This document provides an introduction to object-oriented concepts and methodologies. It defines key OO terms like abstraction, encapsulation, polymorphism, and more. It also discusses object-oriented modeling techniques and popular object-oriented methodologies like Booch, RDD, OMT, and OOSE. The document aims to equip readers with an understanding of fundamental OO principles and how they are applied in analysis, design, and implementation of object-oriented systems.
Requirements Analysis And Design DdefinitionOD Ali
The document outlines the key tasks involved in requirements analysis and design definition according to the Business Analysis Body of Knowledge (BABOK). It discusses 7 tasks: 1) Specify and model requirements, 2) Verify requirements, 3) Validate requirements, 4) Define requirements architecture, 5) Define design options, 6) Analyze potential value, and 7) Recommend solutions. For each task, it describes the purpose, inputs, elements, guidelines/tools, techniques, stakeholders, and outputs. The overall aim is to analyze requirements, define design options, evaluate solutions, and recommend the best one to achieve the desired future state.
This document discusses requirements analysis and design. It covers the types and characteristics of requirements, as well as the tasks involved in requirements engineering including inception, elicitation, elaboration, negotiation, specification, validation, and management. It also discusses problems that commonly occur in requirements practices and solutions through proper requirements engineering. Additionally, it outlines goals and elements of analysis modeling, including flow-oriented, scenario-based, class-based, and behavioral modeling. Finally, it discusses the purpose and tasks of design engineering in translating requirements models into design models.
This document discusses requirement specification and the software requirement specification (SRS) document. It covers the purpose and content of an SRS, including describing the system functionality, interfaces, performance, and attributes. It also discusses organizing requirements and avoiding common mistakes like ambiguity. An SRS is intended to communicate requirements to stakeholders and serve as a contract between clients and developers. It should describe what the system needs to do without including design or implementation details.
Requirements analysis, also called requirements engineering, is the process of determining user expectations for a new or modified product. These features, called requirements, must be quantifiable, relevant and detailed. In software engineering, such requirements are often called functional specifications. Requirements analysis is an important aspect of project management.
This lecture provide a review of requirement engineering process. The slides have been prepared after reading Ian Summerville and Roger Pressman work. This lecture is helpful to understand user, and user requirements.
The systematic use of proven principles, techniques ,languages and tools for the cost-effective analysis ,documentation and on-going evolution of user needs and the external behavior of a system to satisfy those user needs.
Requirement Elicitation
Facilitated Application Specification Technique(FAST)
Quality Function Deployment
USE-CASES
The document discusses requirements analysis and provides guidance on conducting an agile approach. It introduces the "Requirements Iceberg" concept and identifies relevant aspects of analysis. It emphasizes identifying customer needs rather than just the initial request, and provides examples of diagrams and models that can help uncover additional requirements, such as business process flows and conceptual data models. The document recommends iterating the analysis to incrementally build understanding and avoid getting stuck in analysis paralysis.
presentation contains the most important part of the software development engineering which is Requirement Analysis and Specification.
Take a look may be it is helpfull for you.
Thank you
Requirements Analysis And Design DdefinitionOD Ali
The document outlines the key tasks involved in requirements analysis and design definition according to the Business Analysis Body of Knowledge (BABOK). It discusses 7 tasks: 1) Specify and model requirements, 2) Verify requirements, 3) Validate requirements, 4) Define requirements architecture, 5) Define design options, 6) Analyze potential value, and 7) Recommend solutions. For each task, it describes the purpose, inputs, elements, guidelines/tools, techniques, stakeholders, and outputs. The overall aim is to analyze requirements, define design options, evaluate solutions, and recommend the best one to achieve the desired future state.
This document discusses requirements analysis and design. It covers the types and characteristics of requirements, as well as the tasks involved in requirements engineering including inception, elicitation, elaboration, negotiation, specification, validation, and management. It also discusses problems that commonly occur in requirements practices and solutions through proper requirements engineering. Additionally, it outlines goals and elements of analysis modeling, including flow-oriented, scenario-based, class-based, and behavioral modeling. Finally, it discusses the purpose and tasks of design engineering in translating requirements models into design models.
This document discusses requirement specification and the software requirement specification (SRS) document. It covers the purpose and content of an SRS, including describing the system functionality, interfaces, performance, and attributes. It also discusses organizing requirements and avoiding common mistakes like ambiguity. An SRS is intended to communicate requirements to stakeholders and serve as a contract between clients and developers. It should describe what the system needs to do without including design or implementation details.
Requirements analysis, also called requirements engineering, is the process of determining user expectations for a new or modified product. These features, called requirements, must be quantifiable, relevant and detailed. In software engineering, such requirements are often called functional specifications. Requirements analysis is an important aspect of project management.
This lecture provide a review of requirement engineering process. The slides have been prepared after reading Ian Summerville and Roger Pressman work. This lecture is helpful to understand user, and user requirements.
The systematic use of proven principles, techniques ,languages and tools for the cost-effective analysis ,documentation and on-going evolution of user needs and the external behavior of a system to satisfy those user needs.
Requirement Elicitation
Facilitated Application Specification Technique(FAST)
Quality Function Deployment
USE-CASES
The document discusses requirements analysis and provides guidance on conducting an agile approach. It introduces the "Requirements Iceberg" concept and identifies relevant aspects of analysis. It emphasizes identifying customer needs rather than just the initial request, and provides examples of diagrams and models that can help uncover additional requirements, such as business process flows and conceptual data models. The document recommends iterating the analysis to incrementally build understanding and avoid getting stuck in analysis paralysis.
presentation contains the most important part of the software development engineering which is Requirement Analysis and Specification.
Take a look may be it is helpfull for you.
Thank you
The document discusses requirements analysis, which is the first step of any software project. It defines what requirements are, including user needs, conditions, and documented representations. There are different levels of requirements from business requirements to user requirements to functional requirements. The key aspects of requirements analysis are elicitation, which discovers requirements through interviews and documentation analysis, and requirements development, management, and specification. User stories, use cases, and scenarios are common ways to represent user requirements. Stakeholders are also identified, who are impacted by or can influence the project. Overall, requirements analysis is critical for defining what needs a system must meet for a project to succeed.
This document discusses requirement engineering and techniques for requirements elicitation. It defines requirements and describes the different levels of requirements from business to functional to non-functional. The key techniques discussed for eliciting requirements include interviewing stakeholders, holding requirements workshops, brainstorming with users, creating storyboards and use cases, and building prototypes. Prototyping in particular is highlighted as an effective way to address common issues in requirements elicitation like the "yes, but" syndrome and discovering additional undisclosed needs.
The document discusses the key tasks in requirements engineering: inception to initially understand user needs, elicitation to gather requirements, elaboration to further analyze and model requirements, negotiation to reconcile conflicts, specification to formally document requirements, validation to verify requirements quality, and management to track requirements throughout the project. The tasks involve collaborative activities like interviews and workshops to capture ambiguous and changing user needs and transform them into clear, consistent requirements that form the basis for subsequent software design and development.
The document discusses different techniques for eliciting requirements for software engineering projects. It describes collaborative requirements gathering which involves meetings between developers and customers to identify problems and potential solutions. It also discusses Quality Function Deployment which translates customer needs into technical requirements and includes normal, expected, and exciting requirements. Usage scenarios are created to understand how end users will use features and functions. The elicitation work product documents the requirements gathering process and outcomes.
Requirement engineering (RE) involves defining system requirements during the development process. It deals specifically with the definition phase, where system services and constraints are established. RE is important because 40-60% of software project defects are related to shortcomings in requirements gathering and documentation. An inadequate requirements process can lead to unacceptable products that do not meet user needs, project overruns due to requirement changes, and missing key requirements.
The document discusses various techniques for requirements elicitation including interviews, workshops, brainstorming, storyboards, use cases, role playing and prototyping. It provides guidelines for each technique and discusses common challenges in requirements elicitation such as dealing with stakeholder objections and unknown future requirements. The key is to employ multiple techniques, collect requirements from different perspectives, and iterate elicitation over time to discover additional needs.
This document provides an overview of software processes and the Capability Maturity Model Integration (CMMI). It defines what a software process is, characteristics of processes, and that different project types require different processes. It then describes the key elements of the CMMI, including its five maturity levels from Initial to Optimizing. Each level is defined in one sentence or less. It also briefly outlines some of the key process areas assessed at levels 2 through 5.
Software requirements engineering lecture 01Abdul Basit
This document discusses requirements engineering and its importance in software project success. It defines requirements engineering and outlines the key processes: elicitation, analysis, specification, verification and validation, and management. Case studies show that requirements engineering impacts several critical success factors, including user involvement, clear requirements, proper planning, and realistic expectations. When done thoroughly through multiple release cycles, requirements engineering can help deliver projects on time and on budget by ensuring the development team is building the right system to meet user needs.
Software Engineering- Requirement Elicitation and SpecificationNishu Rastogi
The document discusses the process of requirements engineering for software development. It involves four main steps:
1) Feasibility study to determine if the project is possible.
2) Requirements gathering by communicating with clients and users to understand what the software should do.
3) Creating a software requirements specification (SRS) document that defines system functions and constraints.
4) Validating requirements to ensure they are clear, consistent, and can be implemented.
Requirements engineering is the process of establishing customer requirements and constraints for a system. It involves tasks such as inception, elicitation, elaboration, negotiation, specification, validation, and requirements management. The goal is to define what the customer wants in a structured, organized manner through techniques like collaborative gathering, use case development, and quality function deployment. This establishes a solid foundation for design and construction of the software system.
The document discusses requirement gathering and analysis. It emphasizes the importance of requirements in project success and describes key tasks in requirements engineering including inception, elicitation, and elaboration. During inception, questions are asked to understand the problem, stakeholders, and desired solution. Elicitation involves discovering requirements through collaboration and techniques like use cases. Elaboration refines information through analysis modeling with elements like use cases, classes, and behaviors. The goal is a model that defines the functional, informational, and behavioral domains of the problem.
This course covers software requirement engineering over 10 topics, including basics, processes, management, and tools. Students will be assessed through a final exam (60%), midterm (15%), and tutorials/presentations (25%). The course lab will provide hands-on experience with requirements tools and models. Requirements are conditions that must be met by a system, and define customer expectations, system boundaries, and quality attributes from different perspectives. Poor requirements can lead to imprecise, ambiguous, contradictory, changing, low quality requirements or missing requirements.
This document discusses visualizing non-functional requirements (NFRs) such as usability, security, and performance in system analysis. It proposes using visual variables like color to represent goals related to NFRs and how they may cascade and impact each other. The document evaluates representing four sample NFRs - certainty, feasibility, trustability, and performance - and explores two approaches of operationalizing or orthogonalizing NFRs in visualizations. Future work discussed includes developing an algebra for abstracting NFR relationships and more empirical usability testing of conceptual model visualizations.
The document discusses the process of requirement engineering which involves identifying stakeholders, eliciting requirements, building use cases, negotiating requirements, and validating them. It explains the various steps in requirement engineering like understanding needs, analyzing and defining requirements, and establishing groundwork through stakeholder identification and viewpoints. The overall goal of requirement engineering is to help software engineers better understand problems by involving various participants like managers, customers and users.
This document outlines the key steps in requirement analysis and specification for developing a technical solution:
1) Analyze business requirements by gathering requirements, scope, security, performance, maintainability, availability, and integration needs.
2) Define the technical architecture by identifying appropriate solution types, technologies, and data storage architecture.
3) Develop the conceptual and logical design, including constructing conceptual models, applying modular design principles, and incorporating business rules.
4) Derive the physical design and finalize the product while ensuring requirements for performance, maintainability, security, and other factors are met.
This document provides an overview of requirements analysis techniques used by systems analysts to gather requirements for new systems. It describes interviews, joint application design (JAD) sessions, and questionnaires as the primary techniques. For interviews, it outlines best practices for selecting interviewees, designing questions, preparing for and conducting interviews, and following up. For JAD sessions, it explains how project teams, users, and management work together facilitated by a moderator. Questionnaires are also covered, focusing on designing clear, unbiased questions. The goal of requirements analysis is to understand user needs and develop detailed specifications to address them.
In systems engineering and software engineering, requirements analysis encompasses those tasks that go into determining the needs or conditions to meet for a new or altered product or project, taking account of the possibly conflicting requirements of the various stakeholders, analyzing, documenting, validating and managing software or system requirements.
This document discusses requirements engineering and its importance in software project success. It defines requirements engineering and outlines the key processes: elicitation, analysis, specification, verification and management. Case studies show that projects with strong requirements engineering in areas like user involvement, clear requirements and proper planning are more likely to succeed. The document concludes that requirements engineering impacts 7 of the top 10 attributes that determine project success.
The document discusses software process models. It describes the waterfall model, which is a generic process framework for software engineering that defines five framework activities: communication, planning, modeling, construction, and deployment. It also discusses umbrella activities that are applied throughout the process, such as project tracking and control. The waterfall model prescribes distinct activities, actions, tasks, milestones, and work products for software development. However, process models need to be adapted to meet the needs of specific projects.
The document discusses requirement analysis and software design. It defines requirement analysis as determining user expectations for a new product. Several techniques for gathering requirements are described, including interviews, questionnaires, observation, and document analysis. The document then discusses software design, including architectural models like 3-tier architecture. It also covers domain modeling, database design, coding practices, and testing approaches like unit testing and acceptance testing. Documentation for requirements, design, and testing is recommended.
This isn’t the dark ages any more. You’ve learned that you need to put your database in source control and you’re competent with source control systems like TFS or Git. You’ve also learned how to express your database in script form using a tool like SSDT, Flyway or Redgate.
However, you still haven’t written as many automated tests as you know you should and you aren’t convinced you’re going about it the right way. You haven’t really looked at the build functionality in VSTS yet or gotten to grips with build servers like TeamCity or Jenkins, and even if you have you aren’t sure how the process should work for SQL Server builds and tests.
In this session I’ll explain how to use tSQLt to build a suite of automated tests to give you confidence in the quality of your code. Then I’ll talk through various ways to automate your database builds and run those tests on some schedule or trigger. I’ll also discuss the pros and cons of various different approaches so that you can understand which approach would suit your teams and projects.
Los tribunales de trabajo de primera instancia están organizados por tribunales de sustanciación, mediación y ejecución del trabajo y tribunales de juicio del trabajo. Están formados por jueces y secretarios unipersonales o colegiados de tres jueces. Los tribunales superiores de trabajo son la segunda instancia y la Sala de Casación Social es la máxima autoridad. Los tribunales de trabajo son competentes para sustanciar asuntos contenciosos, solicitudes de despido, amparos por violación de derechos laborales y otros asuntos relacionados con las
The document discusses requirements analysis, which is the first step of any software project. It defines what requirements are, including user needs, conditions, and documented representations. There are different levels of requirements from business requirements to user requirements to functional requirements. The key aspects of requirements analysis are elicitation, which discovers requirements through interviews and documentation analysis, and requirements development, management, and specification. User stories, use cases, and scenarios are common ways to represent user requirements. Stakeholders are also identified, who are impacted by or can influence the project. Overall, requirements analysis is critical for defining what needs a system must meet for a project to succeed.
This document discusses requirement engineering and techniques for requirements elicitation. It defines requirements and describes the different levels of requirements from business to functional to non-functional. The key techniques discussed for eliciting requirements include interviewing stakeholders, holding requirements workshops, brainstorming with users, creating storyboards and use cases, and building prototypes. Prototyping in particular is highlighted as an effective way to address common issues in requirements elicitation like the "yes, but" syndrome and discovering additional undisclosed needs.
The document discusses the key tasks in requirements engineering: inception to initially understand user needs, elicitation to gather requirements, elaboration to further analyze and model requirements, negotiation to reconcile conflicts, specification to formally document requirements, validation to verify requirements quality, and management to track requirements throughout the project. The tasks involve collaborative activities like interviews and workshops to capture ambiguous and changing user needs and transform them into clear, consistent requirements that form the basis for subsequent software design and development.
The document discusses different techniques for eliciting requirements for software engineering projects. It describes collaborative requirements gathering which involves meetings between developers and customers to identify problems and potential solutions. It also discusses Quality Function Deployment which translates customer needs into technical requirements and includes normal, expected, and exciting requirements. Usage scenarios are created to understand how end users will use features and functions. The elicitation work product documents the requirements gathering process and outcomes.
Requirement engineering (RE) involves defining system requirements during the development process. It deals specifically with the definition phase, where system services and constraints are established. RE is important because 40-60% of software project defects are related to shortcomings in requirements gathering and documentation. An inadequate requirements process can lead to unacceptable products that do not meet user needs, project overruns due to requirement changes, and missing key requirements.
The document discusses various techniques for requirements elicitation including interviews, workshops, brainstorming, storyboards, use cases, role playing and prototyping. It provides guidelines for each technique and discusses common challenges in requirements elicitation such as dealing with stakeholder objections and unknown future requirements. The key is to employ multiple techniques, collect requirements from different perspectives, and iterate elicitation over time to discover additional needs.
This document provides an overview of software processes and the Capability Maturity Model Integration (CMMI). It defines what a software process is, characteristics of processes, and that different project types require different processes. It then describes the key elements of the CMMI, including its five maturity levels from Initial to Optimizing. Each level is defined in one sentence or less. It also briefly outlines some of the key process areas assessed at levels 2 through 5.
Software requirements engineering lecture 01Abdul Basit
This document discusses requirements engineering and its importance in software project success. It defines requirements engineering and outlines the key processes: elicitation, analysis, specification, verification and validation, and management. Case studies show that requirements engineering impacts several critical success factors, including user involvement, clear requirements, proper planning, and realistic expectations. When done thoroughly through multiple release cycles, requirements engineering can help deliver projects on time and on budget by ensuring the development team is building the right system to meet user needs.
Software Engineering- Requirement Elicitation and SpecificationNishu Rastogi
The document discusses the process of requirements engineering for software development. It involves four main steps:
1) Feasibility study to determine if the project is possible.
2) Requirements gathering by communicating with clients and users to understand what the software should do.
3) Creating a software requirements specification (SRS) document that defines system functions and constraints.
4) Validating requirements to ensure they are clear, consistent, and can be implemented.
Requirements engineering is the process of establishing customer requirements and constraints for a system. It involves tasks such as inception, elicitation, elaboration, negotiation, specification, validation, and requirements management. The goal is to define what the customer wants in a structured, organized manner through techniques like collaborative gathering, use case development, and quality function deployment. This establishes a solid foundation for design and construction of the software system.
The document discusses requirement gathering and analysis. It emphasizes the importance of requirements in project success and describes key tasks in requirements engineering including inception, elicitation, and elaboration. During inception, questions are asked to understand the problem, stakeholders, and desired solution. Elicitation involves discovering requirements through collaboration and techniques like use cases. Elaboration refines information through analysis modeling with elements like use cases, classes, and behaviors. The goal is a model that defines the functional, informational, and behavioral domains of the problem.
This course covers software requirement engineering over 10 topics, including basics, processes, management, and tools. Students will be assessed through a final exam (60%), midterm (15%), and tutorials/presentations (25%). The course lab will provide hands-on experience with requirements tools and models. Requirements are conditions that must be met by a system, and define customer expectations, system boundaries, and quality attributes from different perspectives. Poor requirements can lead to imprecise, ambiguous, contradictory, changing, low quality requirements or missing requirements.
This document discusses visualizing non-functional requirements (NFRs) such as usability, security, and performance in system analysis. It proposes using visual variables like color to represent goals related to NFRs and how they may cascade and impact each other. The document evaluates representing four sample NFRs - certainty, feasibility, trustability, and performance - and explores two approaches of operationalizing or orthogonalizing NFRs in visualizations. Future work discussed includes developing an algebra for abstracting NFR relationships and more empirical usability testing of conceptual model visualizations.
The document discusses the process of requirement engineering which involves identifying stakeholders, eliciting requirements, building use cases, negotiating requirements, and validating them. It explains the various steps in requirement engineering like understanding needs, analyzing and defining requirements, and establishing groundwork through stakeholder identification and viewpoints. The overall goal of requirement engineering is to help software engineers better understand problems by involving various participants like managers, customers and users.
This document outlines the key steps in requirement analysis and specification for developing a technical solution:
1) Analyze business requirements by gathering requirements, scope, security, performance, maintainability, availability, and integration needs.
2) Define the technical architecture by identifying appropriate solution types, technologies, and data storage architecture.
3) Develop the conceptual and logical design, including constructing conceptual models, applying modular design principles, and incorporating business rules.
4) Derive the physical design and finalize the product while ensuring requirements for performance, maintainability, security, and other factors are met.
This document provides an overview of requirements analysis techniques used by systems analysts to gather requirements for new systems. It describes interviews, joint application design (JAD) sessions, and questionnaires as the primary techniques. For interviews, it outlines best practices for selecting interviewees, designing questions, preparing for and conducting interviews, and following up. For JAD sessions, it explains how project teams, users, and management work together facilitated by a moderator. Questionnaires are also covered, focusing on designing clear, unbiased questions. The goal of requirements analysis is to understand user needs and develop detailed specifications to address them.
In systems engineering and software engineering, requirements analysis encompasses those tasks that go into determining the needs or conditions to meet for a new or altered product or project, taking account of the possibly conflicting requirements of the various stakeholders, analyzing, documenting, validating and managing software or system requirements.
This document discusses requirements engineering and its importance in software project success. It defines requirements engineering and outlines the key processes: elicitation, analysis, specification, verification and management. Case studies show that projects with strong requirements engineering in areas like user involvement, clear requirements and proper planning are more likely to succeed. The document concludes that requirements engineering impacts 7 of the top 10 attributes that determine project success.
The document discusses software process models. It describes the waterfall model, which is a generic process framework for software engineering that defines five framework activities: communication, planning, modeling, construction, and deployment. It also discusses umbrella activities that are applied throughout the process, such as project tracking and control. The waterfall model prescribes distinct activities, actions, tasks, milestones, and work products for software development. However, process models need to be adapted to meet the needs of specific projects.
The document discusses requirement analysis and software design. It defines requirement analysis as determining user expectations for a new product. Several techniques for gathering requirements are described, including interviews, questionnaires, observation, and document analysis. The document then discusses software design, including architectural models like 3-tier architecture. It also covers domain modeling, database design, coding practices, and testing approaches like unit testing and acceptance testing. Documentation for requirements, design, and testing is recommended.
This isn’t the dark ages any more. You’ve learned that you need to put your database in source control and you’re competent with source control systems like TFS or Git. You’ve also learned how to express your database in script form using a tool like SSDT, Flyway or Redgate.
However, you still haven’t written as many automated tests as you know you should and you aren’t convinced you’re going about it the right way. You haven’t really looked at the build functionality in VSTS yet or gotten to grips with build servers like TeamCity or Jenkins, and even if you have you aren’t sure how the process should work for SQL Server builds and tests.
In this session I’ll explain how to use tSQLt to build a suite of automated tests to give you confidence in the quality of your code. Then I’ll talk through various ways to automate your database builds and run those tests on some schedule or trigger. I’ll also discuss the pros and cons of various different approaches so that you can understand which approach would suit your teams and projects.
Los tribunales de trabajo de primera instancia están organizados por tribunales de sustanciación, mediación y ejecución del trabajo y tribunales de juicio del trabajo. Están formados por jueces y secretarios unipersonales o colegiados de tres jueces. Los tribunales superiores de trabajo son la segunda instancia y la Sala de Casación Social es la máxima autoridad. Los tribunales de trabajo son competentes para sustanciar asuntos contenciosos, solicitudes de despido, amparos por violación de derechos laborales y otros asuntos relacionados con las
José Daniel Sastoque Dávila es un estudiante de ingeniería biomédica en la Universidad ECCI. El documento no proporciona más detalles sobre el tema o contenido.
The document provides an overview of the statement of cash flows, including its purpose and key sections. It discusses the statement of cash flows as bridging the gap between balance sheets by showing where cash came from and where it went during an accounting period. The three main sections are operating, investing, and financing activities, with operating activities relating to core business operations, investing activities relating to long-term assets, and financing activities relating to debt and equity.
Field Recruitment Skills Testing Brochure- With over a 1000 tests on offer we can test your candidates or employees on everything from Microsoft Applications to job specific tests in areas such as Finance, Sales, Nursing, Engineering, Secretarial and many more.
Importancia del estudio del derecho adjetivo procesal laboralLeroy Bonet
Este documento resume los principales aspectos de la Ley Orgánica Procesal del Trabajo de Venezuela. En 3 oraciones o menos, el documento trata sobre la historia y alcance de la ley, los principios de oralidad, inmediación, concentración y publicidad que rigen el proceso laboral, y la organización de los tribunales del trabajo en Venezuela.
This document provides an introduction to human-computer interaction (HCI). It defines HCI as a discipline concerned with studying, designing, building, and implementing interactive computing systems for human use, with a focus on usability. The document outlines various perspectives in HCI including sociology, anthropology, ergonomics, psychology, and linguistics. It also defines HCI and lists 8 guidelines for creating good HCI, such as consistency, informative feedback, and reducing memory load. The importance of good interfaces is discussed, noting they can make or break a product's acceptance. Finally, some principles and theories of user-centered design are introduced.
This document discusses the use of articles (a, an, the) in English. It explains that a/an is used for nouns mentioned for the first time, while the is used for nouns that are clearly defined. No article is used with plural or uncountable nouns in general phrases. For institutions like school or church, no article is used when referring to the concept, but a/an or the is used when referring to the physical building.
This document summarizes a presentation about getting continuous integration (CI) right for SQL Server databases. It discusses the speaker's experience helping Farm Credit Services of America standardize their version control, CI, and release management processes. Key topics covered include using migrations vs state-based approaches for database changes, setting up automated builds, implementing database unit testing, addressing drift between environments, and general advice. The presentation provides examples and recommendations to help teams set up CI for databases more efficiently.
In 2009 John Allspaw and Paul Hammond delivered the session “10 deploys per day – Dev & ops cooperation at Flickr.” In forty six minutes they changed the way millions of people would think about the software delivery process for years to come. It didn’t have a name yet, but DevOps was born. DevOps folk preached about the cloud, automation, rapid delivery and any database technology that wasn’t relational…
In 2013 Kenny Gorman declared “The DBA is Dead”.
For the record, I don’t believe that, but a lot of people do. What is certain is that the world of IT is changing, and the traditional DBA role, and most other data roles, are changing with it.
I’m going to explain what DevOps is, where it came from, and its implications for SQL Server. We’ll cover the human and technical basics of database DevOps – and I’m going to discuss some changes that data folk need to make.
Dokumen tersebut memberikan tips dan rekomendasi produk-produk kecantikan dan perawatan diri dari Oriflame untuk memulai tahun baru dengan gaya baru, termasuk produk perawatan kulit, make-up, wewangian, dan perawatan tubuh dan kaki."
Katalog Oriflame Februari 2017 IndonesiaYudhi Arya
Tiga kalimat ringkasan dokumen tersebut adalah:
Katalog ini mempromosikan berbagai produk kecantikan seperti lipstik, bedak, pembersih wajah, serta parfum dengan harga diskon hingga 50%. Juga menampilkan tips riasan untuk menciptakan tampilan alami dan elegan. Berisi juga informasi mengenai komitmen perusahaan terhadap praktik bisnis yang etis dan program tanggung jawab sosial.
Object oriented concepts can be summarized in 3 sentences:
Objects have state, behavior, and identity. State represents the properties and values of an object, behavior is defined by the operations or methods that can be performed on an object, and identity uniquely distinguishes one object from all others. Key concepts in object orientation include abstraction, encapsulation, modularity, hierarchy, polymorphism, and life span of objects. These concepts help organize programs through the definition and use of classes and objects.
The document discusses the key elements of the object model, including abstraction, encapsulation, modularity, and hierarchy. It explains that abstraction is one of the fundamental ways to cope with complexity in software design. Abstraction focuses on the essential characteristics of an object that distinguish it from other objects, from the perspective of the viewer. The object model provides a conceptual framework for object-oriented programming that is based on these elements.
The document discusses abstraction, which is a fundamental concept of object-oriented design. Abstraction involves focusing on essential characteristics of an object that distinguish it from others, separating an object's interface from its implementation. There are different types of abstractions from most to least useful: entity, action, virtual machine, and coincidental. Other key concepts discussed include contracts, invariants, exceptions, static and dynamic properties, and passive vs. active objects.
The document discusses abstraction, which is a fundamental concept of object-oriented design. Abstraction involves focusing on an object's essential characteristics and behavior while hiding implementation details. There are different types of abstractions from most useful to least useful. Effective abstractions model real-world entities and provide well-defined interfaces through contracts, preconditions, and postconditions. Both static and dynamic properties of objects must be considered.
The document discusses the key elements of the object model, including abstraction, encapsulation, modularity, and hierarchy. It explains that abstraction is one of the fundamental ways to cope with complexity in software design. Abstraction focuses on the essential characteristics of an object that distinguish it from other objects, from the perspective of the viewer. The object model provides a conceptual framework for object-oriented programming that is based on these elements.
The document discusses abstraction, which is a fundamental concept of object-oriented design. Abstraction involves focusing on an object's essential characteristics and behavior while hiding implementation details. There are different types of abstractions from most useful to least useful. Effective abstractions model real-world entities and provide well-defined interfaces through contracts, preconditions, and postconditions. Both static and dynamic properties of objects must be considered.
The document discusses the key elements of the object model, including abstraction, encapsulation, modularity, and hierarchy. It explains that abstraction is one of the fundamental ways to cope with complexity in software design. Abstraction focuses on the essential characteristics of an object that distinguish it from other objects, from the perspective of the viewer. The object model provides a conceptual framework for object-oriented programming that is based on these elements.
The document discusses the key elements of the object model, including abstraction, encapsulation, modularity, and hierarchy. It explains that abstraction is one of the fundamental ways to cope with complexity in software design. Abstraction focuses on the essential characteristics of an object that distinguish it from other objects, from the perspective of the viewer. The object model provides a conceptual framework for object-oriented programming that is based on these elements.
This document provides an overview of object-oriented programming (OOP) concepts including objects, classes, encapsulation, inheritance, polymorphism, and abstraction. It explains that OOP allows decomposition of programs into objects that contain both data and functions. Classes act as blueprints for objects and define their properties and behaviors.
The document provides an introduction to object-oriented programming (OOP). It defines key OOP concepts like objects, classes, inheritance, encapsulation, and polymorphism. It also discusses design patterns like factory pattern and singleton pattern. Object-oriented programming uses objects and their interactions to design applications and computer programs. Classes and objects help manage complexity by encapsulating data and code into reusable components.
This document provides an overview of object-oriented programming (OOP) concepts including classes, objects, encapsulation, inheritance, polymorphism, and relationships between objects. It compares OOP to structured programming and outlines the benefits of OOP such as reusability, extensibility, and maintainability. Key OOP features like encapsulation, inheritance, polymorphism, and relationships are explained in detail. The document also introduces the Unified Modeling Language (UML) as a standard language for visualizing and modeling software systems using OOP concepts.
This document discusses object-oriented analysis and design (OOAD). It introduces the Unified Modeling Language (UML) as a standard notation for capturing objects. Analysis investigates the problem domain to identify objects, while design defines how software objects will collaborate to meet requirements. Key concepts discussed include abstraction, encapsulation, information hiding, and the class-responsibility-collaborator modeling technique. Quality management aims to reduce defects through practices applied throughout the software development process.
The document introduces design patterns and their key elements. It discusses how design patterns help address common object-oriented design problems like determining appropriate objects, object granularity, specifying interfaces, and implementations. Key points made include: design patterns make reuse easier, express proven techniques, help choose reusable designs, and get a design "right" faster. Each pattern has a name, problem description, solution, and consequences. Patterns are organized by purpose (creational, structural, behavioral) and scope (class, object).
This document introduces design patterns and their key elements. Design patterns help designers solve common problems in object-oriented software design and make reusable designs more accessible. A pattern has four elements - a name, the problem it addresses, the solution, and consequences of applying the pattern. Patterns are organized based on their purpose (creational, structural, behavioral) and scope (object, class, etc.). The document outlines 23 classic design patterns organized in a catalog.
The document provides an agenda and introduction for a two-day software design training.
Day 1 covers introduction to software design principles, object oriented concepts and design, and evaluating software design. Day 2 covers software design patterns and clean code.
The introduction defines software design, contrasts it with architecture and coding, and outlines principles of software design such as SOLID and DRY. It also discusses software design considerations, modeling, and checkpoints. Later sections explain object oriented concepts, design principles including GRASP, and techniques for evaluating design quality.
This document provides an introduction to object-oriented programming concepts including classes, objects, encapsulation, inheritance, and polymorphism. It defines a class as a blueprint for creating objects with data fields and methods. An object is an instance of a class that stores its own set of data and behaviors. Encapsulation, inheritance, and polymorphism are described as key principles of OOP. Common programming paradigms like procedural, object-oriented, functional, and declarative are also overviewed.
Unit 2 discusses different programming paradigms including structured and unstructured programming. Structured programming divides code into modular functions making it easier to test, debug and modify, while unstructured programming writes code in a single block. Common structured programming languages include C and Pascal.
Unit 2 discusses different programming paradigms including structured and unstructured programming. Structured programming divides code into modular functions making it easier to test, debug and modify, while unstructured programming writes code in a single block. Common structured programming languages include C and Pascal.
Domain Driven Design (DDD) is a software design approach that focuses on modeling a domain accurately. It uses ubiquitous language, bounded contexts, and explicit domain models. The key aspects of DDD include developing a shared model with domain experts, separating concerns into bounded contexts, and iteratively refining domain models through close collaboration between technical and domain teams. DDD aims to produce software designs that are more aligned with the mental models of users and stakeholders in a complex domain.
UML (Unified Modeling Language) is a standard modeling language used to document and visualize the design of object-oriented software systems. It was developed in the 1990s to standardize the different object-oriented modeling notations that existed. UML is based on several influential object-oriented analysis and design methodologies. It includes diagrams for modeling a system's structural and behavioral elements, and has continued to evolve with refinements and expanded applicability. Use case diagrams are one type of UML diagram that are used to define system behaviors and goals from the perspective of different user types or external entities known as actors.
UML component diagrams describe software components and their dependencies. A component represents a modular and replaceable unit with well-defined interfaces. Component diagrams show the organization and dependencies between components using interfaces, dependencies, ports, and connectors. They can show both the external view of a component's interfaces as well as its internal structure by nesting other components or classes.
Activity diagrams show the flow and sequence of activities in a system by depicting actions, decisions, and parallel processes through graphical symbols like activities, transitions, decisions, and swimlanes. They are used to model workflows, use cases, and complex methods by defining activities, states, objects, responsibilities, and connections between elements. Guidelines are provided for creating activity diagrams, such as identifying the workflow objective, pre/post-conditions, activities, states, objects, responsibilities, and evaluating for concurrency.
Object diagrams represent a snapshot of a system at a particular moment, showing the concrete instances of classes and their relationships. They capture the static view of a system to show object behaviors and relationships from a practical perspective. Unlike class diagrams which show abstract representations, object diagrams depict real-world objects and their unlimited possible instances. They are used for forward and reverse engineering, modeling object relationships and interactions, and understanding system behavior.
Sequence diagrams show the interactions between objects over time by depicting object lifelines and messages exchanged. They emphasize the time ordering of messages. To create a sequence diagram, identify participating objects and messages, lay out object lifelines across the top, and draw messages between lifelines from top to bottom based on timing. Activation boxes on lifelines indicate when objects are active. Sequence diagrams help document and understand the logical flow of a system.
State chart diagrams define the different states an object can be in during its lifetime, and how it transitions between states in response to events. They are useful for modeling reactive systems by describing the flow of control from one state to another. The key elements are initial and final states, states represented by rectangles, and transitions between states indicated by arrows. State chart diagrams are used to model the dynamic behavior and lifetime of objects in a system and identify the events that trigger state changes.
This document provides an overview of use case diagrams and use cases. It defines what a use case is, including that it captures a user's interaction with a system to achieve a goal. It describes the key components of a use case diagram, including actors, use cases, and relationships between use cases like generalization, inclusion, and extension. An example use case diagram for a money withdrawal from an ATM is presented to illustrate these concepts. Guidelines for documenting use cases with descriptions of flows, exceptions, and other details are also provided.
This document discusses software quality and metrics. It defines software quality as conformance to requirements, standards, and implicit expectations. It outlines ISO 9126 quality factors like functionality, reliability, usability, and maintainability. It describes five views of quality: transcendental, user, manufacturing, product, and value-based. It also discusses types of metrics like product, process, and project metrics. Product metrics measure characteristics like size, complexity, and quality level. The document provides guidelines for developing, collecting, analyzing, and interpreting software metrics.
This document discusses key concepts in software design engineering including analysis models, design models, the programmer's approach versus best practices, purposes of design, quality guidelines, design principles, fundamental concepts like abstraction and architecture, and specific design concepts like patterns, modularity, and information hiding. It emphasizes that design is important for translating requirements into a quality software solution before implementation begins.
The document provides an overview of architectural design in software engineering. It defines software architecture as the structure of components, relationships between them, and properties. The key steps in architectural design are creating data design, representing structure, analyzing styles, and elaborating chosen style. It emphasizes software components and their focus. Examples of architectural styles discussed include data flow, call-and-return, data-centered, and virtual machine.
Unit 7 performing user interface designPreeti Mishra
The document discusses user interface design principles and models. It provides three key principles for user interface design:
1. Place users in control of the interface and allow for flexible, interruptible, and customizable interaction.
2. Reduce users' memory load by minimizing what they need to remember, establishing defaults, and progressively disclosing information.
3. Make the interface consistent across screens, applications, and interaction models to maintain user expectations.
It also describes four models involved in interface design: the user profile model, design model, implementation model, and user's mental model. The role of designers is to reconcile differences across these models.
Unit 8 discusses software testing concepts including definitions of testing, who performs testing, test characteristics, levels of testing, and testing approaches. Unit testing focuses on individual program units while integration testing combines units. System testing evaluates a complete integrated system. Testing strategies integrate testing into a planned series of steps from requirements to deployment. Verification ensures correct development while validation confirms the product meets user needs.
Design process interaction design basicsPreeti Mishra
This document provides an introduction to interaction design basics and terms. It discusses that interaction design involves creating technology-based interventions to achieve goals within constraints. The design process has several stages and is iterative. Interaction design starts with understanding users through methods like talking to and observing them. Scenarios are rich stories used throughout design to illustrate user interactions. Basic terms in interaction design include goals, constraints, trade-offs, and the design process. Usability and user-centered design are also discussed.
The document provides an overview of design process and factors that affect user experience in interface design. It discusses various principles and heuristics to support usability, including learnability, flexibility, and robustness. The document outlines principles that affect these factors, such as predictability, consistency and dialog initiative. It also discusses guidelines for improving usability through user testing and iterative design. The document emphasizes the importance of usability and provides several heuristics and guidelines to measure and improve usability in interface design.
Design process evaluating interactive_designsPreeti Mishra
The document discusses various methods for evaluating interactive systems, including expert analysis methods like heuristic evaluation and cognitive walkthrough, as well as user-based evaluation techniques like observational methods, query techniques, and physiological monitoring. It provides details on the process for each method and considerations for when each may be most appropriate. Evaluation aims to determine a system's usability, identify design issues, compare alternatives, and observe user effects. The criteria discussed include expert analysis, user-based, and model-based approaches.
Foundations understanding users and interactionsPreeti Mishra
This document discusses qualitative user research methods. It explains that qualitative research helps understand user behavior, which is too complex to understand solely through quantitative data. Qualitative research methods include interviews, observation, and persona creation. Personas are fictional user archetypes created from interview data to represent different types of users. They are useful for product design by providing empathy for users and guiding decisions. The document provides details on creating personas and using scenarios to represent how personas would interact with a product.
This document discusses the Think Pair Share activity and principles of cohesion and coupling in software design. It provides definitions and examples of different types of coupling (data, stamp, control, etc.) and levels of cohesion (functional, sequential, communicational, etc.). The key goals are to minimize coupling between modules to reduce dependencies, and maximize cohesion so elements within a module are strongly related and focused on a single task. High cohesion and low coupling lead to components that are more independent, flexible, and maintainable.
The document provides an overview of system development methodologies, with a focus on structured analysis and design versus object-oriented analysis and design. It discusses the analysis, design, and implementation phases of an object-oriented systems development life cycle. In the analysis phase, it describes how use case diagrams and class diagrams are used to model object-oriented analysis using the Unified Modeling Language. It also provides guidance on identifying domain classes from problem statements by looking for noun phrases and applying subject matter expertise.
Software testing techniques document discusses various software testing methods like unit testing, integration testing, system testing, white box testing, black box testing, performance testing, stress testing, and scalability testing. It provides definitions and characteristics of each method. Some key points made in the document include that unit testing tests individual classes, integration testing tests class interactions, system testing validates functionality, and performance testing evaluates how the system performs under varying loads.
Sachpazis_Consolidation Settlement Calculation Program-The Python Code and th...Dr.Costas Sachpazis
Consolidation Settlement Calculation Program-The Python Code
By Professor Dr. Costas Sachpazis, Civil Engineer & Geologist
This program calculates the consolidation settlement for a foundation based on soil layer properties and foundation data. It allows users to input multiple soil layers and foundation characteristics to determine the total settlement.
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CoVID-19 sprang up in Wuhan China in November 2019 and was declared a pandemic by the in January 2020 World Health Organization (WHO). Like the Spanish flu of 1918 that claimed millions of lives, the COVID-19 has caused the demise of thousands with China, Italy, Spain, USA and India having the highest statistics on infection and mortality rates. Regardless of existing sophisticated technologies and medical science, the spread has continued to surge high. With this COVID-19 Management System, organizations can respond virtually to the COVID-19 pandemic and protect, educate and care for citizens in the community in a quick and effective manner. This comprehensive solution not only helps in containing the virus but also proactively empowers both citizens and care providers to minimize the spread of the virus through targeted strategies and education.
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2. Motivation
• You got a gun
• You were the proud owner of the nice gun!
• You used it:
• You claimed you know how to use a gun!
3. Motivation
• You learnt Java…
• You know the syntax and semantics.
• You have written small programs that work.
• You claimed you know object-oriented software
development!!
• This syndrome is not restricted to students alone…
4.
5. Our Project Manager For the Rest
of the Course!
Hopelessly
incompetent at
management. He
does not understand
technical issues but
always tries to
disguise this, usually
by using buzzwords
that he does not
understand himself.
Often lacks Ethics…
6.
7. Object
• Any real world entity: chair, fan, student, cow
• Object has crisp boundaries
• You can physically or logically perceive an object
• Object has:
• State ( values of attributes)
• Behavior( method response)
• Identity( address+name)
8.
9. Taking about the dog
Attributes(these will be common
to all dogs)
State( talking about dog obove)
Breed Labrador
Owner Mr. crazy
Batch_no 420_IM
Vaccinated No
Hobbies Music
badhabbits smoking
11. Task:
• Think of an object
• Give its state- now deduce the
attributes from this state
• Talk of the identity
12. Modeling
• "Modelling" is describing something you know. A good model
makes correct assertions. (problem domain)
• "Designing" is manipulating space for things you don't know.
A good design e.g., lets you change things easily (there are
many dimensions of 'goodness').( moving towards solution
domain)
14. Outcomes of the course
• To gain enough competence in OOAD to tackle a complete
OO project
• It gives a thought to talk about a common language talking
about requirements , design and interfaces
• Address main principles of OO design and what major
tasks are appropriate for developing OO models and
software, the issues and options in reuse and component
based development
17. What we learned
• People tend to see the same thing in
different manner
• Why So??
– Due to various perspectives, interests
• Technically we will refer this syndrome as
Abstraction
18. What is..
• An abstraction focuses on the outside view of an object and
separates an object’s behaviour from its implementation
• a simplified description, or specification, of a system that
emphasizes some of the system's details or properties while
suppressing others. A good abstraction is one that
emphasizes details that are significant to the reader or
user and suppresses details that are, at least for the
moment, immaterial or diversionary“
• Nearly all programming languages designed since 1980
support data abstraction
19.
20.
21. Thus
• “An abstraction denotes the essential characteristics of an
object that distinguish it from all other kinds of objects
and thus provide crisply defined conceptual boundaries,
relative to the perspective of the viewer”
-Grady Booch
24. Need??
• Large programs have two special
needs:
– Some means of organization, other than
simply division into subprograms
– Some means of partial compilation
(compilation units that are smaller than
the whole program)
25.
26. Hence encapsulation
• “Encapsulation is a mechanism used to hide the data,
internal structure, and implementation details of an object.
• All interaction with the object is through a public
interface of operations.”
• Abstraction and encapsulation are complementary
concepts: abstraction focuses upon the observable
behaviour of an object, whereas encapsulation focuses
upon the implementation that gives rise to this behaviour.
• For abstraction to work, implementations must be
encapsulated"
27. Defined as..
• “Encapsulation is the process of
compartmentalizing the elements of an abstraction
that constitute its structure and behaviour;
encapsulation serves to separate the contractual
interface of an abstraction and its implementation.”
– Grady Booch
28. Encapsulation is achieved through
• Encapsulation is most often achieved through information
hiding, which is the process of hiding all the secrets of an
object that do not contribute to its essential
characteristics; typically, the structure of an object is
hidden, as well as the ,implementation of its methods.
29. In programming
• Encapsulation Abstraction= Class
• For eg: think of a person as student
• From this perspective think of his
description/properties
• Now compartmentalize these properties into:
– attributes + behavior
– Make attributes as : member variables/ data members
– Make behavior: member functions/ methods
– Name the entity as some noun : Student (because its meaningful
according to the perspective)
30. And we have..
Class Student
{
int roll_no, marks;
String Name, branch, year;
int get_Attendence()
int check_percentage()
}
35. Thus
• The act of partitioning a program into individual
components can reduce its complexity to some degree. .
• Although partitioning a program is helpful for this
reason, a more powerful justification for partitioning a
program is that it creates a number of well defined,
documented boundaries within the program.
36. • modularization consists of dividing a program into
modules which can be compiled separately, but which
have connections with other modules.
• The overall goal of the decomposition into modules is the
reduction of software cost by allowing modules
to be designed and revised independently. .
37. Defined as..
• Modularity is the property of a system that has been
decomposed into a set of cohesive and loosely coupled
modules
41. What is the need
• A set of abstractions often forms a hierarchy, and by
identifying these hierarchies in our ,design, we greatly
simplify our understanding of the problem
47. We learned
• Generally, the ability to appear in many forms.
• The same invocation can produce “many forms” of
results
• The same method name and signature can cause
different actions to occur,
– depending on the type of object on which the
method is invoked
• Promotes extensibility
• New objects types can respond to existing
method calls
48.
49. • Polymorphism exists when the features of
inheritance and dynamic binding interact. It is
perhaps the most powerful feature of object-
oriented programming languages
50. Defined as..
• In object-oriented programming, polymorphism
refers to a programming language's ability to process
objects differently depending on their data type or
class. More specifically, it is the ability to redefine
methods for derived classes.
53. Typing
• "A type is a precise characterization of structural or
behavioural properties which a collection of entities all
share“
• Concept of Typing and class are similar but
• Typing is the enforcement Of the class of an object, such,
that objects of different types may not be interchanged, or
at the most, they may be interchanged only in very
restricted ways.
54. An OO-Programming
language can be:
• Strongly typed(violation of type conformance can be detected at the
time of compilation)
• Weakly typed(have tendencies toward strong typing, but it is
possible to ignore or suppress the typing rules.)
• Untyped (Violations of type conformance may not be known until
execution, and usually manifest themselves as execution errors)
57. Concurrency
• For certain kinds of problems, an automated system may
have to handle many different events simultaneously.
• Other problems may involve so much computation that they
exceed the capacity of any single processor.
• In each of these cases, it is natural to consider using a
distributed set of computers for the target implementation
or to use processors capable of multitasking.
58. Thus ..
• concurrency focuses upon process abstraction and
synchronization
• The object is a concept that unifies these two different
viewpoints:
• each object may represent a separate thread of control (a
process abstraction). Such objects are called active. In a
system based on an object-oriented design,
• we can conceptualize the world as consisting of a set of
cooperative objects, some of which are active and thus
serve as centres of independent activity.
59. Persistency
• objects in a database outlive the execution of a single
program.
• This spectrum of object persistence encompasses the
following:
– “Transient results in expression evaluation
– Local variables in procedure activations
– Own variables [as in ALGOL 60], global variables, and heap items
whose extent is
– different from their scope
– Data that exists between executions of a program
– Data that exists between various versions of a program
– Data that outlives the program"
60. Contd..
• introducing the concept of persistence to the object model
gives rise to object-oriented databases
• In practice, such databases build upon proven technology,
such as
– sequential,
– indexed,
– hierarchical,
– network, or
– relational database
61. Defined as..
• Persistence is the property of an object through
which its existence transcends time (i.e. the
object continues to exist after its creator ceases
to exist) and/or space (i. e. the objects location
moves from the address space in which it was
created).
62. OOD
Object-oriented design is a method of
– design encompassing the process of object-
oriented decomposition and
– a notation for depicting both
• logical and
• physical as well as
• static and
• dynamic models
of the system under design.
64. What is an Object?
• From the perspective of human
cognition, an object is any of
the following:
– A tangible and/or visible thing
– Something that may be
apprehended intellectually
– Something toward which
thought or action is directed
– something that exists in time
and space.
65. Defined as
• An object has state, behaviour, and identity; the structure
and behaviour of similar objects are defined in their
common class; the terms instance and object are
interchangeable.
67. State: defined as
• The state of an object encompasses all of the
(usually static) properties of the object plus the
current (usually dynamic) values of each of these
properties.
68. Behavior
• the behaviour of an object
represents its outwardly
visible and testable
activity
• behaviour also notes that
the state of an object
affects its behaviour as
well.
69. Behavior : defined as
• Behaviour is how an object acts and reacts, in
terms of its state changes and message passing.
• Thus:
– The state of an object represents the cumulative
results of its behaviour
70. Operations: means to show behaviour
(Operation/methods/memberfunctions)
• An operation denotes a service that a class offers to its clients.
• In practice, we have found that a client typically performs five kinds of
operations upon an object:
– Modifier :An operation that alters the state of an object
– Selector :An operation that accesses the state of an object, but does not
alter the state
– Iterator :An operation that permits all parts of an object to be accessed in
some well-defined order
– Constructor: An operation that creates an object and/or initializes its state
– Destructor An operation that frees the state of an object and/or destroys
the object itself
71. Task to do
• For a Stack data
structure identify :
• State: properties and
current values
• Behavior
• Operations of different
categories
74. Identity: defined as
• “Identity is that property of an object which
distinguishes it from all other objects "
75. Roles and Responsibilities
• all of the methods and free subprograms associated with a
particular object comprise its protocol.
76. Roles
• object's allowable behavior, and so comprises the entire static
and dynamic view of the object.
• For most nontrivial abstractions, it is useful to divide this larger
protocol into logical groupings of behavior.
• These collections, which thus partition the behavior space
• of an object, denote the roles that an object can play.
• a role is a mask that an object wears , and so defines a contract
between an abstraction and its clients
77. Responsibility
• The responsibilities of an object to "include two key
items:
– the knowledge an object maintains and
– the actions an object can perform.
• Responsibilities are meant to convey a sense of the
purpose of an object and its place in the system.
• The responsibilities of an object are all the services it
provides for all of the contracts it supports"
78. Object : Life Span
• Object Life Span :The lifetime of an object extends from
the time it is first created (and thus first consumes space)
until that space is reclaimed .
• To explicitly create an object, we must either declare it or
allocate it.
• Object destruction may vary …
• Persistent objects have slightly different semantics
regarding destruction
80. Object Oriented
Development
• Object-Oriented development requires that object-
oriented techniques be used during
– the analysis, and
– implementation of the system.
• An object-oriented approach to the development of
software was proposed in late 1960s.
82. What is modeling??
• A model is an abstraction of something for the purpose of
understanding it before building it.
• Because, real systems are generally very complex. In order
to understand the real system, we have to simplify the
system.
• So a model is an abstraction that hides the non-essential
characteristics of a system and highlights those
characteristics, which are pertinent to understand it.
• Model is a simplified representation of reality.
83. What is modeling??
• Most modeling techniques used for analysis and design
involve graphic languages or set of symbols.
• These symbols are used according to certain rules of
methodology for communicating the complex relationships
•
84. Why do we
model/modeling??
• To test a physical entity before actually building it.
• To set the stage for communication between customers and
developers.
• For visualization i.e. for finding alternative representations.
• For reduction of complexity in order to understand it.
86. Introduction.. To OOM
• Object Oriented Methodology (OOM) is a new system
development approach encouraging and facilitating reuse of
software components
• OOM requires that object-oriented techniques be used
during the:
– analysis,
– design and
– implementation of thesystem.
• This methodology makes the analyst to determine :
– what the objects of the system are,
– how they behave over time or in response to events,
– and what responsibilities and relationships an object has to other
objects.
87. steps
• The basic steps of system designing using OOM are:
– System Analysis
– System Design
– Object Design
– Implementation
88. (Object -Oriented)
Analysis- Design- Implementation
• Object-oriented analysis has the analyst:
– look at all the objects in a system,
– their commonalties, difference, and
– how the system needs to manipulate the objects.
• During design:
– overall architecture of the system is described.
• During implementation phase:
– the class objects and the interrelationships of these classes are
translated and actually coded using the programming language.
– The databases are created and the complete system is made
operational.
89. Advantages of OOM
• The systems designed using OOM are closer to the real
world Because of this, it becomes easier to produce
and understand designs.
• The objects in the system are immune to requirement
changes because of data hiding and encapsulation features
of object-orientation. •
• OOM designs encourage more reusability. The classes once
defined can easily be used by other applications..
• Another way of reusability is provided by the inheritance
feature of the object-orientation.
90. Advantages of OOM
• Object Oriented Methodology closely represents the
problem domain. Because of this, it is easier to produce and
understand designs.
• Object Oriented Methodology approach is more natural. It
provides nice structures for thinking and abstracting and
leads to modular design.
91. Popular OOM
• Booch Methodology [1994]: He developed the Object
Oriented Analysis and Object Oriented Design (OOA/OOD)
concepts.
• RDD Methodology [1990]: Wirfs-Brock, Wilkerson, and
Wiener developed Responsibility Driven Design (RDD)
methodology.
• OMT methodology [1991]: James Rumbaugh led a team at
research labs of General Electric to develop the Object
Modeling Technique (OMT).
• OOSE [1994]: Ivar Jacobson developed the Object Oriented
Software Engineering (OOSE).
92. Models supported by OMT
• Object/static Model - This model describes the objects
in a system and their interrelationships. This model
observes all the objects as static and does not pay any
attention to their dynamic nature.
• Dynamic Model - This model depicts the dynamic aspects
of the system. It portrays the changes occurring in the
states of various objects with the events that might occur
in the system.
• Functional Model - This model basically describes the data
transformations of the system. This describes the flow of
data and the changes that occur to the data throughout
the system.
93. Summary of Unit 1
• We learned about:
– Object Oriented Concepts:
• Abstraction
• Encapsulation
• Hierarchy
• Modularity
• Polymorphism
• Typing, persistency, concurrency
– Object:
• State
• Behavior
• Identity
• Roles and responsibility
• Life time
• Object Oriented
Development
• Object Oriented
Methodology
• Object modeling
technique(introduction):
• Object/ static
modeling
• Dynamic modeling
• Functional modeling
94. Course Outcome Mapping
• Unit 1: Introduction
– The successful completion
contributed towards partial
achievement of :
• Course outcome 1
• Course outcome 3