This document provides an overview of use case diagrams and their components. It discusses actors, use cases, associations, generalizations, includes and extends relationships. It provides examples of use case diagrams and explains when to use certain relationships. The key points are that use case diagrams model a system's functionality from the user's perspective, show actors and their goals, and use relationships to structure common or optional behaviors between use cases.
This document discusses different software life cycle models, including the classical waterfall model, iterative waterfall model, evolutionary model, prototyping model, and spiral model. It describes the phases and advantages and disadvantages of each. The classical waterfall model is considered theoretical while the iterative model is more practical but rigid. The evolutionary and prototyping models are useful when requirements are unclear. The spiral model subsumes other models but is complex. The appropriate model depends on the project's risks and understanding. Adhering to a model helps produce quality software systematically.
The document introduces Unified Modeling Language (UML) as a standard modeling language used to express and design software systems. UML uses basic building blocks like model elements, relationships, and diagrams to create complex structures for modeling. Common UML diagram types include use case diagrams, class diagrams, sequence diagrams, and deployment diagrams. Class diagrams specifically model the static structure of a system by showing classes, interfaces, attributes, operations, and relationships between model elements.
This document provides an overview of use case diagrams and their components. It discusses actors, use cases, associations, generalizations, includes and extends relationships. It provides examples of use case diagrams and explains when to use certain relationships. The key points are that use case diagrams model a system's functionality from the user's perspective, show actors and their goals, and use relationships to structure common or optional behaviors between use cases.
This document discusses different software life cycle models, including the classical waterfall model, iterative waterfall model, evolutionary model, prototyping model, and spiral model. It describes the phases and advantages and disadvantages of each. The classical waterfall model is considered theoretical while the iterative model is more practical but rigid. The evolutionary and prototyping models are useful when requirements are unclear. The spiral model subsumes other models but is complex. The appropriate model depends on the project's risks and understanding. Adhering to a model helps produce quality software systematically.
The document introduces Unified Modeling Language (UML) as a standard modeling language used to express and design software systems. UML uses basic building blocks like model elements, relationships, and diagrams to create complex structures for modeling. Common UML diagram types include use case diagrams, class diagrams, sequence diagrams, and deployment diagrams. Class diagrams specifically model the static structure of a system by showing classes, interfaces, attributes, operations, and relationships between model elements.
UML (Unified Modeling Language) is a standard modeling language used to specify, visualize, and document software systems. It uses graphical notations to model structural and behavioral aspects of a system. Common UML diagram types include use case diagrams, class diagrams, sequence diagrams, and state diagrams. Use case diagrams model user interactions, class diagrams show system entities and relationships, sequence diagrams visualize object interactions over time, and state diagrams depict object states and transitions. UML aims to simplify the complex process of software design through standardized modeling.
UML (Unified Modeling Language) is a standard modeling language used to visualize, specify, construct, and document software systems. It uses graphical notation to depict systems from initial design through detailed design. Common UML diagram types include use case diagrams, class diagrams, sequence diagrams, activity diagrams, and state machine diagrams. UML provides a standard way to communicate designs across development teams and is supported by many modeling tools.
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.
The document provides an overview of the Rational Unified Process (RUP), a software development process originally developed by Rational Software. It describes RUP as an iterative process with four phases (inception, elaboration, construction, transition) and six disciplines (business modeling, requirements, analysis and design, implementation, test, deployment). The document outlines some advantages of RUP like regular feedback, efficient use of resources, and improved risk management compared to traditional waterfall approaches. It also notes some potential disadvantages like complexity and needing expertise to fully adopt RUP.
This document summarizes and compares several agile software development methodologies, including Extreme Programming (XP), Adaptive Software Development (ASD), Dynamic Systems Development Method (DSDM), and Scrum. It outlines the key principles and processes of each methodology, such as XP's emphasis on iterative development, testing, and refactoring. Charts and diagrams are provided to illustrate the methodologies' life cycles and processes.
The document provides an overview of Agile, Scrum, and DevOps principles and processes. Some key points:
- Agile values individuals, interactions, working software, customer collaboration, and responding to change over processes, tools, documentation, and following a plan.
- Scrum uses roles of Product Owner, Scrum Master, and Development Team and artifacts like user stories, burn down charts, and impediment logs within sprints, daily scrums, sprint reviews and retrospectives.
- DevOps aims to unify software development and operations through collaboration, automation, continuous integration, delivery and deployment to achieve speed, stability, and alignment with business objectives. It advocates for frequent code integration and deployment to
This document discusses the General Responsibility Assignment Software Patterns (GRASP) principles for object-oriented design. It begins with an introduction to GRASP and its goals of being a mental toolset for designing software. It then explains nine key GRASP design patterns - Informational Expert, Creator, Controller, Low Coupling, High Cohesion, Polymorphism, Pure Fabrication, Indirection, and Protected Variations. For each pattern, it provides a definition and example of how and when to apply the pattern when assigning responsibilities to classes. It concludes with references for further reading on GRASP patterns.
The document discusses use case diagrams in object oriented design and analysis. It defines use cases as descriptions of system functionality from a user perspective. Use case diagrams depict system behavior, users, and relationships between actors, use cases, and other use cases. The key components of use case diagrams are described as actors, use cases, the system boundary, and relationships. Common relationships include association, extend, generalization, uses, and include. An example use case diagram for a cellular telephone is provided to illustrate these concepts.
The document discusses several object-oriented methodologies for software design including Rumbaugh's Object Modeling Technique (OMT), Booch methodology, and Jacobson's Object-Oriented Software Engineering (OOSE) methodology. It also covers the generic components of object-oriented design, the system design process, and the object design process. Key aspects covered include class diagrams, use case modeling, partitioning analysis models into subsystems, and inter-subsystem communication.
Virtualization allows multiple virtual machines to run on a single physical machine. It began in IBM mainframes in 1972 and allowed time-sharing of computing resources. Modern virtualization technologies like VMware and Xen create virtual environments that are essentially identical to the original machine for programs to run in. Virtualization provides benefits like consolidation of servers, high availability, disaster recovery and easier management of computing resources. There are different types of virtualization including server, desktop, application, memory and storage virtualization.
This document provides an introduction to design patterns, including definitions of what patterns are, why they are used, and common types of patterns. It describes the Observer pattern, which allows objects to notify dependents of state changes, defining a one-to-many relationship between a subject and observer objects so that observers are automatically notified of changes. The Observer pattern establishes a publish-subscribe mechanism between the subject and observer objects.
Design and Implementation in Software EngineeringKourosh Sajjadi
These slides were presented to the software engineering class held in IAUN. The main context is provided from the "Software Engineering" book authored by Sommerville.
Most of the icons used in the slides are provided in the flaticon.com website.
Thanks to our professor Habib Seifzadeh.
A cooperation with Mohammad Mostajeran.
Lecture 14 requirements modeling - flow and behaviorIIUI
This document discusses requirement modeling strategies, focusing on structured analysis using data flow diagrams (DFDs). It provides an overview of elements of structured analysis like entity relationship diagrams and DFDs. DFDs take an input-process-output view, showing how data flows into processes and is transformed as it flows out. The document demonstrates creating DFDs at the context, level 1 and level 2 for a SafeHome security system, starting from a level 0 context diagram and refining individual processes.
The document discusses the motivation and design of file system implementations. It describes how file systems map the logical structure to physical storage, using various on-disk and in-memory data structures. These include boot blocks, superblocks, directories, inodes/file control blocks, buffer caches, open file tables, and more. Common operations like creating, opening, reading and closing files are also outlined.
The document discusses data flow diagrams (DFDs) and use cases for modeling system requirements. It provides details on how DFDs can be used to model the flow of data through a system using processes, data stores, external entities, and data flows. The document also explains how use cases specify system functionality through interactions between actors and the system. Examples of a DFD and use cases for an online auction system are provided.
Operating-System Structures
Operating System Services
User Operating System Interface
System Calls
Types of System Calls
System Programs
Operating System Design and Implementation
Operating System Structure
Operating System Debugging
Operating System Generation
System Boot
This document discusses aspect-oriented software engineering (AOSE). AOSE addresses cross-cutting concerns in software that are difficult to separate using traditional object-oriented design. It does this through abstractions called aspects that encapsulate functionality required in multiple places. Aspects are used alongside objects and methods. Key benefits of AOSE include better separation of concerns. An example of an aspect is user authentication code that is required before accessing a database from different parts of an application. AspectJ is provided as an example of an aspect-oriented programming language.
UML (Unified Modeling Language) is a standard modeling language used to specify, visualize, and document software systems. It uses graphical notations to model structural and behavioral aspects of a system. Common UML diagram types include use case diagrams, class diagrams, sequence diagrams, and state diagrams. Use case diagrams model user interactions, class diagrams show system entities and relationships, sequence diagrams visualize object interactions over time, and state diagrams depict object states and transitions. UML aims to simplify the complex process of software design through standardized modeling.
UML (Unified Modeling Language) is a standard modeling language used to visualize, specify, construct, and document software systems. It uses graphical notation to depict systems from initial design through detailed design. Common UML diagram types include use case diagrams, class diagrams, sequence diagrams, activity diagrams, and state machine diagrams. UML provides a standard way to communicate designs across development teams and is supported by many modeling tools.
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.
The document provides an overview of the Rational Unified Process (RUP), a software development process originally developed by Rational Software. It describes RUP as an iterative process with four phases (inception, elaboration, construction, transition) and six disciplines (business modeling, requirements, analysis and design, implementation, test, deployment). The document outlines some advantages of RUP like regular feedback, efficient use of resources, and improved risk management compared to traditional waterfall approaches. It also notes some potential disadvantages like complexity and needing expertise to fully adopt RUP.
This document summarizes and compares several agile software development methodologies, including Extreme Programming (XP), Adaptive Software Development (ASD), Dynamic Systems Development Method (DSDM), and Scrum. It outlines the key principles and processes of each methodology, such as XP's emphasis on iterative development, testing, and refactoring. Charts and diagrams are provided to illustrate the methodologies' life cycles and processes.
The document provides an overview of Agile, Scrum, and DevOps principles and processes. Some key points:
- Agile values individuals, interactions, working software, customer collaboration, and responding to change over processes, tools, documentation, and following a plan.
- Scrum uses roles of Product Owner, Scrum Master, and Development Team and artifacts like user stories, burn down charts, and impediment logs within sprints, daily scrums, sprint reviews and retrospectives.
- DevOps aims to unify software development and operations through collaboration, automation, continuous integration, delivery and deployment to achieve speed, stability, and alignment with business objectives. It advocates for frequent code integration and deployment to
This document discusses the General Responsibility Assignment Software Patterns (GRASP) principles for object-oriented design. It begins with an introduction to GRASP and its goals of being a mental toolset for designing software. It then explains nine key GRASP design patterns - Informational Expert, Creator, Controller, Low Coupling, High Cohesion, Polymorphism, Pure Fabrication, Indirection, and Protected Variations. For each pattern, it provides a definition and example of how and when to apply the pattern when assigning responsibilities to classes. It concludes with references for further reading on GRASP patterns.
The document discusses use case diagrams in object oriented design and analysis. It defines use cases as descriptions of system functionality from a user perspective. Use case diagrams depict system behavior, users, and relationships between actors, use cases, and other use cases. The key components of use case diagrams are described as actors, use cases, the system boundary, and relationships. Common relationships include association, extend, generalization, uses, and include. An example use case diagram for a cellular telephone is provided to illustrate these concepts.
The document discusses several object-oriented methodologies for software design including Rumbaugh's Object Modeling Technique (OMT), Booch methodology, and Jacobson's Object-Oriented Software Engineering (OOSE) methodology. It also covers the generic components of object-oriented design, the system design process, and the object design process. Key aspects covered include class diagrams, use case modeling, partitioning analysis models into subsystems, and inter-subsystem communication.
Virtualization allows multiple virtual machines to run on a single physical machine. It began in IBM mainframes in 1972 and allowed time-sharing of computing resources. Modern virtualization technologies like VMware and Xen create virtual environments that are essentially identical to the original machine for programs to run in. Virtualization provides benefits like consolidation of servers, high availability, disaster recovery and easier management of computing resources. There are different types of virtualization including server, desktop, application, memory and storage virtualization.
This document provides an introduction to design patterns, including definitions of what patterns are, why they are used, and common types of patterns. It describes the Observer pattern, which allows objects to notify dependents of state changes, defining a one-to-many relationship between a subject and observer objects so that observers are automatically notified of changes. The Observer pattern establishes a publish-subscribe mechanism between the subject and observer objects.
Design and Implementation in Software EngineeringKourosh Sajjadi
These slides were presented to the software engineering class held in IAUN. The main context is provided from the "Software Engineering" book authored by Sommerville.
Most of the icons used in the slides are provided in the flaticon.com website.
Thanks to our professor Habib Seifzadeh.
A cooperation with Mohammad Mostajeran.
Lecture 14 requirements modeling - flow and behaviorIIUI
This document discusses requirement modeling strategies, focusing on structured analysis using data flow diagrams (DFDs). It provides an overview of elements of structured analysis like entity relationship diagrams and DFDs. DFDs take an input-process-output view, showing how data flows into processes and is transformed as it flows out. The document demonstrates creating DFDs at the context, level 1 and level 2 for a SafeHome security system, starting from a level 0 context diagram and refining individual processes.
The document discusses the motivation and design of file system implementations. It describes how file systems map the logical structure to physical storage, using various on-disk and in-memory data structures. These include boot blocks, superblocks, directories, inodes/file control blocks, buffer caches, open file tables, and more. Common operations like creating, opening, reading and closing files are also outlined.
The document discusses data flow diagrams (DFDs) and use cases for modeling system requirements. It provides details on how DFDs can be used to model the flow of data through a system using processes, data stores, external entities, and data flows. The document also explains how use cases specify system functionality through interactions between actors and the system. Examples of a DFD and use cases for an online auction system are provided.
Operating-System Structures
Operating System Services
User Operating System Interface
System Calls
Types of System Calls
System Programs
Operating System Design and Implementation
Operating System Structure
Operating System Debugging
Operating System Generation
System Boot
This document discusses aspect-oriented software engineering (AOSE). AOSE addresses cross-cutting concerns in software that are difficult to separate using traditional object-oriented design. It does this through abstractions called aspects that encapsulate functionality required in multiple places. Aspects are used alongside objects and methods. Key benefits of AOSE include better separation of concerns. An example of an aspect is user authentication code that is required before accessing a database from different parts of an application. AspectJ is provided as an example of an aspect-oriented programming language.
يشعر الخبير بهاء الزبيدي انه قد تم حل الأعطال القليلة على وسائل التواصل الاجتماعي في الماضي، عندما لم تكن متاحة للجمهور، بسرعة كبيرة بمساعدة المهندسين ذوي الخبرة، حيث يستخدمون مصطلح «هندسة الفوضى». يستخدم هذا المصطلح عن قصد لتعلم كيفية إدارة النظام خلال مثل هذا الحدث المأساوي ويمنح الفرصة لفهم النظام جيدًا.إن ممارسة استخدام هندسة الفوضى هذه هي التحقق من قدرة ومستوى ثقة النظام خلال فترة عدم استقراره.