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Report On Online Shopping: Siddhartha Educational Academy Group of Institutions (Seagi)

This document contains a case study report on online shopping. It includes an abstract that discusses how online shopping has grown rapidly as companies realize the internet can be a new shopping channel. It notes that clothing is one of the top categories purchased online. The report then outlines the various chapters that will be included, such as introducing class diagrams, use case diagrams, sequence diagrams, state charts, activity diagrams, and component/deployment diagrams. It provides background on the benefits of online shopping and top product categories purchased online.

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0% found this document useful (0 votes)
71 views33 pages

Report On Online Shopping: Siddhartha Educational Academy Group of Institutions (Seagi)

This document contains a case study report on online shopping. It includes an abstract that discusses how online shopping has grown rapidly as companies realize the internet can be a new shopping channel. It notes that clothing is one of the top categories purchased online. The report then outlines the various chapters that will be included, such as introducing class diagrams, use case diagrams, sequence diagrams, state charts, activity diagrams, and component/deployment diagrams. It provides background on the benefits of online shopping and top product categories purchased online.

Uploaded by

asunrays
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as DOCX, PDF, TXT or read online on Scribd
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Report on online shopping

Siddhartha educational academy group of institutions (SEAGI)


Computer science and engineering

Batch no : 14 Name Roll no


: p.surya prakash reddy : 099l1a0533

Name Roll no

: s. balaji Sharma : 099l1a0542

Case study on online shopping


Abstract:
The Internet has become an essential part of our daily life, and companies realize that the Internet can be a shopping channel to reach existing and potential consumers. With this consensus Online Shopping as a whole has rapidly grown. The biggest surprise is that clothing is one of the top categories purchased online. Freedman argues that this is not surprising at all because, clothing sales has always been a top category in the catalogue channel, so naturally the Internet channel should be no exceptions. Although online apparel shopping continues to grow, there are problems why consumers hesitate to shop for clothing online. In this project, the main aim is to demonstrate that with better interaction features in clothing web sites could improve sales over the net. This dissertation includes a literature review giving background information of Online Apparel Shopping. Producing information of the modern E-shopper. Investigating and choosing a suitable lifecycle model and developing a web site prototype. Furthermore, evaluating the finished product whether aim has been achieved

Contents

1. Introduction. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4-19 2. Chapter 1 i. Class diagram & object diagram . . . . . . . . . . . . . . 20-22 3. Chapter 2 i. Use case diagram . . . . . . . . . . . . . . . . . . . . . . . . .23-25 4. Chapter 3 i. Sequence & collaboration diagrams. . . . . . . . . . . . 26-29 5. Chapter 4 i. State chart. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30-31 6. Chapter 5 i. Activity diagram . . . . . . . . . . . . . . . . . . . . . . . . . 32 7. Chapter 6 a. Component & deployment diagram . . . . . . . . . . . . 33-34

Introduction:
With popular trends and demands the concept of the Internet as the way forward to increase profit margins, companies new and old are creating websites here and there. The significance for retailers to having a web site is that a web site is informational and transactional in nature (Murphy, 1998). As the web site can be used for advertising and direct marketing; sales; customer support and public relations. Significantly according to a study by McKinsey & Company and Salomon Smith Barney, Etailors who sell to their customers through catalogues; stores, and online significantly emerge victorious amid the e-tail shake out (Pastors, 2000). With seasonal events and holidays, the Internet has become a tool for a quick and stress free method of shopping. Allowing retailers to cash in the profit from another useful shopping channel. Jupiter Research expects 2003s online holiday sales to be led by new shoppers, resulting in a 21 percent increase over 2002 figures (Greenspan, 2003). The growth in holiday sales is driven by factors such as, online bargains; time saving; avoiding holiday crowds and much more. The top categories of Online Sales according to comScore Networks, (Freedman, 2002) are: Computer Hardware and Software Apparel and Accessories Office Supplies Books, Music and Movies Consumer Electronics Home and Garden Health and Beauty Gifting Sporting Goods Toys and Games Autos Pets

A Conceptual Model of the UML


To understand the UML, you need to form a conceptual model of the language, and this requires learning three major elements: the UML's basic building blocks, the rules that dictate how those building blocks may be put together, and some common mechanisms that apply throughout the UML. Once you have grasped these ideas, you will be able to read UML models and create some basic ones. As you gain more experience in applying the UML, you can build on this conceptual model, using more advanced features of the language.

Building Blocks of the UML


The vocabulary of the UML encompasses three kinds of building blocks: 1. Things 2. Relationships 3. Diagrams Things are the abstractions that are first-class citizens in a model; relationships tie these things together; diagrams group interesting collections of things.

Things in the UML


There are four kinds of things in the UML: 1. 2. 3. 4. Structural things Behavioral things Grouping things Annotational things

These things are the basic object-oriented building blocks of the UML. You use them to write well-formed models.

Structural Things
Structural things are the nouns of UML models. These are the mostly static parts of a model, representing elements that are either conceptual or physical. Collectively, the structural things are called classifier.

Class:A class is a description of a set of objects that share the same attributes, operations, relationships, and semantics. A class implements one or more interfaces. Graphically, a class is rendered as a rectangle, usually including its name, attributes, and operations, as in fig 2-1 . Figure 2-1. Classes

An interface is a collection of operations that specify a service of a class or component. An interface therefore describes the externally visible behavior of that element. An interface might represent the complete behavior of a class or component or only a part of that behavior. An interface defines a set of operation specifications (that is, their signatures) but never a set of operation implementations. The declaration of an interface looks like a class with the keyword interface above the name; attributes are not relevant, except sometimes to show constants. An interface rarely stands alone, however. An interface provided by a class to the outside world is shown as a small circle attached to the class box by a line. An interface required by a class from some other class is shown as a small semicircle attached to the class box by a line, as in fig 2-2. Figure 2-2. Interfaces

ispelling Collaboration defines an interaction and is a society of roles and other elements that work together to provide some cooperative behavior that's bigger than the sum of all the elements. Collaborations have structural, as well as behavioral, dimensions. A given class or object might participate in several collaborations. These collaborations therefore represent the implementation of patterns that make up a system. Graphically, a collaboration is rendered as an ellipse with dashed lines, sometimes including only its name, as in fig 2-3.

Figure 2-3. Collaborations

A use case is a description of sequences of actions that a system performs that yield observable results of value to a particular actor. A use case is used to structure the behavioral things in a model. A use case is realized by collaboration. Graphically, a use case is rendered as an ellipse with solid lines, usually including only its name, as in fig 2-4. Figure 2-4. Use Cases

The remaining three things active classes, components, and nodes are all class-like, meaning they also describe sets of entities that share the same attributes, operations, relationships, and semantics. However, these three are different enough and are necessary for modeling certain aspects of an object-oriented system, so they warrant special treatment. An active class is a class whose objects own one or more processes or threads and therefore can initiate control activity. An active class is just like a class except that its objects represent elements whose behavior is concurrent with other elements. Graphically, an active class is rendered as a class with double lines on the left and right; it usually includes its name, attributes, and operations, as in fig 2-5.

Figure 2-5. Active Classes

A component is a modular part of the system design that hides its implementation behind a set of external interfaces. Within a system, components sharing the same interfaces can be substituted while preserving the same logical behavior. The implementation of a component can be expressed by wiring together parts and connectors; the parts can include smaller components. Graphically, a component is rendered like a class with a special icon in the upper right corner, as in fig 2-6. Figure 2-6. Components

The remaining two elements artifacts and nodes are also different. They represent physical things, whereas the previous five things represent conceptual or logical things. An artifact is a physical and replaceable part of a system that contains physical information ("bits"). In a system, you'll encounter different kinds of deployment artifacts, such as source code files, executables, and scripts. An artifact typically represents the physical packaging of source or run-time information. Graphically, an artifact is rendered as a rectangle with the keyword artifact above the name, as in fig 2-7.

Figure 2-7. Artifacts

A node is a physical element that exists at run time and represents a computational resource, generally having at least some memory and, often, processing capability. A set of components may reside on a node and may also migrate from node to node. Graphically, a node is rendered as a cube, usually including only its name, as in fig 2-8.

Figure 2-8. Nodes

These elements classes, interfaces, collaborations, use cases; active classes, components, artifacts, and nodes are the basic structural things that you may include in a UML model. There are also variations on these, such as actors, signals, and utilities (kinds of classes); processes and threads (kinds of active classes); and applications, documents, files, libraries, pages, and tables (kinds of artifacts).

Behavioral Things
Behavioral things are the dynamic parts of UML models. These are the verbs of a model, representing behavior over time and space. In all, there are three primary kinds of behavioral things.

First, an interaction is a behavior that comprises a set of messages exchanged among a set of objects or roles within a particular context to accomplish a specific purpose. The behavior of a society of objects or of an individual operation may be specified with an interaction. An interaction involves a number of other elements, including messages, actions, and connectors (the connection between objects). Graphically, a message is rendered as a directed line, almost always including the name of its operation, as in fig 2-9. Figure 2-9. Messages

Second, a state machine is a behavior that specifies the sequences of states an object or an interaction goes through during its lifetime in response to events, together with its

responses to those events. The behavior of an individual class or a collaboration of classes may be specified with a state machine. A state machine involves a number of other elements, including states, transitions (the flow from state to state), events (things that trigger a transition), and activities (the response to a transition). Graphically, a state is rendered as a rounded rectangle, usually including its name and its sub states, if any, as in fig 2-10. Figure 2-10. States

Third, an activity is a behavior that specifies the sequence of steps a computational process performs. In an interaction, the focus is on the set of objects that interact. In a state machine, the focus is on the life cycle of one object at a time. In an activity, the focus is on the flows among steps without regard to which object performs each step. A step of an activity is called an action. Graphically, an action is rendered as a rounded rectangle with a name indicating its purpose. States and actions are distinguished by their different contexts.

Figure 2-11. Actions

These three elements interactions, state machines, and activities are the basic behavioral things that you may include in a UML model. Semantically, these elements are usually connected to various structural elements, primarily classes, collaborations, and objects.

Grouping Things
Grouping things are the organizational parts of UML models. These are the boxes into which a model can be decomposed. There is one primary kind of grouping thing, namely, packages. A package is a general-purpose mechanism for organizing the design itself, as opposed to classes, which organize implementation constructs. Structural things, behavioral things, and even other grouping things may be placed in a package. Unlike components (which exist at run time), a package is purely conceptual (meaning that it exists only at development time). Graphically, a package is rendered as a tabbed folder, usually including only its name and, sometimes, its contents, as in fig 2-12.

Figure 2-12. Packages

Packages are the basic grouping things with which you may organize a UML model. There are also variations, such as frameworks, models, and subsystems (kinds of packages).

Annotational Things
Annotational things are the explanatory parts of UML models. These are the comments you may apply to describe, illuminate, and remark about any element in a model. There is one primary kind of annotational thing, called a note. A note is simply a symbol for rendering constraints and comments attached to an element or a collection of elements. Graphically, a note is rendered as a rectangle with a dog-eared corner, together with a textual or graphical comment, as in fig 2-13.

Figure 2-13. Notes

This element is the one basic annotational thing you may include in a UML model. You'll typically use notes to adorn your diagrams with constraints or comments that are best expressed in informal or formal text. There are also variations on this element, such as requirements (which specify some desired behavior from the perspective of outside the model).

Relationships in the UML


There are four kinds of relationships in the UML: 1. 2. 3. 4. Dependency Association Generalization Realization

These relationships are the basic relational building blocks of the UML. You use them to write well-formed models.

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Dependency:First, a dependency is a semantic relationship between two model elements in which a change to one element (the independent one) may affect the semantics of the other element (the dependent one). Graphically, a dependency is rendered as a dashed line, possibly directed, and occasionally including a label, as in fig 2-14. Figure 2-14. Dependencies

Second, an association is a structural relationship among classes that describes a set of links, a link being a connection among objects that are instances of the classes. Aggregation is a special kind of association, representing a structural relationship between a whole and its parts. Graphically, an association is rendered as a solid line, possibly directed, occasionally including a label, and often containing other adornments, such as multiplicity and end names, as in fig 2-15. Figure 2-15. Associations

Generalization:Third, a generalization is a specialization/generalization relationship in which the specialized element (the child) builds on the specification of the generalized element (the parent). The child shares the structure and the behavior of the parent. Graphically, a generalization relationship is rendered as a solid line with a hollow arrowhead pointing to the parent, as in fig 2-17. Figure 2-16. Generalizations

Realization:Fourth, a realization is a semantic relationship between classifiers, wherein one classifier specifies a contract that another classifier guarantees to carry out. You'll encounter realization relationships in two places: between interfaces and the classes or components that realize them, and between use cases and the collaborations that realize them. Graphically, a realization relationship is rendered as a cross between a generalization and a dependency relationship, as in fig 2-17. Figure 2-17. Realizations

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These four elements are the basic relational things you may include in a UML model. There are also variations on these four, such as refinement, trace, include, and extend.

Diagrams in the UML


A diagram is the graphical presentation of a set of elements, most often rendered as a connected graph of vertices (things) and paths (relationships). You draw diagrams to visualize a system from different perspectives, so a diagram is a projection into a system. For all but the most trivial systems, a diagram represents an elided view of the elements that make up a system. The same element may appear in all diagrams, only a few diagrams (the most common case), or in no diagrams at all (a very rare case). In theory, a diagram may contain any combination of things and relationships. In practice, however, a small number of common combinations arise, which are consistent with the five most useful views that comprise the architecture of a software-intensive system. For this reason, the UML includes thirteen kinds of diagrams: 1. 2. 3. 4. 5. 6. 7. 8. 9. Class diagram Object diagram Use case diagram Sequence diagram Collaboration diagram State diagram Activity diagram Component diagram Deployment diagram

Class diagram:A class diagram shows a set of classes, interfaces, and collaborations and their relationships. These diagrams are the most common diagram found in modeling objectoriented systems. Class diagrams address the static design view of a system. Class diagrams that include active classes address the static process view of a system. Component diagrams are variants of class diagrams.

Object diagram:An object diagram shows a set of objects and their relationships. Object diagrams represent static snapshots of instances of the things found in class diagrams. These diagrams address the static design view or static process view of a system as do class diagrams, but from the perspective of real or prototypical cases.

Use case diagram:A use case diagram shows a set of use cases and actors (a special kind of class) and their relationships. Use case diagrams address the static use case view of a system. These diagrams are especially important in organizing and modeling the behaviors of a system.

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Sequence & collaboration diagrams:Both sequence diagrams and collaboration diagrams are kinds of interaction diagrams. An interaction diagram shows an interaction, consisting of a set of objects or roles, including the messages that may be dispatched among them. Interaction diagrams address the dynamic view of a system. A sequence diagram is an interaction diagram that emphasizes the time-ordering of messages; a collaboration diagram is an interaction diagram that emphasizes the structural organization of the objects or roles that send and receive messages. Sequence diagrams and collaboration diagrams represent similar basic concepts, but each diagram emphasizes a different view of the concepts. Sequence diagrams emphasize temporal ordering, and collaboration diagrams emphasize the data structure through which messages flow. A timing diagram (not covered in this book) shows the actual times at which messages are exchanged.

State diagram:A state diagram shows a state machine, consisting of states, transitions, events, and activities. A state diagrams shows the dynamic view of an object. They are especially important in modeling the behavior of an interface, class, or collaboration and emphasize the event-ordered behavior of an object, which is especially useful in modeling reactive systems.

Activity diagram:An activity diagram shows the structure of a process or other computation as the flow of control and data from step to step within the computation. Activity diagrams address the dynamic view of a system. They are especially important in modeling the function of a system and emphasize the flow of control among objects.

Component diagram:A component diagram is shows an encapsulated class and its interfaces, ports, and internal structure consisting of nested components and connectors. Component diagrams address the static design implementation view of a system. They are important for building large systems from smaller parts. (UML distinguishes a composite structure diagram, applicable to any class, from a component diagram, but we combine the discussion because the distinction between a component and a structured class is unnecessarily subtle.)

Deployment diagram:A deployment diagram shows the configuration of run-time processing nodes and the components that live on them. Deployment diagrams address the static deployment view of architecture. A node typically hosts one or more artifacts.

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An artifact diagram shows the physical constituents of a system on the computer. Artifacts include files, databases, and similar physical collections of bits. Artifacts are often used in conjunction with deployment diagrams. Artifacts also show the classes and components that they implement. (UML treats artifact diagrams as a variety of deployment diagram, but we discuss them separately.) A package diagram shows the decomposition of the model itself into organization units and their dependencies. A timing diagram is an interaction diagram that shows actual times across different objects or roles, as opposed to just relative sequences of messages. An interaction overview diagram is a hybrid of an activity diagram and a sequence diagram. These diagrams have specialized uses and so are not discussed in this book. See the UML Reference Manual for more details. This is not a closed list of diagrams. Tools may use the UML to provide other kinds of diagrams, although these are the most common ones that you will encounter in practice.

Rules of the UML


The UML's building blocks can't simply be thrown together in a random fashion. Like any language, the UML has a number of rules that specify what a well-formed model should look like. A well-formed model is one that is semantically self-consistent and in harmony with all its related models.

The UML has syntactic and semantic rules for Names Scope Visibility Integrity What you can call things, relationships, and diagrams The context that gives specific meaning to a name How those names can be seen and used by others How things properly and consistently relate to one another

Execution What it means to run or simulate a dynamic model

Models built during the development of a software-intensive system tend to evolve and may be viewed by many stakeholders in different ways and at different times. For this reason, it is common for the development team to not only build models that are well-formed, but also to build models that are Elided Incomplete Certain elements are hidden to simplify the view Certain elements may be missing

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Elided

Certain elements are hidden to simplify the view

Inconsistent The integrity of the model is not guaranteed These less-than-well-formed models are unavoidable as the details of a system unfold and churn during the software development life cycle. The rules of the UML encourage you but do not force you to address the most important analysis, design, and implementation questions that push such models to become well-formed over time.

Common Mechanisms in the UML


A building is made simpler and more harmonious by the conformance to a pattern of common features. A house may be built in the Victorian or French country style largely by using certain architectural patterns that define those styles. The same is true of the UML. It is made simpler by the presence of four common mechanisms that apply consistently throughout the language.

1. 2. 3. 4.

Specifications Adornments Common divisions Extensibility mechanisms

Specifications
The UML is more than just a graphical language. Rather, behind every part of its graphical notation there is a specification that provides a textual statement of the syntax and semantics of that building block. For example, behind a class icon is a specification that provides the full set of attributes, operations (including their full signatures), and behaviors that the class embodies; visually, that class icon might only show a small part of this specification. Furthermore, there might be another view of that class that presents a completely different set of parts yet is still consistent with the class's underlying specification. You use the UML's graphical notation to visualize a system; you use the UML's specification to state the system's details. Given this split, it's possible to build up a model incrementally by drawing diagrams and then adding semantics to the model's specifications or directly by creating a specification, perhaps by reverse engineering an existing system, and then creating diagrams that are projections into those specifications. The UML's specifications provide a semantic backplane that contains all the parts of all the models of a system, each part related to one another in a consistent fashion. The UML's diagrams are thus simply visual projections into that backplane, each diagram revealing a specific interesting aspect of the system.

Adornments
Most elements in the UML have a unique and direct graphical notation that provides a visual representation of the most important aspects of the element. For example, the notation for a class is intentionally designed to be easy to draw, because classes are the most common

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element found in modeling object-oriented systems. The class notation also exposes the most important aspects of a class, namely its name, attributes, and operations. A class's specification may include other details, such as whether it is abstract or the visibility of its attributes and operations. Many of these details can be rendered as graphical or textual adornments to the class's basic rectangular notation. For example, fig 2-18 shows a class, adorned to indicate that it is an abstract class with two public, one protected, and one private operation. Figure 2-18. Adornments

Every element in the UML's notation starts with a basic symbol, to which can be added a variety of adornments specific to that symbol.

Common Divisions
In modeling object-oriented systems, the world often gets divided in several ways. First, there is the division of class and object. A class is an abstraction; an object is one concrete manifestation of that abstraction. In the UML, you can model classes as well as objects, as shown in fig 2-19. Graphically, the UML distinguishes an object by using the same symbol as its class and then simply underlying the object's name. Figure 2-19. Classes and Objects

In this figure, there is one class, named Customer, together with three objects: Jan (which is marked explicitly as being a Customer object), :Customer (an anonymous Customer object), and Elyse (which in its specification is marked as being a kind of Customer object, although it's not shown explicitly here).

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Almost every building block in the UML has this same kind of class/object dichotomy. For example, you can have use cases and use case executions, components and component instances, nodes and node instances, and so on. Second, there is the separation of interface and implementation. An interface declares a contract, and an implementation represents one concrete realization of that contract, 1.5

Figure 2-20. Interfaces and Implementations

In this figure, there is one component named SpellingWizard.dll that provides (implements) two interfaces, IUnknown and ISpelling. It also requires an interface, I Dictionary that must be provided by another component. Almost every building block in the UML has this same kind of interface/implementation dichotomy. For example, you can have use cases and the collaborations that realize them, as well as operations and the methods that implement them. Third, there is the separation of type and role. The type declares the class of an entity, such as an object, an attribute, or a parameter. A role describes the meaning of an entity within its context, such as a class, component, or collaboration. Any entity that forms part of the structure of another entity, such as an attribute, has both characteristics: It derives some of its meaning from its inherent type and some of its meaning from its role within its context (fig 2-21). Figure 2-21. Part with role and type

Extensibility Mechanisms:The UML provides a standard language for writing software blueprints, but it is not possible for one closed language to ever be sufficient to express all possible nuances of all models across all domains across all time. For this reason, the UML is opened-ended, making it

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possible for you to extend the language in controlled ways. The UML's extensibility mechanisms include Stereotypes Tagged values Constraints

Stereotype:A stereotype extends the vocabulary of the UML, allowing you to create new kinds of building blocks that are derived from existing ones but that are specific to your problem. For example, if you are working in a programming language, such as Java or C++, you will often want to model exceptions. In these languages, exceptions are just classes, although they are treated in very special ways. Typically, you only want to allow them to be thrown and caught, nothing else. You can make exceptions first-class citizens in your models meaning that they are treated like basic building blocks by marking them with an appropriate stereotype, as for the class Overflow in fig 2-19.

Tagged value:A tagged value extends the properties of a UML stereotype, allowing you to create new information in the stereotype's specification. For example, if you are working on a shrinkwrapped product that undergoes many releases over time, you often want to track the version and author of certain critical abstractions. Version and author are not primitive UML concepts. They can be added to any building block, such as a class, by introducing new tagged values to that building block. In fig 2-19 for example, the class Event Queue is extended by marking its version and author explicitly.

Constraints:A constraint extends the semantics of a UML building block, allowing you to add new rules or modify existing ones. For example, you might want to constrain the Event Queue class so that all additions are done in order. As fig 2-22 shows, you can add a constraint that explicitly marks these for the operation add.

Figure 2-22. Extensibility Mechanisms

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Collectively, these three extensibility mechanisms allow you to shape and grow the UML to your project's needs. These mechanisms also let the UML adapt to new software technology, such as the likely emergence of more powerful distributed programming languages. You can add new building blocks, modify the specification of existing ones, and even change their semantics. Naturally, it's important that you do so in controlled ways so that through these extensions, you remain true to the UML's purpose the communication of information

Class Diagram Definition:


The purpose of a class diagram is to depict the classes within a model. In an object oriented application, classes have attributes (member variables), operations (member functions) and relation-ships with other classes. The UML class diagram can depict all these things quite easily. The fundamental element of the class diagram is an icon the represents a class. This icon is shown in figure.

Representation:
Class diagram rendered as rectangle.

Class diagram:
This diagram is an example of class diagram which shows some domain model for online shopping. Each customer could have some web user identity. Web user could be in several states and could be linked to one shopping cart. Each customer has exactly one account. Account owns shopping cart and orders. Orders are sorted and unique. Each order is linked to none to several payments. This ability to abbreviate an icon is one of the hallmarks of UML. Each diagram has a particular purpose. That purpose may be to highlight on particular part of the system, or it may be to illuminate the system in general. The class icons in such diagrams are abbreviated as necessary. There is typically never a need to show every attribute and

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operation of a class on any diagram. Fig shows a typical UML description of a class that represents a circle.

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Class names:
1. Person 2. shopOwner 3. mallOwner 4. Guestbook 5. Customer 6. Mall 7. Shop 8. shoppingCart 9. item 10. shoeStore 11. bookstore

Object diagram Definition:


An object diagram shows a set of objects and their relationships. Object diagrams represent static snapshots of instances of the things found in class diagrams. These diagrams address the static design view or static process view of a system as do class diagrams, but from the perspective of real or prototypical cases. Object diagram is a snap shot of a class diagram.

Representation:

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Usecase diagram Definition:


A use case diagram shows a set of use cases and actors (a special kind of class) and their relationships. Use case diagrams address the static use case view of a system. These diagrams are especially important in organizing and modeling the behaviors of a system.

Representation:
Graphically it is rendered as a ellipse with solid lines

Usecase diagram for online shopping:


Following are the use case diagram required for the project.

Mall Administrator:

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Shop owner:

Customer:

Actors:
1. Mall administrator. 2. Shop owner. 3. Customer.

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Actor:-Mall administrator
1. 2. 3. 4. 5. Login Add/update categories Manage guestbook Manage shop creation request Send notification

Actor:-shop owner
1. 2. 3. 4. 5. 6. Login Setup shop Discontinue shop Add/remove items Add/remove subcategories Send notification to administrator

Actor:-customer
1. 2. 3. 4. 5. 6. 7. 8. 9. Login Enter shop Check order details Browse for items Add/view guestbook View current orders Add to cart Cancel order before shopping Logout/payment

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Sequence diagram & Collaboration diagram Definition:


Both sequence diagrams and collaboration diagrams are kinds of interaction diagrams. An interaction diagram shows an interaction, consisting of a set of objects or roles, including the messages that may be dispatched among them. Interaction diagrams address the dynamic view of a system. A sequence diagram is an interaction diagram that emphasizes the time-ordering of messages; a collaboration diagram is an interaction diagram that emphasizes the structural organization of the objects or roles that send and receive messages. Sequence diagrams and collaboration diagrams represent similar basic concepts, but each diagram emphasizes a different view of the concepts. Sequence diagrams emphasize temporal ordering, and collaboration diagrams emphasize the data structure through which messages flow. A timing diagram (not covered in this book) shows the actual times at which messages are exchanged.

Representation:
Sequencing represent with two types 1. Nested flow of control 2. Flat flow of control Collaboration represent with

Sequence diagram for online shopping:


Customer entering the mall gets authenticated and will be allocated a shopping cart. On successful authentication, he/she will be presented with the list of stores available. On entering the store he/she will be presented with the list of items available at the shop. This whole sequence has been captured by following sequence diagram.

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Sequence:
1: 2: 3: 4: 5: Login Shopping cart Display shops Enter Show items

Customer buying a product at a shop in the mall is being captured by following sequence diagram.

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Sequence:
1: 2: 3: 4: 5: 6: 7: Get items Item list Browse item, check price Add to cart Remove item Buy and payment acknowledgement

Shop Owner, who is proposing for the putting a shop in the mall sends a proposal to Mall Owner, Mall Owner in turn approves or disapproves the proposal. This sequence has been captured in following sequence diagram

Sequence:
1: Proposal 2: Process 3: Approve 4: New_shop 5: New item

Guestbook: Every customer visiting the mall can send his/her comments to MallOwner. This sequence has been captured in following sequence diagram

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Sequence:
1. 2. 3. 4. Comments , date Notify to mall owner View Delete

Collaboration diagram for online shopping:


1. Get items

Customer
2. Item list Approve

Shop owner

3. Browse, check price

new item

proposal

Mall owner

Item

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State chart Definition:


A state diagram shows a state machine, consisting of states, transitions, events, and activities. A state diagrams shows the dynamic view of an object. They are especially important in modeling the behavior of an interface, class, or collaboration and emphasize the event-ordered behavior of an object, which is especially useful in modeling reactive systems.

Representation:

State diagram for online shopping:


Adhering to the requirements, followings are the state machines for this project.

Shop proposal:

Shop contents/setup:

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Customer:

Guest book:

Item:

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Activity diagram Definition:


An activity diagram shows the structure of a process or other computation as the flow of control and data from step to step within the computation. Activity diagrams address the dynamic view of a system. They are especially important in modeling the function of a system and emphasize the flow of control among objects.

Representation:
Sample activity diagram look like a flow chart.

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Component diagram & Deployment diagram Definition:


A component diagram is shows an encapsulated class and its interfaces, ports, and internal structure consisting of nested components and connectors. Component diagrams address the static design implementation view of a system. They are important for building large systems from smaller parts. (UML distinguishes a composite structure diagram, applicable to any class, from a component diagram, but we combine the discussion because the distinction between a component and a structured class is unnecessarily subtle.)

Representation of component diagram:


Components are shown as rectangles with two tabs at the upper left. Dashed arrows indicate dependencies. Circle and solid line indicates an interface to the component.

Definition:
A deployment diagram shows the configuration of run-time processing nodes and the components that live on them. Deployment diagrams address the static deployment view of architecture. A node typically hosts one or more artifacts. An artifact diagram shows the physical constituents of a system on the computer. Artifacts include files, databases, and similar physical collections of bits. Artifacts are often used in conjunction with deployment diagrams. Artifacts also show the classes and components that they implement. (UML treats artifact diagrams as a variety of deployment diagram, but we discuss them separately.) A package diagram shows the decomposition of the model itself into organization units and their dependencies. A timing diagram is an interaction diagram that shows actual times across different objects or roles, as opposed to just relative sequences of messages. An interaction overview diagram is a hybrid of an activity diagram and a sequence diagram. These diagrams have specialized uses and so are not discussed in this book. See the UML Reference Manual for more details.

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This is not a closed list of diagrams. Tools may use the UML to provide other kinds of diagrams, although these are the most common ones that you will encounter in practice.

Sample deployment diagram:

Conclusion and future work:


The project enabled us to understand all the design patterns thoroughly. The Iterator, Singleton, Observer are essential design patterns in order to capture the software design of such shopping malls. Various techniques like use case analysis, state machine, CRC, sequence diagram are helpful in prototyping software design. The project can be improved by incorporating the MVC design technique. More of design patterns such as factory patterns can be included in the project.

Reference:
Design Patterns: Elements of Reusable object oriented software, Erich Gamma, Richard Helm, et al.

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