Answer
Answer
part b
1)In software development, stakeholders are individuals or groups who have an
interest or concern in the project's outcome. Here are some common stakeholders
and their concerns:
1. **Clients/Customer Representatives:**
- Concerns: They want the software to meet their requirements, be
user-friendly, and deliver value for their investment.
- Benefits from Object-Oriented Model: Object-oriented models can provide a
clear representation of how the software will work and how it aligns with their
needs. They benefit from modular design, which allows for easier updates and
maintenance.
2. **Developers/Programmers:**
- Concerns: Developers focus on creating functional, efficient, and
maintainable code. They also care about adherence to coding standards and
timelines.
- Benefits from Object-Oriented Model: Object-oriented programming (OOP)
facilitates code reusability, modularity, and scalability, making it easier for
developers to build and maintain complex systems.
3. **Project Managers:**
- Concerns: Project managers are concerned with project deadlines, budget
constraints, resource allocation, and overall project success.
- Benefits from Object-Oriented Model: OOP allows for better project
organization and easier tracking of dependencies, leading to more accurate
planning and resource allocation. It also facilitates iterative development,
which can help in meeting deadlines.
4. **Quality Assurance/Testers:**
- Concerns: Testers focus on ensuring that the software meets quality
standards, is free from bugs, and performs as expected.
- Benefits from Object-Oriented Model: OOP promotes modular design and
encapsulation, making it easier to isolate and test individual components.
Additionally, inheritance and polymorphism can simplify testing by allowing for
the reuse of test cases.
5. **End Users:**
- Concerns: End users want software that is intuitive, reliable, and meets
their needs without unnecessary complexity.
- Benefits from Object-Oriented Model: Object-oriented design allows for
user-centric development, where software components are modeled after real-world
objects, leading to more intuitive interfaces and workflows.
2)Sure, let's consider a university system. In such a system, there are several
entities or concepts that can be grouped into classes based on their attributes
and behaviors. Here's a breakdown of some potential classes:
1. **Student Class:**
- Attributes: Name, student ID, email, date of birth, address, courses
enrolled, GPA, graduation year.
- Behaviors: Enroll in courses, drop courses, view grades, pay tuition,
update personal information.
2. **Professor Class:**
- Attributes: Name, employee ID, email, date of birth, address, courses
taught, office hours.
- Behaviors: Assign grades, schedule office hours, view student information,
update personal information.
3. **Course Class:**
- Attributes: Course code, course name, professor(s), schedule, location,
maximum capacity, enrolled students.
- Behaviors: Add/remove students, update schedule, view enrolled students.
4. **Department Class:**
- Attributes: Department code, department name, department head, list of
professors, list of courses offered.
- Behaviors: Add/remove professors, add/remove courses, view department
statistics.
5. **Staff Class:**
- Attributes: Name, employee ID, email, date of birth, address, position,
department.
- Behaviors: Manage administrative tasks, update personal information.
6. **Administrator Class:**
- Attributes: Name, employee ID, email, date of birth, address, privileges.
- Behaviors: Manage system configurations, user accounts, generate reports.
7. **Library Class:**
- Attributes: Books, patrons, librarians, borrowing rules, fines.
- Behaviors: Check out books, return books, pay fines, search for books.
8. **Classroom Class:**
- Attributes: Room number, capacity, equipment availability.
- Behaviors: Schedule classes, check availability.
9. **Assignment Class:**
- Attributes: Assignment ID, course, deadline, description, submission
status.
- Behaviors: Create assignments, submit assignments, grade assignments.
These are just some examples of classes that could be part of a university
system application. The actual classes and their attributes and behaviors would
depend on the specific requirements and functionalities of the system.
3)Certainly! Software developers are involved in various activities across
different types of businesses. Here are some common businesses along with the
processes software developers might automate:
1. **E-commerce Businesses:**
- Inventory Management: Automating inventory tracking, stock replenishment,
and order management.
- Customer Relationship Management (CRM): Automating customer data
collection, segmentation, and communication.
- Payment Processing: Automating payment gateways, transaction tracking, and
invoice generation.
- Marketing Automation: Automating email marketing campaigns, social media
posting, and ad management.
2. **Financial Institutions:**
- Account Management: Automating account creation, transaction tracking, and
balance management.
- Risk Assessment: Automating credit scoring, fraud detection, and regulatory
compliance checks.
- Algorithmic Trading: Automating trading strategies, market analysis, and
order execution.
- Reporting and Analytics: Automating financial reporting, data
visualization, and performance analysis.
3. **Healthcare Providers:**
- Electronic Health Records (EHR): Automating patient data management,
appointment scheduling, and prescription processing.
- Medical Imaging Analysis: Automating image recognition, diagnosis
assistance, and patient monitoring.
- Telemedicine: Automating remote consultations, patient monitoring, and
prescription delivery.
- Health Information Exchange (HIE): Automating data sharing between
healthcare providers, insurers, and patients.
4. **Manufacturing Companies:**
- Supply Chain Management: Automating procurement, production planning, and
logistics coordination.
- Quality Control: Automating product testing, defect detection, and
corrective action tracking.
- Predictive Maintenance: Automating equipment monitoring, failure
prediction, and maintenance scheduling.
- Production Line Optimization: Automating workflow management, resource
allocation, and performance analysis.
5. **Hospitality Industry:**
- Reservation System: Automating booking management, room assignment, and
payment processing.
- Guest Experience Management: Automating check-in/out processes,
personalized recommendations, and feedback collection.
- Property Management: Automating maintenance scheduling, housekeeping
assignments, and inventory tracking.
- Revenue Management: Automating pricing strategies, demand forecasting, and
competitor analysis.
There are indeed some processes that might require software development efforts
just for one specific task, such as:
These are just a few examples, and the specific processes that require
automation can vary greatly depending on the nature of the business and its
unique requirements.
4)Combining all the code corresponding to multiple classes into one single class
would significantly impact both cohesion and coupling.
In summary, combining all the code into one single class would lead to low
cohesion and high coupling, which are generally undesirable in software design.
It would make the codebase more difficult to understand, maintain, and scale.
Instead, it's generally recommended to maintain a modular structure with
well-defined classes, each responsible for a specific set of related
functionalities, to promote high cohesion and low coupling.
**Key Differences:**
In practice, both methodologies have their strengths and weaknesses, and the
choice between them often depends on factors such as the nature of the problem
domain, the requirements of the project, and the preferences of the development
team.
Overall, the Unified Process addresses the need for a comprehensive and
adaptable software development methodology that can accommodate the complexities
and uncertainties inherent in modern software projects. It provides a flexible
framework that promotes collaboration, risk management, and quality throughout
the development lifecycle.
7)The Unified Process (UP) model and the COMET (Concurrent Object-Oriented
Modeling and Design) process model are both used for software development,
particularly in the context of object-oriented methodologies. While they share
some common features, they also have notable differences:
**Common Features:**
**Differences:**
1. **Process Structure:**
- Unified Process: UP is a framework that encompasses several iterative and
incremental development methodologies, such as the Rational Unified Process
(RUP). It provides guidelines, best practices, and customizable process
components that can be tailored to fit the needs of specific projects.
- COMET Process Model: COMET is a specific process model that combines
aspects of object-oriented analysis, design, and programming into a concurrent
development approach. It focuses on the concurrent creation of models and code,
with an emphasis on reuse and rapid prototyping.
In summary, while both the Unified Process model and the COMET Process Model
share common features such as iterative and incremental development and an
object-oriented approach, they differ in their process structure, concurrency
and modeling emphasis, and formality and tool support. Each model has its
strengths and may be more suitable for different types of projects and
development contexts.
8)Sure, let's start by identifying some potential use cases for a payroll
system:
2. **Calculate Payroll:**
- Actors: Payroll Administrator
- Description: This use case involves calculating employee salaries based on
hours worked, overtime, deductions, bonuses, and other factors.
3. **Process Payroll:**
- Actors: Payroll Administrator
- Description: This use case involves generating paychecks or direct deposits
for employees, including printing or sending electronic pay stubs.
5. **Generate Reports:**
- Actors: HR Manager, Payroll Administrator
- Description: This use case involves generating various reports related to
payroll, such as employee earnings, tax withholdings, deductions, and benefits.
6. **Handle Taxation:**
- Actors: Payroll Administrator
- Description: This use case involves calculating and deducting federal,
state, and local taxes from employee paychecks, as well as managing tax filings
and compliance.
7. **Manage Benefits:**
- Actors: HR Manager, Payroll Administrator
- Description: This use case involves administering employee benefits such as
health insurance, retirement plans, and other voluntary deductions.
Now, let's create a simple use case diagram to visualize these use cases:
```
+-----------------+
| Payroll |
| System |
+-----------------+
|
|
+---------------------+---------------------+
| |
+----------------------+ +----------------------+
| Manage Employee | | Calculate Payroll |
| Information | | |
+----------------------+ +----------------------+
| |
| |
+--------------------------+ +--------------------------+
| Generate Reports | | Process Payroll |
| | | |
+--------------------------+ +--------------------------+
| |
| |
+--------------------------+ +--------------------------+
| Manage Employee | | Handle Taxation |
| Leaves | | |
+--------------------------+ +--------------------------+
|
|
+-------------+
| Manage |
| Benefits |
+-------------+
```
**Analysis:**
- **Actor Analysis:**
- HR Manager: Responsible for managing employee information, leaves, benefits,
and accessing reports.
- Payroll Administrator: Responsible for calculating payroll, processing
payroll, handling taxation, and accessing reports.
- **System Boundaries:**
- The use case diagram represents the core functionality of the payroll
system, including managing employee information, processing payroll, handling
taxation, managing benefits, and generating reports.
This use case diagram provides a high-level overview of the interactions between
different actors and use cases in a payroll system. It serves as a starting
point for further analysis and detailed specification of system requirements.
**Explanation:**
This activity diagram illustrates the process flow for handling password
attempts and account locking in an ATM system.
10)Certainly! A use case diagram for the working of an HTML5 video player in a
browser can include the following actors and use cases:
**Actors:**
1. User: The person who interacts with the HTML5 video player in the browser.
**Use Cases:**
1. Play Video: The user can initiate the playback of a video file.
2. Pause Video: The user can pause the playback of the video.
3. Stop Video: The user can stop the playback of the video.
4. Seek Video: The user can seek to a specific time position within the video.
5. Adjust Volume: The user can adjust the volume level of the video playback.
6. Full Screen: The user can toggle the video player to display in full-screen
mode.
7. Change Playback Rate: The user can adjust the playback speed of the video.
8. Adjust Quality: The user can select the video quality or resolution if
multiple options are available.
9. Mute/Unmute: The user can mute or unmute the audio of the video playback.
```
+-------------------+
| HTML5 Video |
| Player |
+-------------------+
|
|
+-------------------+-------------------+
| |
+-----------------------+ +-----------------------+
| Play Video | | Pause Video |
+-----------------------+ +-----------------------+
| |
| |
+-------------------+ +-------------------------+
| Stop Video | | Seek Video |
+-------------------+ +-------------------------+
| |
| |
+-----------------------+ +-----------------------+
| Adjust Volume | | Full Screen |
+-----------------------+ +-----------------------+
| |
| |
+-----------------------+ +-----------------------+
| Change Playback | | Adjust Quality |
| Rate | | |
+-----------------------+ +-----------------------+
| |
| |
+-----------------------+ +-----------------------+
| Mute/Unmute | | |
+-----------------------+ +-----------------------+
```
In this diagram:
- The actors represent the user interacting with the HTML5 video player.
- The use cases represent the various actions that the user can perform while
using the HTML5 video player in the browser.
11)To create a use case diagram for a library management system using
object-oriented system development principles, we'll identify actors,
generalization relationships, and use cases along with include and extend
relationships.
**Actors:**
1. Librarian
2. Member (Library Member)
3. Visitor (Non-member)
**Generalization:**
- Member and Visitor are both types of Library Users.
**Use Cases:**
1. **Manage Library Items:**
- Add Item
- Remove Item
- Update Item Information
```
+-----------------------+
| Library Management |
| System |
+-----------+-----------+
|
|
+--------------+-------------+
| |
v v
+---------------+ +------------------+
| Member | | Visitor |
| Account | | |
+---------------+ +------------------+
|
|
+---------------+
| Librarian |
| |
+---------------+
|
|
+----------------------------------------------+
| Library User |
|----------------------------------------------|
| - View Library Information |
| - Search Library Catalog |
| - Manage Library Transactions |
| - Manage Library Finances |
+----------------------------------------------+
|
|
+---------+---------+
| |
v v
+---------+ +---------+
| | |
| - Manage Member | - Manage Visitor
| Accounts | Accounts
| |
+---------+ +---------+
| |
| |
v v
+------------------------+
| Manage Library Items |
+------------------------+
|
|
+-------+--------+
| |
v v
+---+---+ +----+---+
| | | |
| - Add | | - Remove|
| - Update| | - Update|
| - Remove| | |
| | | |
+--------+ +----------+
```
**Explanation:**
This use case diagram represents the interactions between various actors and use
cases in a library management system, along with the relationships between them.
2. **Using Underline:**
- Another common convention is to underline the name of the static member.
For example:
```
---------------------------------
| + count: int |
---------------------------------
```
- Here, the underlined name "count" indicates that it is a static attribute.
3. **Using Stereotype:**
- Some UML tools allow you to use stereotypes to denote static members. You
can define a stereotype such as "<<static>>" and apply it to the static members.
For example:
```
---------------------------------
| + <<static>> count: int |
---------------------------------
```
- This makes it explicit that the "count" attribute is static.
Regardless of the notation used, the presence of the keyword "static" or the
underlined name indicates that the member is associated with the class itself
rather than with instances of the class.
13)When the manager instructs the zoo-keeper to "feed the animals," proper
completion of this task by the zoo-keeper implies the implicit use of the
concepts of inheritance, polymorphism, and dynamic binding in the zoo's
operations. Here's how each concept is applied in this scenario:
1. **Inheritance:**
- Inheritance is the mechanism by which a class (or type) can inherit
attributes and behaviors from another class (or type).
- In the context of the zoo, there might be various types of animals, each
with its specific feeding requirements and behaviors.
- By instructing the zoo-keeper to "feed the animals," the manager is
leveraging the concept of inheritance. The zoo-keeper doesn't need specific
instructions for each individual animal; instead, they inherit the general
behavior of feeding animals from a higher-level class or instruction.
- For example, there might be a superclass or interface named "Animal" that
defines a method like `feed()` which specifies the generic behavior of feeding
animals. Specific animal classes such as "Lion," "Elephant," and "Giraffe"
inherit from this superclass and provide their implementation of the `feed()`
method.
2. **Polymorphism:**
- Polymorphism allows objects of different classes to be treated as objects
of a common superclass or interface, enabling flexibility and extensibility in
code.
- In the zoo, different animals may have different implementations of the
`feed()` method based on their species-specific needs.
- The zoo-keeper, when instructed to "feed the animals," utilizes
polymorphism to handle different types of animals uniformly without needing to
know the specific details of each animal's feeding behavior.
- For example, the zoo-keeper can call the `feed()` method on each animal
object, and the appropriate implementation specific to each animal type will be
invoked.
3. **Dynamic Binding:**
- Dynamic binding (also known as late binding or runtime polymorphism) is the
mechanism by which the appropriate method implementation is determined at
runtime based on the actual type of the object.
- When the zoo-keeper calls the `feed()` method on each animal object, the
specific implementation of the `feed()` method corresponding to the animal's
type is dynamically bound and executed at runtime.
- This allows for flexibility in the zoo's operations, as the zoo-keeper
doesn't need to know in advance the specific feeding behaviors of each animal.
Instead, the appropriate behavior is determined dynamically based on the type of
each animal object.
In summary, the proper completion of the task of "feeding the animals" by the
zoo-keeper implicitly employs the concepts of inheritance, polymorphism, and
dynamic binding. These concepts enable the zoo's operations to be flexible,
extensible, and maintainable, allowing for uniform treatment of different types
of animals without the need for explicit instructions for each individual
species.
part c
1. **Requirements Analysis:**
- In this phase, the requirements for the railway reservation system are
gathered from stakeholders such as users, railway authorities, and
administrators. The requirements are analyzed, prioritized, and documented in a
requirements specification document.
2. **Design:**
- Based on the requirements gathered, the system architecture and design are
formulated. This includes defining the overall system structure, subsystems,
modules, interfaces, and data models. Design decisions are made to ensure
scalability, maintainability, and performance.
3. **Implementation:**
- In this phase, the actual coding of the software system takes place. The
design specifications are translated into executable code using programming
languages and development tools. Modules are developed, tested, and integrated
to form the complete system.
4. **Testing:**
- The testing phase involves verifying and validating the functionality and
performance of the software system. Various types of testing such as unit
testing, integration testing, system testing, and acceptance testing are
conducted to ensure that the system meets the specified requirements and quality
standards.
5. **Deployment:**
- Once the software system has been tested and validated, it is deployed into
the production environment. This involves installing the software on the target
hardware, configuring it for operational use, and training end-users and
administrators on its usage.
6. **Maintenance:**
- After deployment, the software system enters the maintenance phase. In this
phase, any issues or defects identified in the live system are addressed through
bug fixes, patches, and updates. Additionally, new features and enhancements may
be added based on user feedback and evolving requirements.
By following the Iterative and Incremental Development model and executing these
phases iteratively, the railway reservation system can be developed efficiently
while ensuring that it meets the needs of users and stakeholders. This model
allows for flexibility, adaptability, and continuous improvement throughout the
software development lifecycle.
**Diagram:**
```
+-----------------------+
| Requirements |
| Analysis |
+-----------------------+
|
v
+-----------------------+
| Design |
| & Planning |
+-----------------------+
|
v
+-----------------------+
| Implementation |
| & Coding |
+-----------------------+
|
v
+-----------------------+
| Testing |
| & Verification |
+-----------------------+
|
v
+-----------------------+
| Deployment |
| & Release |
+-----------------------+
|
v
+-----------------------+
| Feedback & |
| Iteration Planning |
+-----------------------+
```
**Explanation:**
1. **Requirements Analysis:**
- This phase involves gathering and analyzing the requirements for the
software system from stakeholders.
This diagram illustrates the iterative and incremental nature of the development
process, where each phase is repeated in multiple iterations until the software
meets the desired level of functionality and quality. Each iteration results in
a working version of the software, which is refined and improved upon in
subsequent iterations.
3. **Scope Definition:** Use cases help in defining the scope of the system by
identifying the interactions between the system and its actors. They provide
clarity on what functionalities the system should support.
4. **System Boundary:** The system boundary defines the scope of the system
being modeled. It separates the system from its external environment and
identifies the actors interacting with the system.
1. **Withdraw Cash:** This use case involves the actor (customer) initiating a
request to withdraw cash from the ATM. The system validates the request, deducts
the requested amount from the customer's account, dispenses cash, and updates
the account balance.
2. **Deposit Cash:** In this use case, the customer deposits cash into their
account by inserting it into the ATM. The system verifies the deposited amount,
updates the account balance, and provides a receipt to the customer.
3. **Check Balance:** The customer requests to check their account balance using
the ATM. The system retrieves the account balance from the database and displays
it to the customer.
5. **Transfer Funds:** This use case involves the customer transferring funds
between accounts (e.g., savings to checking). The system verifies the
transaction, deducts the transferred amount from the source account, and updates
both account balances accordingly.
By modeling these and other use cases, stakeholders can gain a comprehensive
understanding of the ATM system's functionality, requirements, and interactions
with users. Use case modeling helps in identifying system boundaries, defining
user requirements, and validating system behavior against user expectations.
5]To design the `getAccount()` method in the `Accounts` class for withdrawing
money through an ATM, let's first analyze whether it requires interaction
between the `Accounts` class and the `BankAccount` class.
In the use case and sequence diagram for withdrawing money through an ATM, the
`Accounts` class is likely responsible for managing customer accounts, while the
`BankAccount` class represents individual bank accounts associated with
customers.
To facilitate the interaction between the `Accounts` class and the `BankAccount`
class, we may need additional methods in the `BankAccount` class. Here are some
possible methods:
```
+---------------------+
| Leave Management |
| System |
+---------------------+
|
|
+-----------------------------+------------------------------+
| |
| |
+---------------------+ +------------------+
| Employee | | Manager |
| | | |
+---------------------+ +------------------+
| | | |
| 1. Apply for Leave | | 1. Approve Leave |
| | | |
| | | |
+---------------------+ +------------------+
| |
| |
+-----------------------------+------------------------------+
|
|
+---------------------+
| Leave Clerk |
+---------------------+
|
|
+---------------------+
| Record |
| Management |
| System |
+---------------------+
```
**Use Cases:**
1. **Employee:**
- **Apply for Leave:** The employee initiates a request to apply for leave
through the system. They specify the type of leave (casual, medical, earned),
duration, and any additional details.
2. **Manager:**
- **Approve Leave:** The manager reviews leave requests submitted by
employees and decides whether to approve or reject them. They can also view the
leave history of employees and manage leave quotas.
3. **Leave Clerk:**
- **Manage Leave Records:** The leave clerk is responsible for managing leave
records in the system. They update employee leave balances, maintain leave
calendars, and generate reports as needed.
**Actor Description:**
- **Employee:** Initiates leave requests and views leave balances and history.
- **Manager:** Reviews and approves/rejects leave requests submitted by
employees.
- **Leave Clerk:** Manages leave records, updates employee leave balances, and
generates reports.
**System Boundary:**
The system boundary includes the Leave Management System, which encompasses the
interactions between employees, managers, and the leave clerk. It also includes
the Record Management System, which supports the leave management functionality
by providing record-keeping and reporting capabilities.
7]To modify the `Course` and `Section` classes as per the given requirements, we
need to implement the following changes:
1. **Course Class:**
- Maintain a list of all `Section` objects.
- Implement a search facility to return a list of courses that are not full.
2. **Section Class:**
- Store the capacity and the number of students enrolled in the class.
```java
import java.util.ArrayList;
import java.util.List;
class Course {
private String courseCode;
private List<Section> sections;
class Section {
private int capacity;
private int enrolledStudents;
8]Certainly! Let's break down the meal preparation process into steps and define
suitable deliverables for each step:
Now, let's draw the use case diagram and activity diagrams for this
functionality:
```
+----------------------------------------+
| Meal Preparation |
+----------------------------------------+
|
+---------------+------------+-----------+---------------+
| Plan the | Do the | Cook the | Eat the |
| Menu | Shopping | Meal | Meal |
+---------------+------------+------------+---------------+
| | | |
| | | |
+-----------+ +------------+ +------------+ +---------------+
| Shopping | | Cooking | | Eating | | Washing |
| List | | List | | Meal | | Dishes |
+-----------+ +------------+ +------------+ +---------------+
```
**Activity Diagram:**
```
+------------------+
| Meal Preparation |
+------------------+
|
|
+----------+---------+
| Plan the Menu |
+----------+---------+
|
v
+----------+---------+
| Do the Shopping |
+----------+---------+
|
v
+----------+---------+
| Cook the Meal |
+----------+---------+
|
v
+----------+---------+
| Eat the Meal |
+----------+---------+
|
v
+----------+---------+
| Wash the Dishes |
+----------+---------+
```
9]To modify the library management system so that transaction details are
displayed only at the end of the process, we need to adjust the workflow and
design of the system. Instead of displaying transaction details with each book,
we can accumulate the transaction details throughout the process and then
display them collectively at the end. Here's how we can do it:
```
+---------------------+
| ATM System |
+---------------------+
|
+---------------+------------+----------------+-------------------+
| Withdraw | Deposit | Transfer | Check Balance |
+---------------+------------+----------------+-------------------+
| |
| |
+-------------+ +-------------------+
| Verify | | Display Menu |
| Account | +-------------------+
+-------------+
```
1. **Withdraw:**
- Description: Allows the user to withdraw cash from their bank account.
- Actors: ATM User, Bank
2. **Deposit:**
- Description: Allows the user to deposit cash or checks into their bank
account.
- Actors: ATM User, Bank
3. **Transfer:**
- Description: Allows the user to transfer funds between accounts.
- Actors: ATM User, Bank
4. **Check Balance:**
- Description: Allows the user to check the balance of their bank account.
- Actors: ATM User, Bank
**Activity Diagram:**
```
+-----------------------+
| ATM Transaction |
+-----------------------+
|
|
+------------------+--------+------------------+
| |
| |
+-------------------------+ +-----------------------+
| Withdraw | | Deposit |
+-------------------------+ +-----------------------+
| |
| |
+------------------------+ +----------------------+
| Verify | | Verify |
| Account | | Account |
+------------------------+ +----------------------+
| |
| |
+------------------------+ +----------------------+
| Display Menu | | Display Menu |
+------------------------+ +----------------------+
| |
| |
+------------------------+ +----------------------+
| Enter Amount | | Enter Amount |
+------------------------+ +----------------------+
| |
| |
+------------------------+ +----------------------+
| Dispense Cash | | Accept Cash |
+------------------------+ +----------------------+
```
**Activity Description:**
unit 2
part b
1)Static models and dynamic models are two different types of models used in
software engineering to represent different aspects of a system. Let's
differentiate between them:
1. **Static Models:**
- **Definition:** Static models represent the structure or static aspects of
a system. They focus on elements that do not change over time.
- **Examples:** Class diagrams, entity-relationship diagrams (ERD), data flow
diagrams (DFD), architectural diagrams.
- **Characteristics:**
- Describe the static relationships and properties of system components.
- Typically used during the design phase to depict the system's
architecture, components, and relationships.
- Do not depict behavior or interactions between components.
2. **Dynamic Models:**
- **Definition:** Dynamic models represent the behavior or dynamic aspects of
a system. They focus on elements that change over time and the interactions
between them.
- **Examples:** Sequence diagrams, state transition diagrams, activity
diagrams, collaboration diagrams.
- **Characteristics:**
- Describe the flow of control or behavior within a system.
- Capture interactions between system components over time.
- Used to model the behavior of the system during runtime, including how
objects interact and respond to events.
By combining both static and dynamic models, designers can gain a comprehensive
understanding of the system's structure, behavior, and interactions, leading to
a more effective design that meets both functional and non-functional
requirements.
```
-----------------------------------------
| Class Name |
-----------------------------------------
| Responsibilities: |
| |
| - List of responsibilities |
| - associated with this class |
| |
| Collaborators: |
| |
| - List of other classes or objects |
| - that this class interacts with |
-----------------------------------------
```
Now, let's create an example CRC card for a "Customer" class in a retail
management system:
```
-----------------------------------------
| Customer |
-----------------------------------------
| Responsibilities: |
| |
| - Record customer information |
| - Manage customer orders |
| - Process payments |
| - Track customer loyalty points |
| - Generate customer reports |
| |
| Collaborators: |
| |
| - Order |
| - Payment |
| - LoyaltyProgram |
| - ReportGenerator |
-----------------------------------------
```
In this example:
- The "Customer" class is responsible for managing various aspects related to
customers in a retail system, such as recording customer information, managing
orders, processing payments, tracking loyalty points, and generating reports.
- It collaborates with other classes or objects such as "Order," "Payment,"
"LoyaltyProgram," and "ReportGenerator" to fulfill its responsibilities. For
example, the "Customer" class interacts with the "Order" class to manage
customer orders and with the "Payment" class to process payments.
CRC cards provide a concise and organized way to document the responsibilities
and collaborations of classes in an object-oriented system, aiding in the design
and communication of the system's architecture.
**Conclusion:**
Use Case Driven Object-Oriented Analysis is an iterative process that starts
with identifying requirements through use cases and translates them into a
detailed analysis model. This analysis model serves as a basis for designing the
system architecture and ensuring that the final system meets the specified
requirements. The close relationship between analysis and design ensures a
steady and coherent development process, where analysis guides design decisions
and design utilizes the insights gained from analysis to create a robust system.
**Example of Aggregation:**
1. **Classes:**
- **Library:** Represents the library as a whole.
- **Book:** Represents individual books in the library.
2. **Aggregation Relationship:**
- The Library class may contain multiple instances of the Book class.
- Each Book instance is part of the Library's collection.
```
+---------------------+ +----------------+
| Library |<>-------->| Book |
+---------------------+ +----------------+
| | | |
| | | |
| | | |
+---------------------+ +----------------+
```
In this example:
- The Library class is the whole, and the Book class is the part.
- The hollow diamond on the Library side indicates aggregation.
1. **Ownership Relationship:**
- Aggregation implies a relationship where the whole class (Library) owns or
manages the part class instances (Books).
- This ownership relationship signifies that the lifetime of the part objects
is controlled by the whole object.
2. **Flexibility in Composition:**
- Aggregation allows for flexible composition, where parts can exist
independently of the whole.
- Books can be added to or removed from the library's collection without
affecting the existence of the library itself.
3. **Code Reusability:**
- Aggregation promotes code reusability by allowing the reuse of part classes
in multiple whole classes.
- In our example, the Book class can be reused in other contexts, not just
within the Library class.
4. **Clarity of Relationship:**
- Aggregation provides a clear and intuitive way to represent the
"whole-part" relationship between classes.
- It helps in understanding the structure and composition of complex systems.
6)Coupling and cohesion are two important concepts in software engineering that
describe the relationships between modules or components within a system:
1. **Coupling:**
- Coupling refers to the degree of interdependence between modules or
components in a system.
- It measures how much one module relies on or is influenced by another
module.
- High coupling indicates strong interdependence, where changes in one module
may require changes in many other modules.
- Low coupling indicates loose interdependence, where modules are independent
and changes in one module have minimal impact on others.
- Types of coupling include:
- **Low Coupling (or Loose Coupling):** Modules are minimally dependent on
each other, and changes in one module have little impact on others.
- **High Coupling (or Tight Coupling):** Modules are heavily dependent on
each other, and changes in one module may require changes in many other modules.
2. **Cohesion:**
- Cohesion refers to the degree to which the elements within a module or
component are related to each other.
- It measures how well the responsibilities of a module are focused and
unified.
- High cohesion indicates that the elements within a module are closely
related and work together to perform a single, well-defined task or purpose.
- Low cohesion indicates that the elements within a module are not closely
related and may perform multiple unrelated tasks.
- Types of cohesion include:
- **High Cohesion:** The elements within a module are strongly related and
work together to achieve a single, well-defined purpose.
- **Low Cohesion:** The elements within a module are loosely related and
may perform multiple unrelated tasks.
**Example:**
- Consider a software system for managing a library:
- **Good Design:** In a well-designed library management system, the "Book"
module should have high cohesion, with elements such as "title," "author," and
"ISBN" closely related and working together to represent a book entity.
Additionally, the "Book" module should have low coupling with other modules,
such as "Library" or "User," meaning changes to the "Book" module should not
heavily impact these other modules.
- Achieving low coupling and high cohesion in design promotes modularity,
maintainability, and flexibility in software systems.
i) **Car, Engine:**
- Relationship: Composition or Aggregation
- Explanation: A car typically contains an engine. This relationship can be
represented as either composition or aggregation, depending on the nature of the
relationship between a car and an engine. If the engine is an integral part of
the car and cannot exist without it, it's a composition. If the engine can exist
independently and be shared among multiple cars, it's an aggregation.
ii) **Football, Player:**
- Relationship: Association
- Explanation: Football and players have an association relationship. Players
participate in football games, and football games involve players. However, this
relationship is not a composition or aggregation because a football game does
not own or contain players in the same way that a car contains an engine.
In summary:
- Car and Engine: Composition or Aggregation
- Football and Player: Association
- Vehicle and Car: Generalization or Inheritance
- Book and Page: Composition