The document discusses various software metrics that can be used to measure attributes of software products and processes. It describes metrics for size (e.g. lines of code), complexity (e.g. cyclomatic complexity), quality (e.g. defects per KLOC), design (e.g. coupling and cohesion), and object-oriented software (e.g. weighted methods per class). The goals of metrics include estimating costs, evaluating quality, and improving processes and products.
The document discusses various aspects of the software process including software process models, generic process models like waterfall model and evolutionary development, process iteration, and system requirements specification. It provides details on each topic with definitions, characteristics, advantages and diagrams. The key steps in software process are specified as software specifications, design and implementation, validation, and evolution. Generic process models and specific models like waterfall, evolutionary development, and incremental delivery are explained.
This document provides an overview of object-oriented analysis and design. It defines key terms and concepts in object-oriented modeling like use cases, class diagrams, states, sequences. It describes developing requirements models using use cases and class diagrams. It also explains modeling object behavior through state and sequence diagrams and transitioning analysis models to design.
UML (Unified Modeling Language) is a standard language for specifying, visualizing, constructing and documenting software systems. It uses mainly graphical notations to express design of software projects. There are two main categories of UML diagrams - structural diagrams which focus on static elements regardless of time, and behavioral diagrams which focus on dynamic features and business processes. Common UML diagram types include class, sequence, use case, activity, state machine, component, deployment and interaction diagrams.
The document discusses software architecture design. It defines software architecture as the structure of components, relationships between components, and properties of components. An architectural design model can be applied to other systems and represents predictable ways to describe architecture. The architecture represents a system and enables analysis of effectiveness in meeting requirements and reducing risks. Key aspects of architectural design include communication between stakeholders, controlling complexity, consistency, reducing risks, and enabling reuse. Common architectural styles discussed include data-centered, data flow, call-and-return, object-oriented, and layered architectures.
The document discusses UML (Unified Modeling Language) and object-oriented software development. It describes the software development life cycle and various modeling techniques used in UML, including use case diagrams, class diagrams, sequence diagrams, and collaboration diagrams. It explains key UML concepts such as classes, objects, attributes, operations, actors, and relationships. The benefits of visual modeling and UML are also summarized.
The document discusses various techniques for analysis modeling in software engineering. It describes the goals of analysis modeling as providing the first technical representation of a system that is easy to understand and maintain. It then covers different types of analysis models, including flow-oriented modeling, scenario-based modeling using use cases and activity diagrams, and class-based modeling involving identifying classes, attributes, and operations. The document provides examples and guidelines for effectively utilizing these modeling approaches in requirements analysis.
The document discusses various software metrics that can be used to measure attributes of software products and processes. It describes metrics for size (e.g. lines of code), complexity (e.g. cyclomatic complexity), quality (e.g. defects per KLOC), design (e.g. coupling and cohesion), and object-oriented software (e.g. weighted methods per class). The goals of metrics include estimating costs, evaluating quality, and improving processes and products.
The document discusses various aspects of the software process including software process models, generic process models like waterfall model and evolutionary development, process iteration, and system requirements specification. It provides details on each topic with definitions, characteristics, advantages and diagrams. The key steps in software process are specified as software specifications, design and implementation, validation, and evolution. Generic process models and specific models like waterfall, evolutionary development, and incremental delivery are explained.
This document provides an overview of object-oriented analysis and design. It defines key terms and concepts in object-oriented modeling like use cases, class diagrams, states, sequences. It describes developing requirements models using use cases and class diagrams. It also explains modeling object behavior through state and sequence diagrams and transitioning analysis models to design.
UML (Unified Modeling Language) is a standard language for specifying, visualizing, constructing and documenting software systems. It uses mainly graphical notations to express design of software projects. There are two main categories of UML diagrams - structural diagrams which focus on static elements regardless of time, and behavioral diagrams which focus on dynamic features and business processes. Common UML diagram types include class, sequence, use case, activity, state machine, component, deployment and interaction diagrams.
The document discusses software architecture design. It defines software architecture as the structure of components, relationships between components, and properties of components. An architectural design model can be applied to other systems and represents predictable ways to describe architecture. The architecture represents a system and enables analysis of effectiveness in meeting requirements and reducing risks. Key aspects of architectural design include communication between stakeholders, controlling complexity, consistency, reducing risks, and enabling reuse. Common architectural styles discussed include data-centered, data flow, call-and-return, object-oriented, and layered architectures.
The document discusses UML (Unified Modeling Language) and object-oriented software development. It describes the software development life cycle and various modeling techniques used in UML, including use case diagrams, class diagrams, sequence diagrams, and collaboration diagrams. It explains key UML concepts such as classes, objects, attributes, operations, actors, and relationships. The benefits of visual modeling and UML are also summarized.
The document discusses various techniques for analysis modeling in software engineering. It describes the goals of analysis modeling as providing the first technical representation of a system that is easy to understand and maintain. It then covers different types of analysis models, including flow-oriented modeling, scenario-based modeling using use cases and activity diagrams, and class-based modeling involving identifying classes, attributes, and operations. The document provides examples and guidelines for effectively utilizing these modeling approaches in requirements analysis.
This document provides an introduction to human-computer interaction (HCI). It defines HCI as a discipline concerned with studying, designing, building, and implementing interactive computing systems for human use, with a focus on usability. The document outlines various perspectives in HCI including sociology, anthropology, ergonomics, psychology, and linguistics. It also defines HCI and lists 8 guidelines for creating good HCI, such as consistency, informative feedback, and reducing memory load. The importance of good interfaces is discussed, noting they can make or break a product's acceptance. Finally, some principles and theories of user-centered design are introduced.
The document contains slides from a lecture on software engineering. It discusses definitions of software and software engineering, different types of software applications, characteristics of web applications, and general principles of software engineering practice. The slides are copyrighted and intended for educational use as supplementary material for a textbook on software engineering.
System engineering involves determining operational requirements and modeling relationships between elements like hardware, software, and people to accomplish goals. It can focus on business processes or product development. The engineering process follows a hierarchy from overall objectives to domain specifications to element implementations. It is iterative to adapt to changing needs. Business process engineering derives data, application, and technology architectures, while product engineering defines architectures and infrastructure for software, hardware, data, and people components.
The document discusses architectural design, including software architecture, architecture genres, styles, and design. It covers topics such as what architecture is, why it's important, architectural descriptions, decisions, genres like artificial intelligence and operating systems, styles like layered and object-oriented, patterns, organization/refinement, representing systems in context, defining archetypes, refining into components, describing instantiations, and assessing alternative designs.
This document discusses architectural design and software architecture. It covers topics like architectural design decisions, system organization styles, decomposition styles, control styles, and reference architectures. The objectives are to introduce architectural design, explain important decisions, and discuss styles for organizing, decomposing, and controlling systems. Examples and characteristics of different architectural patterns are provided.
The document discusses various aspects of object-oriented systems development including the software development life cycle, use case driven analysis and design, prototyping, and component-based development. The key points are:
1) Object-oriented analysis involves identifying user requirements through use cases and actor analysis to determine system classes and their relationships. Use case driven analysis is iterative.
2) Object-oriented design further develops the classes identified in analysis and defines additional classes, attributes, methods, and relationships to support implementation. Design is also iterative.
3) Prototyping key system components early allows understanding how features will be implemented and getting user feedback to refine requirements.
4) Component-based development exploits prefabric
The document discusses use case diagrams and use case descriptions for modeling system requirements. It covers drawing use case diagrams to show functional requirements and actors, common mistakes, and writing use case descriptions including basic, alternate, and exception flows of events. The document provides examples and exercises to help understand use cases for requirements modeling.
This document provides an overview of design patterns including their definition, utility, essential elements, and examples. It discusses creational patterns like singleton, factory, and builder. Structural patterns covered include adapter, proxy, and composite. Behavioral patterns like command and iterator are also introduced. The document is presented as a slideshow by Dr. Lilia Sfaxi on design patterns for software engineering.
UML (Unified Modeling Language) is a standard language for specifying, visualizing, and documenting software systems. It uses various diagrams to model different views of a system, such as structural diagrams (e.g. class diagrams), behavioral diagrams (e.g. sequence diagrams), and deployment diagrams. The key building blocks of UML include things (classes, interfaces, use cases), relationships (associations, generalizations), and diagrams. UML aims to provide a clear blueprint of software systems for both technical and non-technical audiences.
UML (Unified Modeling Language) is a standard language for specifying, visualizing, and documenting models of software systems. The document discusses the history and evolution of UML, provides definitions and examples of various UML diagram types including class, object, use case, state, activity, sequence, and others. It also explains how UML diagrams can be used to model different views of a system, such as structural relationships and dynamic behavior over time.
This document discusses and compares various software development methodologies. It describes the Waterfall model, Prototyping model, Incremental model, Iterative model, Spiral model, RUP, XP, Agile, Scrum, Lean, DSDM, RAD and FDD methodologies. It explains that a methodology provides a formalized or systematic process for creating software. Methodologies can be sequential like Waterfall or iterative like Agile approaches. The document also gives overviews of specific methodologies like Scrum, Lean, XP and DSDM.
A software process provides stability, control, and organization for software development. It consists of a series of predictable steps that lead to a timely, high-quality product. Key elements include framework activities like planning, modeling, requirements analysis, design, construction, testing, and deployment. The specific tasks and level of rigor for each activity may vary based on the project. Process assessment ensures the process meets criteria for successful software engineering. The primary goal of any process is high-quality software delivered on time through reduced rework.
An architecture is very complicated and involves three types of decisions: how the system is structured as code units, how it is structured as runtime components and interactions, and how it relates to non-software elements. The document discusses several common architectural structures, including decomposition, uses, layered, class/generalization, process, concurrency, shared data/repository, client-server, deployment, implementation, and work assignment structures. It also discusses Kruchten's four views of logical, process, development, and physical.
UML (Unified Modeling Language) is used to model software systems and define nine types of diagrams used at different stages of development. The key diagrams are use case diagrams, which show interactions from an external perspective; class diagrams, which show object relationships; sequence diagrams, which show message passing over time; and deployment diagrams, which show how software components are distributed across physical infrastructure. UML provides a standardized way for developers, analysts, and clients to communicate about a system's design.
The document discusses the building blocks of the Unified Modeling Language (UML). It describes the key elements as things (abstractions), relationships (ties between things), and diagrams (groups of related things). The main things are structural (classes, interfaces, etc.), behavioral (interactions, state machines), grouping (packages), and annotational (notes). Relationships include dependencies, associations, generalizations, and realizations. Common diagrams are class, object, use case, sequence, collaboration, statechart, activity, and component diagrams.
The document discusses software quality and defines key aspects:
- It explains the importance of software quality for users and developers.
- Qualities like correctness, reliability, efficiency are defined.
- Methods for measuring qualities like ISO 9126 standard are presented.
- Quality is important throughout the software development process.
- Both product quality and process quality need to be managed.
The Unified Process (UP) is a software development process that provides guidance on team activities and work integration. It originated from issues with traditional processes being too diverse and outdated. Key aspects of UP include being use-case driven, architecture-centric, and iterative/incremental. UP follows a lifecycle of inception, elaboration, construction, and transition phases within iterative development cycles. While UP addressed issues with prior methods, its weaknesses include not covering the full software process and tools-focus not suiting complex systems.
The document discusses component-based software engineering and defines a software component. A component is a modular building block defined by interfaces that can be independently deployed. Components are standardized, independent, composable, deployable, and documented. They communicate through interfaces and are designed to achieve reusability. The document outlines characteristics of components and discusses different views of components, including object-oriented, conventional, and process-related views. It also covers topics like component-level design principles, packaging, cohesion, and coupling.
Rumbaugh's Object Modeling Technique (OMT) is an object-oriented analysis and design methodology. It uses three main modeling approaches: object models, dynamic models, and functional models. The object model defines the structure of objects in the system through class diagrams. The dynamic model describes object behavior over time using state diagrams and event flow diagrams. The functional model represents system processes and data flow using data flow diagrams.
Course material from my Object-Oriented Development course. This presentation covers all the key concepts and terminology needed for success in object-oriented development.
This document provides an introduction to human-computer interaction (HCI). It defines HCI as a discipline concerned with studying, designing, building, and implementing interactive computing systems for human use, with a focus on usability. The document outlines various perspectives in HCI including sociology, anthropology, ergonomics, psychology, and linguistics. It also defines HCI and lists 8 guidelines for creating good HCI, such as consistency, informative feedback, and reducing memory load. The importance of good interfaces is discussed, noting they can make or break a product's acceptance. Finally, some principles and theories of user-centered design are introduced.
The document contains slides from a lecture on software engineering. It discusses definitions of software and software engineering, different types of software applications, characteristics of web applications, and general principles of software engineering practice. The slides are copyrighted and intended for educational use as supplementary material for a textbook on software engineering.
System engineering involves determining operational requirements and modeling relationships between elements like hardware, software, and people to accomplish goals. It can focus on business processes or product development. The engineering process follows a hierarchy from overall objectives to domain specifications to element implementations. It is iterative to adapt to changing needs. Business process engineering derives data, application, and technology architectures, while product engineering defines architectures and infrastructure for software, hardware, data, and people components.
The document discusses architectural design, including software architecture, architecture genres, styles, and design. It covers topics such as what architecture is, why it's important, architectural descriptions, decisions, genres like artificial intelligence and operating systems, styles like layered and object-oriented, patterns, organization/refinement, representing systems in context, defining archetypes, refining into components, describing instantiations, and assessing alternative designs.
This document discusses architectural design and software architecture. It covers topics like architectural design decisions, system organization styles, decomposition styles, control styles, and reference architectures. The objectives are to introduce architectural design, explain important decisions, and discuss styles for organizing, decomposing, and controlling systems. Examples and characteristics of different architectural patterns are provided.
The document discusses various aspects of object-oriented systems development including the software development life cycle, use case driven analysis and design, prototyping, and component-based development. The key points are:
1) Object-oriented analysis involves identifying user requirements through use cases and actor analysis to determine system classes and their relationships. Use case driven analysis is iterative.
2) Object-oriented design further develops the classes identified in analysis and defines additional classes, attributes, methods, and relationships to support implementation. Design is also iterative.
3) Prototyping key system components early allows understanding how features will be implemented and getting user feedback to refine requirements.
4) Component-based development exploits prefabric
The document discusses use case diagrams and use case descriptions for modeling system requirements. It covers drawing use case diagrams to show functional requirements and actors, common mistakes, and writing use case descriptions including basic, alternate, and exception flows of events. The document provides examples and exercises to help understand use cases for requirements modeling.
This document provides an overview of design patterns including their definition, utility, essential elements, and examples. It discusses creational patterns like singleton, factory, and builder. Structural patterns covered include adapter, proxy, and composite. Behavioral patterns like command and iterator are also introduced. The document is presented as a slideshow by Dr. Lilia Sfaxi on design patterns for software engineering.
UML (Unified Modeling Language) is a standard language for specifying, visualizing, and documenting software systems. It uses various diagrams to model different views of a system, such as structural diagrams (e.g. class diagrams), behavioral diagrams (e.g. sequence diagrams), and deployment diagrams. The key building blocks of UML include things (classes, interfaces, use cases), relationships (associations, generalizations), and diagrams. UML aims to provide a clear blueprint of software systems for both technical and non-technical audiences.
UML (Unified Modeling Language) is a standard language for specifying, visualizing, and documenting models of software systems. The document discusses the history and evolution of UML, provides definitions and examples of various UML diagram types including class, object, use case, state, activity, sequence, and others. It also explains how UML diagrams can be used to model different views of a system, such as structural relationships and dynamic behavior over time.
This document discusses and compares various software development methodologies. It describes the Waterfall model, Prototyping model, Incremental model, Iterative model, Spiral model, RUP, XP, Agile, Scrum, Lean, DSDM, RAD and FDD methodologies. It explains that a methodology provides a formalized or systematic process for creating software. Methodologies can be sequential like Waterfall or iterative like Agile approaches. The document also gives overviews of specific methodologies like Scrum, Lean, XP and DSDM.
A software process provides stability, control, and organization for software development. It consists of a series of predictable steps that lead to a timely, high-quality product. Key elements include framework activities like planning, modeling, requirements analysis, design, construction, testing, and deployment. The specific tasks and level of rigor for each activity may vary based on the project. Process assessment ensures the process meets criteria for successful software engineering. The primary goal of any process is high-quality software delivered on time through reduced rework.
An architecture is very complicated and involves three types of decisions: how the system is structured as code units, how it is structured as runtime components and interactions, and how it relates to non-software elements. The document discusses several common architectural structures, including decomposition, uses, layered, class/generalization, process, concurrency, shared data/repository, client-server, deployment, implementation, and work assignment structures. It also discusses Kruchten's four views of logical, process, development, and physical.
UML (Unified Modeling Language) is used to model software systems and define nine types of diagrams used at different stages of development. The key diagrams are use case diagrams, which show interactions from an external perspective; class diagrams, which show object relationships; sequence diagrams, which show message passing over time; and deployment diagrams, which show how software components are distributed across physical infrastructure. UML provides a standardized way for developers, analysts, and clients to communicate about a system's design.
The document discusses the building blocks of the Unified Modeling Language (UML). It describes the key elements as things (abstractions), relationships (ties between things), and diagrams (groups of related things). The main things are structural (classes, interfaces, etc.), behavioral (interactions, state machines), grouping (packages), and annotational (notes). Relationships include dependencies, associations, generalizations, and realizations. Common diagrams are class, object, use case, sequence, collaboration, statechart, activity, and component diagrams.
The document discusses software quality and defines key aspects:
- It explains the importance of software quality for users and developers.
- Qualities like correctness, reliability, efficiency are defined.
- Methods for measuring qualities like ISO 9126 standard are presented.
- Quality is important throughout the software development process.
- Both product quality and process quality need to be managed.
The Unified Process (UP) is a software development process that provides guidance on team activities and work integration. It originated from issues with traditional processes being too diverse and outdated. Key aspects of UP include being use-case driven, architecture-centric, and iterative/incremental. UP follows a lifecycle of inception, elaboration, construction, and transition phases within iterative development cycles. While UP addressed issues with prior methods, its weaknesses include not covering the full software process and tools-focus not suiting complex systems.
The document discusses component-based software engineering and defines a software component. A component is a modular building block defined by interfaces that can be independently deployed. Components are standardized, independent, composable, deployable, and documented. They communicate through interfaces and are designed to achieve reusability. The document outlines characteristics of components and discusses different views of components, including object-oriented, conventional, and process-related views. It also covers topics like component-level design principles, packaging, cohesion, and coupling.
Rumbaugh's Object Modeling Technique (OMT) is an object-oriented analysis and design methodology. It uses three main modeling approaches: object models, dynamic models, and functional models. The object model defines the structure of objects in the system through class diagrams. The dynamic model describes object behavior over time using state diagrams and event flow diagrams. The functional model represents system processes and data flow using data flow diagrams.
Course material from my Object-Oriented Development course. This presentation covers all the key concepts and terminology needed for success in object-oriented development.
This document discusses key concepts in object-oriented programming (OOP). It describes problems with procedural languages and defines core OOP concepts like objects, classes, abstraction, encapsulation, inheritance, and polymorphism. Objects have state, behavior and identity, while classes define common structure and behavior for sets of objects. Encapsulation hides implementation details, inheritance extends functionality, and polymorphism allows different behaviors depending on an object's type.
This document discusses function-oriented software design. It explains that function-oriented design represents a system as a set of functions that transform inputs to outputs. The chapter objectives are to explain function-oriented design, introduce design notations, illustrate the design process with an example, and compare sequential, concurrent and object-oriented design strategies. Topics covered include data-flow design, structural decomposition, detailed design, and a comparison of design strategies.
OO Development 2 - Software Development MethodologiesRandy Connolly
Course material from my Object-Oriented Development course. This presentation discusses methodologies, development processes, the waterfall model and interative development.
software development, process model, requirement engineering, srs, structured...Ashok Mohanty
This document provides an overview of software engineering. It begins by discussing the emergence of software engineering as a discipline due to the "software crisis" of the 1970s. It then covers various software engineering processes and lifecycle models, including sequential models like waterfall and iterative models like prototyping and spiral. Requirements engineering methods like elicitation, analysis and specification are also summarized. Finally, it discusses the function-oriented and object-oriented approaches to software development.
Structured Vs, Object Oriented Analysis and DesignMotaz Saad
This document discusses structured vs object-oriented analysis and design (SAD vs OOAD) for software development. It outlines the phases and modeling techniques used in SAD like data flow diagrams, decision tables, and entity relationship diagrams. It also outlines the phases and modeling techniques used in OOAD like use cases, class diagrams, sequence diagrams, and state machine diagrams. The document compares key differences between SAD and OOAD, discusses textbooks on software engineering and UML, and references papers on using UML in practice and evaluating the impact and costs/benefits of UML in software maintenance.
This ppt covers the object modeling techniques. It has four topics: object model, dynamic model, functional model and the relationship between these models.
This document provides an introduction to object-oriented concepts such as classes, objects, inheritance, and encapsulation. It discusses key differences between procedural and object-oriented programming, with OOP combining data and behaviors into objects. A class defines a new data type or template for objects, and objects are instances of classes that contain data attributes and methods defining their behavior. The document focuses on defining classes and their characteristics like attributes that store data and methods that implement behaviors for class instances.
The document discusses several key principles of object-oriented design including:
- Managing dependencies between classes by following principles like single responsibility, dependency injection, and avoiding tight coupling.
- The importance of interfaces in segregating responsibilities and allowing for context independence and flexibility.
- Additional design concepts like the law of Demeter, messages over objects, and duck typing to create code that is change tolerant and easy to maintain over time.
about mutation testing and demonstration of muJava. muJava is automated tool for mutation testing of java programs. It tests the test cases. hence good to enhance and checking effectiveness of your test suites.
The document discusses testing for object-oriented applications. It states that testing must be broadened to include error discovery techniques applied to analysis and design models. The strategy for unit and integration testing must change significantly to account for unique OO characteristics like classes. Test cases must be designed to test classes and their interactions based on techniques like fault-based testing, class testing, scenario-based testing, random testing, and partition testing.
This document discusses scenario methodology for addressing uncertainty in complex systems. It begins by defining key terms like data, information, knowledge, and wisdom. It then discusses types of uncertainty like determinism, probability, and pure uncertainty. The document outlines the history and definitions of scenario methodology, providing examples of its use from the 1960s to present day. It describes the steps involved in constructing scenarios, including identifying issues and uncertainties, creating alternative scenarios, and assessing them. The document concludes by noting scenarios help bridge theory and practice, and must balance continuity and surprise to represent the range of possible outcomes.
This document outlines an agenda for a training session on mobilization. It will cover the roles and responsibilities of a mobilizer, building effective teams, setting and achieving targets, and Gram Tarang's functioning departments. The session will use activities, case studies, brainstorming, and questions to teach trainees about priorities, team building skills, communicating targets, and providing awards and recognition. Trainees should understand the difference between an ideal and busy mobilizer upon completing the training.
Introduction to software development methodologies- Agile vs WaterfallPrateek Shrivastava
This document discusses different software development methodologies, including Waterfall, Agile, Scrum, and Kanban. It defines a project and software development methodology. Waterfall follows sequential phases of requirements, design, development, testing, and delivery, while Agile focuses on iterative delivery, customer collaboration, and response to change. The document examines differences between Waterfall and Agile approaches to scope, schedule, team roles, testing practices, and other factors. It provides guidance on choosing a methodology based on requirements stability, team experience, project scale, and other criteria.
Tu Mu, Chinese military commentator, said, “If I wish to take advantage of the enemy I must perceive not just the advantage in doing so but must first consider the ways he can harm me if I do.” A key part of waging war and offensive strategies in the proposal world is to war game in a Black Hat review where we create potential war scenarios by aligning ourselves and our allies against a set of opponents. Each team assumes the competitor mindset and prepares as if they are the competition. Each team collects intelligence and develops their battle plans and using rules created to closely simulate battle (proposal evaluation) conditions, play out the war game in front of the evaluators. Only one team is victorious, we gain valuable insight into the strategies of our competition, and gather lessons learned. In this session, we explore the Black Hat process, how to define the competitive information you need upfront, develop high producing teams, optimize the teams’ products and leverage them in your proposal.
This document introduces object-oriented programming (OOP). It discusses the software crisis and need for new approaches like OOP. The key concepts of OOP like objects, classes, encapsulation, inheritance and polymorphism are explained. Benefits of OOP like reusability, extensibility and managing complexity are outlined. Real-time systems, simulation, databases and AI are examples of promising applications of OOP. The document was presented by Prof. Dipak R Raut at International Institute of Information Technology, Pune.
The document discusses various topics related to software engineering including:
1) How early days of software development have affected modern practices.
2) Definitions of software engineering from different sources.
3) The stages of software design including problem analysis, solution identification, and abstraction description.
4) Object-oriented design principles like information hiding, independent objects, and service-based communication.
IRJET- Software Architecture and Software DesignIRJET Journal
This document discusses software architecture and design. It defines software architecture as the strategic design of a system that addresses global requirements, while software design is the tactical design that addresses local requirements of what a solution does. The document outlines key characteristics of software architecture like serverless and event-driven architectures. It also discusses principles of software design like the single responsibility principle. Finally, it explains that while architecture focuses on structure and high-level design, design delves into implementation details, and there is overlap between the two.
This document provides an overview of object oriented analysis and design using the Unified Modeling Language (UML). It discusses key concepts in object oriented programming like classes, objects, encapsulation, inheritance and polymorphism. It also outlines the software development lifecycle and phases like requirements analysis, design, coding, testing and maintenance. Finally, it introduces UML and explains how use case diagrams can be used to model the user view of a system by defining actors and use cases.
CS8592 Object Oriented Analysis & Design - UNIT IV pkaviya
This document discusses object-oriented analysis and design patterns. It covers GRASP principles for assigning responsibilities to objects, such as information expert and controller. It also discusses design patterns including creational patterns like factory method and structural patterns like bridge and adapter. The document is focused on teaching object-oriented principles for designing reusable and well-structured code.
The document discusses agile software development and extreme programming (XP). It defines agility as effective response to change through communication, flexible planning, and incremental delivery. XP emphasizes rapid delivery, customer collaboration, unit testing, pair programming, and refactoring code. The debate around XP includes whether its informal requirements and lack of formal design can accommodate complex systems with changing needs. Other agile processes mentioned include Scrum, DSDM, Crystal, and Agile Modeling.
Can “Feature” be used to Model the Changing Access Control Policies? IJORCS
Access control policies [ACPs] regulate the access to data and resources in information systems. These ACPs are framed from the functional requirements and the Organizational security & privacy policies. It was found to be beneficial, when the ACPs are included in the early phases of the software development leading to secure development of information systems. Many approaches are available for including the ACPs in requirements and design phase. They relied on UML artifacts, Aspects and also Feature for this purpose. But the earlier modeling approaches are limited in expressing the evolving ACPs due to organizational policy changes and business process modifications. In this paper, we analyze, whether “Feature”- defined as an increment in program functionality can be used as a modeling entity to represent the Evolving Access control requirements. We discuss the two prominent approaches that use Feature in modeling ACPs. Also we have a comparative analysis to find the suitability of Features in the context of changing ACPs. We conclude with our findings and provide directions for further research.
The document discusses several techniques for developing software architectures when no existing architecture exists to build upon. It describes strategies like analogy searching, brainstorming, literature searching, and morphological charts that can be used to generate novel ideas for the architecture. It also emphasizes controlling the design strategy through techniques like identifying critical decisions, relating costs to risks, and continually re-evaluating requirements and implementation constraints.
IMPLEMENTATION OF DYNAMIC COUPLING MEASUREMENT OF DISTRIBUTED OBJECT ORIENTED...IJCSEA Journal
This document summarizes a research paper that proposes a method for dynamically measuring coupling in distributed object-oriented software systems. The method involves three steps: instrumentation of the Java Virtual Machine to trace method calls, post-processing of the trace files to merge information, and calculation of coupling metrics based on the dynamic traces. The implementation results show that the proposed approach can effectively measure coupling metrics dynamically by accounting for polymorphism and dynamic binding, overcoming limitations of traditional static coupling analysis.
IMPLEMENTATION OF DYNAMIC COUPLING MEASUREMENT OF DISTRIBUTED OBJECT ORIENTED...IJCSEA Journal
Software metrics are increasingly playing a central role in the planning and control of software development projects. Coupling measures have important applications in software development and maintenance. Existing literature on software metrics is mainly focused on centralized systems, while work in the area of distributed systems, particularly in service-oriented systems, is scarce. Distributed systems with service oriented components are even more heterogeneous networking and execution environment. Traditional coupling measures take into account only “static” couplings. They do not account for “dynamic” couplings due to polymorphism and may significantly underestimate the complexity of software and misjudge the need for code inspection, testing and debugging. This is expected to result in poor predictive accuracy of the quality models in distributed Object Oriented systems that utilize static coupling measurements. In order to overcome these issues, we propose a hybrid model in Distributed Object Oriented Software for measure the coupling dynamically. In the proposed method, there are three steps
such as Instrumentation process, Post processing and Coupling measurement. Initially the instrumentation process is done. In this process the instrumented JVM that has been modified to trace method calls. During this process, three trace files are created namely .prf, .clp, .svp. In the second step, the information in these file are merged. At the end of this step, the merged detailed trace of each JVM contains pointers to the merged trace files of the other JVM such that the path of every remote call from the client to the server can be uniquely identified. Finally, the coupling metrics are measured dynamically. The implementation results show that the proposed system will effectively measure the coupling metrics dynamically.
A Model To Compare The Degree Of Refactoring Opportunities Of Three Projects ...acijjournal
Refactoring is applied to the software artifacts so as to improve its internal structure, while preserving its
external behavior. Refactoring is an uncertain process and it is difficult to give some units for
measurement. The amount to refactoring that can be applied to the source-code depends upon the skills of
the developer. In this research, we have perceived refactoring as a quantified object on an ordinal scale of
measurement. We have a proposed a model for determining the degree of refactoring opportunities in the
given source-code. The model is applied on the three projects collected from a company. UML diagrams
are drawn for each project. The values for source-code metrics, that are useful in determining the quality of
code, are calculated for each UML of the projects. Based on the nominal values of metrics, each relevant
UML is represented on an ordinal scale. A machine learning tool, weka, is used to analyze the dataset,
imported in the form of arff file, produced by the three projects
A MODEL TO COMPARE THE DEGREE OF REFACTORING OPPORTUNITIES OF THREE PROJECTS ...acijjournal
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Software requirement analysis enhancements by
prioritizing requirement attributes using rank
based Agents.
Ashok Kumar Vinay Goyal
Professor Assistant Professor
Department of Computer Science and Applications Department of MCA
Kurukshetra University, Kurukshetra, India Panipat Institute of Engineering & Technology
Panipat, India
Abstract- This paper proposes a new technique in the
domain of Agent oriented software engineering. Agents
work in autonomous environments and can respond to
agent triggers. Agents can be very useful in requirement
analysis phase of software development process, where
they can react towards the requirement triggers and
result in aligned notations to identify the best possible
design solution from existing designs. Agent helps in
design generation process, which includes the use of
Artificial intelligence. The results produced clearly
shows the improvements over the conventional
reusability principles and ideas.
1. INTRODUCTION
Agent oriented software engineering is a new
emerging technique which is growing very
rapidly. Software development industries have
invested huge efforts in this domain and results
published by many of them are very exiting [1].
The autonomous and reactive nature of agents
makes it possible for the designers to visualize
in terms of real life problem solving scenarios
where socio-logical [2] characteristics of agents
automatically activate the timely checks for any
problem in domain and to solve the same using
agents.
Agents are very helpful in the software
development life cycle. Experiments carried out
in past have shown [2][9][10] the improvement
in the SDLC and conclusion is that agents can be
very helpful in cost and effort minimization; if
tuned properly. Fine-tuning of agents and SDLC
process-state-plug-in for two-way
communications results in agent based software
development process where intelligent agents
will take decisions for better time and resource
utilization.
Fine-tuning of agents and SDLC process-state-
plug-in for two-way communications results in
agent based software development process
where intelligent agents will take decisions for
better time and resource utilization. Agents are
capable of storing historic data, which helps in
decision-making using heuristic based approach.
This paper discusses the details of one such
experiment conducted to improve the
requirement analysis process with the help of
proactive agents. Agents automatically sense the
requirement environment and propose their own
set of important requirement checklist. This is
sort of intelligent assistance with domain
heuristic, which leads to cover all possible
requirement entities of the problem domain.
2. RELATED WORK
Michael Wooldridge, Nicholas R. Jennings &
David Kinny describe the analysis process using
agent-oriented approach [1]. They have
considered the GAIA notations. The analysis
stages of Gaia are:
1) Identify the agent’s roles in the system, which
typically correspond to identify ro ...
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OO Development 1 - Introduction to Object-Oriented Development
1. INTRODUCTION TO
1 OBJECT-ORIENTATION
What is it and why do we need it?
2. Paradigms
2
Object-orientation is both a programming and
analysis/design paradigm.
A paradigm is a set of theories, standards and methods that
together represent a way of organizing knowledge; that is, a way
of viewing the world [Kuhn 70]
Examples of other programming paradigms:
Procedural (Pascal, C)
Logic (Prolog)
Functional (Lisp)
Object-oriented (C++, Smalltalk, Java, C#, VB.NET)
Example of other analysis/design paradigm
Structural (process modeling, data flow diagrams, logic modeling)
3. Object-Oriented Paradigm
3
A development strategy based on idea that computer
systems should be built from a collection of reusable
components called objects.
Unlike the structural paradigm, objects contain both
data and functionality/behavior. That is, objects know
things (data) and can do things (behavior).
object
object
data
data
behavior
behavior
object behavior
behavior
data behavior
behavior
Source: Scott Ambler, The Object Primer (Cambridge University Press, 2001), p.2
4. Object vs Functional-Oriented
4
Library Information System
Structured Approach
Decompose by functions or processes
System
Object Approach
Decompose by objects or concepts
Record Loans Add Resources Report Fines
Catalog Librarian
Book Library
Source: Craig Larman, Applying UML and Patterns (Prentice Hall, 1998), p. 14
5. Why was a new paradigm needed?
5
According to one survey,
30% to 40% of all software projects are cancelled
the average software project costs more than double
the original cost estimate
only 15% to 20% of all software projects are
completed on-time and on-budget.
According to another survey (1998)
3 out of 4 software projects have exceeded deadlines
and budgets, not worked, or been unmaintainable.
Source: Scott Ambler, The Object Primer (Cambridge University Press, 2001), p.xvii
Source: Leszek Maciaszek, Requirements Analysis and System Design (Addison Wesley, 2001), p. 3
6. 6
Software Success?
Used as delivered
Used after
2%
changes
3%
Used but
extensively
reworked or later Delivered but
never
abandoned
19% successfully used
47%
Paid for but not
delivered
29%
Source: US Government Accounting
Office. Report FGMSD-80-4.
From
Craig Larman, Software Economics
presentation
7. Why things go wrong?
7
Quality problems
The wrong problem is addressed
Failure to align the project with business strategy
Wider influences are neglected
Project team or business managers don’t take account of the
system environment
Incorrect analysis of requirements
Poor skills or not enough time allowed
Project undertaken for wrong reason
Technology pull or political push
Source: Bennett, McRobb, and Farmer, Object-Oriented Systems Analysis and Design (McGraw Hill, 2002), p. 34-36
8. Why things go wrong?
8
Productivity problems
Users change their minds (requirements drift)
External events
E.g. introduction of the Euro
Implementation not feasible
May not be known at start of the project
Poor project management
Inexperienced management or political difficulties
Source: Bennett, McRobb, and Farmer, Object-Oriented Systems Analysis and Design (McGraw Hill, 2002), p. 36-38
9. Complexity
9
Ultimately, in sum, software projects fail due to the
inherent complexity of building software.
Physician, civil engineer and computer scientist joke.
Source: Grady Booth, Object-Oriented Analysis and Design (Addison Wesley, 1994), p. 3-8
Source: Xiaoping Jia, Object-Oriented Software Development using Java (Addison Wesley, 2003), p. 3
10. Complexity
10
That is, large software projects are inherently complex due to:
Complexity of problem domain
Often contradictory requirements (usability vs performance, cost vs reliability)
as well as requirements that change over time.
Difficulty of managing the developmental process
Longevity and evolution of software systems
High user expectations
The flexibility possible through software
The problems of characterizing behavior in discrete systems.
That is, making changes in one thing will often effect other things, and due to
the sheer number of “things” in a software system. Exhaustive testing is
impossible.
Object-oriented techniques seem to be better at managing this
complexity than does structured approaches.
Source: Grady Booth, Object-Oriented Analysis and Design (Addison Wesley, 1994), p. 3-8
Source: Xiaoping Jia, Object-Oriented Software Development using Java (Addison Wesley, 2003), p. 3
11. 11
Cost of Complexity
System development plans must be based
on the complete cost of a system, not
Other solely on development costs.
Code
Revise &
Maintain
Test
But why is this so large?
Design
Doc
Source: Source: DP Budget, Vol. 7,
No. 12, Dec. 1988
From
Craig Larman, Software Economics
presentation
12. Why is Maintenance so Expensive?
12
AT&T study indicates that business rules (i.e., user
requirements) change at the rate of 8% per month !
Another study found that 40% of requirements arrived after
development was well under way [Casper Jones]
Thus the key software development goal should be to
reduce the time and cost of revising, adapting and
maintaining software.
Object technology is especially good at
Reducing the time to adapt an existing system (quicker
reaction to changes in the business environment).
Reducing the effort, complexity, and cost of change.
From
Craig Larman, Software Economics presentation
13. Benefits of Object Orientation (OO)
13
Some potential benefits are:
Reusability
Once an object is defined, implemented, and tested, it can be reused in other
systems.
Reliability
Object-oriented code lends itself to verfication via unit testing.
Robustness
Most object-oriented languages support exception and error handling.
Extensibility
Objects can inherit from other objects, thus lessening the need to constantly
“reinvent the wheel.”
Manageability Easier to manage
Each object is relatively small, self-contained, and manageable, thus reducing
Extensibility
Robustness
Reusability
Reliability
complexity and leading to higher quality systems that are easier to maintain.
Source: Satzinger and Orvik, The Object-Oriented Approach (Course Technology, 2001), p. 9
Source: Scott Ambler, The Object Primer (Cambridge University Press, 2001), p. 10-20
Source: Meiler Page-Jones, Fundamentals of Object-Oriented Design in UML(Addison-Wesley, 2000), p.64-72
14. History of the Object Approach
14
Smalltalk, developed by Xerox PARC in the late seventies,
was the first commercial object-oriented language.
In the late eighties, several existing programming languages
(C++, Pascal) were extended to include object-orientation.
In the mid-nineties other object-oriented languages were
developed.
Java, developed by Sun Microsystems, became popular
because of its object-orientation (as well as its ability to run
on any operating system).
Microsoft's new .NET Framework now has fully object-
oriented languages (C#, C++.NET, and VB.NET).
Source: Satzinger and Orvik, The Object-Oriented Approach (Course Technology, 2001), p. 8
15. More History of the Object Approach
15
As languages developed, object-orientation evolved in the 1990s
from a programming methodology to a software development
methodology that addresses the analysis, design, implementation,
testing, and maintenance of software systems.
Modeling techniques and notations have been developed and
unified in the form of the Unified Modeling Language (UML).
Object-Oriented
evolves into Software Development
Methodology
Object-Oriented
Programming Methodology
developed
as part of
Unified Modeling Language
Source: Xiaoping Jia, Object-Oriented Software Development using Java (Addison Wesley, 2003), p. 11
Editor's Notes
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 required 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 her chair, smiled, and then said confidently, "Ah, but who do you think created the chaos ?"