This document discusses system modeling using the Unified Modeling Language (UML). It introduces UML, explaining that UML allows modeling of systems with an object-oriented perspective using various diagram types. It focuses on UML use case diagrams, class diagrams, and object diagrams. It provides examples of how to construct and interpret these diagram types to model systems, classes, objects, and their relationships.
The document discusses the importance of structured programming using the three basic structures of sequence, selection, and loop. Unstructured or "spaghetti code" is difficult to read and maintain. Proper structure promotes clarity, professionalism, efficiency and modularity. A priming input statement before a loop can help structure programs. Flowcharts and logic can be analyzed to recognize and enforce proper structure using these techniques.
This chapter discusses key concepts in computer programming including computer systems, the program development cycle, pseudocode, flowcharts, repetition, and programming environments. It covers hardware and software components, the steps to understand a problem, plan logic, code, test, and maintain a program. Pseudocode and flowcharts are presented as tools to plan program logic. Loops and sentinel values are introduced as ways to repeat instructions without creating infinite loops. Programming environments like text editors and IDEs are contrasted with user environments like command lines and GUIs. Finally, procedural and object-oriented programming models are discussed.
This chapter discusses key elements of high-quality programs such as declaring variables, performing arithmetic operations, modularization, and good program design. It covers topics like data types, constants, arithmetic operators, modularization advantages including abstraction and reusability. The chapter also discusses hierarchy charts, naming conventions, comments, and prompts. Overall, it provides an introduction to fundamental programming concepts and best practices for writing well-structured and readable code.
This chapter discusses file handling and applications in programming logic and design. It covers topics such as computer files, the data hierarchy, performing file operations like reading, writing and sorting, control break logic for grouping data, merging files, master and transaction file processing, and random access files. The chapter includes objectives, explanations of key concepts, examples, and figures to illustrate file processing techniques.
Chapter 12 Lecture: GUI Programming, Multithreading, and AnimationNicole Ryan
This chapter discusses event-driven GUI programming, multithreading, and animation. It covers the principles of event-driven programming, user-initiated actions and GUI components, designing graphical user interfaces, developing an event-driven application, threads and multithreading, and creating animation. The document provides details on each topic, including examples and figures to illustrate key concepts.
This chapter discusses loops and their advantages. Loops make programming more efficient by allowing a set of instructions to be repeated for multiple data sets with less coding, fewer errors, and shorter compile times. The chapter covers definite and indefinite loops using counters and sentinel values, nested loops, common mistakes to avoid in loops, and applications of loops like accumulating totals and validating data.
This chapter discusses object-oriented programming principles including classes, objects, encapsulation, inheritance, and polymorphism. It describes how to define classes, create objects, and use public and private access modifiers. It also explains how to organize classes and define instance and static methods.
This document summarizes key concepts from Chapter 4 of the textbook "Programming Logic and Design". It discusses boolean expressions and selection structures, relational comparison operators like =, <, >, logical operators like AND, OR, and NOT, and making decisions within ranges. Examples of flowcharts and pseudocode are provided to illustrate if/then, nested if, and if/else selection structures and avoiding common errors when combining logical operators.
The document discusses the importance of structured programming using the three basic structures of sequence, selection, and loop. Unstructured or "spaghetti code" is difficult to read and maintain. Proper structure promotes clarity, professionalism, efficiency and modularity. A priming input statement before a loop can help structure programs. Flowcharts and logic can be analyzed to recognize and enforce proper structure using these techniques.
This chapter discusses key concepts in computer programming including computer systems, the program development cycle, pseudocode, flowcharts, repetition, and programming environments. It covers hardware and software components, the steps to understand a problem, plan logic, code, test, and maintain a program. Pseudocode and flowcharts are presented as tools to plan program logic. Loops and sentinel values are introduced as ways to repeat instructions without creating infinite loops. Programming environments like text editors and IDEs are contrasted with user environments like command lines and GUIs. Finally, procedural and object-oriented programming models are discussed.
This chapter discusses key elements of high-quality programs such as declaring variables, performing arithmetic operations, modularization, and good program design. It covers topics like data types, constants, arithmetic operators, modularization advantages including abstraction and reusability. The chapter also discusses hierarchy charts, naming conventions, comments, and prompts. Overall, it provides an introduction to fundamental programming concepts and best practices for writing well-structured and readable code.
This chapter discusses file handling and applications in programming logic and design. It covers topics such as computer files, the data hierarchy, performing file operations like reading, writing and sorting, control break logic for grouping data, merging files, master and transaction file processing, and random access files. The chapter includes objectives, explanations of key concepts, examples, and figures to illustrate file processing techniques.
Chapter 12 Lecture: GUI Programming, Multithreading, and AnimationNicole Ryan
This chapter discusses event-driven GUI programming, multithreading, and animation. It covers the principles of event-driven programming, user-initiated actions and GUI components, designing graphical user interfaces, developing an event-driven application, threads and multithreading, and creating animation. The document provides details on each topic, including examples and figures to illustrate key concepts.
This chapter discusses loops and their advantages. Loops make programming more efficient by allowing a set of instructions to be repeated for multiple data sets with less coding, fewer errors, and shorter compile times. The chapter covers definite and indefinite loops using counters and sentinel values, nested loops, common mistakes to avoid in loops, and applications of loops like accumulating totals and validating data.
This chapter discusses object-oriented programming principles including classes, objects, encapsulation, inheritance, and polymorphism. It describes how to define classes, create objects, and use public and private access modifiers. It also explains how to organize classes and define instance and static methods.
This document summarizes key concepts from Chapter 4 of the textbook "Programming Logic and Design". It discusses boolean expressions and selection structures, relational comparison operators like =, <, >, logical operators like AND, OR, and NOT, and making decisions within ranges. Examples of flowcharts and pseudocode are provided to illustrate if/then, nested if, and if/else selection structures and avoiding common errors when combining logical operators.
This chapter discusses relational databases and database design. It covers topics such as database fundamentals, creating tables, primary keys, relationships between tables, anomalies and normalization. The goal is to learn how to structure data to reduce redundancy and avoid problems. Specific techniques covered include first normal form to eliminate repeating groups, and second normal form to eliminate partial dependencies.
The chapter discusses using arrays to organize and process data more efficiently than nested decisions. It covers defining and populating arrays, using constants with arrays, searching arrays for exact and range matches, and improving search efficiency. Examples show how arrays can replace nested logic to generate a dependents report and look up item prices and discounts using parallel arrays.
Chapter 11: Object Oriented Programming Part 2Nicole Ryan
This chapter discusses object-oriented programming concepts like constructors, destructors, composition, inheritance, and exception handling. It explains that constructors initialize objects, destructors contain cleanup code, composition allows one class to contain objects of another class, and inheritance enables code reuse through a base class. The chapter provides examples of these concepts using an Employee class and its derived subclasses.
1) The chapter discusses advanced modularization techniques in programming including methods with parameters, returning values from methods, passing arrays to methods, overloading methods, and recursion.
2) A key concept is implementation hiding which means the internal details of how a method operates are encapsulated and hidden from outside calls to the method.
3) Other important concepts covered include increasing cohesion so methods are functionally related, reducing coupling between methods, and understanding recursion where methods call themselves recursively.
Programming Logic and Design: Working with DataNicole Ryan
This chapter discusses advanced data handling concepts such as sorting algorithms, multidimensional arrays, and non-sequential data structures. It covers bubble and insertion sort algorithms, how to sort records stored in parallel arrays or as whole structures, and using multidimensional arrays to organize data with multiple indexes. The chapter also explains indexed files and linked lists which allow accessing records in logical order rather than physical storage order through the use of indexes and linked record pointers.
A Beginner’s Guide to Programming Logic, Introductory
Chapter 3
Understanding Structure
Objectives
In this chapter, you will learn about:
- The features of unstructured spaghetti code
- The three basic structures—sequence, selection, and loop
- Using a priming input to structure a program
- The need for structure
- Recognizing structure
- Structuring and modularizing unstructured logic
COURSE TECHNOLOGY
CENGAGE Learning
A Beginner’s Guide to Programming Logic, Introductory
Chapter 2
Working with Data, Creating Modules, and Designing High-Quality Programs
Objectives
In this chapter, you will learn about:
- Declaring and using variables and constants
- Assigning values to variables
- The advantages of modularization
- Modularizing a program
- The most common configuration for mainline logic
COURSE TECHNOLOGY
CENGAGE Learning
This chapter discusses the problem-solving process used to create computer programs. It explains that programmers use a similar approach to solving everyday problems - analyzing the problem, planning an algorithm, and desk-checking the solution. The chapter provides examples of using tools like IPO charts and flowcharts to analyze problems and develop algorithms. It also emphasizes the importance of understanding the problem before creating a solution and testing examples with valid and invalid data.
The document discusses the steps involved in program development including defining the problem, outlining the solution, developing an algorithm, testing the algorithm, coding the algorithm, running the program, and documenting the program. It also discusses different approaches to program design such as procedure-driven, event-driven, and data-driven designs. Finally, it introduces algorithms, pseudocode, program data types, and how to write pseudocode using basic computer operations like arithmetic, assignment, comparison, and repetition.
This document provides an overview of problem solving basics and sequential solutions for computer programming problems. It discusses decomposing problems by identifying inputs, outputs, verbs, and linking them. It also covers representing solutions as flowcharts and pseudocode. An example of calculating box volume is used to demonstrate the three-step process of decomposition, flowcharting, and writing pseudocode. The document also introduces selection-based solutions using logical decisions and conditional statements.
This document discusses the process of problem solving through programming. It begins by defining an algorithm as a sequence of instructions to solve a problem and a program as an algorithm expressed in a language a computer can understand. It then outlines the programming process of analyzing a problem to determine the input and output, planning an algorithm using tools like IPO charts and pseudocode, and coding the algorithm. It provides examples of analyzing problems, planning algorithms, and desk-checking algorithms on sample data.
The document discusses various object-oriented methodologies including Rumbaugh, Booch, and Jacobson methodologies. It provides details on Rumbaugh's Object Modeling Technique (OMT) which separates modeling into object, dynamic, and functional models. It describes Booch's methodology which uses class, object, state transition, and other diagrams. It also discusses Jacobson's methodologies including Object-Oriented Software Engineering (OOSE) which is use case driven, and Object-Oriented Business Engineering (OOBE) which uses use cases. The document then covers topics on software quality assurance including types of errors, testing strategies like black box and white box testing, and testing approaches like top-down
Problem Solving Techniques and Introduction to CPrabu U
This document provides an overview of problem solving techniques, programs, and the program development cycle. It discusses:
1. The steps of problem solving techniques include defining the problem, formulating a mathematical model, developing an algorithm using a flowchart or pseudocode, writing code, and testing the program.
2. A program consists of a series of instructions and fixed data to perform required operations. The program development cycle involves problem analysis, design, coding, compilation and execution, debugging and testing, and documentation.
3. An algorithm is a finite sequence of steps to solve a problem. Flowcharts use graphical symbols to represent the steps of an algorithm and show the program logic through connections between these symbols.
The document discusses applying object-oriented design principles to the design of a point of sale (POS) system. It covers applying several GRASP patterns, including Creator, Information Expert, and Low Coupling.
For the Creator pattern, it suggests the Sale class should create SalesLineItem objects since a Sale contains line items. For Information Expert, it assigns responsibilities to classes that have the necessary information - Sale computes the total since it contains line items, SalesLineItem computes the subtotal since it knows quantity and price, and ProductDescription provides the price. Low Coupling aims to reduce dependencies between classes.
Here is my slide on MATLAB which includes Introduction to MATLAB, what is MATLAB, Programming languages in MATLAB, Uses of MATLAB, MATLAB features,tools and Advance tools, Advantages and disadvantages of MATLAB, Applications of MATLAB.
Program design and problem solving techniquesDokka Srinivasu
The document provides an overview of program design and problem-solving techniques. It discusses the following key points in 3 or fewer sentences:
The document outlines the steps in program development including defining the problem, outlining the solution, developing an algorithm, testing the algorithm, coding the algorithm, running the program, and documenting the program. It also discusses algorithmic problem solving, writing pseudocode, meaningful naming conventions, the structure theorem of sequence, selection, and repetition, and communication between modules including variable scope, global vs local variables, and passing parameters.
This document discusses various programming tools used to design algorithms, including flowcharts, pseudocode, and hierarchy charts. It provides examples of how to represent algorithms for calculating postage stamps needed and determining direction of NYC streets using flowcharts and pseudocode. Tips are given on flowcharts and pseudocode, such as that flowcharts clearly illustrate logic but are time-consuming, while pseudocode focuses on key tasks. Free online flowcharting software is also listed.
This chapter discusses object-oriented programming concepts including constructors, destructors, composition, inheritance, exception handling, and the advantages of OOP. Constructors establish objects while destructors destroy them. Composition involves one class containing objects of another class. Inheritance allows applying knowledge of a general class to more specific subclasses. Exception handling is used to gracefully handle errors in OOP. Overall, OOP aims to save development time through reuse, inheritance, and polymorphism.
This document provides an introduction to game programming using C++ and the Simple DirectMedia Layer (SDL) library. It outlines the basic structure and modules of video games, including the fundamental game loop of input, update, and output. It then explains how to set up an SDL project in Xcode, implement the basic game loop, and use SDL functions to initialize graphics, handle input events, and display output. The goal is to familiarize students with building the core framework of a video game using industry standard tools and techniques.
This document provides an overview of game design concepts and principles. It discusses the different stages of creating a game, including concept, structure, and design. Game elements like style, plot, character, setting, and theme are explained. Various genres are identified and tips are provided for developing ideas, criticizing concepts, and determining feasibility. The creative process of inspiration, synthesis, resonance and convergence is outlined. Finally, components of an effective game design document are reviewed.
This chapter discusses relational databases and database design. It covers topics such as database fundamentals, creating tables, primary keys, relationships between tables, anomalies and normalization. The goal is to learn how to structure data to reduce redundancy and avoid problems. Specific techniques covered include first normal form to eliminate repeating groups, and second normal form to eliminate partial dependencies.
The chapter discusses using arrays to organize and process data more efficiently than nested decisions. It covers defining and populating arrays, using constants with arrays, searching arrays for exact and range matches, and improving search efficiency. Examples show how arrays can replace nested logic to generate a dependents report and look up item prices and discounts using parallel arrays.
Chapter 11: Object Oriented Programming Part 2Nicole Ryan
This chapter discusses object-oriented programming concepts like constructors, destructors, composition, inheritance, and exception handling. It explains that constructors initialize objects, destructors contain cleanup code, composition allows one class to contain objects of another class, and inheritance enables code reuse through a base class. The chapter provides examples of these concepts using an Employee class and its derived subclasses.
1) The chapter discusses advanced modularization techniques in programming including methods with parameters, returning values from methods, passing arrays to methods, overloading methods, and recursion.
2) A key concept is implementation hiding which means the internal details of how a method operates are encapsulated and hidden from outside calls to the method.
3) Other important concepts covered include increasing cohesion so methods are functionally related, reducing coupling between methods, and understanding recursion where methods call themselves recursively.
Programming Logic and Design: Working with DataNicole Ryan
This chapter discusses advanced data handling concepts such as sorting algorithms, multidimensional arrays, and non-sequential data structures. It covers bubble and insertion sort algorithms, how to sort records stored in parallel arrays or as whole structures, and using multidimensional arrays to organize data with multiple indexes. The chapter also explains indexed files and linked lists which allow accessing records in logical order rather than physical storage order through the use of indexes and linked record pointers.
A Beginner’s Guide to Programming Logic, Introductory
Chapter 3
Understanding Structure
Objectives
In this chapter, you will learn about:
- The features of unstructured spaghetti code
- The three basic structures—sequence, selection, and loop
- Using a priming input to structure a program
- The need for structure
- Recognizing structure
- Structuring and modularizing unstructured logic
COURSE TECHNOLOGY
CENGAGE Learning
A Beginner’s Guide to Programming Logic, Introductory
Chapter 2
Working with Data, Creating Modules, and Designing High-Quality Programs
Objectives
In this chapter, you will learn about:
- Declaring and using variables and constants
- Assigning values to variables
- The advantages of modularization
- Modularizing a program
- The most common configuration for mainline logic
COURSE TECHNOLOGY
CENGAGE Learning
This chapter discusses the problem-solving process used to create computer programs. It explains that programmers use a similar approach to solving everyday problems - analyzing the problem, planning an algorithm, and desk-checking the solution. The chapter provides examples of using tools like IPO charts and flowcharts to analyze problems and develop algorithms. It also emphasizes the importance of understanding the problem before creating a solution and testing examples with valid and invalid data.
The document discusses the steps involved in program development including defining the problem, outlining the solution, developing an algorithm, testing the algorithm, coding the algorithm, running the program, and documenting the program. It also discusses different approaches to program design such as procedure-driven, event-driven, and data-driven designs. Finally, it introduces algorithms, pseudocode, program data types, and how to write pseudocode using basic computer operations like arithmetic, assignment, comparison, and repetition.
This document provides an overview of problem solving basics and sequential solutions for computer programming problems. It discusses decomposing problems by identifying inputs, outputs, verbs, and linking them. It also covers representing solutions as flowcharts and pseudocode. An example of calculating box volume is used to demonstrate the three-step process of decomposition, flowcharting, and writing pseudocode. The document also introduces selection-based solutions using logical decisions and conditional statements.
This document discusses the process of problem solving through programming. It begins by defining an algorithm as a sequence of instructions to solve a problem and a program as an algorithm expressed in a language a computer can understand. It then outlines the programming process of analyzing a problem to determine the input and output, planning an algorithm using tools like IPO charts and pseudocode, and coding the algorithm. It provides examples of analyzing problems, planning algorithms, and desk-checking algorithms on sample data.
The document discusses various object-oriented methodologies including Rumbaugh, Booch, and Jacobson methodologies. It provides details on Rumbaugh's Object Modeling Technique (OMT) which separates modeling into object, dynamic, and functional models. It describes Booch's methodology which uses class, object, state transition, and other diagrams. It also discusses Jacobson's methodologies including Object-Oriented Software Engineering (OOSE) which is use case driven, and Object-Oriented Business Engineering (OOBE) which uses use cases. The document then covers topics on software quality assurance including types of errors, testing strategies like black box and white box testing, and testing approaches like top-down
Problem Solving Techniques and Introduction to CPrabu U
This document provides an overview of problem solving techniques, programs, and the program development cycle. It discusses:
1. The steps of problem solving techniques include defining the problem, formulating a mathematical model, developing an algorithm using a flowchart or pseudocode, writing code, and testing the program.
2. A program consists of a series of instructions and fixed data to perform required operations. The program development cycle involves problem analysis, design, coding, compilation and execution, debugging and testing, and documentation.
3. An algorithm is a finite sequence of steps to solve a problem. Flowcharts use graphical symbols to represent the steps of an algorithm and show the program logic through connections between these symbols.
The document discusses applying object-oriented design principles to the design of a point of sale (POS) system. It covers applying several GRASP patterns, including Creator, Information Expert, and Low Coupling.
For the Creator pattern, it suggests the Sale class should create SalesLineItem objects since a Sale contains line items. For Information Expert, it assigns responsibilities to classes that have the necessary information - Sale computes the total since it contains line items, SalesLineItem computes the subtotal since it knows quantity and price, and ProductDescription provides the price. Low Coupling aims to reduce dependencies between classes.
Here is my slide on MATLAB which includes Introduction to MATLAB, what is MATLAB, Programming languages in MATLAB, Uses of MATLAB, MATLAB features,tools and Advance tools, Advantages and disadvantages of MATLAB, Applications of MATLAB.
Program design and problem solving techniquesDokka Srinivasu
The document provides an overview of program design and problem-solving techniques. It discusses the following key points in 3 or fewer sentences:
The document outlines the steps in program development including defining the problem, outlining the solution, developing an algorithm, testing the algorithm, coding the algorithm, running the program, and documenting the program. It also discusses algorithmic problem solving, writing pseudocode, meaningful naming conventions, the structure theorem of sequence, selection, and repetition, and communication between modules including variable scope, global vs local variables, and passing parameters.
This document discusses various programming tools used to design algorithms, including flowcharts, pseudocode, and hierarchy charts. It provides examples of how to represent algorithms for calculating postage stamps needed and determining direction of NYC streets using flowcharts and pseudocode. Tips are given on flowcharts and pseudocode, such as that flowcharts clearly illustrate logic but are time-consuming, while pseudocode focuses on key tasks. Free online flowcharting software is also listed.
This chapter discusses object-oriented programming concepts including constructors, destructors, composition, inheritance, exception handling, and the advantages of OOP. Constructors establish objects while destructors destroy them. Composition involves one class containing objects of another class. Inheritance allows applying knowledge of a general class to more specific subclasses. Exception handling is used to gracefully handle errors in OOP. Overall, OOP aims to save development time through reuse, inheritance, and polymorphism.
This document provides an introduction to game programming using C++ and the Simple DirectMedia Layer (SDL) library. It outlines the basic structure and modules of video games, including the fundamental game loop of input, update, and output. It then explains how to set up an SDL project in Xcode, implement the basic game loop, and use SDL functions to initialize graphics, handle input events, and display output. The goal is to familiarize students with building the core framework of a video game using industry standard tools and techniques.
This document provides an overview of game design concepts and principles. It discusses the different stages of creating a game, including concept, structure, and design. Game elements like style, plot, character, setting, and theme are explained. Various genres are identified and tips are provided for developing ideas, criticizing concepts, and determining feasibility. The creative process of inspiration, synthesis, resonance and convergence is outlined. Finally, components of an effective game design document are reviewed.
Introduction to HTML5 game development (with Phaser)Valerio Riva
This document provides an introduction to HTML5 game development using the Phaser framework. It discusses key concepts like sprites, tilemaps, collisions, and input handling. It also covers Phaser game states, deployment options, and includes an example of building a basic game with Phaser.
This chapter discusses event-driven GUI programming, multithreading, and animation. It covers the principles of event-driven programming, user-initiated actions and GUI components, designing graphical user interfaces, developing an event-driven application, threads and multithreading, and creating animation. The document provides details on each topic, including examples and figures to illustrate key concepts.
Skills You Need to Be a Video Game DeveloperMSBCollege
Want to go from playing video games to creating them yourself? This post from Minnesota School of Business runs down some of the skills you'll need to become a video game developer.
This document provides an introduction to game design and development. It defines what a game is, including plays, sports, video games and computer games. It then discusses game design theory, including primary schemas related to rules, play and culture. It also covers game fundamentals and components. The document outlines the evolution of graphics, sound, controllers, technology and multiplayer aspects of games. Finally, it discusses various game genres such as adventure, board/card, puzzle, platform, strategy, sport, action, shooting, simulation, role-playing, music/dance and cross genres games.
Video game design and programming course for the Master in Computer Engineering at the Politecnico di Milano. http://www.facebook.com/polimigamecollective https://twitter.com/@POLIMIGC http://www.youtube.com/PierLucaLanzi http://www.polimigamecollective.org
Politecnico di Milano, Videogiochi, Video Games, Computer Engineering, game design, game development, sviluppo videogiochi
Videogame Design and Programming - 08 The Design DocumentPier Luca Lanzi
Lecture for the Videogame Design and Programming course for the MSc Engineering of Computing Systems (Laurea Magistrale in Ingegneria Informatica) - Politecnico di Milano.
Prof. Pier Luca Lanzi
Dipartimento di Elettronica, Informazione, e Bioingegneria
Course Webpage:
http://www.polimigamecollective.org
Course Facebook Page:
https://www.facebook.com/polimigamecollective
Introduzione alla realizzazione di videogiochi - Game EnginePier Luca Lanzi
Slide del corso "Introduzione alla realizzazione di videogiochi" tenuto per gli studenti delle scuole superiori presso la sede di Cremona del Politecnico di Milano.
This document provides an overview of game development including defining video games, common genres, the size of the industry, and the development process from concept to release. It also outlines the major roles in game development such as designers, artists, programmers, testers, and producers. Finally, it discusses skills required for different roles and ways to get started in the industry such as through independent game development.
The document outlines the process of game development from concept to distribution. It begins with developing the initial game idea and pitching it to a publisher. If accepted, a proof of concept prototype is built and a design document is created. An development team is then assembled and the project is broken into milestones. The game passes through alpha and beta testing stages before being finalized as a gold master and mass produced for distribution.
UML (Unified Modeling Language) is a standard language for modeling software systems. It provides notation for visualizing, specifying, constructing and documenting software artifacts. The key components of UML include classes, attributes, operations, relationships, and diagrams. Common UML diagrams are use case diagrams, class diagrams, sequence diagrams, and deployment diagrams. UML is widely used for object-oriented analysis and design. It helps model the problem domain, visualize the system design, and document implementation.
This document provides an introduction to the Unified Modeling Language (UML) and the modeling tool Rational Rose. It defines UML as a standardized modeling language used to communicate software designs. It describes the different types of UML diagrams and their syntax. It also introduces Rational Rose as a tool for creating and maintaining UML diagrams and models. The document discusses how to use various features of Rational Rose like the browser, documentation windows, and specifications. It provides examples of UML use case diagrams and how to add documentation to model elements. It concludes with some pitfalls to avoid when using UML.
UML is not dead. Even if you feed your team with agile fuel, UML can save you some time and extra discussions. In this super short presentation we show you how we apply UML to speed up software requirement extractions.
Stop writing docs that nobody reads and go directly to the point!
This document provides an introduction to the Unified Modeling Language (UML). It discusses the origins of UML and how it was created through the unification of several object-oriented modeling languages. It then describes the main types of UML diagrams including use case diagrams, activity diagrams, class diagrams, state machine diagrams, and others. For each diagram type, it provides an example diagram and discusses when and how it should be used. The document is intended to teach students about UML and the various diagrams that can be used for software modeling and design.
The document discusses Unified Modeling Language (UML) and how it can be used for systems analysis and design. It provides an overview of UML, including its history and key diagrams. There are 14 diagrams grouped into structure diagrams and behavior diagrams. Structure diagrams represent static elements like classes and relationships, while behavior diagrams depict dynamic elements like interactions and states. The document outlines several UML processes, with common steps including creating use case, activity, sequence, and class diagrams to analyze business needs and design system structure. UML provides standard modeling notation but must be part of a defined development process to be effective.
This document provides an overview of the Unified Modeling Language (UML) including its history, purpose, key diagrams, and popular modeling tools. UML was developed to provide a standard modeling language for visualizing, specifying, constructing, and documenting software systems. It includes nine commonly used diagram types for different views of a system. The diagrams can be categorized as static, dynamic, or implementation based on whether they describe a system's structure, behavior, or deployment. Popular UML modeling tools help generate code from diagrams and reverse engineer diagrams from code.
The document provides an overview of Unified Modeling Language (UML) and how it can be used for modeling software systems, including an introduction to UML, its basic building blocks such as diagrams and relationships, and descriptions of various UML diagrams including use case diagrams, class diagrams, sequence diagrams, and their purposes and notations. The document also discusses object-oriented concepts and how UML supports modeling objects, classes, interactions and behaviors through its different diagram types.
Software Engineering Tools and Practices.pdfMeagGhn
This document discusses software engineering practices and tools, including the software crisis and issues like increasing complexity, poor quality, high costs and delays. It introduces Unified Modeling Language (UML) as a standard way to visually model software systems using diagrams. It describes different types of UML models including structural, behavioral and architectural modeling. It also discusses concepts like the software development life cycle, configuration management, revision control systems and how to create UML diagrams like use case diagrams and sequence diagrams.
This document provides an overview of modeling concepts and the Unified Modeling Language (UML). It defines modeling and why models are used, and outlines the main UML diagram types including class, object, use case, activity, sequence and collaboration diagrams. The diagrams are used to visualize different views of a system, such as structure, behavior and interactions. The UML provides a standard language for software blueprints and modeling systems from enterprise to embedded applications.
If you're new to UML, our UML tutorial can get you on the right path. Learn more about what The Unified Modeling Language is, what it does, and why it's important.
The document discusses Unified Modeling Language (UML) diagrams. It provides information on static and dynamic UML models and describes common UML diagram types including use case diagrams, class diagrams, sequence diagrams, collaboration diagrams, statechart diagrams, activity diagrams, component diagrams and deployment diagrams. The key purpose of UML modeling is communication and simplification of complex systems through visual representation.
This document provides an introduction to using the Unified Modeling Language (UML) for object-oriented design and modeling. It describes UML as a standard language for visualizing, specifying, and documenting software designs using concepts from data, business, object, and component modeling. The document outlines the history and creators of UML, the different types of UML diagrams for modeling various aspects of systems, and internet resources for further information on UML.
UML (Unified Modeling Language) is a standard language for modeling software systems using visual diagrams. It includes structure diagrams for modeling static aspects and behavioral diagrams for dynamic aspects. Some key UML diagrams are class, use case, sequence, state machine, package, and deployment diagrams. UML has evolved over time through the merging of different modeling techniques and is now maintained by the Object Management Group.
The document provides an overview of the Unified Modeling Language (UML) including:
1) UML consists of 9 diagrams used at different stages of software development for requirements analysis, design, and deployment.
2) UML diagrams can be classified as static, dynamic, or implementation based on whether they depict the structural, behavioral, or deployment aspects of a system.
3) Popular UML tools should support features like generating code from diagrams, reverse engineering code into diagrams, and integrating with IDEs. Rational Rose is a widely used UML modeling tool.
This document provides an overview of the Unified Modeling Language (UML) including its building blocks, diagrams, and the Rational Unified Process (RUP) methodology. It defines UML, explains its advantages for visualizing, specifying, and constructing systems. It describes the different types of UML elements including structural things like classes and interfaces, behavioral things like interactions and state machines, and grouping and annotational things. It also outlines the different UML diagrams for modeling a system from various perspectives and the four phases of the iterative RUP methodology.
This document provides an introduction to object-oriented analysis and design (OOAD) and unified modeling language (UML) diagrams. It discusses the key concepts of object-oriented analysis, object-oriented design, and the phases of analysis, design, and implementation. It also provides an overview of the different types of UML diagrams including class, component, deployment, use case, sequence, collaboration, state chart, and activity diagrams. The document emphasizes the importance of use case diagrams for requirements analysis and provides rules and examples for developing use case diagrams.
This document provides an introduction to object-oriented analysis and design (OOAD) and unified modeling language (UML) diagrams. It discusses the key concepts of object-oriented analysis, object-oriented design, and the phases of analysis, design, and implementation. It also provides an overview of the different types of UML diagrams including class, component, deployment, use case, sequence, collaboration, state chart, and activity diagrams. Finally, it discusses use case diagrams in more detail including their introduction, importance, rules, and examples.
UML (Unified Modeling Language) is a standard modeling language used to design software systems. It uses various graphical diagrams to visualize different aspects of a system, including use case diagrams, class diagrams, activity diagrams, and more. UML was created to provide a standard way to communicate designs between developers, customers, and other stakeholders.
The document discusses design using the Unified Modeling Language (UML). It describes the basic building blocks of UML including things, relationships, and diagrams. It explains the different types of things like structural things (classes, objects, interfaces), behavioral things (interactions, state machines), and grouping and annotational things. It also discusses the common relationships in UML like dependency, association, generalization, and realization. Finally, it lists the nine most common UML diagrams used for modeling systems, including class diagrams, object diagrams, and use case diagrams.
This document provides an introduction to structural and use case modeling using the Unified Modeling Language (UML). It defines structural modeling as emphasizing the structure of objects, including their classifiers, relationships, attributes and operations. Use case modeling partitions system functionality into meaningful transactions ("use cases") between users ("actors") and the system. The document then reviews the core concepts and diagram types for both structural and use case modeling in UML.
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2. Objectives
2
In this chapter, you will learn about:
• System modeling
• The Unified Modeling Language (UML)
• UML use case diagrams
• UML class and object diagrams
• Other UML diagrams
• Deciding when to use the UML and which UML
diagrams to use
Programming Logic and Design, Eighth Edition
3. Understanding System Modeling
3
• Most computer programs are part of a larger system
– Each program is related to others
– Produce input or output
– Require careful planning
• System design
– Detailed specification of how all parts of a system are
implemented and coordinated
Programming Logic and Design, Eighth Edition
4. Understanding System Modeling
(continued)
4
• Basic principles:
– Large systems are easier to understand when you break
them down into subsystems
– Good modeling techniques are increasingly important as
the size and complexity of systems increase
– Good models promote communication among technical
and nontechnical workers while ensuring professional
and efficient business solutions
Programming Logic and Design, Eighth Edition
5. 5
Understanding System Modeling
(continued)
• The Unified Modeling Language (UML) allows you to:
– Envision systems with an object-oriented perspective
– Break a system into subsystems
– Focus on the big picture
– Hide the implementation detail
– Communicate between programmers and businesspeople
about system design
– Divide responsibilities for large systems
Programming Logic and Design, Eighth Edition
6. 6
What Is the UML?
• A standard way to specify, construct, and document
systems that use object-oriented methods
• A modeling language, not a programming language
• Has its own notation
– Consists of a set of specialized shapes and conventions
• Construct different kinds of software diagrams and
model different kinds of systems
Programming Logic and Design, Eighth Edition
7. 7
What Is the UML? (continued)
• Create top-view diagrams of business processes
• Hide details and focus on functionality
• Start with a generic view of an application
– Introduce details and complexity later
• Useful as you begin designing business systems
• Very large
– Documentation is more than 800 pages
– 14 diagram types allowing you to “see” the business
process from a different angle
Programming Logic and Design, Eighth Edition
8. 8
What Is the UML? (continued)
• Structure diagrams
– Emphasize the “things” in a system and include:
• Class diagrams
• Object diagrams
• Component diagrams
• Composite structure diagrams
• Package diagrams
• Deployment diagrams
• Profile diagrams
Programming Logic and Design, Eighth Edition
9. 9
What Is the UML? (continued)
• Behavior diagrams
– Emphasize what happens in a system and include:
• Use case diagrams
• Activity diagrams
• State machine diagrams
• Interaction diagrams
– Emphasize the flow of control and data, and include:
• Sequence diagrams
• Communication diagrams
• Timing diagrams
• Interaction overview diagrams
Programming Logic and Design, Eighth Edition
10. Using UML Use Case Diagrams
10
• Use case diagrams show how a business works
– From the perspective of those who actually interact with
the business (employees, customers, suppliers, etc.)
• Users are called actors
– Represented by stick figures
• Use cases
– Represented by ovals
– System functions or services that are visible to the
system’s actors
Programming Logic and Design, Eighth Edition
11. Using UML Use Case Diagrams (continued)
11
Figure 13-1 Use case diagram for librarian
Programming Logic and Design, Eighth Edition
12. Using UML Use Case Diagrams (continued)
12
• Establishing use cases usually follows from analyzing
the main events in a system
• Two main events from a librarian’s point of view:
– acquireNewBook()
– checkOutBook()
• Variations in use cases:
– Extend
– Include
– Generalization
Programming Logic and Design, Eighth Edition
13. Using UML Use Case Diagrams (continued)
13
• Extend variation
– Shows functions beyond those found in a base case
– Scenario
• A variation in the sequence of actions required in a use case
– Use case has at least one main scenario
• Stereotype
– Can add <<extend>> near the line that shows a
relationship extension
Programming Logic and Design, Eighth Edition
14. Using UML Use Case Diagrams (continued)
14
Figure 13-2 Use case diagram for librarian with scenario extension
Figure 13-3 Use case diagram for librarian using stereotype
Programming Logic and Design, Eighth Edition
15. 15
Using UML Use Case Diagrams (continued)
• Include variation
– Case can be part of multiple use cases
– Like subroutine or submodule
– Include use case in an oval with a dashed arrow pointing
to the subroutine use case
Figure 13-4 Use case diagram for librarian using include relationship
Programming Logic and Design, Eighth Edition
16. Using UML Use Case Diagrams (continued)
• Generalization
variation
– Use case is less specific
than others
– Substitute the more
specific case for a
general one
– More specific scenarios
are attached to the
general scenario with
open-headed dashed
arrows
16
Figure 13-5 Use case diagram for
librarian with generalizations
Programming Logic and Design, Eighth Edition
17. Using UML Use Case Diagrams (continued)
17
Figure 13-6 Use case diagram for librarian with multiple actors
Programming Logic and Design, Eighth Edition
18. Using UML Use Case Diagrams (continued)
18
• The use case diagram is only a tool to aid
communication
• There is no single “correct” use case diagram
• Elided
– Omit parts of diagrams for clarity
Programming Logic and Design, Eighth Edition
19. Using UML Use Case Diagrams (continued)
19
Figure 13-7 Use case diagram
emphasizing actors
Figure 13-8 Use case diagram
emphasizing system requirements
Programming Logic and Design, Eighth Edition
20. Using UML Class and Object
Diagrams
20
• Class diagram
– Illustrates the names, attributes, and methods of a class
– More useful to a system’s programmers than to its users
because it closely resembles code the programmers will
write
• Rectangle divided into three sections:
– Top section contains the name of the class
– Middle section contains the names of the attributes
– Bottom section contains the names of the methods
Programming Logic and Design, Eighth Edition
21. Using UML Class and Object
Diagrams (continued)
21
Figure 13-9 Book class diagram
Programming Logic and Design, Eighth Edition
22. Using UML Class and Object
Diagrams (continued)
• Use generalizations with class diagrams
– Open-headed arrow
– Show more general (or parent)
classes and more specific
(or child) classes
– Child classes contain all the
attributes of their parents
• Overriding
– The mechanism by which a child class method is used by
default when a parent class contains a method with the
same signature
22
Figure 13-10 LibraryItem class
diagram showing generalization
Programming Logic and Design, Eighth Edition
23. Using UML Class and Object
Diagrams (continued)
23
• Relationships between objects
– Association relationship
• Describes the connection or link between objects
• Represented by a straight line
• Arithmetical relationship or ratio included (called cardinality or
multiplicity)
– Whole-part relationship
• One or more classes make up the parts of a larger whole class
• Also called an aggregation or a has-a relationship
• Represented using an open diamond
Programming Logic and Design, Eighth Edition
24. Using UML Class and Object
Diagrams (continued)
24
Figure 13-11 Class diagram with
association relationship
Figure 13-12 Class diagram with several
association relationships
Programming Logic and Design, Eighth Edition
25. Using UML Class and Object
Diagrams (continued)
25
Figure 13-13 Class diagram with whole-part
relationship
Figure 13-14 Object diagram for Library
• Object diagrams
– Similar to class
diagrams
– Model specific
instances of classes
– Show a snapshot of
an object at one
point in time
Programming Logic and Design, Eighth Edition
26. Using Other UML Diagrams
26
• Sequence diagram
– Shows the timing of events in a single use case
– Makes it easier to see the order in which activities occur
– Horizontal axis (x-axis)
• Represents objects
– Vertical axis (y-axis)
• Represents time
Programming Logic and Design, Eighth Edition
27. Using Other UML Diagrams (continued)
27
• Create sequence diagram
– Place objects across the top of the diagram along the x-axis
– Start at the left with the object or actor that begins the
action
– Beneath each object, place a vertical dashed line
• Represents the period of time the object exists
– Use horizontal arrows to show how the objects
communicate with each other over time
Programming Logic and Design, Eighth Edition
28. 28
Figure 13-15 Sequence diagram for checking out a Book for a Patron
Using Other UML Diagrams (continued)
Programming Logic and Design, Eighth Edition
29. • Communication
diagram
– Emphasizes the
organization of objects
in a system
– Similar to a sequence
diagram but contains
numbers to represent
the precise order in
which activities occur
– Focuses on object roles
29
Figure 13-16 Communication diagram
for checking out a Book for a Patron
Using Other UML Diagrams (continued)
Programming Logic and Design, Eighth Edition
30. 30
• State machine diagram
– Shows the different statuses
of a class or an object at
different points in time
• Rounded rectangles
– Represent each state
• Arrows
– Show sequence
• Solid dot
– Start and stop states Figure 13-17 State machine diagram
for states of a Book
Using Other UML Diagrams (continued)
Programming Logic and Design, Eighth Edition
31. 31
• Activity diagram
– Shows the flow of actions of a system
• Symbols
– Flowchart stop and start symbols
– Diamonds describe decisions
– Fork
• Defines a branch in which all paths are followed simultaneously
– Join
• Reunites the flow of control after a fork
Using Other UML Diagrams (continued)
Programming Logic and Design, Eighth Edition
32. 32
• Time signal
– Indicates that a specific amount of time should pass
before an action starts
– Looks like two
stacked triangles
Figure 13-20 A time signal starting an action
Using Other UML Diagrams (continued)
Programming Logic and Design, Eighth Edition
33. • Component and deployment
diagrams
– Document physical aspects of
systems
– Component diagram
• Emphasizes the files, database
tables, documents, and other
components
– Deployment diagram
• Focuses on a system’s hardware
33
Figure 13-21 Component diagram
Using Other UML Diagrams (continued)
Programming Logic and Design, Eighth Edition
34. 34
Figure 13-21 Component diagram Figure 13-22 Deployment diagram
Using Other UML Diagrams (continued)
Programming Logic and Design, Eighth Edition
35. 35
Using Other UML Diagrams (continued)
• Profile diagram
– A newer type of UML diagram
– Extends a UML model:
• For a particular domain
– Like for financial or healthcare applications
• For a particular platform
– Like for .NET or Java
Programming Logic and Design, Eighth Edition
36. 36
Diagramming Exception Handling
• Exception handling
– The set of the object-oriented techniques used to handle
program errors
• Protected node
– try block in the UML
• Handler body node
– catch block in the UML
Programming Logic and Design, Eighth Edition
38. 38
Deciding When to Use the UML
and Which UML Diagrams to Use
• Criticisms:
– Size – too large and complex
– Imprecision – combination of rules and English
– Complexity – difficult to learn
• Under the right circumstances, the UML can
increase communication
• Users, managers, designers, and technicians each
prefer specific system views
• Very few systems require diagrams of all UML types
Programming Logic and Design, Eighth Edition
39. Summary
39
• System design: a detailed specification of how all parts of
a system are implemented and coordinated
• UML (Unified Modeling Language)
– A standard modeling language for object-oriented systems
– Has its own notation
– 14 diagram types
• Use case
– Shows how a business works from the perspective of those who
interact with the business
– Includes actors
– Variations: extend relationships, include relationships,
generalizations
Programming Logic and Design, Eighth Edition
40. Summary (continued)
40
• Class diagram
– Illustrates names, attributes, and methods of a class
– Contains the name of the class, the names of the
attributes, and the names of the methods
– Can show generalizations and relationships between
objects
– Object diagrams model specific instances of classes at
one point in time
Programming Logic and Design, Eighth Edition
41. Summary (continued)
41
• Sequence diagram
– Shows timing of events
• Communication diagram
– Emphasizes organization of objects in a system
• State machine
– Shows different statuses of a class or an object at
different points in time
• Activity diagram
– Shows the flow of actions, including decision branches
Programming Logic and Design, Eighth Edition
42. Summary (continued)
42
• Component diagram
– Emphasizes files, database tables, documents used by a
system’s software
• Deployment diagram
– Focuses on a system’s hardware
• Profile diagram
– Extends the UML for a particular domain or platform
• Each UML diagram provides a different view of a
system
Programming Logic and Design, Eighth Edition