling Interactions and Behaviour

  33. Class Diagram

  34. Class Diagram

  35. Object Diagram

  36. Packages and importing • A package combines related classes into subsystems • All the classes in a particular directory • Classes in different packages can have the same name • Although not recommended • Importing a package is done as follows: import finance.banking.accounts.*;

  37. Key Concepts • Abstraction • Object -> something in the world • Class -> objects • Superclass -> subclasses • Operation -> methods • Attributes and associations -> instance variables • Modularity • Code can be constructed entirely of classes • Encapsulation • Details can be hidden in classes • This gives rise to information hiding: • Programmers do not need to know all the details of a class

  38. Thank you for your patience?!!!

  39. GRADUATION PROJECT-1 Thankyou.. Good Luck! Any Questions ?

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