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Last Min Preparation - OOSE

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Last Min Preparation - OOSE

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Unit 5

Model Transformation: This is the process of converting one model into another within the same
system or across different systems. Model transformation is used to refine, adapt, or map models at
various stages of development, supporting interoperability, consistency, and automation.

Refactoring: Refactoring involves restructuring the internal design of code or a model without
changing its external behavior. It is aimed at improving readability, maintainability, or efficiency, but
it does not alter the functionality of the system.

Forward Engineering: This is the traditional approach of starting from high-level abstract models
(such as requirements or design models) and moving towards the implementation or code. In
forward engineering, each step progressively refines the model until it is ready for deployment.

Reverse Engineering: Reverse engineering works in the opposite direction of forward engineering,
where one starts with existing code or an implemented system and works backward to derive
higher-level models or documentation. This is useful for understanding legacy systems or recovering
lost documentation.

Transformation Principles: Transformation principles are guidelines or rules for systematically


transforming models. They ensure that the transformation process is consistent, accurate, and
maintains the integrity of the models throughout the transformation steps. Principles often include
modularity, traceability, and repeatability.

Testing: An Overview

Testing is a critical process in software development aimed at ensuring the quality, functionality, and
reliability of software. It involves executing a program to identify and eliminate bugs, verify that
requirements are met, and assess the software's overall performance and usability. Testing helps
maintain product quality by detecting faults early in the development lifecycle.

Testing Concepts

• Faults, Erroneous States, and Failures:

o Fault: An underlying defect in the software code or design that can lead to errors.

o Erroneous State: A condition where the system's actual state deviates from its
intended or expected state.

o Failure: An observable error in the system's behavior, usually due to faults, when the
system fails to perform as expected.

• Test Cases: A test case is a set of conditions or inputs used to verify a specific aspect of the
software’s behavior. Each test case includes an expected outcome to determine if the
system behaves as intended.

• Test Stubs and Drivers:


o Test Stub: A placeholder component used in testing to simulate a module's behavior
that has not yet been developed.

o Test Driver: A component that calls a module or function being tested, used when
the rest of the system is incomplete.

• Corrections: When tests reveal faults, corrections involve fixing these faults and re-running
tests to verify that they have been resolved without introducing new issues.

Testing Activities

• Component Inspection: Reviewing and analyzing the individual components of a system to


find any faults, often done manually or with static analysis tools.

• Usability Testing: Ensures that the system is easy to use, meets user requirements, and
provides a positive user experience.

• Unit Testing: Involves testing individual units or components of the software, usually by
isolating each part and verifying it independently.

• Integration Testing: Tests the interactions between integrated components or systems to


detect any inconsistencies, incompatibilities, or data issues.

• System Testing: A comprehensive testing of the complete system to ensure it meets the
specified requirements. This type of testing is usually conducted in an environment that
mirrors production.

Managing Testing

• Planning Testing Activities: Defining objectives, scope, resources, schedule, and approaches
for testing. Planning involves identifying key milestones and determining when and how
different types of testing will occur.

• Documenting Testing: Recording the results of tests, test cases, test plans, and any
encountered defects. Proper documentation helps in tracking progress, understanding
failures, and re-evaluating tests when software changes occur.

• Assigning Responsibilities: Allocating roles to team members, such as who writes, executes,
and maintains test cases, and who addresses identified defects.

• Regression Testing: Re-running previously conducted tests to ensure that recent changes or
bug fixes haven’t introduced new issues or affected existing functionality.

• Automating Testing: Using tools and scripts to automate repetitive and high-volume tests.
Automation increases efficiency, reduces human error, and is essential for continuous
integration and deployment (CI/CD) practices.
Unit 4
Object Design: Specifying Interfaces

Specifying interfaces in object-oriented design means defining the way different components of a
system will interact. This includes specifying which functions or properties an object will expose and
the constraints on these elements. A well-defined interface ensures that objects can interact
consistently and reliably, enhancing modularity, maintainability, and reusability of the system.

Interface Specification Concepts

1. Class Implementor, Class Extender, and Class User:

o Class Implementor: The developer or team responsible for implementing the class.
They define how the class behaves and implement its methods according to the
specification.

o Class Extender: A developer who extends the functionality of a class, typically


through inheritance. They may add new methods or override existing ones.

o Class User: Anyone who uses or interacts with the class through its public interface.
They rely on the methods and properties exposed by the class to perform specific
operations without knowing the internal implementation details.

2. Types, Signatures, and Visibility:

o Types: Types define the nature of values that methods accept and return,
establishing strong type constraints to reduce errors.

o Signatures: A method’s signature includes its name, parameters (types and order),
and return type. It uniquely identifies a method within a class and is essential for
overloading and polymorphism.

o Visibility: Specifies access control for classes and methods. Common visibility
modifiers include:

▪ Public: Accessible from any part of the program.

▪ Protected: Accessible within the class and by derived classes.

▪ Private: Accessible only within the class itself.

3. Contracts: Invariants, Preconditions, and Postconditions:

o Invariants: Conditions that must always hold true for an object throughout its
lifetime, except during transitions. Invariants help maintain the internal consistency
of an object.

o Preconditions: Conditions that must be true before a method is executed. They


define the requirements that must be satisfied by the caller for the method to
execute correctly.
o Postconditions: Conditions that must be true after a method has finished executing.
They guarantee specific outcomes that the caller can expect if the preconditions are
met.

Object Constraint Language (OCL)

The Object Constraint Language (OCL) is a formal language used to define constraints and business
rules on UML models. OCL enables precise specification of class invariants, method preconditions,
and postconditions, which helps ensure that the model's rules are consistently enforced.

1. OCL Collections:

o Sets: Collections of unique elements without a defined order. Useful when the order
of items does not matter.

o Bags: Collections that may contain duplicate elements but do not have a defined
order. Useful for representing collections where frequency matters but order does
not.

o Sequences: Ordered collections where duplicates are allowed. Ideal when the
sequence or order of items is important.

2. OCL Quantifiers:

o forAll: Ensures that a specified condition holds true for all elements in a collection.
For example, forAll(x | x.age > 18) checks if all items in a collection meet the age
condition.

o exists: Checks if there is at least one element in a collection that satisfies a specified
condition. For example, exists(x | x.age > 18) verifies if there is at least one item that
meets the age condition.

Unit 3
System Design Concepts

1. Subsystems and Classes:

o Subsystems are major components or modules within a system that group related
functionality, providing a way to organize the system’s structure.

o Classes are the fundamental building blocks within subsystems, defining the specific
behaviors and data for individual parts of the system. Subsystems typically consist of
multiple classes working together to provide a coherent set of services.

2. Services and Subsystem Interfaces:


o Services are functions or operations provided by subsystems or classes, which other
parts of the system can use. Services define what a subsystem offers to the rest of
the system.

o Subsystem Interfaces specify how other subsystems or external entities interact with
the subsystem. They expose necessary services while hiding the subsystem’s internal
details, providing abstraction and reducing dependencies.

3. Coupling and Cohesion:

o Coupling is the degree of dependency between different modules or classes. Low


coupling is preferred as it reduces interdependencies, making the system more
modular and easier to maintain.

o Cohesion refers to how closely related the functionalities within a module are. High
cohesion means that a module has a well-defined purpose and contains only related
functions, improving readability and maintainability.

4. Layers and Partitions:

o Layers are horizontal divisions within a system, each providing a distinct level of
abstraction. Examples include the presentation layer, business logic layer, and data
access layer. Layers help organize the system and separate concerns, enhancing
scalability and maintainability.

o Partitions are vertical divisions within layers, organizing system functionality into
separate, often independent, components. Partitions are useful for distributing
functionality and can be developed, modified, or maintained independently.

5. Architectural Styles:

o Architectural styles define the overall structure and interaction patterns within a
system. Examples include:

▪ Layered Architecture: Organizes the system into hierarchical layers.

▪ Client-Server Architecture: Separates client components that request


services from server components that provide them.

▪ Microservices: Decomposes the system into independently deployable


services.

▪ Event-Driven Architecture: Relies on event notifications to trigger processing


within or across systems.

▪ Model-View-Controller (MVC): Separates data handling (Model), user


interface (View), and user interactions (Controller).

System Design Activities


1. From Objects to Subsystems:
This activity involves organizing related classes and objects into subsystems. It’s about
identifying the natural groupings of objects that can form self-contained modules, each
responsible for specific functionality within the system.

2. Analysis Model for a Route Planning System:


An analysis model for a route planning system would involve identifying key classes, such as
Map, Route, Location, and Vehicle. The model would define interactions, such as retrieving
possible routes, calculating distances, and optimizing paths. The purpose is to create a high-
level view that captures functional requirements for route planning.

3. Identifying Design Goals:


Design goals are high-level objectives that guide system architecture. Common goals include
performance, scalability, maintainability, and security. By identifying design goals, the design
team can make informed decisions about trade-offs and prioritize which aspects of the
system to optimize.

4. Identifying Subsystems:
Identifying subsystems involves breaking down the system into manageable parts. This
process typically starts with a broad view of system requirements and organizes
functionality into subsystems with minimal overlap. Subsystems are then assigned specific
responsibilities, which streamlines development and clarifies each subsystem’s role within
the overall architecture.

Unit 2
System Design Concepts: Static Modeling, Dynamic Modeling, and Logical Architecture

1. Static Modeling:

o Static modeling focuses on the structure of a system, showing the arrangement and
relationships between classes, attributes, and operations. It typically uses class
diagrams to illustrate the organization of objects and their associations, providing a
blueprint of the system's components without addressing runtime behaviors.

2. Dynamic Modeling:

o Dynamic modeling captures the behavior of a system over time, showing how
objects interact, change states, and respond to events. It helps visualize interactions,
workflows, and state changes using interaction diagrams (e.g., sequence and
collaboration diagrams) and state machine diagrams. Dynamic modeling reveals the
flow and logic of operations within the system.

3. Logical Architecture:

o Logical architecture defines the organization of the software components and their
interactions from a high-level perspective. It separates the system into conceptual
layers and components based on functionality, supporting modularity and
maintainability while abstracting away the physical details of deployment and
hardware.

UML Diagrams in System Design

1. Use Case Diagrams:

o Show the functional requirements of a system by illustrating interactions between


external actors (users or systems) and the system itself. Each use case represents a
distinct functionality or goal that the system enables for an actor.

2. Class Diagrams:

o Represent the static structure of a system, detailing classes, attributes, operations,


and relationships (associations, generalizations, and dependencies) between them.
Class diagrams are central to static modeling.

3. Interaction Diagrams:

o Include sequence diagrams and collaboration diagrams to depict the flow of


messages and interactions between objects over time. These diagrams help clarify
the order of operations and the specific methods or messages exchanged.

4. State Machine Diagrams:

o Define the possible states of an object and how it transitions between states in
response to events. State machine diagrams are essential for understanding the
lifecycle and behavior of state-dependent objects in a system.

5. Activity Diagrams:

o Represent the flow of activities or tasks in a process, often including decision points
and parallel processes. Activity diagrams are useful for capturing workflows and
parallel activities within the system.

6. Diagram Organization and Extensions:

o Diagrams should be organized for clarity, grouping related elements and minimizing
clutter. Diagram extensions, such as stereotypes and tagged values, can provide
additional information or annotations to represent custom behaviors or properties
specific to the system's needs.

Object Models and Dynamic Models

• Object Models:

o Focus on the static structure of the system by describing the different entities, their
attributes, methods, and relationships.

• Dynamic Models:
o Emphasize the behavior and interactions of objects within the system, capturing
how objects respond to messages, events, and state changes over time.

Entity, Boundary, and Control Objects (Boundary-Control-Entity Pattern)

1. Entity Objects:

o Represent the core data and persistent information in the system. Examples include
data classes that model business entities like Customer, Order, or Product.

2. Boundary Objects:

o Serve as intermediaries between the system and external actors, managing


input/output interactions. These objects can represent forms, user interfaces, or
communication interfaces.

3. Control Objects:

o Handle the logic and flow of the application, coordinating the activities between
boundary and entity objects. Control objects often manage the sequencing and
orchestration of events within a specific use case.

Generalization and Specialization

• Generalization:

o A hierarchical relationship where a subclass inherits characteristics (attributes and


behaviors) from a superclass. Generalization promotes reusability by allowing
common features to be defined in a higher-level class and shared by derived classes.

• Specialization:

o The process of creating specific subclasses from a more general superclass, each
adding or overriding properties to fit specialized needs. Specialization supports
polymorphism, allowing objects to be treated as instances of the superclass while
retaining unique subclass behaviors.
Unit 1
Use case:

Class diagram:

Sequence:
State machine:

Activity diagram:

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