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UNIT-I
Introduction:
The various trends in S/W development give the change in the languages. In earlier days
S/W developers used Machine Languages, which deals with 0s and 1s [Binary
Number]. S/W developers felt it was difficult to program using binary numbers. In later
stage Assembly Language was used for a programming. Assembly Language uses
mnemonics, which is better than binary language. Then high-level language was
introduced. The human understandable English is used in the programming languages.
Initial stages of high-level languages have the procedural /structural languages.
Programmers concentrate more on functions rather than data. To overcome this object
oriented programming languages was introduced. In OOProgramming the programmer
concentrate or gives equal importance to functions and data. The advantages over
procedure languages are OOPS concepts.
Machine Language 0,1
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OBJECT ORIENTATION:
Object oriented methods enable us to create sets of objects that work
together synergistically to produce software that better module their problem domains
than similar systems produced by traditional techniques. The system created using object
oriented methods are easier to adapt changing requirements, easier to maintain, more
robust, promote greater design. The reasons why object orientation works
High level of abstraction.
Seamless transition among different phases of software development.
Encourage of good programming techniques.
Promotion of reusability.
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Raising the level of abstraction from function level to object level and
focusing on the real-world aspects of the system, the object oriented method tends to
Promote clearer designs.
Makes implementation easier.
Provide overall better communication.
Promotion of Reusability:
Objects are reusable because they are modeled directly out of real world.
The classes are designed generically with reuse. The object orientation adds inheritance,
which is a powerful technique that allows classes to built from each other. The only
differents and enhancements between the classes need to be designed and coded. All the
previous functionality remains and can be reused without change.
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Review of objects:
The object-oriented system development makes software development
easier and more natural by raising the level of abstraction to the point where applications
can be implemented. The name object was chosen because everyone knows what is an
object is . The real question is what do objects have to do with system development
rather that what is an object?
Object:
A car is an object a real-world entity, identifiably separate from its
surroundings. A car has a well-defined set of attributes in relation to other object.
CAR
Object
Attributes
Methods
Color
Drive it
Manufacturer
Lock it
Cost
Tow it
Owner
Carry Passenger in it
Attributes:
Data of an object.
Properties of an object.
Methods:
Procedures of an object.
or
Behaviour of an object.
The term object was for formal utilized in the similar language. The term
object means a combination or data and logic that represent some real-world entity.
When developing an object oriented applications, two basic questions arise
What objects does the application need?
What functionality should those objects have?
Programming in an object-oriented system consists of adding new kind of
objects to the system and defining how they behave. The new object classes can be built
from the objects supplied by the object-oriented system.
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Object state and properties (Attributes):
Properties represent the state of an object. In an object oriented methods we
want to refer to the description of these properties rather than how they are represented in
a particular programming language.
Car
Cost
Color
Make
Model
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For example:
An employee object knows how to compute salary. To compute an
employee salary, all that is required is to send the compute payroll message to the
employee object.
So the simplification of code simplifies application development and
maintenance.
Objects Respond to Messages:
The capability of an objects is determined by the methods defined for it.
To do an operation, a message is sent to an object. Objects represented to messages
according to the methods defined in its class.
For example:
When we press on the brake pedal of a car, we send a stop message to the
car object. The car object knows how to respond to the stop message since brake have
been designed with specialized parts such as break pads and drums precisely respond to
that message.
Car Object
Brake
------------------
Different object can respond to the same message in different ways. The
car, motorcycle and bicycle will all respond to a stop message, but the actual operations
performed are object specific.
It is the receivers responsibility to respond to a message in an appropriate
manner. This gives the great deal or flexibility, since different object can respond to the
same message in different ways. This is known as polymorphism.
Objects are grouped in classes:
The classification of objects into various classes is based its properties
(states) and behaviour (methods). Classes are used to distinguish are type of object from
another. An object is an instance of structures, behaviour and inheritance for objects. The
chief rules are the class is to define the properties and procedures and applicability to its
instances.
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For example:
Employee Class
David
John
Andrew
Objects of
Align
class employee
Alfred
Class Hierarchy:
An object-oriented system organizes classes into a subclass super class
hierarchy. The properties and behaviours are used as the basis for making
distinctions between classes are at the top and more specific are at the bottom of
the class hierarchy. The family car is the subclass of car. A subclass inherits all the
properties and methods defined in its super class.
Motor Vehicle
Bus
Private
Omni
Bus
Govt
Passenger
Bus
Truck
Mini
Lorry
Heavy
Truck
Car
Race
Car
Family
Car
Inheritance:
It is the property of object-oriented systems that allow objects to be built
from other objects. Inheritance allows explicitly taking advantage of the commonality of
objects when constructing new classes. Inheritance is a relationship between classes
where one class is the parent class of another (derived) class. The derived class holds the
properties and behaviour of base class in addition to the properties and behaviour of
derived class.
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Vehicle
Car
Hyundai
Santro
Sonata
Accent
Truck
Car
Bus
Utility Vehicle
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Encapsulation and Information Hiding:
Information hiding is the principle of concealing the internal data and
procedures of an object. In C++ , encapsulation protection mechanism with private,
public and protected members.
In per-class protection:
Class methods can access any objects of that class and not just the receiver.
In per-object protection:
Methods can access only the receiver.
An important factor in achieving encapsulation is the design at different
classes of objects that operate using a common protocol. This means that many objects
will respond to the message using operations tailored to its class.
A car engine is an example of encapsulation. Although engines may differ
in implementation, the interface between the driver and car is through a common
protocol.
Polymorphism:
Poly
Morph
many
form
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Pilot
Can fly
Planes
Flown by
A pilot can fly planes. The inverse of can fly is is flown by . Plane is flown by pilot
Cardinality:
It specifies how many instances of one class may relate to a single instance
of an associated class. Cardinality constrains the number of related objects and
often is described as being one or many.
Consumer-producer association:
Example:
Request for
Print Server
Item
Printing
Aggregations:
All objects, except the most basic ones, are composed of and may contain
other objects. Breaking down objects in to the objects from which they are composed is
de composition. This is possible because an objects attributes need not be simple data
fields, attributes can reference other objects. Since each object has an identity, one object
can refer to other objects. This is known as aggregation. The car object is an aggregation
of other objects such as engine, seat and wheel objects.
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Car
Engine
Seat
Wheel
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Object-Oriented Systems Development Life Cycle [OOSDLC]
Introduction:
The S/W development process that consists of Analysis, Design,
implementation, testing and refinement is to transform users needs into a software
solution that satisfies those needs. Some people view the s/w developing process as
interesting but feel it has less importance in developing s/w. Ignoring the process and
plunge into the implementation and programming phases of s/w development is much
like the builder who would by pass the architect. The object oriented approach requires a
more rigorous process to do things right. We have to spend more time on gathering
requirements, developing a requirements model and an analysis model, then turning them
into the design model. We should consult a prototype of some of the key system
components shortly after the products are selected. It is used to understand how easy or
difficult it will be to implement some of the features of the system.
Software Development process:
S/W development can be viewed as a process. The development itself is a
process of change, retirement, transformation (or) addition to the existing product. It is
possible to replace one sub process with a new one, as long as the new sub process has
the same interface as the old one, to allow it to fit into the process as a whole. The
object-oriented approach provides us a set of rules for describing inheritance and
specialization in a consistent way when a sub process changes the behaviour of its parent
process. The process can be divided into small, interacting phases know as sub
processes. The sub processes must be defined in such a way that they are clearly spelled
out, to allow each activity to be performed as independently of other sub processes as
possible. Each sub process must have
A description in terms of how it works
Specification of the input required for the process
Specification of the output to be produced.
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Problem
Transformation 1
Statements
Analysis
What are the users of the system?
Transformation 2
Design
System
Transformation 3
Implementation
Software
Detail
Product
Transformation 1 [Analysis]
It translates the users needs into system requirements and responsibilities.
The way they use can provide insight into user requirements.
Transformation 2 [Design]
It begins with a problem statement and ends with a detailed design that can
be transformed into an operational system. This transformation includes the bulk of the
software development activity, including definition of how to build the software, its
development and its testing. It includes the design descriptions, the program and the
testing materials.
Transformation 3 [Implementation]
It refines the detailed design into the system deployment that will satisfy
the users needs. It represents embedding the software product within its operational
environment.
The software development process is the waterfall approach which starts
with deciding
what is to be done (what is the problem)
How to accomplish them
Which we do it
Test the result to see it we have satisfied the users requirements
Finally we use what we have done
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What
Analysis
How
Design
Implementation
Do It
Testing
Test
Use
Maintenance
The water fall S/W development process
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Validation
Verification
Needs
Requirements
Design
Software
Correctness
* Correspondence measures how well the delivered system matches the needs of the
operational environment as described in the original requirements statement.
* Validation is the task of predicting correspondence. True correspondence can be
determined only after the system is in place
* Correctness measures the consistency of the product requirements with respect to the
design specification
* Verification is the exercise of determining correctness.
Boehm observes that these quality measures, verification and validation is answering the
following questions.
Verification- Am I building the product right?
Validation- Am I building the right product.
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User Satisfaction
Usability & QA
Tests
Implementation
Design Classes
Define Attributes
& Methods
Build Object
and Dynamic
Model
User satisfaction
Usability test &
quality assurance
test
Build User
Interface &
Prototype
Design
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Scenarios are a great way of examine who does what in the interactions among
objects and what role they play. That is their inert relationship. This inter actions among the
objects roles to achieve a given goal is called collaboration.
A use-case is a typical interaction between a user and a system that captures user
goals & needs. Expressing these high-level processes and interactions it is referred to as use-case
modeling. Once the use case model is better understood and developed we should start to
identify classes and create their relationships.
The physical objects in the system also provide us important information an
objects in the system. The objects could be individuals organizations, machines, units of
information; pictures (or) what ever else makes up the application and makes sense in the context
of the real-world system.
For example: The object in the payroll system is as follows,
The employee, worker, supervisor, office admin.
The paycheck.
The product being made.
The process used to make the product.
The objects need to have meaning only within the context of the application domain.
Few guide lines to use in object-oriented design.
Reuse, rather than build, anew class, know the existing classes.
Design a large number of simple numbers of simple classes, rather than a small
number of complex classes.
Design methods.
Critique what we have proposed. It possible go back and refine the classes.
Prototyping:
It is important to construct a prototype of some of the key system
components shortly after the products are selected. A prototype is a version of a software
product developed in the early stages of the products life cycle for specific, experimental
purposes. It enables to fully understand how easy or difficult it will be to implement
some of the features of the system. It gives users a chance to comment on the usability
and usefulness of the user interface design, it can define use cases and it makes use Case
modeling much easier.
Prototyping was used as a quick and dirty way to test the design, user
interface and so forth, something to be thrown away when the industrial strength
version was developed. The rapid application development (RAD) refines the prototype
into the final product.
The following
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Horizontal prototype
Vertical prototype
Analysis prototype
Domain prototype
Horizontal Prototype:
It is a simulation of the interface but contains no functionality. This has the
advantages of being very quick to implement, providing a good overall feel of the system
and allowing users to evaluate the interface on the basis of their normal, expected
perception of the system.
Vertical Prototype:
It is a subset of the system features with complete functionality. The
advantage of this method is that the few implemented functions can be tested in great
depth. The prototypes are hybrid between horizontal and vertical, the major portions of
the interface are established so the user can get the feel of the system and features having
a high degree of risk are prototyped with much more functionality.
Analysis Prototype:
It is an aid for exploring the problem domain. This class of prototype is
used to inform the user and demonstrate the proof of a concept. It is not used as the basis
of development and is discarded when it has served its purpose.
Domain Prototype:
It is an aid for the incremental development of the ultimate software
solution. It demonstrates the feasibility of the implementation and eventually will evolve
into a deliverable product.
The typical time required to produce a prototype is anywhere from a few
days to several weeks, depending on the type and function of prototype. The prototype
makes the end users and management members to ascertain that the general structure of
the prototype meets the requirements established for the overall design. The purpose of
this review is
To demonstrate that the prototype has been developed according to the
specification and that the final specification is appropriate.
To collect information about errors or other problems in the system, such as
user interface problems that need to be addressed in the intermediate prototype stage
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To give management and everyone connected with the project the first
glimpse of what the technology can provide.
Prototyping is a useful exercise of almost any stage of the development.
Prototyping should be done in parallel with the preparation of the functional
specification. It also results in modification to the specification.
Implementation:
Software components are built and tested in-house, using a wide range of
technologies. Computer aided software engineering (CASE) tools allow their users to
rapidly develop information systems. The main goal of CASE technology is the
automation of the entire information systems development life cycle process using a set
of integrated software tools, such as modeling, methodology and automatic code
generation. The code generated by CASE tools is only the skeleton of an application and
a lot needs to be filled in by programming by hand.
Component-Based Development: (CBD)
CASE tools are the beginning of Component-Based Development.
Component-Based Development is an industrialized approach to the software
development process. Application development to assembly of prebuilt, pretested,
reusable software components that operate with each other: The two basic ideas of using
Component-Based development.
1. The application development can be improved significantly if applications can be
assembled quickly from prefabricated software components.
2. An increasingly large collection of interpretable software components could be
made available to developers in both general and specified catalogs.
A CBD developer can assemble components to construct a complete software
system. The software components are the functional units of a program, building blocks
offering a collection of reusable services. The object-Oriented concept addresses analysis,
design and programming, where as component-Based development is concerned with the
implementation and system integration aspects of software development.
Rapid Application Development (RAD):
RAD is a set of tools and techniques that can be used to build application
footer than typically possible with traditional methods. The term is often conjunction
with S/W prototyping. RAD encourages the incremental development approach of grow,
do not build software.
Testing:
(Refer Software Engineering Book )
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Design Patterns:
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Design pattern is instructive information for that captures the essential structure
and insight of a successful family of proven design solutions to a recurring problem that arises
within a certain context.
Gang Of Four (GoF) [Erich Gamma, Richard Helm, Ralph Johnson and John Vlissides]
introduced the concept of design patterns.
Characteristics of Design Patterns:
1. It solves the problem Design patterns are not just abstract representations of theoretical
research. To be accepted as a pattern it should have some proves practical experiences.
2. Its a proven concept Patterns must have a successful history.
3. It describes a relationship Patterns do not specify a single class instead it specifies
more than one classes and their relationship.
4. It has a human component - Good patterns make the job of the programmer easy and time
saving.
Contents of Design Pattern:
Name of the pattern is used to identify the pattern as well as an descriptive of the problem
solution in general. Easy to remember and context related names makes remembering
patterns easy.
Context of the pattern describes when and where the pattern is applicable. It also
describes the purpose of pattern and also the place where it is not applicable due to some
specific conditions.
Solution of the design pattern is describes how to build the appropriate design using this
appropriate design.
Consequences of design patterns describe the impact of choosing a particular design
pattern in a system.
Pattern Template:
1.
2.
3.
4.
5.
6.
7.
8.
PATTERN NAME (good and relevant names make patterns easy to remember)
INTENT (Which problem does the pattern solve)
ALSO KNOWN AS(alias names given to the pattern)
APPLICABILITY(when should this pattern be applied)
STRUCTURE(Graphical representation of the Pattern (using UML))
PARTICIPANTS(classes and objects taking part in the pattern and their relationship)
COLLABORATORS (says how objects/actors interact to achieve the goal).
CONSEQUENCES (how does they solve the problem and what are the consequences if
the problem is solved by this way.)
9. IMPLEMENTATION (Issues related with Implementation, language specific issues)
10. KNOWN USES (Examples of the same pattern used in real systems)
11. RELATED PATTERNS (Specify is there any similar patterns. Where are they used.)
The Singleton Design Pattern:
1. Pattern Name Singleton
2. Intent To ensure a class has only one instance a global point of access to it.
3. Motivation Its common in software development where some component developers
specify that more than one object of a Class alive make systems ambiguous.
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4. Applicability Singleton can be used where there must be exactly one object and it must
be accessible to multiple clients/objects.
5. Structure:
Singleton
Static int count
*Other singleton data*
Static singleton *
create_Instance()
*Other singleton
behaviour*
6. Participants Singleton class defines a Class function which can be accessed by the
clients for creating instance.
7. Collaborations Clients access a singleton object solely through instance operation.
8. Consequences Controlled access to the single instance, Reduced name space, can be
sub classed and more behaviors can be added, and can be modified for existence of more
than one objects(BASED ON THE DOMAIN).
Implementation:
class singleton
{
private:
static int no_of_obj;
static singleton * pointer_instance;
// other private data members and member functions
public:
static singleton * create_instance()
{
if (no_of_obj==0)
{
pointer_instance=new singleton;
no_of_obj=1;
}
return pointer_instance;
}
}
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Generative Patterns: Patterns that suggest the way of finding the solution
Non Generative patterns: They do not suggest instead they give a passive solution.
Non Generative patterns cannot be used in all the situation.
Frameworks:
Frameworks are the way of delivering application development patterns to
support/share best development practice during application development.
In general framework is a generic solution to a problem that can be applied to all
levels of development. Design and Software frameworks and most popular where Design pattern
helps on Design phase and software frameworks help in Component Based Development phase.
Framework groups a set of classes which are either concrete or abstract. This
group can be sub classed in to a particular application and recomposing the necessary items.
a. Frameworks can be inserted in to a code where a design pattern cannot be
inserted. To include a design pattern the implementation of the design pattern is
used.
b. Design patterns are instructive information; hence they are less in space where
Frameworks are large in size because they contain many design patterns.
c. Frameworks are more particular about the application domain where design
patterns are less specified about the application domain.
Note:
Include the details of Microsoft .Net development framework.
UNIT II
OBJECT ORIENTED METHODOLOGIES:
Overview of methodologies:
In 1980s, many methodologists were wondering how analysis and design
methods and processes would fit into an object-oriented world. Object oriented methods
suddenly had become very popular and it was apparent that the techniques to help people
execute good analysis and design were just as important as the object-oriented
methodologies, sometimes called second-generation object-oriented methods.
Many methodologies are available to choose from for system development.
The methodology is based on modeling the business problem and implementing the
differences lie primary in the documentation of information, modeling notations and
languages. An application an be implemented in many ways to meet some requirements
and provide the same functionality. Two people using the methodology may produce
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applications designs that look radically different. This does not necessarily mean that one
is right and one is wrong, just that they are different.
The various methodologies and their notations are developed by
Jim Rum Baugh
Grady Booch
Ivar Jacobson
These is the origin of the UML (Unified Modeling Language)
Each method has its own strengths.
Rum Baugh Method
Jacobson Method
Booch Method
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Functional model:
Presented by data flow and constraints.
The Object model:
It describes the structure of objects in a system, their identity, relationships
to other objects, attribute and operations. This model is graphically represented by an
object diagram, which contains classes interconnected by association lines. The object
diagram contains classes interconnected by association lines. The association lines
establish relationships among the classes. The links from the objects or one class to the
objects or another class.
The OMT object model of a bank system
The object model of bank system. The boxes represent classes and the field
triangle represents specialization.
Client
First name
Last name
Pin code
Client Account
Checking account
With draw
Account
Number
Balance
Deposit
With draw
Create transaction
Transaction
Saving
Account
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No account has been selected
Nothing is
selected
Account has
been selected
Selected
checking or
savings
account
Select
checking
account
Select
transaction
type
Enter the
amount
Confirmation
Data flow:
The data flow shows the direction of data element movement.
Data store:
The data store is a location where data is stored. (ex: account in
ATM)
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External entity:
The external entity is a source or destination of a data element. ( ex:
ATM card reader)
carsatium
ATM Card
reader
Bank code
Bank
Card code
Use
keyboard
entry
Password
Account type
User screen
selection
Card
authorization
Verify
password
Select
account
Update
account
ATM data flow diagram
system architect
User
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The Booch Methodologies is a widely used object-oriented method. It helps
to design our system using object paradigm. It covers the analysis and design phases of
an object-oriented system. Booch uses large set of symbols. We will never use all these
symbols and diagrams. We start with class and object diagrams in various steps.
The Booch method consists of the following diagrams.
Class Diagrams.
Object Diagrams.
State Transition Diagrams.
Module Diagrams
Process Diagrams
Interaction Diagrams.
Car
color
manufacturer
cost
superclass
inherits
Ford
inherits
Mustang
Taurus
Escort
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Design or Create the System Architecture.
Evolution or Implementation.
Conceptualization:
* Establish the core requirements of the system.
* Establish a set of goals and develop a problem to prove the concept.
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Each macro development process has its own micro development process.
The micro process is a description of the day to day activities by a single (or) small group
of software developers.
The micro development process consists of the following steps.
* Identify classes and objects.
* Identify class and object semantics.
* Identify class and object relationships.
* Identify class and object interface and implementation.
The Jacobson Methodologies:
The Jacobson methodologies cover the entire life cycle and stress trace
ability between the different phases, both forward and backward. This trace ability
enables reuse of analysis and design work. The heart of their methodologies is the usecase concept, which evolved with objectory (Object Factory for Software Development)
Object-oriented Business Engineering (OOBE)
Object-Oriented Software Engineering (OOSE)
The Booch methodology prescribes a macro development and micro development
process.
Use Cases
Use cases are scenarios for understanding system requirements.
A use case is an interaction between users and a system.
The use-case model captures the goal of the user and the responsibility of the
system to its users
The use case description must contain:
How and when the use case begins and ends.
The interaction between the use case and its actors, including when
the interaction occurs and what is exchanged.
How and when the use case will store data in the system.
Exceptions to the flow of events.
Library
Checking out books
Getting an
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Interlibrary loan
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Use-case model
Express in
Tested in
Realized by
Structured by
Implemented by
OK
NOT OK
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The use case model defines the outside (actors) and inside (use case) of the
system behavior.
Domain object model.
The objects of the real world are mapped into the domain object model.
Analysis object model.
The analysis object model presents how the source code should be carried
out and written.
Implementation model.
The implementation model represents the implementation of the system.
Test model
The test model constitutes the test plans, specifications, and reports.
Object-Oriented Business Engineering (OOBE)
Object-oriented business engineering (OOBE) is object modeling at the enterprise
level.
Use cases again are the central vehicle for modeling, providing traceability
throughout the software engineering processes.
OOBE consists of:
Analysis phase
Design
Implementation phases and
Testing phase.
Analysis phase
The analysis phase defines the system to be built in terms of the problem-domain
object model, the requirements model, and the analysis model. The analysis process is
iterative but the requirements and analysis models should be stable before moving to
subsequent models.
Design and Implementation phases
The implementation environment must be identified for the design model. The
analysis objects are translated into design objects that fit the current implementation.
Testing phase.
There are several levels of testing and techniques. The levels include unit testing,
integration testing, and system testing.
Patterns
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A pattern is instructive information that captures the essential structure and insight of
a successful family of proven solutions to a recurring problem that arises within a
certain context and system of forces.
The main idea behind using patterns is to provide documentation to help
categorize and communicate about solutions to recurring problems.
The pattern has a name to facilitate discussion and the information it
represents.
A good pattern will do the following:
It solves a problem.
Patterns capture solutions, not just abstract principles or strategies.
It is a proven concept.
Patterns capture solutions with a track record, not theories or speculation.
The solution is not obvious.
The best patterns generate a solution to a problem indirectlya necessary
approach for the most difficult problems of design.
It describes a relationship.
Patterns do not just describe modules, but describe deeper system structures
and mechanisms.
The pattern has a significant human component.
All software serves human comfort or quality of life; the best patterns
explicitly appeal to aesthetics and utility.
Generative Patterns:
Patterns that suggest the way of finding the solution
Non Generative patterns:
They do not suggest instead they give a passive solution. Non Generative patterns cannot
be used in the entire situation.
Patterns template
There are different pattern templates are available which will represent a pattern. It
is generally agreed that a pattern should contain certain following components.
Name
A meaningful name.
Problem
Context The preconditions under which the problem and its solution seem to recur
and for which the solution is desirable. This tells us the patterns applicability.
Forces
achieve.
Solution
Examples
constraints and conflicts with one another with the goals which we wish to
solution makes the pattern come alive.
sample implementation
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Resulting context
Rationale justifying explanation of steps or rules in the pattern. This tells how the
pattern actually works, why it works and why it is good.
Related patterns. The static and dynamic relationships between these patterns and
others with in the same pattern language or system.
Known uses
systems.
The known occurrences of the pattern and its application within existing
Anti patterns
A pattern represents a best practice whereas an anti pattern represents worst
practice or a lesson learned.
Anti patterns come in two varieties:
Those describing a bad solution to a problem that resulted in a bad situation
Those describing how to get out of a bad situation and how to proceed from
there to a good solution.
Capturing Patterns
Guidelines for capturing patterns:
Focus on practicability.
Aggressive disregard of originality.
Nonanonymous review.
Writers' workshops instead of presentations.
Careful editing.
Frameworks:
Frameworks are the way of delivering application development patterns to
support/share best development practice during application development.
In general framework is a generic solution to a problem that can be applied to all
levels of development. Design and Software frameworks and most popular where Design pattern
helps on Design phase and software frameworks help in Component Based Development phase.
Framework groups a set of classes which are either concrete or abstract. This
group can be sub classed in to a particular application and recomposing the necessary items.
d. Frameworks can be inserted in to a code where a design pattern cannot be
inserted. To include a design pattern the implementation of the design pattern is
used.
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e. Design patterns are instructive information; hence they are less in space where
Frameworks are large in size because they contain many design patterns.
f. Frameworks are more particular about the application domain where design
patterns are less specified about the application domain.
Note:
Include the details of Microsoft .Net development framework.
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College
Studies
Student
Private
Center
Is a type
of
Physically
Handicapped
o In the above example there exist an one to one relationship between student
and college as a student studies in a college at a time
o There exists one to much relationship between student and private computer
center coz a student can courses in more than one private center.
o Physically handicapped student is a type of student [generalization].
Dynamic Model
Represents a set of states possessed by the system.
Interconnected lines represent the transition between the states.
The system performs some activity when it is in a state.
One or more event may occur in a state and the system may undergo transition
from one state to the other state based on the event.
o State transition can be triggered by an event or completion of an activity.
o Hence next state depends on the current state and event.
o
o
o
o
Idle
Card INS
No Card
Reading
Read
Complete
Verification
User gave
Trans
option
Process
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o The system remains in idle state until the user inserts card when user inserts
card the system goes to Reading state and once its completed the system goes
to verification state and prompt for process choice option.
o The system goes to Process state when the user gives the option for
transaction.
Code Wise
Scanner
Barcode
Process
Bar Code
Status
Image Wise
Digital
Camera
Image
Process
Image
Status
PIN
Reader/
Choice
PIN/Choice
PIN Wise
Process
PIN
Account wise
Choice
Process
Trans
o The above diagram represents the flow of data between various functional
blocks.
o The external devices/entities are represented in a rectangular box
o The Process is represented in a oval shape which performs a particular
functionality.
o The Data Store [Information Storage] is represented inside a parallel line.
o Labeled arrows represent direction of flow of data and the date itself.
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Class Name
attributes
operation
Association
Inheritance
Has
using
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Student
Name
Number
1..N
Course
Name
Year
ISP
WEBSERVER
DATABASE
Http Req
Http Req
SQL query
Result set
HTML Page
HTML Page
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Module diagram is used to show the allocation of classes and
objects to modules in the physical design of the system.
A single module diagram represents the view of module
structure of the system.
These diagrams are used to indicate the physical layering of the
system during architectural design.
Module diagram contains modules and dependencies.
Dependencies are represented by straight line.
Printer Control
User Interfac e
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No card Insterted/ waitfor card()
Inserted Card
Idle
Read/Validate
Valid Card
Process
invalid card
o Process Diagram
Process Diagram is used to show the allocation of process to
processors in the physical design of the system.
The process diagram is used to indicate the physical collection
of processors and devices.
The processor is represented by cube with shaded sides and
device is represented by a cube.
BAR code
scanner
Validatorq
Digital
Camera
o The Process Booch gave the concept of Macro process and Micro Process. It
highlights the management aspect.
o The Macro Development Process Concerns about the management
aspect of the system. The entire process is composed of a set of Macro
Development Process. The set of Macro process are
Conceptualization core requirement of the system
Analysis and Development of the Model Trace the use of the
software, actors, what the system should do.
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Design and Create System Arch. Set of interconnected
classes with detailed representation of properties and behavior.
Various modules that exist from OO decomposition are
represented.
Evolution or Implementation After successful iterations of
previous steps the representation is implemented in
programming languages.
Maintenance It is carried out to make changes needed after
the release because of new requirements.
o The Micro Development Process It represents the set of minute
activities that belongs to a Macro Development Process. In detail the
Micro development process represents the minute set of activities
carried out by a programmer or group of programmers.
o The steps involved are
Identify classes and objects
Identify class and semantics
Identify class and relationship
Identify class, object interfaces and implementation
o Jacobson and team came with the concept of Object Oriented Software
Engineering and Object Oriented Business Engineering which covers the
entire project life cycle.
o Use Case is introduced by this team and later it is adopted in UML.
o Use Case diagram captures the complete requirements of the user and is used
in almost all the phases of the software development.
o Use Case represents the interaction between the actor and the system.
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ud
Return Books
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UML
(Unified Modeling Language)
Model
Represents an abstract of the system. It is build prior to the original system. It can be
used to make a study on the system and also can be used to analyze the effect of changes on the
system. Models are used in all disciplines of engineering.
Static Model
Represents the static structure of the system. Static models are stable and they
Dynamic Model
Clarity Visual representations are mode clear and informative than listed or
written documents. Missed out details can be easily found out.
Maintenance Changes can be made easily in visual systems and changes can be
confirmed easily.
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Its a language for modeling software systems. This language is used for specifying,
visualizing, constructing and documenting software systems through out the development.
(Mostly object oriented development).UML is used to model systems build through Unified
Approach. Unified Approach combines the methodologies of Booch, Rumbaugh and Jacobson.
Models can be represented at different levels based on the abstraction and refinement. A
complete model can be obtained only after continuous refinement of UML diagrams.
UML is composed of 9 graphical diagrams:
1) Class Diagram
2) Use Case Diagram
3) Behavior Diagram
a. Interaction Diagram
i. Sequence Diagram
ii. Collaboration Diagram
b. State Chart Diagram
c. Activity Diagram
4) Implementation Diagram
a. Component Diagram
b. Deployment Diagram
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11) Generalization
1) Class Notation:
Classes are represented in a rectangular box. The top box has the name, the middle one
has the attributes/properties/data members and the lower one has the behavior/ member
functions/ methods. A Box with a class name represents the most abstract representation of a
class.
E.g.
Vehicle
Vehicle
Color
Brand
Owner
Vehicle
- Color
- Brand
- Owner
#Drive()
+Stop()
-Turn()
-Reverse()
All the above diagrams represent the same class in different levels of abstraction.
Visibility of members can be specified using -, + and # symbols.
-
2) Object Diagram:
Object diagram is an instance of a class diagram. It gives a detailed state of a system at a
particular point of time. Class diagrams can contain objects and Object diagram cannot contain
classes. Hence Class diagram with objects and no classes is called an object diagram.
My car
Color: red
Brand: Ford
3) Class Interface Notation:
Owner: Mr. Doss
It represents the externally visible behavior of a class. Externally visible behaviors are
public members. The notation is small circle with a line connected to a class.
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Print Control
Works for
Company
Person
Employer
Employee
In the above diagram Works for is the association that exist between Person and
Company. The arrow mark indicates the direction of association. i.e., The Person Works for the
company.
Association Role: its related to association. Each class that is a member of an association
plays a role in the association called association role. E.g. The person plays the role of
EMPLOYEE in the WORKS FOR association where a company plays the role of EMPLOYER.
5) Qualifier:
Qualifier is an attribute of an association. It makes the association more clear.
1..2
Person
Account
Bank
maintains
The qualifier here is the account and it defines that each instance of account is related to
1 or 2 person. Hence the account qualifies the association maintains.
6) Multiplicity:
It gives the range of associated classes. It is specified of the form lower bound..upper
bound or integer. Lower bound must be an integer where upper bound can be an integer or a *. *
Denotes many.
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When a multiplicity is stated at one end it states that each class at the other end can have relation
with stated number of classes at the nearer end.
E.g:
The below diagrams says that each course can have any number of students OR each student
may attend any number of courses.
Also each department has one or more courses and a course may belong to one or more
departments.
Dept
1..*
has
1..*
Student
attends
Course
7) OR Association:
Its a relation in which a class is associated to more than one class and only one
association is instantiated at any instance of time for an object. It is represented by a dashed line
connecting two associations. A constraint string can be used to label the OR association line.
COMPANY
CAR
{or}
Is owned by
PERSON
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8) Association Class:
Its an association that has class properties. The association class is atta.ched to an
association with a dashed line
Works
for
Company
emplo
yer
Person
emplo
yee
Works For
Salary
Here the works for relation has got one attribute salary. Hence an association class is maintained.
9) N Ary Association:
Its an association where more classes participate. They are connected by a big diamond
and the name of the association is named near the line
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college
1..* studies
Student
Class
class
Mark
Sem
Mark[8]
avg
Car
This Sweet
is an example
Bag for Containment.
Meal Box
car
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engine
door
in the example diagram specifies that there are some more sub classes of CAR
class are available and they are not mentioned.
E.g.
CAR
Benz
Ford
Maruthi
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cd
ShopCart
Customer
EA 4.00 Unregistered
Trial Version
+ placeOrder() : void
+
EA 4.00
Unregistered Trial Version
Name:
-
1
1
EA 4.00 Unregistered
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Version
1
EA 4.00 Unregistered Trial
Version
CreditCard
EA 4.00 Unregistered
- Trial
Issuer: Version
-
Number: int
ExpirationDate: i nt
AuthoriseCharge() : void
EA 4.00
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PrefferedCustomer
-
Discount%:
* 4.00
1
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*
EA 4.00 Unregistered
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ItermsToPurchase
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Quanti ty:
-
PricePerunit: i nt
EA 4.00 Unregistered
+ addItem() : voi dTrial Version
+
removeItem() : void
UNIT-III
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Classification Theory:
Many persons introduced many theories for classification.
1. Booch: Classification guides us in making good decisions for modularization using the
property of sameness. The identified classes can be placed in same module or in different
module based on the sameness. Sameness/ Similarity can be measured with coupling and
cohesion.
Cohesion
is
the
measure
of
dependency
between
the
classes/packages/components in a module where coupling is the measure of dependency
between different modules. In real software development prefers weak coupling and
strong cohesion.
2. Martin and Odell: Classification can be used for well understanding of concept
[Building Blocks].These classes iteratively represent the refinement job during design.
Classes also act as an index to various implementations.
3. Tou and Gonzalez: Explained classification based on physicophysiology i.e., the
relation between the person and the system. When a person is introduced to a system the
human intelligence may help him to identify a set of objects and classes which later can
be refined.
Classification Approaches:
Many approaches have been introduced for identifying classes in a domain. The most used ones
are
1.
2.
3.
4.
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select the more relevant name. Try to use relevant names that are use by the
user. (E.g. Class Account is better than Class Moneysaving)
2. Adjective Classes An adjective qualifies a noun (Class). Specification of
adjective may make the object to behave in a different way or may be totally
irrelevant. Naming a new class can be decided how far the adjective changes
the behavior of the class. (E.g. The behavior of Current Account Holder
differs from the behavior of Savings Account Holder. Hence they should be
named as two different classes. In the other case the toper adjective doesnt
make much change in the behavior of the student object. Hence this can be
added as a state in the student class and no toper class is named)
3. Attribute Class Some classes just represent a particular property of some
objects. They should not be made as a class instead they can be added as a
property in the class. (E.g. No Minimum Balance, Credit limit are not
advised to named as a class instead they should be included as an attribute
in Account class).
4. Irrelevant Class These classes can be identified easily. When a class is
identified and named the purpose and a description of the class is stated and
those classes with no purpose are identified as irrelevant classes. (E.g .Class
Fan identified in the domain of attendance management system is irrelevant
when u model the system to be implemented. These type of classes can be
scraped out.)
The above steps are iterative and the guidelines can be used at any level of iteration. The
cycles of iteration is continues until the identified classes are satisfied by the analyst/
designer.
The iterative Process can be represented as below
Review and
eliminate redundant
classes
Review Adjectives
Review irrelevant
classes
Review Attributes
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[Note: USE EXAMPLE FROM THE CASE STUDY]
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the Use Case model as the base. Since the use case represents the user requirements the objects
identified are also relevant and important to the domain.
The activities involved are
1.
2.
3.
4.
5.
6.
[Note: USE EXAMPLE FROM THE CASE STUDY, SPECIFY ATLEAST 2 LEVELS OF
ITERATION FOR A SINGLE USE CASE SCENARIO]
Collaborators
Responsibilities
..
The above diagram represents the format of a CRC card. It contains the class name and
responsibilities on the L.H.S compartment. Class name on the upper left most corner and
responsibilities in bulleted format. Class Name identifies the class and Responsibilities represent
the methods and attributes. Collaborators represent the other objects involved to fulfill the
responsibility of the object.
This information on the card helps the designer to understand the responsibilities and
collaborating classes.
The Process involves
Identify classes.
Identify responsibilities.
Find out the collaborators and need.
Create CRC card for each class identified.
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Identify classes
and
responsibility
Identify
Collaboration
Assign
Responsibility
E.g.
Account
Balance
number
withdraw()
deposit()
getBalance()
Current Account
(Sub class)
Saving Bank
(Sub class)
Transaction.
The above diagram shows an example of a CRC card representing Account Class.
Its responsibility is to store information like Balance, Number and to have behaviors like
withdraw, deposit and getBalance.
Account class has 2 subclasses. They are Current Account and Savings Account. It also
collaborates with Transaction class to fulfill the responsibilities.
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Binary association exists between 2 objects/ classes.
Trinary association exists between 3 objects/ classes.
N- Ary association exists between N objects/ classes.
Association names make the association more informative. It is the label attached to the
line representing the association.
Association role is the role played the objects involved in the association. It is attached to
link representing the association.
Works for
Company
Person
Employer
Employee
The above diagram represents the association between the person and the company. The
association says that Person object works for a company object.
Association Name:
Works for
In this association Company plays the role of employer and person plays the role of employee.
Steps in identifying associations:
Associations are identified by analyzing the relationship among classes. The
dependencies are found out by analyzing the responsibilities of the class.
Answers for the following questions can be used to identify the associations.
1. Is the class capable of doing all its responsibilities?
2. If not what does it need?
3. What are the other class needed to fulfill the requirements?
Some cases the associations are explicit where in other cases they are identified from general
knowledge.
Common Association Patterns:
These patterns and associations are group of associations identified by good expertise
persons and researchers.
For Example
Location Pattern associations of type next to, part of, contained in that represents
association with respect to the physical location. For e.g. tyre is a part of car.
Communication Pattern association of type talk to, order to that represents
associations with respect to communication. For e.g. driver turns the vehicle.
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These patterns are maintained in the repository as groups and when a new association is
identified it is placed in the relevant group.
Guidelines for eliminating unnecessary associations:
1) Remove implementation associations separate those associations that represent
associations related to implementation. Postpone these issues to later stages of design or initial
stages of coding.
2) Eliminate higher order associations by decomposing them into set of binary associations.
Higher order associations increase the complexity where binary relations reduce complexity by
reducing the confusions and ambiguities.
3) Eliminate derived associations by representing them in simpler associations. For e.g. Grand
Parent Association can be represented in terms of two parent relationship. Hence it is enough to
deal the parent relationship and no grandparent relationship.
1. Super Sub Class Relationship (Inheritance):Super Sub class relationship known as generalization hierarchy. New classes can be
built from other classes hence the effort for creating new classes gets reduced. The newly built
class is called a derived class and the class from which the new class is built is called Base Class.
This inheritance allows user to share the attributes and methods.
[ NOTE: Give one example]
Guidelines for identifying Super Subclass relationship
1) Top Down: - Identify more generalized classes first analyze the purpose and
importance of those classes. If necessary identify the specialized classes and represent
them. If needed increase the number of levels of generalization/ inheritance.
2) Bottom Up: - Identify classes and compare them for similar properties and methods. If
generalization applies find a new class that can represent the similar classes.
3) Reusability: - Analyze the specialized classes and check weather similar properties/
behavior lie in same layer. If such members exist push them to top most level as possible.
4) Remove multiple inheritance if it creates any ambiguity in the design. Such inheritance
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2. Interviews
3. Questionnaire
4. Observation
1. Fuzzy descriptions
2. Incomplete requirements
3. Unnecessary features
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Actor represents the role of a user with respect to the system. An user may play more
than one role. Analyst have to identify what are the roles played by the user and how they use.
Actors can be identified using the following questions
INSERY CARD
ENTERS
PASSWORD
CORRECT
PIN?
SELECT THE
TRANSACTION
TYPE
PERFORMS
TRANSACTION
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The above diagram represents the Business Process Model for an ATM System. It lists out
following activities done by the user in an ATM Center.
1. User enters the ATM Center and inserts the card
2. He Enters the PIN
3. If he enters an incorrect PIN machine ask for correct PIN
4. User selects the type of Transaction
5. System Performs the Transaction
6. User collects the cash, card and leaves the ATM Center.
2. Develop use case model.
Use case diagram represents various requirements of the user. This use case model can be
used in most of the phases.
It consists of
a. Actors involved
b. Various Scenarios (Use Cases)
c. Communication between actors and use cases
d. Relation between various use cases
i. USES
ii. Extends
a. Actors: Actors represents the role played by the user with respect to the system. An user may play
more than one role. Actors are represented by any of the three ways in UML
<< ACTOR>>
Client
Client
<<Client>>
While dealing with the actors importance is given to the role than the people. An actor uses more
than one use case.
b. Use Cases: Use Case represents the flow of events/ sequence of activities possible in the system.
A use case can be executed by more than one actor. An use case is developed/ named by grouping a
set of activities together.
c. Communication between actors and use case. Communication between an actor and use case is
represented by a straight line connecting the actor and the use case. The line represents that the actor/
user uses that particular use case. An actor may use more than one use case.
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d. Relation between Use Case.
i) Uses This relationship exist when there is a sub flow between use case. In order to avoid
redundancy (created in all the places where there is a sub flow) sub flow is represented by a
single Use Case and it can be used by any Use case. This is a way of sharing use cases.
Transfer Money
Uses
Check Balance
Debit Money
Uses
ii) Extends Extends relation exist between Use Cases if one use case is similar to the other
use case but does some more operations. (Note the same relation exist between super sub
class). This relation helps the analyst and the designer to establish relationship between
classes and packages that implement the use case.
Deposit in to Savings
Bank
Deposit in to
Account
Deposit in to Current
Account
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3. Find out the common operations among the use cases and represent them as a
specialized use case.
Documentation:
Documentation is the effective way of communication between different developers/
team. This document reduces the gap between different phases/ team. The detailed representation of
each work and product developed during various iterations of different phases are written. Document
serves as a reference point for future reference.
Guidelines for Developing Effective Documentation:
1.
2.
3.
4.
5.
UNIT-IV
The business layer is not aware of the protocol for accessing data as the
internal details are known only to the access layer classes. So any request from the business layer for
data cannot be transformed to storage as such. Such request are translated in to a form that storage
managers can understand and then transformed.
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Business
Layer
Object/
Classes
Request
as
messages
Translate Result
Access
Layer
Classes
Translated
Request as
query etc
Database/
Data Storage
The business layer objects/ classes cannot understand the data send as such
from the database/ storage. But the access layer classes can understand the format of result data from
the storage as well as the format the business layer can understand. Hence the access layer classes
translate the result data in to a form so that business layer can understand.
Business
Layer
Object/
Classes
Persistent Data
Translated
result
Access
Layer
Classes
Unformatted
result from
storage
Database/
Data Storage
Persistent data is one which exists between executions. These data is to be stored
Transient data is one that may not exist between executions. These data are need
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2. Singe method classes can be removed and added in another
class.
iv. Iterate and refine.
id Component Model
EA 4.00
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Business
Layer
Access Layer
EA 4.00 Unregistered
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class1
ClassDB1
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ion
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id Component Model
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Study of DBMS:
DBMS Database Management System is a set of programs that enables the creation and
maintenance of collection of related data. The DBMS and associated programs access, manipulate,
protect and manage the data.
DBMS also contains the full definition of the data formats. It is called meta data or schema. Since
the complexity and issues regarding the storage lies with in the DBMS it provides a generic storage
management system.
Database Views:
The low level storage details are isolated from the user and for better understanding the logical
concepts are supplied to the user.
The various logical concepts are represented by different database views.
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Database Models:
A Persistence This refers to the life time of an object. Some objects outlive the programs.
Persistent Objects are one whose life time is long and transient objects are those whose lifetime is
very short.
database model is a collection of logical constructs used to represent the data structure and data
relationships with in the database.
The conceptual model represents the logical nature of organization of data where a implementation
model represents the real implementation details.
1. Hierarchical Model
This model represents the data as a single rooted tree structure. Each node represents the data
object and connection between various nodes represents the parent child relationship. This
relationship resembles the generalization relationship among objects. A parent node can have
any number of child node where each child node shouldnt have more than one parent node.
Motor Vehicle
Bus
Truck
Car
2. Network Model
A network database model is similar to hierarchical model. Here in this model each parent
can have any number of child nodes and each child node can have any number of parent
nodes.
Motor Vehicle
Bus
Truck
Transport
Car
3. Relational Model
This model defines 4 basic concepts. Table, Primary Key, Foreign Key and relation between
tables.
Table Its a collection of records form the table. The Table is composed of various rows
(tuples) and columns (attributes).
A primary key is a combination of one or more attributes which is used to identify any tuple
unambiguously. Primary never gets duplicated in a table.
Foreign key is an attribute of a table that is a primary key of another table.
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Relation between tables The primary key of one table is the foreign key of another table.
Also data can be searched with the combination of more then one table.
Because of these reasons the relational model is the most widely used model.
STUDENT_UNIV
Univ
Reg_no
Name
STUDENT_COLLEGE
% of
mark
College
id_no
Name
Bus
root
Name
Bus
root
Area
time
STUDENT_TRANSPORT
Database Interface:
The interface of a database includes Data Definition Language (DDL), Data Manipulation
Language (DML) and a query.
There are two ways to establish relation with the database
1) By embedding SQL in a program that needs an interface. Since SQL (Structured
Query Language) is one of widely accepted language usage of SQL in a program
makes programmers feel easy.
2) Extending the programming language to manage data. Here the programmers
have to know about the data models and implementation details.
DDL Data Definition Language is the language used to describe the structure of
Objects (data) stored in a database and relation between them. This structure of information
is called Database Schema. DDL is used to create tables in a database.
E.g
CREATE SCHEMA COLLEGE
CREATE DATABASE COLLEGE_DB
CREATE TABLE STUDENT_TRANSPORT (Name char (10) NOT NULL, Busroot
number (2) NOT NULL, time TIME)
DML and Queries:
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Data Manipulation Language is used for creating, changing and destroying data inside a
table. SQL (Structured Query Language) is the standard language for making queries.
Transaction:
A transaction is a unit of change in which many individual modifications are aggregated into
a single modification that occurs entirely or not at all. Thus all the changes inside the transactions are
done fully or none at all.
A transaction is said to be commit if all the transactions made are successfully updated to the
database and said to abort if all the changes made cannot be added to database.
Concurrent Transaction:
A transaction is said to be concurrent if it uses a database which is used by another
transactions. Hence a database lock is used to avoid problems like last updated. When a
transactions starts using a database it is locked and is not available to other transactions.
Distributed Database is one in which a portion of database lies of one node and other on another
node.
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Client Program:
o
o
o
o
o
o
Server Program:
o
o
o
o
o
File Server Manages sharing of files or file records. Client sends a message to the file
server requesting a file or file record. The File Server checks the integrity and availability of
file/record.
Data Base Servers Client pass the SQL query in the form of messages to the server in
turn server performs the query and dispatches the result.
Transaction Servers Client sends message to the server for a transaction (set of SQL
statements) where the transaction succeeds or fails entirely.
Application Servers Application servers need not to be database centric. They may
Serve any of user needs such as sending mails, regulating download.
Characteristics of Client Server Computing:
1. A combination of client/ front end process that interacts with the user and server/ backend
process that interacts with the shared resources.
2. The front end and back end task have different computing resource requirements.
3. The hardware platform and operating system need not be the same.
4. Client and Server communicate through standard well defined Application Program Interface
(API).
5. They are scalable.
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Cooperative processing is a type of distributed computing where more then one process is to
be completed for completing the entire transaction. These processes are executed concurrently on
different machines and good synchronization and inter process mechanism is provided.
Distributes Object Computing offers more flexible way of distributed computing where
mobile software components (objects) travel around the network and get executed in different
platforms. They communicate with application wrappers and manage the resources they control. In
this computing the entire system is made up of users ,objects and methods.
Various DOC standards are OMGs CORBA, OpenDoc, Microsoft ActiveX/ DCOM.
Employee
Name
Address
empID
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Mr. X A1, a2
Mr.Y A2, A3
C123 NULL
NULL E123
Employee
Name
Address
empID
cd Data Model
- ssn:
4.00 Unregistered Trial
Version EA 4.00 Unregistered Trial Version
-
name:
address:
4.00 Unregistered
4.00 Unregistered Trial Version
Customer
Employee Trial Version EA
-
dept:
name:
address:
- slary:
4.00 Unregistered
Trial Version -- EA
4.00 Unregistered Trial Version
company:
Name Dept
SSN
Salary
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Name Address Company
DBMS
RDBMS
OODBMS
DBMS
LOCAL DATABASES
MDBS
MDBS
APPLICATION
Multi database system is a heterogeneous data base system facilitate the integration of
heterogeneous database systems and other information sources. Federated multi database systems are
one that are unstructured or semi unstructured.
This multi database system provides single database illusion to the users. The user initiate a
single transaction that in turn uses many heterogeneous databases. Hence the user performs updation
and queries only to a single schema. This schema is called the global schema and it integrates
schemata of local databases. Neutralization solves the schemata conflicts.
The query and updates given to global schema by the user is decomposed and dispatched to
local databases. The local databases are managed by gateways as one gate way for each local
database.
Open Database Connectivity (ODBC) is an API (Application Program Interface) that provides
database access to application programs. The application programs can communicate with the
database through function calls (message passing) regardless of the type and location of the
database.
Application
Program
O
D
B
C
A
P
I
Datab
ase A
Datab
ase B
Datab
ase C
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The above diagram shows the logical view of Virtual Database using ODBC. The application
program uses ODBC API to communicate with the database. Application programs passes same
messages to interface irrespective of the type and location of database. ODBC maintains a set of
drivers necessary for communicating with the database. This reduces the database related
complexities for a programmer.
The driver manager loads and unloads drivers, performs status checking, manages multiple
connection and heterogeneous databases.
business layer. Designing classes includes designing their attributes, methods and
relationships.
I. Design/ Refine UML Class diagram developed in previous phase/ iteration.
i. Design/ Refine attributes (Use OCL)
1. Add left out attributes
2. Specify visibility, data type and initial value if any for attributes
ii. Design/ Refine Methods (Use OCL and UML Activity diagram)
1. Add left out methods
2. Specify visibility of the protocol (+, - ,#)
3. Specify the argument list and return type
4. Design the method body using UML Activity diagram and OCL.
iii. Refine association
iv. Refine Generalization and aggregation.
v. Iterate and refine.
Refine/ Design
Attributes identified
in previous iteration/
phase
Refine/ Design
Methods identified
in previous iteration/
phase
Refine class
association,
inheritance and
aggregation.
Refining Attributes:
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Attributes represents the information maintained by each object. Complete list of attributes
should be identified in order to maintain a complete set of information. Detailed information of
attributes is not specified in analysis phase but in design phase.
OCL is used to represent the attribute details inside a class diagram/ notation.
Various types of attributes are
1) Single valued attributes an attribute represents one value at a time.
2) Multi valued attributes an attribute can store more than one value
3) Reference attributes an attribute refers (alias) another instance.
OCL format for representing attributes:
The OCL specification for specifying attributes is
A method
protocol defines the rule for message passing to this particular object where the method body gives
the implementation details. The types of methods provided by class are
1) Constructor Method that is responsible for creating objects/ Method invoked during
instantiating.
2) Destructor The method that destroys instances/ Method invoked when an object is freed
from memory.
3) Conversion Method Methods responsible for converting one form of date to other form.
4) Copy Method Methods responsible for copying information.
5) Attribute Set Method responsible for setting values in attributes
6) Attribute Ger Method responsible for getting the values from an attribute
7) I/O Methods Method responsible for getting and sending data from a device
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8) Domain Specific Those methods responsible for some functionality in a particular
domain.
Designing Protocol:
Protocol gives the rule for message passing between objects. Protocol is the interface
provided by the object. Based on the visibility of the protocol it can be classified into
1. Public Protocol
2. Private Protocol
3. Protected Protocol.
Private protocols specify messages that can be send only by the methods inside the class.
They are visible only inside the class.
Protected protocols specify messages that can be send only by the methods inside the class.
But they can be inherited by the subclass.
Public protocols specify messages that can be send by the methods with in the class as well
as objects outside the class.
Protocol and Encapsulation leakage If protocols arent well designed unnecessary messages
are made available outside the class results in encapsulation leakage.
Internal layer contains the private and protected protocols where an External layer contains
public protocols.
OCL Specification for Protocol Design:
The specification is
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Designing Method body:
UML Activity diagram along with OCL specification can be used for representing the
body of the method. Activity diagram representing the method body says how the
work should be done.
[Note: Use an activity diagram from case study]
business layer. Designing classes includes designing their attributes, methods and
relationships.
I. Design/ Refine UML Class diagram developed in previous phase/ iteration.
i. Design/ Refine attributes (Use OCL)
1. Add left out attributes
2. Specify visibility, data type and initial value if any for attributes
ii. Design/ Refine Methods (Use OCL and UML Activity diagram)
1. Add left out methods
2. Specify visibility of the protocol (+, - ,#)
3. Specify the argument list and return type
4. Design the method body using UML Activity diagram and OCL.
iii. Refine association
iv. Refine Generalization and aggregation.
v. Iterate and refine.
Refine/ Design
Attributes identified
in previous iteration/
phase
Refine/ Design
Methods identified
in previous iteration/
phase
Refine class
association,
inheritance and
aggregation.
Refining Attributes:
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Attributes represents the information maintained by each object. Complete list of attributes
should be identified in order to maintain a complete set of information. Detailed information of
attributes is not specified in analysis phase but in design phase.
OCL is used to represent the attribute details inside a class diagram/ notation.
Various types of attributes are
4) Single valued attributes an attribute represents one value at a time.
5) Multi valued attributes an attribute can store more than one value
6) Reference attributes an attribute refers (alias) another instance.
OCL format for representing attributes:
The OCL specification for specifying attributes is
A method
protocol defines the rule for message passing to this particular object where the method body gives
the implementation details. The types of methods provided by class are
9) Constructor Method that is responsible for creating objects/ Method invoked during
instantiating.
10) Destructor The method that destroys instances/ Method invoked when an object is freed
from memory.
11) Conversion Method Methods responsible for converting one form of date to other form.
12) Copy Method Methods responsible for copying information.
13) Attribute Set Method responsible for setting values in attributes
14) Attribute Ger Method responsible for getting the values from an attribute
15) I/O Methods Method responsible for getting and sending data from a device
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16) Domain Specific Those methods responsible for some functionality in a particular
domain.
Designing Protocol:
Protocol gives the rule for message passing between objects. Protocol is the interface
provided by the object. Based on the visibility of the protocol it can be classified into
4. Public Protocol
5. Private Protocol
6. Protected Protocol.
Private protocols specify messages that can be send only by the methods inside the class.
They are visible only inside the class.
Protected protocols specify messages that can be send only by the methods inside the class.
But they can be inherited by the subclass.
Public protocols specify messages that can be send by the methods with in the class as well
as objects outside the class.
Protocol and Encapsulation leakage If protocols arent well designed unnecessary messages
are made available outside the class results in encapsulation leakage.
Internal layer contains the private and protected protocols where an External layer contains
public protocols.
OCL Specification for Protocol Design:
The specification is
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Designing Method body:
UML Activity diagram along with OCL specification can be used for representing the
body of the method. Activity diagram representing the method body says how the
work should be done.
[Note: Use an activity diagram from case study]
SOFTWARE
DESIGN PROCESS
Design/ Refine
the classes for
Business Layer
Design/ Refine
Classes for
Access Layer
Design/
Refine User
Interface
Design Patterns
Verify the
Design/
Usability test
Iterate
The above diagram shows the different sub phases in software design process.
Unified Approach suggests 3-tired architecture. Since design has strongly dependency with
implementation, the design should carried out for these layers separately.
4. Business Layer Class Design apply design axioms for designing classes for
business layer. Designing classes includes designing their attributes, methods and
relationships.
I. Design/ Refine UML Class diagram developed in previous phase/ iteration.
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i. Design/ Refine attributes (Use OCL)
1. Add left out attributes
2. Specify visibility, data type and initial value if any for attributes
ii. Design/ Refine Methods (Use OCL and UML Activity diagram)
1. Add left out methods
2. Specify visibility of the protocol (+, - ,#)
3. Specify the argument list and return type
4. Design the method body using UML Activity diagram and OCL.
iii. Refine association
iv. Refine Generalization and aggregation.
v. Iterate and refine.
II. Design access layer
i. Create mirror class for all classes identified in business layer.
ii. Identify access layer class relationship
iii. Simplify access layer classes and class relationship
1. Remove redundant classes
2. Singe method classes can be removed and added in another
class.
iv. Iterate and refine.
III. Design View Layer
i. Design the macro level user interface identify view layer objects
ii. Design micro level user interface
1. Design view layer objects by applying design axioms and
corollaries.
2. Build a prototype of view layer interface
iii. Verify Usability and User Satisfaction
iv. Iterate and refine
5. Iterate and refine the above steps in necessary.
[Note: Explanation is given for 3 sub process separately. Example is given in CASE study of
ATM system.]
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These can be used in the software design for the following reasons
1. Making the design more informative and uniform.
2. Avoid unnecessary relationships and information.
3. Increase the quality.
4. Avoid unnecessary effort.
Axiom1
Axiom2
Axiom1
It says that when we implement one requirement of an user it should not affect the other
requirement or its implementation. I.e., each component should satisfy its requirements without
affecting other requirements.
E.g.
Requirement1:
Requirement2:
It deals with the simplicity and less information content. The fact is less number of information makes
a simple design, hence less complex. Minimizing complexity makes the design more enhanced. The best way
to reduce the information content is usage of inheritance in design. Hence more information can be reused
from existing classes/ components.
E.g.
Chioce1: (with out inheritance)
Vehicle
Car
Name
Brand
Owner
Name
Brand
Owner
Color
Engine No
Stop()
Get useful
Start()
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Class car maintains more information even though they are already maintained in vehicle class.
Since car class maintains more information the design that contains the car class makes the design
look more complex.
Vehicle 3 properties and 2 methods.
Car 5 properties and 3 methods.
Chioce2 (with inheritance)
Car
Vehicle
Color
Engine No
Name
Brand
Owner
Cngecolor()
Stop()
Start()
In this case the class car inherits some reusable methods and properties from vehicle class
and hence it has to maintain 2 attributes and 1 method. Hence the class car looks simple.
Corollaries:
Corollaries are derived from design axioms(rules). These corollaries are suggestions to the
designer to create a quality design.
They are
1. Corollary 1
2.
3.
4.
5.
6.
Corollary 2
Corollary 3
Corollary 4
Corollary 5
Corollary 6
Corollary 4
Corollary 1
AXIOM 1
Get
AXIOM
1
useful
study
Corollary 2
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Corollary 1
Cohesion
is the strength of dependency between classes with in a component. More cohesion
reflects single purpose of the class. Designers prefer strong cohesion among contents of the
component.
Corollary 2
Single purpose
Each class should have a single well defined purpose and the aim of the class is to full fill
that responsibility. If the class aims at implementing multi purpose subdivide the class in to smaller
classes.
Corollary 3
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Complex classes are difficult to understand and hence for reuse needs more effort. Many times
unnecessary members are reused as the super class was a complex one. The guideline says that The
smaller are your classes, better your chances of reusing them in other projects. Large and
complex classes are too specialized to be reused.
Corollary 4
Strong Mapping
The designer, analyst and programmer should maintain strong dependency among the products
obtained during the different phases of SDLC. Hence a class identified during the analysis is designed in
design phase and coded in implementation phase.
Designer should consider the programming language while creating design using technologies.
Corollary 5
Standardization
The Designer/ Programmer should be aware of the existing classes/ components available in the
standard library. This knowledge will help the designer to reuse the existing classes and design the newly
needed classes/ components. A class/ pattern repository is maintained to store all the reusable classes and
components. Even in most of the cases the repository is shared. Repository maintains the reusable
components, description, commercial/ non commercial and usage.
Corollary 6
[Note: Include inheritance , importance and need of inheritance, types with one example]
OCL Specifications:
1. Item. Selector
Selector
Item
E.g.
Stundent1. No = 30
Student1 is the Item and no is the selector.
Item
Qualifier
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E.g.
Student1. Mark [3]
Student1 is the Item, mark is the selector and 3 (qualifier) that represents 3rd mark
3. Boolean Expression
(Item1. Selector Boolean operation Item2.Selector)
E.g. S1. mark > S2. mark represents a Boolean value of true or false.
4. Set operation
Set
select (mark >40) selects a list of students who has mark greater than 40.
5. Attribute specification
The OCL specification for specifying attributes is
Visibility attribute name : type
OR
Visibility attribute name : type = initial value
E.g.
+ Name : String
- represents a public attribute Name of type String
# Name : String = Hello
- represents a protected attribute Name of type String with initial value Hello
E.g.
+ getName () : String
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Its a public protocol named getName with no parameters and it returns a value of
type String.
Name =
getName()
The activity diagram does not specify any details of getName where the OCL specification
near the function call represents the clear idea about the method getName.
[Note: more examples should be added in each category]
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c. For every class identified determine if the class interacts with the human
actor. If so
i. Identify the view layer object for that class.
ii. Define the relationship among view layer objects.
2. Micro Level UI Design Process
a. Design of view layer objects by applying Design Axioms and Corollaries.
b. Create prototype of the view layer interface.
3. Testing the usability and user satisfaction testing.
4. Iterate and refine the above steps.
For complex application if the user interface is simple it is easy for the users to learn new
applications. Each User Interface class should have a well define single purpose. If a user cannot sit
before a screen and find out what to do next without asking multiple questions, then it says your
interface is not simple.
The user interface should be natural that users can anticipate what to do next by applying
previous knowledge of doing things with out a computer. This rule says there should be a strong
mapping and users view of doing things.
The UI should make the users feel they are in control of the software and not the software
controls the user. The user should play an active role and not a reactive role in the sense user should
initiate the action and not the software.
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Some ways to make put users in control are
1. Make the interface forgiving.
2. Make the interface visual.
3. Provide immediate feedback.
4. Avoid Modes.
5. Make the interface consistent.
Purpose of View Layer Interface - Guidelines
Unit V
Software Quality Assurance Testing:
Bugging and Debugging - Related to Syntax Errors.
Testing Related to Logical, Interface and communication errors.
Testing for assuring quality. (In general)
Software Quality Assurance Testing For Satisfying the Customer Give more importance to
testing the Business Logic and less importance to satisfaction of the user.
User Interface Testing Usability and User Satisfaction More importance is given to the easiness
of the User Interface and less importance to the logic.
Quality Assurance Testing
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It is not necessary to test Inherited Methods because its already been verified
in the Base class.
But if the inherited method is over ridded then the behavior may change and it
is needed to be tested.
(Note: Explain with an example)
o Reusability of Test Cases
Test Cases can be reused based up on the level of reusage
Overridden methods show a different behavior.
If the similarities in behavior exist test cases can be reused.
In some cases Inherited method accept same parameter as Base but different
behavior.
In the above case a test case can be reused such a way that the expected o/p of
the test case is changed and used.
o Test Cases
Test cases represents various testing scenarios.
A good test case is one which has a high probability of detecting an
undiscovered error.
A successful test case is one that can detect an undiscovered error.
Guidelines
Describe which feature the test attempt to cover
If scenario based then develop test case based on Use case
Specify what feature is going to be tested and what is the
input/parameters and expectations
Test the normal usage of that object
Test abnormal reasonable usage
Test abnormal unreasonable usage
Test boundary conditions
Document the cases for next iteration
o Test Plan
Objectives of the Test Create the objectives and describe how to achieve
them
Development of Test Case Develop test data, both input and expected output
Test Analysis Analysis of test case and documentation of test results.
o Guidelines for developing Test Plans
Develop test plan based on the requirements generated by the user.
It should contain the schedule and list of required resources.
Determine the strategy (Black box, white box etc.) document what is to be
done.
SCM (Software Configuration management or Change control) activities
should be considered when ever a change is made due to a test result.
Keep the plan up to date.
Update documents when a mile stone is reached.
o Continuous Testing
Since UA suggests iterative development continuous testing is advisable for
efficient management of resource.
Testing is also carried out for each iteration of development.
Myers bug location and debugging principles.
o Bug Locating Principles
Think
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If you reach an impasse (deadlock) sleep on it.
If impasse still remains discuss the problems to some one else
o Debugging Principles
Where there is one bug there is likely to be another
Fix the error and not the symptom
The probability of correctness of the solution decreases when the program size
increases.
Beware that error correction should not create more number of errors.
Example Format
For example..fill out the categories for any object
Test plan
1. Project Name:
2. Team Name:
3. Test Team Details:
4. Shedule:
5. Object/ Class under testing:
6. List of Methods:
7. Test Cases for Each Method.
a. Method1
i. Test Case 1
ii. Test Case 2
iii. ..
iv. Test Case N
b. Method2
i. Test Case 1
ii. Test Case2
iii. ..
iv. Test Case N
Note: For user Satisfaction and usability testing refer text book.
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