The document discusses object-oriented software engineering and modeling complex systems. It introduces three techniques for dealing with complexity: abstraction, decomposition, and hierarchy. It argues that object-oriented decomposition is generally a good methodology for breaking a system into classes, but notes there may be other valid decompositions depending on the system's purpose. The document reflects on the current state of modeling and suggests starting with use case functionality before proceeding to the object model, in line with the software development lifecycle.
This chapter introduces software engineering and its objectives. It discusses dealing with complexity through abstraction, decomposition, and hierarchy. Models are used to provide different views of a system, such as functional, object, and dynamic models. Design patterns and frameworks help make software more reusable and reduce complexity. The software lifecycle encompasses activities like requirements, design, implementation, and testing to develop software.
The document discusses modeling concepts in object-oriented software engineering using the Unified Modeling Language (UML). It covers key topics such as what modeling is, why it is used for software, and common UML diagram types including use case diagrams, class diagrams, and sequence diagrams. The document provides examples and explanations of concepts like classes, objects, associations, actors and more to illustrate how they are modeled and used in UML.
ch02lect1.ppt learning education for all studentstalldesalegn
a sequence of interactions between actors and the system that yields an observable result of value to the actor.
It has:
- A name that describes the functionality
- A textual description
- An initiating actor
- A flow of events
- Possible extensions
Examples:
- PurchaseTicket
- ValidateTicket
- AnnounceNextStop
Passenger
PurchaseTicket
This document provides an overview of object-oriented programming concepts including classes, objects, encapsulation, abstraction, inheritance, and polymorphism. It discusses different programming languages like Java and C++ that use the object-oriented paradigm. Specific concepts covered include defining classes with attributes and methods, creating object instances of classes, encapsulating data within classes, and abstract data types. Examples are provided to illustrate classes like Account and Circle and their corresponding objects.
This document discusses system design and decomposing systems into subsystems. It covers:
- Analyzing requirements, functional models, object models, and dynamic models to inform system design goals and subsystem decomposition.
- Identifying design goals and typical trade-offs between goals like functionality vs usability.
- Decomposing the system into subsystems using concepts like layers, partitions, and subsystem interfaces. Properties of good subsystem decomposition like low coupling are discussed.
- The relationship between subsystems, layers, and virtual machines is explained as a way to structure complex systems hierarchically.
This document discusses system design and decomposing systems into subsystems. It covers:
- Analyzing requirements, functional models, object models, and dynamic models to inform system design goals and subsystem decomposition.
- Identifying design goals and typical trade-offs between goals like functionality vs usability.
- Decomposing the system into subsystems using concepts like layers, partitions, and subsystem interfaces. Properties of good subsystem decomposition like low coupling are discussed.
- The relationship between subsystems, layers, and virtual machines is explained as a way to structure complex systems hierarchically.
This document outlines the objectives, outcomes, and content of a course on object-oriented software engineering using UML, patterns, and Java. The objectives include understanding software engineering concepts, modeling domain objects and relationships, and developing design solutions using modeling techniques like UML. The course will cover topics like unified processes, UML diagrams, software planning/analysis/design phases, and prototyping system designs. It will teach students to apply analysis activities and categorize UML diagrams.
The document discusses object design in software engineering. It describes object design as consisting of four main activities: reuse, interface specification, object model restructuring, and object model optimization. Reuse involves identifying existing solutions like inheritance, off-the-shelf components, and design patterns that can be leveraged. Interface specification describes each class interface precisely. Restructuring and optimization transform the object model to improve understandability, extensibility, and address performance. The document provides examples and details on each object design activity.
This chapter introduces software engineering and its objectives. It discusses dealing with complexity through abstraction, decomposition, and hierarchy. Models are used to provide different views of a system, such as functional, object, and dynamic models. Design patterns and frameworks help make software more reusable and reduce complexity. The software lifecycle encompasses activities like requirements, design, implementation, and testing to develop software.
The document discusses modeling concepts in object-oriented software engineering using the Unified Modeling Language (UML). It covers key topics such as what modeling is, why it is used for software, and common UML diagram types including use case diagrams, class diagrams, and sequence diagrams. The document provides examples and explanations of concepts like classes, objects, associations, actors and more to illustrate how they are modeled and used in UML.
ch02lect1.ppt learning education for all studentstalldesalegn
a sequence of interactions between actors and the system that yields an observable result of value to the actor.
It has:
- A name that describes the functionality
- A textual description
- An initiating actor
- A flow of events
- Possible extensions
Examples:
- PurchaseTicket
- ValidateTicket
- AnnounceNextStop
Passenger
PurchaseTicket
This document provides an overview of object-oriented programming concepts including classes, objects, encapsulation, abstraction, inheritance, and polymorphism. It discusses different programming languages like Java and C++ that use the object-oriented paradigm. Specific concepts covered include defining classes with attributes and methods, creating object instances of classes, encapsulating data within classes, and abstract data types. Examples are provided to illustrate classes like Account and Circle and their corresponding objects.
This document discusses system design and decomposing systems into subsystems. It covers:
- Analyzing requirements, functional models, object models, and dynamic models to inform system design goals and subsystem decomposition.
- Identifying design goals and typical trade-offs between goals like functionality vs usability.
- Decomposing the system into subsystems using concepts like layers, partitions, and subsystem interfaces. Properties of good subsystem decomposition like low coupling are discussed.
- The relationship between subsystems, layers, and virtual machines is explained as a way to structure complex systems hierarchically.
This document discusses system design and decomposing systems into subsystems. It covers:
- Analyzing requirements, functional models, object models, and dynamic models to inform system design goals and subsystem decomposition.
- Identifying design goals and typical trade-offs between goals like functionality vs usability.
- Decomposing the system into subsystems using concepts like layers, partitions, and subsystem interfaces. Properties of good subsystem decomposition like low coupling are discussed.
- The relationship between subsystems, layers, and virtual machines is explained as a way to structure complex systems hierarchically.
This document outlines the objectives, outcomes, and content of a course on object-oriented software engineering using UML, patterns, and Java. The objectives include understanding software engineering concepts, modeling domain objects and relationships, and developing design solutions using modeling techniques like UML. The course will cover topics like unified processes, UML diagrams, software planning/analysis/design phases, and prototyping system designs. It will teach students to apply analysis activities and categorize UML diagrams.
The document discusses object design in software engineering. It describes object design as consisting of four main activities: reuse, interface specification, object model restructuring, and object model optimization. Reuse involves identifying existing solutions like inheritance, off-the-shelf components, and design patterns that can be leveraged. Interface specification describes each class interface precisely. Restructuring and optimization transform the object model to improve understandability, extensibility, and address performance. The document provides examples and details on each object design activity.
The document discusses software engineering processes used by Microsoft and others. It describes the basic steps in software development as requirements, design, implementation, testing, and maintenance. Two common process models are described: the sequential waterfall model and iterative spiral model. The waterfall model has disadvantages because later stages often require revisions to earlier stages. Most modified versions of the waterfall model allow some iteration and feedback between stages. The spiral model iterates through requirements, design, implementation, and evaluation in cycles to refine the software. The document also briefly discusses other lifecycle models such as incremental development and extreme programming.
The document discusses requirements elicitation and analysis for software engineering projects. It describes gathering requirements through scenarios, which help communicate with clients. Scenarios are refined into use cases. Use cases and object models are then used to formally specify requirements through functional and non-functional requirements.
The document discusses design patterns and how they can be used to simplify complex object models. It introduces the composite, adapter, bridge, and facade patterns. The composite pattern models tree structures and allows components to be treated uniformly. The adapter pattern allows classes with incompatible interfaces to work together. The bridge pattern decouples an abstraction from its implementation. The facade pattern provides a simplified interface to a subsystem. Design patterns use inheritance and delegation to provide flexible, reusable solutions to common programming problems.
The document discusses modeling software systems using the Unified Modeling Language (UML). It provides an overview of UML and describes some of the main diagram types used for modeling, including use case diagrams for describing functional requirements, class diagrams for describing system structure, and sequence diagrams for describing dynamic object interactions. The document emphasizes that UML provides a standard way to model systems at different levels of abstraction through multiple views and diagrams.
This document discusses system design and decomposing systems into subsystems. It makes three key points:
1) System design is difficult because the solution domain is changing rapidly and design knowledge has a short half-life of 3-5 years. This makes the design window challenging.
2) To bridge the gap between a problem and existing system, the document recommends using the "divide and conquer" approach of identifying major design goals and modeling the system as a set of subsystems that address these goals.
3) Good subsystem design principles include having high coherence (related classes) and low coupling (independence) between subsystems. This can be achieved by minimizing inter-subsystem interactions and calls and ensuring subsystems
This document discusses an introduction to software engineering. It begins by defining what a computer program and software are, noting that software includes computer programs, configuration files, user documentation, support services, and system documentation. The document then discusses some key attributes of software like maintainability, dependability, efficiency, and usability. It notes that software engineering is needed for medium to large projects involving teams to deal with complexity and change. The document discusses why software development is difficult due to changes in requirements and technology, complex problem and solution domains, and difficult management of development processes. It describes how abstraction, decomposition, and hierarchy can be used to deal with complexity. Finally, it discusses different models used in software engineering like object, functional, dynamic
The document discusses the importance of communication in software engineering projects. It describes an example where two missile electrical boxes were joined with reversed wires, which could have caused a crash. Effective communication is needed to organize large projects and avoid such issues. Project organization involves defining work products, schedules, participants, tasks, and using tools like project management software. Roles can include management, development, cross-functional, and consultants. Tasks produce work products and schedules map tasks over time using techniques like Gantt and PERT charts.
The document introduces software engineering and discusses why it is important. It references a 1979 report to Congress that found only 2% of 9 software projects totaling $96.7 million were used as delivered, with 30% paid for but not delivered. The document defines software engineering as a problem solving activity that uses techniques, methodologies, and tools to analyze problems, synthesize solutions, and produce high quality software systems within budget and deadline constraints despite changes.
This document discusses object-oriented modeling and the Unified Modeling Language (UML). It introduces key concepts in modeling including systems, models, and views. Models abstract and simplify a system, while views depict selected aspects of a model. The document then discusses why software needs to be modeled, and introduces concepts, types, and classes in software modeling. It describes the relationship between the application domain and solution domain in object-oriented modeling. Finally, it provides an overview of commonly used UML diagrams including use case diagrams, class diagrams, sequence diagrams, statechart diagrams, and activity diagrams.
The document discusses object modeling for software engineering projects. It covers modeling reality versus models, the types of objects (entity, boundary, control), and the order of activities in object modeling. The key activities in object modeling include identifying classes from use cases, flows of events, and other documentation. Class diagrams are then generated to represent the relationships between these classes.
This document summarizes key aspects of system design for addressing concurrency. It discusses identifying threads of control from sequence diagrams and assigning inherently concurrent objects to different threads. Race conditions that can occur with concurrent threads are explained. Examples are provided to illustrate problems that can arise and how synchronization of threads can solve them. Questions for identifying concurrency in a system are outlined. Implementing concurrency using physical or logical threads is described. Deployment and component diagrams for modeling hardware/software mapping and dependencies between system components are introduced.
The document provides an overview of a course on software engineering. It discusses key concepts like structured programming, object-oriented programming, design principles of abstraction and modularity. It also covers programming in languages like C and Matlab. The goals of the course are to understand basic program design techniques, produce well-structured programs, and have a basic understanding of object-oriented design.
The document describes a course on software engineering that covers basic design principles and techniques like structured programming, object-oriented programming, and data structures. It aims to give students an understanding of how to produce well-structured, maintainable code. Examples will be shown in MATLAB and C/C++. Key concepts covered include abstraction, modularity, procedural and object-oriented programming, functions, classes, and arrays.
The document introduces software engineering and discusses why software development is difficult. It notes that software is a discrete system that can have hidden surprises unlike continuous systems. It defines software engineering as a collection of techniques, methodologies, and tools that help produce high-quality software systems within budget and deadline constraints while accommodating change. The document contrasts the roles of computer scientists and engineers and describes software engineering as involving problem solving through analysis and synthesis.
The document discusses the process of mapping object models to code. It describes four types of transformations: model transformation, forward engineering, reverse engineering, and refactoring. Model transformations optimize the object design model, such as collapsing objects or delaying expensive computations. Forward engineering implements the object design model in a programming language by mapping inheritance, associations, contracts, and object models to tables. The document provides examples of each type of transformation.
The document discusses different models for software life cycles, including sequential models like the waterfall model and iterative models like Boehm's spiral model. It provides an overview of each model's activities and phases. It also covers the entity-oriented and issue-based models, as well as concepts like the Capability Maturity Model (CMM) and its use of maturity levels and key process areas to assess an organization's software development process.
The document discusses software life cycle models including sequential models like the waterfall and V-model, iterative models like Boehm's spiral model, and the Capability Maturity Model (CMM). It describes identifying activities in the software development process and modeling dependencies between them. Key aspects of software life cycles are analyzing requirements, designing the system, implementing, testing, and maintaining the software. Higher levels of the CMM provide more predictable processes and project performance.
The document discusses the Unified Modeling Language (UML) and its role in object-oriented analysis and design. It describes UML as a graphical language used to visualize, specify, construct, and document software systems. UML provides tools and features to support complex systems using object-oriented concepts and methodology. UML diagrams are used to model system designs, with the key UML diagrams being class, sequence, use case, state machine, and activity diagrams. The document also briefly mentions some criticisms of UML regarding when diagrams should be used and how frequently they need to be updated.
The document discusses modeling techniques in object-oriented software engineering, specifically covering the Unified Modeling Language (UML). It provides an overview of UML, including use case diagrams for describing functional requirements, class diagrams for describing system structure, and sequence diagrams for describing system behavior. The document also discusses how UML can be used to model both the application and solution domains of a software system.
1. Object modeling is a key activity in analysis that involves identifying important classes, attributes, methods, and associations from use cases and domain knowledge.
2. Class identification can be done through syntactic analysis of use cases using techniques like Abbott's method of mapping parts of speech to model elements.
3. Different roles like analysts, designers, and implementors have varying needs from class diagrams depending on the development phase and tasks. The level of detail needed increases from analysis to implementation.
The document discusses software engineering processes used by Microsoft and others. It describes the basic steps in software development as requirements, design, implementation, testing, and maintenance. Two common process models are described: the sequential waterfall model and iterative spiral model. The waterfall model has disadvantages because later stages often require revisions to earlier stages. Most modified versions of the waterfall model allow some iteration and feedback between stages. The spiral model iterates through requirements, design, implementation, and evaluation in cycles to refine the software. The document also briefly discusses other lifecycle models such as incremental development and extreme programming.
The document discusses requirements elicitation and analysis for software engineering projects. It describes gathering requirements through scenarios, which help communicate with clients. Scenarios are refined into use cases. Use cases and object models are then used to formally specify requirements through functional and non-functional requirements.
The document discusses design patterns and how they can be used to simplify complex object models. It introduces the composite, adapter, bridge, and facade patterns. The composite pattern models tree structures and allows components to be treated uniformly. The adapter pattern allows classes with incompatible interfaces to work together. The bridge pattern decouples an abstraction from its implementation. The facade pattern provides a simplified interface to a subsystem. Design patterns use inheritance and delegation to provide flexible, reusable solutions to common programming problems.
The document discusses modeling software systems using the Unified Modeling Language (UML). It provides an overview of UML and describes some of the main diagram types used for modeling, including use case diagrams for describing functional requirements, class diagrams for describing system structure, and sequence diagrams for describing dynamic object interactions. The document emphasizes that UML provides a standard way to model systems at different levels of abstraction through multiple views and diagrams.
This document discusses system design and decomposing systems into subsystems. It makes three key points:
1) System design is difficult because the solution domain is changing rapidly and design knowledge has a short half-life of 3-5 years. This makes the design window challenging.
2) To bridge the gap between a problem and existing system, the document recommends using the "divide and conquer" approach of identifying major design goals and modeling the system as a set of subsystems that address these goals.
3) Good subsystem design principles include having high coherence (related classes) and low coupling (independence) between subsystems. This can be achieved by minimizing inter-subsystem interactions and calls and ensuring subsystems
This document discusses an introduction to software engineering. It begins by defining what a computer program and software are, noting that software includes computer programs, configuration files, user documentation, support services, and system documentation. The document then discusses some key attributes of software like maintainability, dependability, efficiency, and usability. It notes that software engineering is needed for medium to large projects involving teams to deal with complexity and change. The document discusses why software development is difficult due to changes in requirements and technology, complex problem and solution domains, and difficult management of development processes. It describes how abstraction, decomposition, and hierarchy can be used to deal with complexity. Finally, it discusses different models used in software engineering like object, functional, dynamic
The document discusses the importance of communication in software engineering projects. It describes an example where two missile electrical boxes were joined with reversed wires, which could have caused a crash. Effective communication is needed to organize large projects and avoid such issues. Project organization involves defining work products, schedules, participants, tasks, and using tools like project management software. Roles can include management, development, cross-functional, and consultants. Tasks produce work products and schedules map tasks over time using techniques like Gantt and PERT charts.
The document introduces software engineering and discusses why it is important. It references a 1979 report to Congress that found only 2% of 9 software projects totaling $96.7 million were used as delivered, with 30% paid for but not delivered. The document defines software engineering as a problem solving activity that uses techniques, methodologies, and tools to analyze problems, synthesize solutions, and produce high quality software systems within budget and deadline constraints despite changes.
This document discusses object-oriented modeling and the Unified Modeling Language (UML). It introduces key concepts in modeling including systems, models, and views. Models abstract and simplify a system, while views depict selected aspects of a model. The document then discusses why software needs to be modeled, and introduces concepts, types, and classes in software modeling. It describes the relationship between the application domain and solution domain in object-oriented modeling. Finally, it provides an overview of commonly used UML diagrams including use case diagrams, class diagrams, sequence diagrams, statechart diagrams, and activity diagrams.
The document discusses object modeling for software engineering projects. It covers modeling reality versus models, the types of objects (entity, boundary, control), and the order of activities in object modeling. The key activities in object modeling include identifying classes from use cases, flows of events, and other documentation. Class diagrams are then generated to represent the relationships between these classes.
This document summarizes key aspects of system design for addressing concurrency. It discusses identifying threads of control from sequence diagrams and assigning inherently concurrent objects to different threads. Race conditions that can occur with concurrent threads are explained. Examples are provided to illustrate problems that can arise and how synchronization of threads can solve them. Questions for identifying concurrency in a system are outlined. Implementing concurrency using physical or logical threads is described. Deployment and component diagrams for modeling hardware/software mapping and dependencies between system components are introduced.
The document provides an overview of a course on software engineering. It discusses key concepts like structured programming, object-oriented programming, design principles of abstraction and modularity. It also covers programming in languages like C and Matlab. The goals of the course are to understand basic program design techniques, produce well-structured programs, and have a basic understanding of object-oriented design.
The document describes a course on software engineering that covers basic design principles and techniques like structured programming, object-oriented programming, and data structures. It aims to give students an understanding of how to produce well-structured, maintainable code. Examples will be shown in MATLAB and C/C++. Key concepts covered include abstraction, modularity, procedural and object-oriented programming, functions, classes, and arrays.
The document introduces software engineering and discusses why software development is difficult. It notes that software is a discrete system that can have hidden surprises unlike continuous systems. It defines software engineering as a collection of techniques, methodologies, and tools that help produce high-quality software systems within budget and deadline constraints while accommodating change. The document contrasts the roles of computer scientists and engineers and describes software engineering as involving problem solving through analysis and synthesis.
The document discusses the process of mapping object models to code. It describes four types of transformations: model transformation, forward engineering, reverse engineering, and refactoring. Model transformations optimize the object design model, such as collapsing objects or delaying expensive computations. Forward engineering implements the object design model in a programming language by mapping inheritance, associations, contracts, and object models to tables. The document provides examples of each type of transformation.
The document discusses different models for software life cycles, including sequential models like the waterfall model and iterative models like Boehm's spiral model. It provides an overview of each model's activities and phases. It also covers the entity-oriented and issue-based models, as well as concepts like the Capability Maturity Model (CMM) and its use of maturity levels and key process areas to assess an organization's software development process.
The document discusses software life cycle models including sequential models like the waterfall and V-model, iterative models like Boehm's spiral model, and the Capability Maturity Model (CMM). It describes identifying activities in the software development process and modeling dependencies between them. Key aspects of software life cycles are analyzing requirements, designing the system, implementing, testing, and maintaining the software. Higher levels of the CMM provide more predictable processes and project performance.
The document discusses the Unified Modeling Language (UML) and its role in object-oriented analysis and design. It describes UML as a graphical language used to visualize, specify, construct, and document software systems. UML provides tools and features to support complex systems using object-oriented concepts and methodology. UML diagrams are used to model system designs, with the key UML diagrams being class, sequence, use case, state machine, and activity diagrams. The document also briefly mentions some criticisms of UML regarding when diagrams should be used and how frequently they need to be updated.
The document discusses modeling techniques in object-oriented software engineering, specifically covering the Unified Modeling Language (UML). It provides an overview of UML, including use case diagrams for describing functional requirements, class diagrams for describing system structure, and sequence diagrams for describing system behavior. The document also discusses how UML can be used to model both the application and solution domains of a software system.
1. Object modeling is a key activity in analysis that involves identifying important classes, attributes, methods, and associations from use cases and domain knowledge.
2. Class identification can be done through syntactic analysis of use cases using techniques like Abbott's method of mapping parts of speech to model elements.
3. Different roles like analysts, designers, and implementors have varying needs from class diagrams depending on the development phase and tasks. The level of detail needed increases from analysis to implementation.
Mastering the Concepts Tested in the Databricks Certified Data Engineer Assoc...SkillCertProExams
• For a full set of 760+ questions. Go to
https://skillcertpro.com/product/databricks-certified-data-engineer-associate-exam-questions/
• SkillCertPro offers detailed explanations to each question which helps to understand the concepts better.
• It is recommended to score above 85% in SkillCertPro exams before attempting a real exam.
• SkillCertPro updates exam questions every 2 weeks.
• You will get life time access and life time free updates
• SkillCertPro assures 100% pass guarantee in first attempt.
XP 2024 presentation: A New Look to Leadershipsamililja
Presentation slides from XP2024 conference, Bolzano IT. The slides describe a new view to leadership and combines it with anthro-complexity (aka cynefin).
Collapsing Narratives: Exploring Non-Linearity • a micro report by Rosie WellsRosie Wells
Insight: In a landscape where traditional narrative structures are giving way to fragmented and non-linear forms of storytelling, there lies immense potential for creativity and exploration.
'Collapsing Narratives: Exploring Non-Linearity' is a micro report from Rosie Wells.
Rosie Wells is an Arts & Cultural Strategist uniquely positioned at the intersection of grassroots and mainstream storytelling.
Their work is focused on developing meaningful and lasting connections that can drive social change.
Please download this presentation to enjoy the hyperlinks!
This presentation, created by Syed Faiz ul Hassan, explores the profound influence of media on public perception and behavior. It delves into the evolution of media from oral traditions to modern digital and social media platforms. Key topics include the role of media in information propagation, socialization, crisis awareness, globalization, and education. The presentation also examines media influence through agenda setting, propaganda, and manipulative techniques used by advertisers and marketers. Furthermore, it highlights the impact of surveillance enabled by media technologies on personal behavior and preferences. Through this comprehensive overview, the presentation aims to shed light on how media shapes collective consciousness and public opinion.
Suzanne Lagerweij - Influence Without Power - Why Empathy is Your Best Friend...Suzanne Lagerweij
This is a workshop about communication and collaboration. We will experience how we can analyze the reasons for resistance to change (exercise 1) and practice how to improve our conversation style and be more in control and effective in the way we communicate (exercise 2).
This session will use Dave Gray’s Empathy Mapping, Argyris’ Ladder of Inference and The Four Rs from Agile Conversations (Squirrel and Fredrick).
Abstract:
Let’s talk about powerful conversations! We all know how to lead a constructive conversation, right? Then why is it so difficult to have those conversations with people at work, especially those in powerful positions that show resistance to change?
Learning to control and direct conversations takes understanding and practice.
We can combine our innate empathy with our analytical skills to gain a deeper understanding of complex situations at work. Join this session to learn how to prepare for difficult conversations and how to improve our agile conversations in order to be more influential without power. We will use Dave Gray’s Empathy Mapping, Argyris’ Ladder of Inference and The Four Rs from Agile Conversations (Squirrel and Fredrick).
In the session you will experience how preparing and reflecting on your conversation can help you be more influential at work. You will learn how to communicate more effectively with the people needed to achieve positive change. You will leave with a self-revised version of a difficult conversation and a practical model to use when you get back to work.
Come learn more on how to become a real influencer!
This presentation by Professor Alex Robson, Deputy Chair of Australia’s Productivity Commission, was made during the discussion “Competition and Regulation in Professions and Occupations” held at the 77th meeting of the OECD Working Party No. 2 on Competition and Regulation on 10 June 2024. More papers and presentations on the topic can be found at oe.cd/crps.
This presentation was uploaded with the author’s consent.
This presentation by OECD, OECD Secretariat, was made during the discussion “Competition and Regulation in Professions and Occupations” held at the 77th meeting of the OECD Working Party No. 2 on Competition and Regulation on 10 June 2024. More papers and presentations on the topic can be found at oe.cd/crps.
This presentation was uploaded with the author’s consent.
Carrer goals.pptx and their importance in real lifeartemacademy2
Career goals serve as a roadmap for individuals, guiding them toward achieving long-term professional aspirations and personal fulfillment. Establishing clear career goals enables professionals to focus their efforts on developing specific skills, gaining relevant experience, and making strategic decisions that align with their desired career trajectory. By setting both short-term and long-term objectives, individuals can systematically track their progress, make necessary adjustments, and stay motivated. Short-term goals often include acquiring new qualifications, mastering particular competencies, or securing a specific role, while long-term goals might encompass reaching executive positions, becoming industry experts, or launching entrepreneurial ventures.
Moreover, having well-defined career goals fosters a sense of purpose and direction, enhancing job satisfaction and overall productivity. It encourages continuous learning and adaptation, as professionals remain attuned to industry trends and evolving job market demands. Career goals also facilitate better time management and resource allocation, as individuals prioritize tasks and opportunities that advance their professional growth. In addition, articulating career goals can aid in networking and mentorship, as it allows individuals to communicate their aspirations clearly to potential mentors, colleagues, and employers, thereby opening doors to valuable guidance and support. Ultimately, career goals are integral to personal and professional development, driving individuals toward sustained success and fulfillment in their chosen fields.
Carrer goals.pptx and their importance in real life
ch01lect1.ppt
1. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 1
Profession
A Physician, a Civil Engineer and a Computer Scientist were arguing
about what was the oldest profession in the world.
The Physician remarked,
"Well, in the Bible, it says that God created Eve from a rib taken out of Adam.
This clearly requires surgery, and so I can rightly claim that mine is the oldest
profession in the world."
The Civil Engineer interrupted, and said,
" But even earlier in the book of Genesis, it states that God created the order of
the heavens and the earth from out of the chaos. This was the first and certainly
the most spectacular application of civil engineering. Therefore, fair doctor,
you are wrong; mine is the oldest profession in the world.“
The Computer Scientist leaned back in the chair, smiled and
then said confidently,
"Ah, but what do you think created the chaos ? "
3. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 3
Objectives of the Class
Appreciate Software Engineering:
Build complex software systems in the context of frequent change
Understand how to
produce a high quality software system within time
while dealing with complexity and change
Acquire technical knowledge (main emphasis)
Acquire managerial knowledge
Understand the Software Lifecycle
Process vs Product
Learn about different software lifecycles
Greenfield Engineering – from scratch,
Interface Engineering – a kind of Reengineering for legacy systems,
Reengineering – [Hammer & Champy, 1993]
4. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 4
Acquire Technical Knowledge
Understand System Modeling
Learn About Modeling
Using (~20% and some) Aspects of UML (Unified Modeling Language)
Learn about modeling at different phases of software lifecycle:
Requirements Elicitation [Chap. 4] –---------------------- Deliverable 1
(Requirements) Analysis* [Chap 5] ----------------------- Deliverable 2
Architectural Design [Chap 6 & 7] ----------------------- Deliverable 3
Object/Component Design [Chap 8] ---------------------- Deliverable 4
Coding [Chap 10] ---------------------- Deliverable 5
Testing [Chap 11] ---------------------- Deliverable 6
(during demo)
* An old school of thought mixing the domain model with the solution model, being design-oriented, and in a
Waterfall fashion.
Learn about Traceability among Models
Learn how to use Tools: CASE (Computer Aided Software Engineering)
Brugge’s
e.g., Rational Rose
5. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 5
Readings
Required:
Bernd Bruegge, Allen Dutoit: “Object-Oriented Software
Engineering: Using UML, Patterns, and Java”, Prentice Hall, 2003.
Recommended:
Applying UML and Patterns: An Introduction to Object-Oriented
Analysis and Design and the Unified Process, 2nd ed., C. Larman
Erich Gamma, Richard Helm, Ralph Johnson, John Vlissides:
“Design Patterns”, Addison-Wesley, 1996.
Grady Booch, James Rumbaugh, Ivar Jacobson, “The Unified
Modeling Language User Guide”, Addison Wesley, 1999.
K. Popper, “Objective Knowledge, an Evolutionary Approach,
Oxford Press, 1979.
Additional books may be recommended during individuals lectures
Lecture Notes will adapt Bruegge’s,
but with additional points and questions
possibly from very different perspectives.
6. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 6
Outline of Today’s Lecture
Software Engineering – Why, What and How?
Modeling complex systems
Functional vs. object-oriented decomposition
Software Lifecycle Modeling
Reuse:
Design Patterns
Frameworks
Concluding remarks
7. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 7
Why Software Engineering?
Used w. extensive rework,
but later abandoned
20%
Used as delivered
2%
Usable w. rework
3%
9 software projects totaling $96.7 million: Where The Money Went
[Report to Congress, Comptroller General, 1979]
Delivered, but never
successfully used
45%
Paid for, but
not delivered
30%
Take a look at the Standish Report (The “Chaos” Report)
8. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 8
Software Engineering: A Problem Solving Activity
Analysis: Understand the nature of the problem and break the
problem into pieces
Synthesis: Put the pieces together into a large structure
For problem solving we use
Techniques (methods):
Formal procedures for producing results using some well-defined
notation
Methodologies:
Collection of techniques applied across software development and
unified by a philosophical approach
Tools:
Instrument or automated systems to accomplish a technique
Isn’t there something more fundamental than problem “solving”?
9. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 9 20
Software Engineering: Definition
Software Engineering is a collection of techniques,
methodologies and tools that help
with the production of
a high quality software system
with a given budget
before a given deadline
while change occurs.
10. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 10
Scientist vs Engineer
Computer Scientist
Proves theorems about algorithms, designs languages, defines
knowledge representation schemes
Has infinite time…
Engineer
Develops a solution for an application-specific problem for a client
Uses computers & languages, tools, techniques and methods
Software Engineer
Works in multiple application domains
Has only 3 months...
…while changes occurs in requirements and available technology
Isn’t there something more fundamental about “Software” Engineer?
11. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 11
Factors affecting the quality of a software system
Complexity:
The system is so complex that no single programmer can understand it
anymore
The introduction of one bug fix causes another bug
Change:
The “Entropy” of a software system increases with each change: Each
implemented change erodes the structure of the system which makes the
next change even more expensive (“Second Law of Software
Dynamics”).
As time goes on, the cost to implement a change will be too high, and
the system will then be unable to support its intended task. This is true
of all systems, independent of their application domain or technological
base.
12. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 12
Complex Server Connections
13. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 13
Complex Message Flow
14. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 14
Dealing with Complexity
1. Abstraction
2. Decomposition
3. Hierarchy
What is this?
15. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 15
1. Models are used to provide abstractions
System Model:
Object Model: What is the structure of the system? What are the objects and how
are they related?
Functional model: What are the functions of the system? How is data flowing
through the system?
Dynamic model: How does the system react to external events? How is the event flow
in the system ?
Task Model:
PERT Chart: What are the dependencies between the tasks?
Schedule: How can this be done within the time limit?
Org Chart: What are the roles in the project or organization?
Issues Model:
What are the open and closed issues? What constraints were posed by the client?
What resolutions were made?
Inherent human limitation to deal with complexity
The 7 +- 2 phenomena
Chunking: Group collection of objects
Ignore unessential details: => Models
1. Abstraction
2. Decomposition
3. Hierarchy
What does this refer to?
In UML?
16. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 17
Model-based software Engineering:
Code is a derivation of object model
Problem Statement : A stock exchange lists many companies.
Each company is identified by a ticker symbol
public class StockExchange
{
public Vector m_Company = new Vector();
};
public class Company
{
public int m_tickerSymbol
public Vector m_StockExchange = new Vector();
};
Implementation phase results in code
Analysis phase results in object model (UML Class Diagram):
StockExchange Company
tickerSymbol
Lists
*
*
A good software engineer writes as little code as possible
Is this a “problem”?
Where is the design, then?
17. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 18
Example of an Issue: Galileo vs the Church
What is the center of the Universe?
Church: The earth is the center of the universe. Why? Aristotle says
so.
Galileo: The sun is the center of the universe. Why? Copernicus
says so. Also, the Jupiter’s moons rotate round Jupiter, not around
Earth.
18. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 19
Issue-Modeling
Issue:
What is the
Center of the
Universe?
Proposal1:
The earth!
Proposal2:
The sun!
Pro:
Copernicus
says so.
Pro:
Aristotle
says so.
Pro:
Change will disturb
the people.
Con:
Jupiter’s moons rotate
around Jupiter, not
around Earth.
Resolution (1615):
The church
decides proposal 1
is right
Resolution (1998):
The church declares
proposal 1 was wrong
Anything missing?
19. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 20
Which decomposition is the right one?
2. Decomposition
A technique used to master complexity (“divide and conquer”)
Functional decomposition
The system is decomposed into modules
Each module is a major processing step (function) in the application
domain
Modules can be decomposed into smaller modules
Object-oriented decomposition
The system is decomposed into classes (“objects”)
Each class is a major abstraction in the application domain
Classes can be decomposed into smaller classes
1. Abstraction
2. Decomposition
3. Hierarchy
20. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 21
Functional Decomposition
Top Level functions
Level 1 functions
Level 2 functions
Machine Instructions
System
Function
Load R10 Add R1, R10
Read Input Transform
Produce
Output
Transform
Produce
Output
Read Input
Is this about the requirements or a design?
21. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 22
Functional Decomposition
Functionality is spread all over the system
Maintainer must understand the whole system to make a single
change to the system
Consequence:
Codes are hard to understand
Code that is complex and impossible to maintain
User interface is often awkward and non-intuitive
Example: Microsoft Powerpoint’s Autoshapes
22. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 23
Autoshape
Functional Decomposition: Autoshape
Draw
Rectangle
Draw
Oval
Draw
Circle
Draw
Change
Mouse
click
Change
Rectangle
Change
Oval
Change
Circle
How is this different from OO?
How are Functionally-Oriented systems different from OO systems?
23. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 24
OO-Decomposition - Class Identification
Class identification is crucial to object-oriented modeling
Basic assumption:
1. We can find the classes for a new software system: We call this
Greenfield Engineering
2. We can identify the classes in an existing system: We call this
Reengineering
3. We can create a class-based interface to any system: We call this
Interface Engineering
Why can we do this? Philosophy, science, experimental
evidence
What are the limitations? Depending on the purpose of the
system different objects might be found
How can we identify the purpose of a system?
Then, depending on the purpose, could a functional decomposition be better than an OO decomposition?
Which is UML for, functional- or OO-decomposition?
24. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 25
Model of an Eskimo
Eskimo
Size
Dress()
Smile()
Sleep()
Shoe
Size
Color
Type
Wear()
* Coat
Size
Color
Type
Wear()
Is this a good model?
25. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 26
Iterative Modeling then leads to ....
Eskimo
Size
Dress()
Smile()
Sleep()
Cave
Lighting
Enter()
Leave()
lives in
but is it the right model?
Entrance
*
Outside
Temperature
Light
Season
Hunt()
Organize()
moves
around
Windhole
Diameter
MainEntrance
Size
26. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 27
Alternative Model: The Head of an Indian
Indian
Hair
Dress()
Smile()
Sleep()
Mouth
NrOfTeeths
Size
open()
speak()
*
Ear
Size
listen()
Face
Nose
smile()
close_eye()
Is this a good model?
27. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 28
3. Hierarchy
2 important hierarchies
"Part of" hierarchy
"Is-kind-of" hierarchy
1. Abstraction
2. Decomposition
3. Hierarchy
28. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 29
Part of Hierarchy
Computer
I/O Devices CPU Memory
Cache ALU Program
Counter
29. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 30
Is-Kind-of Hierarchy (Taxonomy)
Cell
Muscle Cell Blood Cell Nerve Cell
Striate Smooth Red White Cortical Pyramidal
Any issue?
30. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 31
So where are we right now?
Three ways to deal with complexity:
Abstraction
Decomposition
Hierarchy
Object-oriented decomposition is a good methodology
Unfortunately, depending on the purpose of the system, different
objects can be found
How can we do it right?
Many different possibilities
Our current approach: Start with a description of the functionality
(Use case model), then proceed to the object model
This leads us to the software lifecycle
*An old school of thought mixing the domain model with the solution model, being design-oriented, and in a Waterfall fashion.
31. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 32
Software Lifecycle Definition
Software lifecycle:
Set of activities and their relationships to each other to support the
development of a software system
Typical Lifecycle questions:
Which activities should I select for the software project?
What are the dependencies between activities?
How should I schedule the activities?
32. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 33
Software Lifecycle Activities
Application
Domain
Objects
SubSystems
class...
class...
class...
Solution
Domain
Objects
Source
Code
Test
Cases
?
Expressed in
Terms Of
Structured By
Implemented
By
Realized By Verified
By
System
Design
Object
Design
Implemen-
tation
Testing
class....?
Requirements
Elicitation
Use Case
Model
Requirements
Analysis
Each activity produces one or more models
Deliverable 1 Deliverable 2 Deliverable 3 Deliverable 4 Deliverable 5 Deliverable 6
Deliverable 0
33. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 34
Reusability: Design Patterns and Frameworks
Design Pattern:
A small set of classes that provide a template solution to a recurring
design problem
Reusable design knowledge on a higher level than data structures
(link lists, binary trees, etc)
Framework:
A moderately large set of classes that collaborate to carry out a set
of responsibilities in an application domain.
Examples: User Interface Builder
Provide architectural guidance during the design phase
Provide a foundation for software components industry
34. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 35
Summary
Software engineering is a problem solving activity
Developing quality software for a complex problem within a limited
time while things are changing
There are many ways to deal with complexity
Modeling, decomposition, abstraction, hierarchy
Issue models: Show the negotiation aspects
System models: Show the technical aspects
Task models: Show the project management aspects
Use Patterns: Reduce complexity even further
Many ways to deal with change
Tailor the software lifecycle to deal with changing project
conditions
Use a nonlinear software lifecycle to deal with changing
requirements or changing technology
Provide configuration management to deal with changing entities
35. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 36
Additional Slides
36. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 37
Software Production has a Poor Track Record
Example: Space Shuttle Software
Cost: $10 Billion, millions of dollars more than planned
Time: 3 years late
Quality: First launch of Columbia was cancelled because of a
synchronization problem with the Shuttle's 5 onboard
computers.
Error was traced back to a change made 2 years earlier when a
programmer changed a delay factor in an interrupt handler from
50 to 80 milliseconds.
The likelihood of the error was small enough, that the error caused
no harm during thousands of hours of testing.
Substantial errors still exist.
Astronauts are supplied with a book of known software problems
"Program Notes and Waivers".
Take a look at the Standish Report (The “Chaos” Report)
37. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 38
Reusability
A good software design solves a specific problem but is general
enough to address future problems (for example, changing
requirements)
Experts do not solve every problem from first principles
They reuse solutions that have worked for them in the past
Goal for the software engineer:
Design the software to be reusable across application domains and
designs
How?
Use design patterns and frameworks whenever possible
38. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 39
Patterns are used by many people
Chess Master:
Openings
Middle games
End games
Writer
Tragically Flawed Hero
(Macbeth, Hamlet)
Romantic Novel
User Manual
Architect
Office Building
Commercial Building
Private Home
Software Engineer
Composite Pattern: A collection
of objects needs to be treated
like a single object
Adapter Pattern (Wrapper):
Interface to an existing system
Bridge Pattern: Interface to an
existing system, but allow it to
be extensible