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The Eureka Story

The Eureka Story. Senior Design Software Engineering Deliverables. Demonstrate Evidence of Software Engineering through: Use Cases Models. Senior Design Software Engineering Deliverables. Product Drawings (showing externally visible objects) List of Use Cases

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The Eureka Story

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  1. The Eureka Story

  2. Senior Design Software Engineering Deliverables • Demonstrate Evidence of Software Engineering through: • Use Cases • Models

  3. Senior Design Software Engineering Deliverables • Product Drawings (showing externally visible objects) • List of Use Cases • Two Use Cases (often traveled sunny and rainy day) • Information Model (externally visible objects) • One State Model (behavior of your most interesting object) • One Process Model (describing activity in every state) • Object Communication Model • Revised Information Model (externally visible plus internal objects)

  4. Externally Visible Vending Machine Objects

  5. Vending Machine Use Case Scenarios

  6. Correct Change Vending Machine Use Case

  7. Vending Machine Information Model

  8. Vending Machine State and Process Model

  9. Vending Machine Object Communication Model

  10. Introducing the Use Case Describes User Interaction with your system in terms of externally visible objects

  11. Externally Visible Vending Machine Objects

  12. Vending Machine Use Case Scenarios

  13. Correct Change Vending Machine Use Case

  14. Externally Visible Objects Are Explicitly Included in Use Cases

  15. Introducing the Information Model Relationships, Objects, and Attributes

  16. Vending Machine Information Model

  17. Vending Machine Information Model

  18. Information Model • Consists of: • Objects • Attributes • Relationships • One-to-one • One-to-many • Many-to-many • Unconditional • Conditional

  19. Object Definition • Set of real-world things with common characteristics • All instances of an object behave the same

  20. Identifying Objects • Tangible things that make up the problem • Roles played by people or organizations • Incidents, e.g. accidents, system crashes, service calls • Interactions with a transaction or contract quality, e.g. • purchase related to buyer, seller, and thing purchased • Table Specifications, e.g. definition of a things attributes

  21. Identifying Objects • Object identification is: • an art refined by experience • an iterative process

  22. Keys To the IM • Imagine you’re a specific instance of an object • when evaluating relationships; e.g. one-to-one, • one-to-many, etc. • Answer questions about relationships • from the mindset of an object instance • Understand that relationships represent information • exchange agreements between objects • Don’t create an object unless you’re absolutely • convinced you’ve got to have it • Objects are work - more often than not, a lot of work

  23. Senior Design Software Engineering Focus Object-Oriented Analysis

  24. Object-Oriented Analysis • A different way to see, discover, and describe the same old problems • Describe the solution in terms of the problem • OOA Models represent a higher layer of abstraction • When used in product development, the goal is to maintain the models, not the code Object-oriented Development produces the code Object-oriented Analysis describes the problem using coupled graphical equations: information, state, and process models

  25. Models Are Coupled Graphical Equations • If you change one model, you change them all • The Information Model is coupled to its • State and Process Models • PM is coupled to IM and SM • SM is coupled to IM and PM • OCM is derived from IM, SM, and PM

  26. Object-Oriented Systems Analysis • What is Object-Oriented Analysis? • Behavior specification using models • Models reflect the things in the problem (objects) • Behavior simulation by walking through (or executing) the models

  27. FYI: Object-Oriented Development • What is Object-Oriented Development? • Performance specification • Template creation • Code generation

  28. Senior Design Focus On the Models • Behavior specification (required): • Types of models: IM, SM, PM, plus OCM • Behavior simulation (model walk-through is required): • (Compiling and executing models is not required)

  29. Behavior Specification • Behavior specification using three • types of models: • Information • State • Process • (An Object Communication Model • results from Information, State, and • Process models)

  30. OOA Motivation: Concise Behavior Communication and Code Generation

  31. Backup Story: A Tale of More Models

  32. Information Model

  33. State And Process Model - Room

  34. State and Process Model - Person

  35. Object Communication Model • OOA Signaling Diagram

  36. Object Communication Model - OCM

  37. Where Most People Find Themselves On The OOA Learning Curve The Bottom Of The Paraboloid

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