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Software Engineering File

The document is a laboratory manual for a Software Engineering Lab course (KCA-352) for the academic year 2021-2022, prepared by Mr. Sandeep Kr Singh. It outlines the objectives, tools, and processes involved in software engineering, including project management, requirements specification, and modeling using UML. The manual emphasizes the importance of understanding software processes and provides guidelines for effective project planning and requirements management.

Uploaded by

manishjaat321
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
2 views

Software Engineering File

The document is a laboratory manual for a Software Engineering Lab course (KCA-352) for the academic year 2021-2022, prepared by Mr. Sandeep Kr Singh. It outlines the objectives, tools, and processes involved in software engineering, including project management, requirements specification, and modeling using UML. The manual emphasizes the importance of understanding software processes and provides guidelines for effective project planning and requirements management.

Uploaded by

manishjaat321
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 39

SOFTWARE ENGINEER LAB FILE

(KCA-352)
(SESSION 2021-2022)

Submitted To :- Submitted By :-

Mr. Sandeep Singh Shubham Patkar


Assistant Professor Roll No : 2002250140017
3rd Sem /2nd year
ACCURATE GROUP OF INSTITUTES
GREATER NOIDA UP

Departments of
Master of Computer Application

Project based Software Engineering LAB

LABORATORY MANUAL

Prepared by

Mr. Sandeep Kr Singh

ACADEMIC YEAR 2021 - 2022 (ODD SEMESTER)

2
Introduction and Project
Definition

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SE Lab III Semester

Introduction and Project Definition


Objectives
 Introduce the lab environment and tools used in the software engineering lab.
 Discuss the Project & learn how to write project definition.

1. Outline
 Introduction to the lab plan and objectives.
 Project definition.

2. Background
The software engineer is a key person analyzing the business, identifying
opportunities for improvement, and designing information systems to implement these
ideas. It is important to understand and develop through practice the skills needed to
successfully design and implement new software systems.

2.1 Introduction
 In this lab you will practice the software development life cycle (project
management, requirements engineering, systems modeling, software design,
prototyping, and testing) using CASE tools within a team work environment.
 UML notation is covered in this lab as the modeling language for analysis and
design.

2.2 Tools Used in the Lab


 SWE lab is one of the most challenging of all labs. Developing a complete
software application requires from each of you a good level of know-how of
various tools.
 There are some tools which will be taught, but there are some which are
assumed you already know, if you don’t, then you learn should it individually.
o MS Project: for Project Planning / Management
o Rational Rose: for UML diagrams (Object Oriented Analysis and Design)

2.3 Software Engineering Lab Objectives


 Learn the software life cycle phases (project management, requirements
engineering, software design, prototyping and testing).
 Practice the software phases using a project.
 Learn a number of CASE tools and use them in a project within a team work
environment.
 Get familiar with UML (modeling language for analysis and design).

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Software Processes

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SE Lab III Semester

Software Processes
Objectives
 Obtain a deeper understanding of software process models and software processes.

1. Outline
 Review of the basic software process models and software processes.

2. Background
IEEE defined a software process as: “a set of activities, practices and
transformations that people use to develop and maintain software and the associated
products, e.g., project plans, design documents, code, test cases and user manual”.

Following the software process will stabilize the development life cycle and make
the software more manageable and predictable. It will also reduce software
development risk and help to organize the work products that need to be produced
during a software development project. A well-managed process will produce high
quality products on time and under budget. So following a mature software process is
a key determinant to the success of a software project.

A number of software processes are available. However, no single software process


works well for every project. Each process works best in certain environments
Examples of the available software process models include: the Waterfall model (the
Linear model), the evolutionary development, the formal systems development, and
reuse-based (component-based) development. Other process models support iteration;
these include: the Incremental model, the Spiral model, and Extreme Programming.

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Project Planning and


Management

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SE Lab III Semester

Project Planning and Management


Objectives
 Gain understanding of project management.
 Learn how to prepare project plans.
 Learn about project risks.
 Learn MS Project case tool.

1. Outline
 Project work planning.
 Risk management.
 MS project.
 Examples.
2. Background
Project management is the process of planning and controlling the development of a system
within a specified timeframe at a minimum cost with the right functionality.
2.1 Project Work Plan
Prepare a list of all tasks in the work breakdown structure, plus:
 Duration of task.
 Current task status.
 Task dependencies.
 Key milestone dates.
2.2 Tracking Progress
 Gantt Chart:
o Bar chart format.
o Useful to monitor project status at any point in time.
 PERT Chart:
o Flowchart format.
o Illustrate task dependencies and critical path.
2.3 Risk Management
 Risk management is concerned with identifying risks and drawing up plans to minimize
their effect on a project.
 A risk is a probability that some adverse circumstance will occur.
 Project risks which affect schedule or resources.
 Product risks which affect the quality or performance of the software being developed.
 Business risks which affect the organization developing the software.
2.4 Risk Management Process
 Risk identification: identify project, product and business risks.
 Risk analysis: assess the likelihood and consequences of these risks.
 Risk planning: draw up plans to avoid or minimize the effects of the risk.
 Risk monitoring: monitor the risks throughout the project.
3. CASE Tools
 Microsoft Project is the clear market leader among desktop project management
applications.
 Primavera Project Planner: multi-project, multi-user project, and resource planning and
scheduling.
 SureTrak Project Manager: resource planning and control for small-to-medium sized
projects.
 According to the Gartner Group, it accounts for about two-thirds of all project management
software sales.

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Software Requirement
Specification (SRS)

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SE Lab III Semester

Software Requirement Specification (SRS)


Objectives
 Gain a deeper understanding of the Software Requirement Specification
phase and the Software Requirement Specification (SRS).
 Learn how to write requirements and specifications.
 Gain exposure to requirements management using RequisitePro.

1. Outline
 Review of the requirements engineering process.
 Write requirements and specifications.
 RequisitePro tutorial.
 Software Requirement Specification (SRS).
2. Background
A requirement is a statement of a behavior or attribute that a system must possess
for the system to be acceptable to a stakeholder.
Software Requirement Specification (SRS) is a document that describes the
requirements of a computer system from the user's point of view. An SRS document
specifies:
 The required behavior of a system in terms of: input data, required processing,
output data, operational scenarios and interfaces.
 The attributes of a system including: performance, security, maintainability,
reliability, availability, safety requirements and design constraints.
Requirements management is a systematic approach to eliciting, organizing and
documenting the requirements of a system. It is a process that establishes and maintains
agreement between the customer and the project team on the changing requirements of
a system.
Requirements management is important because, by organizing and tracking the
requirements and managing the requirement changes, you improve the chances of
completing the project on time and under budget. Poor change management is a key
cause of project failure.
2.1 Requirements Engineering Process
Requirements engineering process consists of four phases:
 Requirements elicitation: getting the customers to state exactly what the
requirements are.
 Requirements analysis: making qualitative judgments and checking for
consistency and feasibility of requirements.
 Requirements validation: demonstrating that the requirements define the system
that the customer really wants.
 Requirements management: the process of managing changing requirements
during the requirements engineering process and system development, and
identifying missing and extra requirements.
2.2 Writing Requirements
Requirements always need to be correct, unambiguous, complete, consistent, and
testable.

2.2.1 Recommendations When Writing Requirements


 Never assume: others do now know what you have in mind.
 Use meaningful words; avoid words like: process, manage, perform, handle,
and support.

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 State requirements not features:


o Feature: general, tested only for existence.
o Requirement: specific, testable, measurable.
 Avoid:
o Conjunctions: ask yourself whether the requirement should it be split
into two requirements.
o Conditionals: if, else, but, except, although.
o Possibilities: may, might, probably, usually.

2.3 Writing Specifications


Specification is a description of operations and attributes of a system. It can be a
document, set of documents, a database of design information, a prototype, diagrams
or any combination of these things.
Specifications are different from requirements: specifications are sufficiently
complete ─ not only what stakeholders say they want; usually, they have no conflicts;
they describe the system as it will be built and resolve any conflicting requirements.
Creating specifications is important. However, you may not create specifications if:
 You are using a very incremental development process (small changes).
 You are building research or proof of concept projects.
 You rebuilding very small projects.
 It is not cheaper or faster than building the product.
2.4 Software Requirement Specification (SRS)
Remember that there is no “Perfect SRS”. However, SRS should be:
 Correct: each requirement represents something required by the target system.
 Unambiguous: every requirement in SRS has only one interpretation
 Complete: everything the target system should do is included in SRS (no
sections are marked TBD-to be determined).
 Verifiable: there exists some finite process with which a person/machine can
check that the actual as-built software product meets the requirements.
 Consistent in behavior and terms.
 Understandable by customers.
 Modifiable: changes can be made easily, completely and consistently.
 Design independent: doesn't imply specific software architecture or algorithm.
 Concise: shorter is better.
 Organized: requirements in SRS are easy to locate; related requirements are
together.
 Traceable: each requirement is able to be referenced for later use (by the using
paragraph numbers, one requirement in each paragraph, or by using convention
for indication requirements)
3. CASE Tools
RequisitePro is a powerful, easy-to-use requirements management tool that helps
teams manage project requirements comprehensively, promotes communication and
collaboration among team members, and reduces project risk. It thereby increases the
chances of delivering a product that the client wants and does so in a timely manner.

RequisitePro offers the power of a database and Microsoft Word and is integrated
with other Rational Suite products.

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SE Lab III Semester

Introduction to UML and Use


Case Diagram

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SE Lab III Semester

Introduction to UML and Use Case Diagram


Objectives
• Study the benefits of visual modeling.
• Learn use case diagrams: discovering actors and discovering use cases.
• Practice use cases diagrams using Rational Rose.

1. Outline
 Visual modeling.
 Introduction to UML.
 Introduction to visual modeling with UML.
 Use case diagrams: discovering actors and use cases.

2. Background
Visual Modeling is a way of thinking about problems using models organized
around real-world ideas. Models are useful for understanding problems,
communicating with everyone involved with the project (customers, domain experts,
analysts, designers, etc.), modeling enterprises, preparing documentation, and
designing programs and databases

2.1 Visual Modeling


 Capture the structure and behavior of architectures and components.
 Show how the elements of the system fit together.
 Hide or expose details appropriate for the task.
 Maintain consistency between a design and its implementation.
 Promote unambiguous communication.

2.2 What is UML?


The UML is the standard language for visualizing, specifying, constructing and
documenting the artifacts of a software-intensive system. UML can be used with all
processes throughout the development life cycle and across different implementation
technologies.

2.3 History of UML


The UML is an attempt to standardize the artifacts of analysis and design: semantic
models, syntactic notation and diagrams. The first public draft (version 0.8) was
introduced in October 1995. Feedback from the public and Ivar Jacobson's input were
included in the next two versions (0.9 in July 1996 and 0.91 in October 1996). Version
1.0 was presented to the Object Management Group (OMG) for standardization in July
1997. Additional enhancements were incorporated into the 1.1 version of UML, which
was presented to the OMG in September 1997. In November 1997, the UML was
adopted as the standard modeling language by the OMG.

2.4 Putting UML into Work: Use Case Diagram


The behavior of the system under development (i.e. what functionality must be
provided by the system) is documented in a use case model that illustrates the system's

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intended functions (use cases), its surroundings (actors), and relationships between the
use cases and actors (use case diagrams).

2.5 Actors
 Are NOT part of the system – they represent anyone or anything that must
interact with the system.
 Only input information to the system.
 Only receive information from the system.
 Both input to and receive information from the system.
 Represented in UML as a stickman.

2.6 Use Case


 A sequence of transactions performed by a system that yields a
measurable result of values for a particular actor
 A use case typically represents a major piece of functionality
that is complete from beginning to end. A use case must
deliver something of value to an actor.

2.7 Use Case Relationships


 Between actor and use case.
 Association / Communication.
 Arrow can be in either or both directions; arrow indicates who initiates
communication.
 Between use cases (generalization):
– Uses
• Where multiple use cases share pieces of same functionality.
– Extends
• Optional behavior.
• Behavior only runs under certain conditions (such as alarm).
• Several different flows run based on the user’s selection.

3. CASE Tools
The Rational Rose product family is designed to provide the software developer
with a complete set of visual modeling tools for development of robust, efficient
solutions to real business needs in the client/server, distributed enterprise and real-time
systems environments. Rational Rose products share a common universal standard,
making modeling accessible to nonprogrammers wanting to model business processes
as well as to programmers modeling applications logic.

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SE Lab III Semester

System Modeling

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SE Lab III Semester

System Modeling
Objective:
Deeper understanding of System modeling:
 Data model: entity-relationship diagram (ERD).
 Functional model: data flow diagram (DFD).

 Outline
System analysis model elements:
 Data model: entity-relationship diagram (ERD)
 Functional model: data flow diagram (DFD)
 Background
Modeling consists of building an abstraction of reality. These abstractions are
simplifications because they ignore irrelevant details and they only represent the
relevant details (what is relevant or irrelevant depends on the purpose of the model).
2.1 Why Model Software?
Software is getting larger, not smaller; for example, Windows XP has more than 40
million lines of code. A single programmer cannot manage this amount of code in its
entirety. Code is often not directly understandable by developers who did not participate
in the development; thus, we need simpler representations for complex systems
(modeling is a mean for dealing with complexity).
A wide variety of models have been in use within various engineering disciplines
for a long time. In software engineering a number of modeling methods are also
available.
2.2 Analysis Model Objectives
 To describe what the customer requires.
 To establish a basis for the creation of a software design.
 To define a set of requirements that can be validated once the software is built.
2.3 The Elements of the Analysis Model
The generic analysis model consists of:
 An entity-relationship diagram (data model).
 A data flow diagram (functional model).
 A state transition diagram (behavioral model).
NOTE: state transition diagram will be covered in lab 11.
2.3.1 Entity Relationship Diagram
An entity relationship diagram (ERD) is one means of representing the objects and
their relationships in the data model for a software product.

Entity Relationship diagram notation:


Entity

Relationship

To create an ERD you need to:


 Define “objects” by underlining all nouns in the written statement of scope:
producers/consumers of data, places where data are stored, and “composite”
data items.

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 Define “operations” by double underlining all active verbs: processes relevant


to the application and data transformations.
 Consider other “services” that will be required by the objects.
 Then you need to define the relationship which indicates “connectedness”: a
"fact" that must be "remembered" by the system and cannot be or is not
computed or derived mechanically.
2.3.2 Data Flow Diagram
A data flow data diagram is one means of representing the functional model of a
software product. DFDs do not represent program logic like flowcharts do.
Data flow diagram notation:

External entity

Process

Data flow

Control flow

Data store

To create a DFD you need to:


 Review ERD to isolate data objects and grammatical parse to determine
operations.
 Determine external entities (producers and consumers of data).
 Create a level 0 DFD “Context Diagram” (one single process).
 Balance the flow to maintain data flow continuity.
 Develop a level 1 DFD; use a 1:5 (approx.) expansion ratio.

Data Flow Diagram Guidelines:


 All icons must be labeled with meaningful names.
 Always show external entities at level 0.
 Always label data flow arrows.
 Do not represent procedural logic.
 Each bubble is refined until it does just one thing.

 CASE Tools
You can use MS word to create your ERD and DFD since we do not have a license
for a case tool that supports these diagrams.

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Documenting Use Cases and


Activity Diagrams

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SE Lab III Semester

Documenting Use Cases and Activity Diagrams


Objectives
 Study how to document use cases in detail.
 Know about scenarios (flow of events) and its importance.
 Deeper understanding of UML activity diagrams.
 Practicing flow of events and activity diagrams using Rational Rose.

1. Outline
 Writing flow of events.
 Flow of events template and example.
 Activity diagrams.
 Examples.

2. Background
Each use case is documented with a flow of events. The flow of events for a use
case is a description of the events needed to accomplish the required behavior of the
use case.
Activity diagrams may also be created at this stage in the life cycle. These diagrams
represent the dynamics of the system. They are flow charts that are used to show the
workflow of a system; that is, they show the flow of control from one activity to another
in the system,

2.1 Flow of Events


A description of events required to accomplish the behavior of the use case, that:
 Show WHAT the system should do, not HOW the system does it.
 Written in the language of the domain, not in terms of implementation.
 Written from an actor point of view.
A flow of events document is created for each use case:
 Actors are examined to determine how they interact with the system.
 Break down into the most atomic actions possible.

2.2 Contents of Flow of Events


 When and how the use case starts and ends.
 What interaction the use case has with the actors.
 What data is needed by the use case.
 The normal sequence of events for the use case.
 The description of any alternate or exceptional flows.

2.3 Template for the flow of events document


Each project should use a standard template for the creation of the flow of events
document. The following template seems to be useful.
X Flow of events for the <name> use case
X.1 Preconditions
X.2 Main flow
X.3 Sub-flows (if applicable)
X.4 Alternative flows
where X is a number from 1 to the number of use cases.

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A sample completed flow of events document for the Select Courses to Teach use case
follows.

1. Flow of Events for the Select Courses to Teach Use Case

1.1 Preconditions
Create course offerings sub-flow of the maintain course information use case
must execute before this use case begins.

1.2 Main Flow


This use case begins when the professor logs onto the registration system and
enters his/her password. The system verifies that the password is valid (E-1) and
prompts the professor to select the current semester or a future semester (E-2). The
professor enters the desired semester. The system prompts the Professor to select the
desired activity: ADD, DELETE, REVIEW, PRINT, or QUIT.

If the activity selected is ADD, the S-1: add a course offering sub-flow is performed.

If the activity selected is DELETE, the S-2: delete a course offering sub-flow is
performed.

If the activity selected is REVIEW, the S-3: review schedule sub-flow is performed.

If the activity selected is PRINT, the S-4: print a schedule sub-flow is performed.

If the activity selected is QUIT, the use case ends.

1.3 Sub-flows
S-1: Add a Course Offering:
The system displays the course screen containing a field for a course name and
number. The professor enters the name and number of a course (E-3). The system
displays the course offerings for the entered course (E-4). The professor selects a course
offering. The system links the professor to the selected course offering (E-5). The use
case then begins again.

S-2: Delete a Course Offering:


The system displays the course offering screen containing a field for a course
offering name and number. The professor enters the name and number of a course
offering (E-6). The system removes the link to the professor (E-7). The use case then
begins again.

S-3: Review a Schedule:


The system retrieves (E-8) and displays the following information for all course
offerings for which the professor is assigned: course name, course number, course
offering number, days of the week, time, and location. When the professor indicates
that he or she is through reviewing, the use case begins again.

S-4: Print a Schedule


The system prints the professor schedule (E-9). The use case begins again.

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1.4 Alternative Flows


 E-1: An invalid professor ID number is entered. The user can re-enter a professor
ID number or terminate the use case.
 E-2: An invalid semester is entered. The user can re-enter the semester or terminate
the use case.
 E-3: An invalid course name/number is entered. The user can re-enter a valid
name/number combination or terminate the use case.
 E-4: Course offerings cannot be displayed. The user is informed that this option is
not available at the current time. The use case begins again.
 E-5: A link between the professor and the course offering cannot be created. The
information is saved and the system will create the link at a later time. The use case
continues.
 E-6: An invalid course offering name/number is entered. The user can re-enter a
valid course offering name/number combination or terminate the use case.
 E-7: A link between the professor and the course offering cannot be removed. The
information is saved and the system will remove the link at a later time. The use
case continues.
 E-8: The system cannot retrieve schedule information. The use case then begins
again.
 E-9: The schedule cannot be printed. The user is informed that this option is not
available at the current time. The use case begins again.
Use case flow of events documents are entered and maintained in documents external
to Rational Rose. The documents are linked to the use case.

2.4 Activity Diagrams


Activity diagrams are flow charts that are used to show the workflow of a system.
They also:
 Represent the dynamics of the system.
 Show the flow of control from activity to activity in the system.
 Show what activities can be done in parallel, and any alternate paths through
the flow.
Activity diagrams may be created to represent the flow across use cases or they may be
created to represent the flow within a particular use case. Later in the life cycle, activity
diagrams may be created to show the workflow for an operation.

2.5 Activity Diagram Notation


 Activities- performance of some behavior in the workflow.
 Transition- passing the flow of control from activity to activity.
 Decision- show where the flow of control branches based on a decision point:
o Guard condition is used to determine which path from the decision point
is taken.
 Synchronization-what activities are done concurrently? What activities must
be completed before processing may continue (join).

3. CASE Tools
Rational Rose (introduced in lab 5).

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Object Oriented Analysis:


Discovering Classes

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Object-Oriented Analysis: Discovering Classes


Objective
 Learn the object-oriented analysis phase by understanding the methods of
class elicitation and finding the classes in an object-oriented system.

1. Outline
 Object-Oriented concepts
 Discovering classes’ approaches: noun phrase approach, common class
patterns, use case driven method, CRC (Class-Responsibility-Collaboration)
and mixed approach.
 Examples.
2. Background
Classes: a description of a group of objects with common properties (attributes),
common behavior (operations), common relationships to other objects and common
semantics.
2.1 Object-Oriented Concepts
 Attribute: the basic data of the class.
 Method (operation): an executable procedure that is encapsulated in a class and
is designed to operate on one or more data attributes that are defined as part of
the class.
 Object: when specific values are assigned to all the resources defined in a class,
the result is an instance of that class. Any instance of any class is called an
object.
2.2 Discovering Classes
Discovering and defining classes to describe the structure of a computerized system
is not an easy task. When the problem domain is new or unfamiliar to the software
developers it can be difficult to discover classes; a cookbook for finding classes does
not exist.
2.3 Classes Categories
Classes are divided into three categories:
 Entity: models information and associated behavior that is long-lived, independent
of the surrounding, application independent, and accomplishes some responsibility
 Boundary: handles the communication between the system surroundings and the
inside of the system, provides interface, and facilitates communication with other
systems
 Control: model sequencing behavior specific to one or more use cases. Control
classes coordinate the events needed to realize the behavior specified in the use
case, and they are responsible for the flow of events in the use case.
2.4 Discovering Classes Approaches
Methods of discovering classes:

2.4.1 Noun Phrase Approach: Examine the requirements and underline each noun.
Each noun is a candidate class; divide the list of candidate classes into:
 Relevant classes: part of the application domain; occur frequently in
requirements.
 Irrelevant classes: outside of application domain
 Fuzzy classes: unable to be declared relevant with confidence; require
additional analysis

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2.4.2 Common Class Patterns: Derives candidate classes from the classification
theory of objects; candidate classes and objects come from one of the following
sources:
 Tangible things: e.g. buildings, cars.
 Roles: e.g. teachers, students.
 Events: things that happen at a given date and time, or as steps in an ordered
sequence: e.g. landing, request, interrupt.
 Interactions: e.g. meeting, discussion.
 Sources, facilities: e.g. departments.
 Other systems: external systems with which the application interacts.
 Concept class: a notion shared by a large community.
 Organization class: a collection or group within the domain.
 People class: roles people can play.
 Places class: a physical location relevant to the system.
2.4.3 Use Case Driven Method: The scenarios - use cases that are fundamental to
the system operation are enumerated. Going over each scenario leads to the
identification of the objects, the responsibilities of each object, and how these
objects collaborate with other objects.
2.4.4 CRC (Class-Responsibility-Collaboration): Used primarily as a
brainstorming tool for analysis and design. CRC identifies classes by analyzing
how objects collaborate to perform business functions (use cases).
A CRC card contains: name of the class, responsibilities of the class and
collaborators of the class. Record name of class at the top; record
responsibilities down the left-hand side; record other classes (collaborators) that
may be required to fulfill each responsibility on the right-hand side.
CRC cards are effective at analyzing scenarios; they force you to be concise and
clear; they are cheap, portable and readily available.
2.4.5 Mixed Approach: A mix of these approaches can be used, one possible
scenario is:
 Use CRC for brainstorming.
 Identify the initial classes by domain knowledge.
 Use common class patterns approach to guide the identification of the
classes.
 Use noun phrase approach to add more classes.
 Use the use case approach to verify the identified classes.

2.5 Class Elicitation Guidelines


 A class should have a single major role.
 A class should have defined responsibilities (use CRC cards if needed).
 Classes should be of a manageable size: if a class has too many attributes or
operations, consider splitting it.
 A class should have a well-defined behavior, preferably by implementing a
given requirement or an interface.

3. CASE Tools
Rational Rose (introduced in lab 7).

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SE Lab III Semester

Interaction Diagrams:
Sequence & Collaboration
Diagrams

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SE Lab III Semester

Interaction Diagrams: Sequence & Collaboration Diagrams


Objectives
 Better understanding of the interaction diagrams.
 Get familiar with sequence & collaboration diagrams.
 Practice drawing the interaction diagrams using Rational Rose.

1. Outline
 Interaction diagrams:
o Sequence diagrams
o Collaboration diagrams

2. Background
Interaction diagrams describe how groups of objects collaborate in some behavior.
An interaction diagram typically captures the behavior of a single use case.
Interaction diagrams do not capture the complete behavior, only typical scenarios.

2.1 Analyzing a System’s Behavior


UML offers two diagrams to model the dynamics of the system: sequence and
collaboration diagrams. These diagrams show the interactions between objects.

2.2 Sequence Diagrams


Sequence diagrams are a graphical way to illustrate a scenario:
 They are called sequence diagrams because they show the sequence of message
passing between objects.
 Another big advantage of these diagrams is that they show when the objects are
created and when they are destructed. They also show whether messages are
synchronous or asynchronous

2.3 Creating Sequence Diagrams


 You must know the scenario you want to model before diagramming sequence
diagrams.
 After that specify the classes involved in that scenario.
 List the involved objects in the scenario horizontally on the top of the page.
 Drop a dotted line beneath every object. They are called lifelines.
 The scenario should start by a message pass from the first object.
 You must know how to place the objects so that the sequence is clear.
 You may start the scenario by an actor.
 Timing is represented vertically downward.
 Arrows between life lines represents message passing.
 Horizontal arrows may pass through the lifeline of another object, but must stop
at some other object.
 You may add constraints to these horizontal arrows.
 Objects may send messages to themselves.
 Long, narrow rectangles can be placed over the lifeline of objects to show when
the object is active. These rectangles are called activation lines.

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2.4 Collaboration Diagrams


They are the same as sequence diagrams but without a time axis:
 Their message arrows are numbered to show the sequence of message sending.
 They are less complex and less descriptive than sequence diagrams.
 These diagrams are very useful during design because you can figure out how
objects communicate with each other.

2.5 Notes
 Always keep your diagrams simple.
 For “IF... then ...” else scenarios, you may draw separate sequence diagrams
for the different branches of the “if statement”. You may even hide them, (at
least during the analysis phase) and document them by the text description
accompanying the sequence diagrams.

3. CASE Tools
Rational Rose (introduced in lab 5).

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SE Lab III Semester

Software Design:
Software Architecture and Object-
Oriented Design

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SE Lab III Semester

Software Design: Software Architecture and Object-


Oriented Design
Objectives
 Deeper understanding of software design and the software design
document (SDD).
 Learn how to find the relationships between classes to create UML class
diagram.

1. Outline
 Software design concepts and principals.
 Software architecture.
 Specifying the attributes and the operations and finding the relationships
between classes.
 Creating UML class diagram.
 Software design document.

2. Background
The purpose of software design is “to produce a workable (implementable) solution
to a given problem.” David Budgen in Software Design: An Introduction.

2.1 The Design Process


Software design is an iterative process that is traceable to the software requirements
analysis process. Many software projects iterate through the analysis and design phases
several times. Pure separation of analysis and design may not always be possible.

2.2 Design Concepts


 The design should be based on requirements specification.
 The design should be documented (so that it supports implementation,
verification, and maintenance).
 The design should use abstraction (to reduce complexity and to hide
unnecessary detail).
 The design should be modular (to support abstraction, verification,
maintenance, and division of labor).
 The design should be assessed for quality as it is being created, not after the
fact.
 Design should produce modules that exhibit independent functional
characteristics.
 Design should support verification and maintenance.

2.3 Software Architecture


Software architecture is a description of the subsystems and components of a
software system and the relationships between them.
You need to develop an architectural model to enable everyone to better understand
the system, to allow people to work on individual pieces of the system in isolation, to
prepare for extension of the system and to facilitate reuse and reusability.

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2.4 Describing an Architecture Using UML


All UML diagrams can be useful to describe aspects of the architectural model.
Four UML diagrams are particularly suitable for architecture modeling:
 Package diagrams
 Subsystem diagrams
 Component diagrams
 Deployment diagrams

2.5 Specifying Classes


Each class is given a name, and then you need to specify:
 Attributes: initially those that capture interesting object states. Attributes can be
public, protected, private or friendly/package.
 Operations: can be delayed till later analysis stages or even till design.
Operations also can be public, protected, private or friendly/package.
 Object-Relationships:
o Associations: denote relationships between classes.
o An aggregation: a special case of association denoting a “consists of”
hierarchy.
o Composition: a strong form of aggregation where components cannot exist
without the aggregate.
o Generalization relationships: denote inheritance between classes.
This will build the class diagram, which is a graphical representation of the classes
(including their attributes and operations) and their relationship with other classes.

3. CASE Tools
Rational Rose (introduced in lab 7).

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SE Lab III Semester

State Transition Diagram

State Transition Diagram

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SE Lab III Semester

State Transition Diagrams


Objectives
 Deeper understanding of UML state transition diagrams (STD).
 Practicing using Rational Rose.

1. Outline
 UML state diagrams.
 UML state diagram notation
 UML state details
 Examples

2. Background
Mainly, we use interaction diagrams to study and model the behavior of objects in
our system. Sometimes, we need to study the behavior of a specific object that shows
complex behavior to better understand its dynamics. For that sake, UML provides state
transition diagrams used to model the behavior of objects of complex behavior. In this
Lab, UML state transition diagrams will be introduced. We will study their notation
and how can we model them using Rational Rose.

2.1 UML State Diagrams


State diagrams show how one specific object changes state as it receives and
processes messages:
 Since they are very specific, they are used for analyzing very specific situations
if we compare them with other diagrams.
 A state refers to the set of values that describe an object at a specific moment in
time.
 As messages are received, the operations associated with the object’s parent
class are invoked to deal with the messages.
 These messages change the values of these attributes.
 There is no need to prepare a state diagram for every class you have in the
system.

2.2 Creating State Transition Diagrams


 States are represented by rectangles with rounded corners with an attribute name
with a values associated with it.
 The name of the state is placed within the box.
 Events are shown by arrows.
 An event occurs when at an instant in time when a value is changed.
 A message is data passed from one object to another.
 The name of a state usually refers to the name of the attribute and the values
associated to it.
 Example, a student object may receive a message to change its name. The state
of that object changes from the first name state to the new state name.
 The name of the state is placed in the top compartment.
 State variables are placed in the next compartment.
 The operations associated with the state are listed in the lowest compartment of
the state box.

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 In the operations part, we usually use one of the following reserved words:
o Entry: a specific action performed on the entry to the state.
o Do: an ongoing action performed while in the state.
o On: a specific action performed while in the state.
o Exit: a specific action performed on exiting the state.
 There are two special states added to the state transition diagram- start state and
end state.
 Notation of start state is a solid black circle and for the end state a bull’s eye is
used.

2.3 State Transition Details


 A state transition may have an action and/or guard condition associated with it
and it may also trigger an event.
 An action is the behavior that occurs when the state transition occurs.
 An event is a message that is sent to another object in the system.
 A guard condition is a Boolean expression of attribute values that allows a state
transition only if the condition is true.
 Both actions and guards are behaviors of the object and typically become
operations. Also they are usually private operations (used by the object itself)
 Actions that accompany all state transitions into a state may be placed as an
entry action within the state.
 Actions that accompany all state transitions out of a state may be placed as exit
actions within the state
 A behavior that occurs within the state is called an activity.
 An activity starts when the state is entered and either completes or is interrupted
by an outgoing state transition.
 A behavior may be an action, or it may be an event sent to another object.
 This behavior is mapped to operations on the object.

State transition diagram notation:

State
[entry:…]
[do: …]
[exit:…]
Event causing transition
Action that occurs
New State
[entry:…]
[do: …]
[exit:…]

3. CASE Tools
Rational Rose (introduced in Lab 5).

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SE Lab III Semester

Implementation Diagrams:
Component & Deployment Diagrams

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SE Lab III Semester

Implementation Diagrams: Component & Deployment


Diagrams
Objectives
• Become familiar with the implementation diagrams: component and
deployment diagrams.
• Practice using Rational Rose.

1. Outline
 Implementation diagrams: component and deployment diagrams.
 Examples.

2. Background
Implementation diagrams capture design information. The main implementation
diagrams in UML are: component and deployment diagrams. In this Lab we will study
these diagrams and their notation.

2.1 UML Implementation Diagrams


The main implementation diagrams we have in UML are: component diagrams and
deployment diagrams. These diagrams are high level diagrams in comparison with old
diagrams you have already learned.

2.2 UML Component Diagram


Component diagrams capture the physical structure of the implementation.
 Remember always that when you talk about components, you are talking about
the physical models of code.
 You can name them and show dependency between different components using
arrows.
 A component diagram shows relationships between component packages and
components.
 Each component diagram provides a physical view of the current model.
 Component diagrams contain icons representing:
o Component packages.
o Components.
o Main programs.
o Packages.
o Subprograms.
o Tasks.
o Dependencies.

2.3 Deployment Diagrams


A deployment diagram shows processors, devices and connections. Each model
contains a single deployment diagram which shows the connections between its
processors and devices, and the allocation of its processes to processors.

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2.4.1 Deployment Diagrams: Processor


A processor is a hardware component capable of executing programs.
 A processor is given a name and you should specify the processes that will run
on that processor.
 You can also specify the scheduling of these processes on that processor.
 Types of scheduling are:
o Pre-emptive: a higher priority process may take the process from lower
priority one.
o Non-preemptive: a process will own the processor until it finishes
o Cyclic: control passes from one process to another.
o Executive: an algorithm controls the scheduling of the processes
o Manual: scheduling buy the user.

2.4.2 Deployment Diagrams: Device


A device is a hardware component with no computing power. Each device must
have a name. Device names can be generic, such as “modem” or “terminal.”

2.4.3 Deployment diagrams: Connection


A connection represents some type of hardware coupling between two entities. An
entity is either a processor or a device. The hardware coupling can be direct, such as an
RS232 cable, or indirect, such as satellite-to-ground communication. Connections are
usually bi-directional.

3. CASE Tools
Rational Rose (introduced in Lab 5).

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SE Lab III Semester

Software Testing

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SE Lab III Semester

Software Testing

Objectives
 Gain a deeper understanding of software testing and the software testing
document.
 Become familiar with a software testing tool (JUnit).

1. Outline
 Overview of software testing.
 Unit testing.
 JUnit tutorial.
 Software test specification.

2. Background
Testing is the process of executing a program with the intent of finding errors. A
good test case is one with a high probability of finding an as-yet undiscovered error. A
successful test is one that discovers an as-yet-undiscovered error.
The causes of the software defects are: specification may be wrong; specification may
be a physical impossibility; faulty program design; or the program may be incorrect.

2.1 Basic Definitions


 A failure is an unacceptable behavior exhibited by a system.
 A defect is a flaw in any aspect of the system that contributes, or may potentially
contribute, to the occurrence of one or more failures. It might take several
defects to cause a particular failure.
 An error is a slip-up or inappropriate decision by a software developer that
leads to the introduction of a defect.

2.2 Good Test Attributes


A good test has a high probability of finding an error, not redundant, and should not
be too simple or too complex.

2.3 Unit Testing


Unit testing is testing each unit separately. In unit testing interfaces tested for proper
information flow and local data are examined to ensure that integrity is maintained.
Boundary conditions and all error handling paths should also be tested.

3. CASE Tools
JUnit is an open-source project to provide a better solution for unit testing in Java.
It can be integrated with many Java IDEs.
Central idea: create a separate Java testing class for each class you’re creating, and then
provide a means to easily integrate the testing class with the tested class for unit testing.

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3.1 JUnit Terminology


 A unit test: is a test of a single class.
 A test case: tests the response of a single method to a particular set of inputs.
 A test suite: is a collection of test cases.
 A test runner: is software that runs tests and reports results.
 A test fixture: sets up the data (both objects and primitives) that are needed to
run tests. For example if you are testing code that updates an employee record,
you need an employee record to test it on.

3.2 How JUnit Works


 Define a subclass of TestCase.
 Override the setUp() & tearDown() methods.
 Define one or more public testXXX()methods
o Exercise the object(s) under test.
o Asserts the expected results.
 Define a static suite() factory method
o Create a TestSuite containing all the tests.
 Optionally define main() to run the TestCase in batch mode.

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