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Principals of Object Orientation
Chapter 20,21,22
Go To Slid 71 Statecharts
4
What is an Object?
• A thing• A Visible Thing • It has:
– Identity – Behavior– State – this includes
• static properties and dynamic values of these properties
5
What is an Object?
• An object has a state, behavior and identity.• Structure and behavior of similar objects are
defined in a common CLASS.
6
What is an Object
• Behavior of objects is achieved via its methods.
• The state of an object is realized thought the contents of its data.
• Objects can communicate via messaging protocols
7
Object Behavior - Object Life Cycle
HandleRequestHandleHandle
RequestRequest
InitializeObject
InitializeInitializeObjectObject
TerminateObject
TerminateTerminateObjectObject
Wait forRequestWait forWait forWait forRequestRequestRequest
8
Principals of OO
• Abstraction– Denotes the essential characteristics of an
object that distinguishes it from all kinds of objects.
• What does the object do without any implication on how does it do it
9
Principals of OO
• Encapsulation– The process of Compartmentalizing the
elements of an object that constitute its structure and behavior
• Data hiding• Localize design decisions
– What are the encapsulated elements?
10
Principals of OO
• Modularity– OO is different form Structured– In Structured Paradigm module and function
are the same– In OO Paradigm Classes and objects are the
lowest form of Modularity.• A module could have multiple classes
11
Principals of OO
• Hierarchy– Ranking of ordering of abstraction
• An object is a class
• Inheritance (is a)– The relationship between classes
• One class share the structure and behavior of one or more classes
12
Inheritance
Class: Furniture
Cost
Dimensions
Weight
Color
Object: Chair
Chair inherits all attributes and operations of class Furniture
Cost
Dimensions
Weight
Color
Buy
SellBuy
Sell
13
Principals of OO
• Polymorphism– The same operation may behave differently on
different classes.• Example + sign
• Aggregation (part of)– “a-part-of” relationship in which objects
representation the components of something are associated with an object representing the entire assembly
14
Principals of OO
• Identifying Classes– External Entities (devices, people)– Things (reports, forms, Features, Estimates)– Occurrences or Events (Moving)– Roles (Mangers, Engineers, Group, Team)– Places (Loading dock, Shipping Floor)– Structures(Computers)
15
OO Analysis
Chapter 21
16
OO Modeling
• OO has its own Modeling Techniques• UML – Unified Modeling Language
– Grady Booch Method– James Rumbaugh Method– Ivar Jacobson Method
17
OO Modeling
• Grady Booch Method– Micro Development Process
• Defines a set of analysis tasks that are re-applied in the Macro process
• Identifies classes, objects, and relationships
– Macro development Process• Refine
18
OO Modeling
• James Rumbaugh Method– Object Modeling Technique (OMT) for
• Analysis, creates:– The object model – objects, classes, and relationships– The dynamic model – objects and system behavior– The Functional Model – DFD like
• System level design• Object level design
19
OO Modeling
• Ivar Jacobson Method
– Object Oriented Software Engineering– Use Cases oriented method
20
OO Analysis Steps
• Elicit Requirements• Identify Scenarios• Select Classes and Objects• Identify Attributes and operations for each object• Define Structures and Hierarchies for Classes• Build an Object Relationship model• Build an Object behavior model• Review the OO analysis model against Use cases
or scenarios.
21
The Unified Modeling Language
Chapter 21
22
• Provide structure for problem solving• Experiment to explore multiple solutions• Furnish abstractions to manage complexity• Reduce time-to-market for business problem
solutions• Decrease development costs • Manage the risk of mistakes
Why do we model?
23
Why do we model graphically?
• Graphics reveal data.
• 1 bitmap = 1 megaword.– Anonymous visual modeler
24
• The UML is a graphical language for– Specifying, can be used to communicate "what" is
required of a system, and "how" a system may be realized.
– Visualizing, it can be used to visually depict a system before it is realized
– Constructing, can be used to guide the realization of a system similar to a "blueprint".
– Documenting, can be used for capturing knowledge about a system throughout its life-cycle
the artifacts of software systems
What is UML
25
• Added to the list of OMG adopted technologies in November 1997 as UML 1.1
• Most recent minor revision is UML 1.3, adopted in November 1999.
• UML 2.0 is under review
What is UML
26
OMG UML Evolution
<<document>>UML 1.1
<<document>>UML 1.2
<<document>>UML 1.3
<<document>>UML 1.4
<<document>>UML 1.5
1997(adopted by OMG)
1998
1999
Q4 2000(planned minor revision)
2001(planned minor revision)
Editorial revision with nosignificant technical changes.
<<document>>ISO Publicly
AvailableSpecification
[read only]
<<document>>UML 2.0
[backward compatible]
2002(planned major revision)
The expected result of OMG'sformal liaison with ISO.
27
OMG UML ContributorsAonixColorado State UniversityComputer AssociatesConcept FiveData AccessEDSEnea DataHewlett-PackardIBMI-LogixInLine SoftwareIntellicorpKabira TechnologiesKlasse ObjectenLockheed Martin
MicrosoftObjecTimeOraclePtechOAO Technology SolutionsRational SoftwareReichSAPSofteamSterling SoftwareSunTaskonTelelogicUnisys…
28
OMG UML 1.3 Specification• UML Summary• UML Semantics• UML Notation Guide• UML Standard Profiles
– Software Development Processes– Business Modeling
• UML CORBAfacility Interface Definition• UML XML Metadata Interchange DTD• Object Constraint Language
29
the Language
• language = syntax + semantics– syntax = how the symbols should look and how
are they combined (i.e words in natural language)
– semantics = rules that tells us the meanings of each symbol.
• UML Notation Guide – defines UML’sgraphic syntax
• UML Semantics – defines UML’ssemantics
30
UML Views• User model view
– The system from the user’s perspective.• Use-cases
• Structural model view– Static structure
• Classes, objects, and relationships
• Behavioral model view– Dynamic aspect of the system including collaborations between
elements identified in the user-model and the structural model views.
• Implementation model view– Describes the structural and behavioral aspects of the
implementation.
• Environment model view– Shows the actual hardware that is required to implement the
solution.
UML Analysis Modeling
UML Design Modeling
31
Inter object behavior
Diagram UML decomposition dimension
Use case diagram Functional
Class diagram Static
Collaboration diagram Dynamic
Sequence diagram Dynamic
Intra object behavior
Statecharts Dynamic
UML Diagrams
32
Language Architecture
• Metamodel architecture• Package structure
33
Metamodel Architecture
«metaclass»Attribute
«metaclass»Class
«metaclass»Operation
«instanceOf»
<<metamodel>>UML Metamodel
Analysis Model
The attribute fare ofthe PassengerTicketclass is an instance ofthe metaclassAttribute.
The operationissue of thePassengerTicketclass is aninstance of themetaclassOperation.
«instanceOf»«instanceOf»
«instanceOf»
<<use>>
<<use>>
Represents theUser Object layerof the 4-layermetamodelarchitecturepattern.
«metaclass»Class
<<metamodel>>MOF Meta-Metamodel
«metaclass»Operation
«metaclass»Attribute
PassengerTicket
+total()+issue()+surrender()+refund()
+issuedBy : Airline+issuingAgent : TravelAgent+fare : Currency+tax : Currency
45723990550: PassengerTicket
+issuedBy : Airline = AcmeAirlines+issuingAgent : TravelAgent = TerrificTravel+fare : Currency = 1050.00+tax : Currency = 57.56
«instanceOf»
From Modeling CORBA Applications with UML chapter in [Siegel 00].
34
Package Structure
<<metamodel>>UML
ModelManagement
BehavioralElements
Foundationpackage
dependency
35
UML Views
• User model view• Use-cases
• Structural model view• Behavioral model view• Implementation model view• Environment model view
36
Use Case Modeling
• Defines the functional and operational requirements of the system.
• Takes the place of the DFD in traditional analysis.• Model the system from the end-user's perspective.• Use case diagrams show different levels of
abstraction, just like DFDs.• Objectives:
– Define the functional and operational requirements of the system (product) by defining a scenario of usage. (These should be agreed upon by the users and developers.)
– Describes how the system and the users will interact.
37
What is use case modeling?
• use case model: a view of a system that emphasizes the behavior as it appears to outside users.
• A use case model partitions system functionality into transactions (‘use cases’) that are meaningful to users (‘actors’).
38
Use Case Modeling: Core Elements
Construct Description Syntax
use case A sequence of actions, including variants, that a system (or other entity) can perform, interacting with actors of the system.
actor A coherent set of roles that users of use cases play when interacting with these use cases.
system boundary
Represents the boundary between the physical system and the actors who interact with the physical system.
UseCaseName
ActorName
39
Construct Description Syntax
association The participation of an actor in a usecase. i.e., instance of an actor andinstances of a use case communicatewith each other.
extend A relationship from an extension usecase to a base use case, specifyinghow the behavior for the extensionuse case can be inserted into thebehavior defined for the base usecase.
generalization A taxonomic relationship between amore general use case and a morespecific use case.
Use Case Modeling: Core Relationships
<<extend>>
40
Construct Description Syntax
include An relationship from a base use caseto an inclusion use case, specifyinghow the behavior for the inclusion usecase is inserted into the behaviordefined for the base use case.
Use Case Modeling: Core Relationships (cont’d)
<<include>>
41
• Shows use cases, actor and their relationships
• Use case internals can be specified by text and/or interaction diagrams
• Kinds– use case diagram– use case description
Use Case Diagram Tour
42
Customer
Supervisor
SalespersonPlace
Establishcredit
Check
Telephone Catalog
Fill orders
Shipping Clerk
status
order
Use Case Diagram
43
Use Case Relationships
additional requests :
OrderProduct
Supply Arrange
«include»«include»«include»
RequestCatalog
«extend»Extension points
PaymentCustomer Data
after creation of the order
Place Order
1 * the salesperson asks forthe catalog
44
Actor Relationships
EstablishCredit
PlaceOrder
Salesperson
Supervisor
1 *
1 *
45
Use Case Description: Change Flight
nActors: traveler, client account db, airline reservation systemnPreconditions:
• Traveler has logged on to the system and selected ‘change flight itinerary’ option
nBasic course• System retrieves traveler’s account and flight itinerary from client account database• System asks traveler to select itinerary segment she wants to change; traveler selects itinerary segment.• System asks traveler for new departure and destination information; traveler provides information.• If flights are available then• …• System displays transaction summary.
nAlternative courses• If no flights are available then …
46
When to model use cases
• Model user requirements with use cases.• Model test scenarios with use cases.• If you are using a use-case driven method
– start with use cases and derive your structural and behavioral models from it.
• If you are not using a use-case driven method– make sure that your use cases are consistent with
your structural and behavioral models.
47
Use Case Modeling Tips
• Make sure that each use case describes a significant chunk of system usage that is understandable by both domain experts and programmers
• When defining use cases in text, use nouns and verbs accurately and consistently to help derive objects and messages for interactiondiagrams (see Lecture 2)
• Factor out common usages that are required by multiple use cases– If the usage is required use <<include>>– If the base use case is complete and the usage may be optional, consider
use <<extend>>
• A use case diagram should– contain only use cases at the same level of abstraction– include only actors who are required
48
Example: Online HR System
Online HR System
LocateEmployees
UpdateEmployee
Profile
Update Benefits
Access TravelSystem
Access PayRecords
Employee
Manager
Healthcare Plan System
{if currentMonth = Oct.}
{readOnly}
Insurance Plan System
49
Online HR System: Use Case Relationships
Update MedicalPlan
Update DentalPlan
Update Benefits______________Extension pointsbenefit options:
after required enrollments
UpdateInsurance Plan
Employee
<<include>> <<include>> <<include>>
ElectReimbursementfor Healthcare
Elect StockPurchase
<<extend>>employee requestsstock purchase option
<<extend>>employee requestsreimbursement option
extensioncondition
extension pointname andlocation
50
Online HR System: Update Benefits Use Case
nActors: employee, employee account db, healthcare plan system, insurance plan systemnPreconditions:
• Employee has logged on to the system and selected ‘update benefits’ option
nBasic course• System retrieves employee account from employee account db
• System asks employee to select medical plan type; include Update Medical Plan.
• System asks employee to select dental plan type; include Update Dental Plan.• …
nAlternative courses• If health plan is not available in the employee’s area the employee is informed and asked to select another plan...
51
UML Views
• User model view• Structural model view
– Class Diagram
• Behavioral model view• Implementation model view• Environment model view
52
What is structural modeling?
• Structural model: a view of a system that emphasizes the structure of the objects, including their classes, relationships, attributes and operations.
53
Construct Description Syntax
class a description of a set of objects that share the same attributes, operations, methods, relationships and semantics.
interface a named set of operations that characterize the behavior of an element.
component a physical, replaceable part of a system that packages implementation and provides the realization of a set of interfaces.
node a run-time physical object that represents a computational resource.
«interface»
Structural Modeling: Core Elements
54
Relationships in UML
• Association– To permit the exchange of messages– Default is bi-directional (support messages in
either way)– When an object uses the services of another
object but does not own it.– Client server
55
Relationships in UML
• Aggregation (diamond at the owner)– One object contains another.– The aggregation class is referred to as the
owner, or whole.– The aggregated class is the owned, or part.– Example: a window has a drawing area, the
drawing area can't stand on its own.
56
Relationships in UML
• Composition (filled in diamond at the owner)– Strong aggregation – the owner is responsible for creating and
destroying of the part object.– Composite object that creates it’s components– Example: an active object with multiple threads
of control.
57
Relationships in UML
• Generalization (Inheritance)– Is-a-kind-of relationship– One class is a specialization of another– The child has all the characteristics of a parent
and it might specialize them– Example: A mammal is-a-kind-of Animal
A cat is-a-kind-of Animal
58
Relationships in UML
• Dependency– <<bind>>– <<derive>>– <<friend>>– <<refine>>– <<extends>>– <<include>>
59
Construct Description Syntax
association a relationship between two or more classifiers that involves connections among their instances.
aggregation A special form of association that specifies a whole-part relationship between the aggregate (whole) and the component part.
generalization a taxonomic relationship between a more general and a more specific element.
dependency a relationship between two modeling elements, in which a change to one modeling element (the independent element) will affect the other modeling element (the dependent element).
Structural Modeling: Core Relationships
60
Construct Description Syntax
realization a relationship between a specification and its implementation.
Structural Modeling: Core Relationships (cont’d)
61
62
• Show the static structure of the model– the entities that exist (e.g., classes, interfaces,
components, nodes)– internal structure– relationship to other entities
• Do not show– temporal information
• Kinds– static structural diagrams
• class diagram• object diagram
– implementation diagrams• component diagram• deployment diagram
Structural Diagram Tour
63
Static Structural Diagrams
• Shows a graph of classifier elements connected by static relationships.
• kinds– class diagram: classifier view– object diagram: instance view
64
Associations
Person
Manages
JobCompany
boss
worker
employeeemployer1..∗
∗
∗
0..1
Job
Account
Person
Corporation
{Xor}
salary
65
CompositionWindow
scrollbar [2]: Slidertitle: Headerbody: Panel
Window
scrollbar title body
Header Panel
2 1 1
Slider
111
66
GeneralizationShape
SplineEllipsePolygon
Shape
SplineEllipsePolygon
Shared Target Style
Separate Target Style
. . .
. . .
67
GeneralizationVehicle
WindPoweredVehicle
MotorPoweredVehicle
LandVehicle
WaterVehicle
venue
venuepowerpower
SailboatTruck
{overlapping} {overlapping}
68
Dependencies
«friend»ClassA ClassB
ClassC
«instantiate»
«call»
ClassD
operationZ()«friend»
ClassD ClassE
«refine» ClassC combinestwo logical classes
69
UML Views
• User model view• Structural model view• Behavioral model view
– Sequence Diagrams– StateCharts
• Implementation model view• Environment model view
70
Sequence Diagrams
• Used to capture Scenarios (Use cases)• Step-by-step sequence of messages
exchanges among objects.• Map directly to use cases
– Used to realize a use case
71
72
StateCharts
• Each class must be associated with a statechart that describes its behavior.
• Sequence diagrams show behavior of objects and how they collaborate to achieve the goal at hand (Inter-Object).
• Statecharts show the behavior of an object (Intra-Object)
• Invented by David Harel and adopted by UML as the Intra-object behavioral language.
73
Object Behavior - Object Life Cycle
HandleRequestHandleHandle
RequestRequest
InitializeObject
InitializeInitializeObjectObject
TerminateObject
TerminateTerminateObjectObject
Wait forRequestWait forWait forWait forRequestRequestRequest
Can be captured by Statecharts
stop
74
Statecharts• Statechart is a behavioralbehavioral language for the
specification of real-time, event driven, and reactive systems.– states– events– actions– Transitions
FULLFULLFULL
PARTIALPARTIALPARTIAL
Put [noOFitems=MAX] / print(”writing”)
Event [Condition] / Action
75
Statecharts• Statecharts describe both:
– how objects communicate (collaborate) and – how they Cary out their own internal behavior
• Statecharts states :– Basic state, Or-state, And-state
• Orthogonal regions (dashed line)– Idle for modeling concurrency.– interactions between regions typically through:
• Message Broadcasting / Propagating• shared variables • awareness of other regions state changes “ the IN() Operator”.
76
Concurrency in UML
A
C E
S
T
T2
T1T3
T3
T3
B
D
77
Concurrency in UML
C E
S
T
T2
T1T2
T3
T3
B
D
A B
78
ONONON
Automata• A machine whose output behavior is not only a
direct consequence of the current input, but of some past history of its inputs
• Characterized by an internal state which represents this past experience
ONONONONONON ONONON
OFFOFFOFF
79
off
on
State Machine (Automaton) Diagram
• Graphical rendering of automata behaviorLamp OnLamp OnLamp On
Lamp OffLamp OffLamp Off
off
on
80
Outputs and Actions
• As the automaton changes state it can generate outputs:
on
off
Lamp Onprint(”on”)Lamp OnLamp Onprint(”on”)print(”on”)
Lamp Off
Lamp Lamp OffOff
off
on
Moore automaton
on
off
Lamp On
Lamp Lamp OnOn
Lamp Off
Lamp Lamp OffOff
off
on/print(”on”)print(”on”)
Mealy automaton
81
top
Basic UML Statechart Diagram
ReadyReadyReady
stop
/ctr := 0stop
StateStateState
TriggerTriggerTrigger
ActionActionAction
Initial pseudostate
Initial Initial pseudostatepseudostate
TransitionTransitionTransition
Final stateFinal Final statestate
DoneDoneDone
“top” state“top” state“top” state
82
What Kind of Behavior?
• In general, state machines are suitable for describing event-driven, discrete behavior– inappropriate for modeling continuous behavior
timetime
thresholdthreshold
83
Object Behavior - General Model
• Simple server model:
HandleRequestHandleHandle
RequestRequest
InitializeObject
InitializeInitializeObjectObject
TerminateObject
TerminateTerminateObjectObject
Wait forRequestWait forWait forWait forRequestRequestRequest
void:offHook ();{busy = true;obj.reqDialtone();…};
Handling depends on specific request type
Handling depends on Handling depends on specific request typespecific request type
84
Object Behavior and State Machines
• Direct mapping:
HandleHandleEventEvent
InitializeInitializeObjectObject
TerminateTerminateObjectObject
Wait forWait forEventEvent
on
off
Lamp On
Lamp Lamp OnOn
Lamp Off
Lamp Lamp OffOff
off
on/print(”on”)
stop
85
HandleRequest
HandleHandleRequestRequest
InitializeObject
InitializeInitializeObjectObject
TerminateObject
TerminateTerminateObjectObject
Wait forRequest
Wait forWait forRequestRequest
HandleRequest
HandleHandleRequestRequest
InitializeObject
InitializeInitializeObjectObject
TerminateObject
TerminateTerminateObjectObject
Wait forRequest
Wait forWait forRequestRequest
Object and Threads•Passive objects: depend on external power (thread of execution)•Active objects: self-powered (own thread of execution)
86
Passive Objects: Dynamic Semantics
•Encapsulation does not protect the object from concurrency conflicts!•Explicit synchronization is still required
HandleRequest
HandleHandleRequestRequest
InitializeObject
InitializeInitializeObjectObject
TerminateObject
TerminateTerminateObjectObject
Wait forRequest
Wait forWait forRequestRequest
87
anActiveObjectanActiveObject
##currentEventcurrentEvent : Event: Event
+ start ( )+ start ( )+ poll ( )+ poll ( )+ stop ( )+ stop ( )
Active Objects and State Machines
• Objects that encapsulate own thread of execution
created
ready
start/^master.ready()
poll/^master.ack()
stop/
poll/defer
ready
created
start start/^master.ready() ready
88
Active Objects: Dynamic Semantics
Run-to-completion model:•serialized event handling •eliminates internal concurrency•minimal context switching overhead
ActiveObject:
89
UML Views
• User model view• Structural model view• Behavioral model view• Implementation model view
– Component Diagram
• Environment model view– Deployment Diagram
90
The Implementation View
• Describes the structural and behavioral aspects of the implementation.
• Diagrams: Component Diagram– Component diagrams - shows the implementation
view of the system. It shows the organization and dependencies between actual components.
– This is where the detail design is done.Pseudocode may be used.
– Examples of things shown:• Call relationships are shown.• Link dependencies are shown.
91
The Environment View
• Shows the actual hardware that is required to implement the solution.
• Diagram: Deployment Diagram– Shows the environment of the system. Its
shows the configuration and how the software components are mapped to it.
92
Exam Review
93
Q1
• a): Use Prototype for the Video Store software
• b): Use Waterfall Model for the credit card software
94
Q2) Incremental Model
AnalysisAnalysis DesignDesign CodeCode TestTest
AnalysisAnalysis DesignDesign CodeCode TestTest
AnalysisAnalysis DesignDesign CodeCode TestTest
AnalysisAnalysis DesignDesign CodeCode TestTest
• When staffing is not available by deadline.
95
Q2) Incremental Model
• It combines characteristics of the Waterfall model and the iterative nature of the Prototyping model.
• 1st build is usually the CORE product• Each increment “Deliverable” may add a new
functionality.• This is repeated until the product is complete• Go to page 35 for Figure
96
Q3) Requirement Elicitation
• Ask the Customer what the system should do.– Objectives?– What is to be Accomplished?– How the system will satisfy the needs of the
business?– How the system will be used?
97
Q4)
• Behavioral Model– Depict Impact of events– STD
• Functional Model– How data is trasnformed– DFD
• Data Model– Define data objects, attributes and relationships– ERD
98
Q5)Three Generic team organizations
1. Democratic Decentralized (DD)– No Leader– Task Coordinators be appointed for short duration– Group made decisions– Communication is Horizontal
2. Controlled Decentralized (CD)– Defined leader and secondary leader (subtasks)– Problem solving remains a group activity– Implementation is partitioned– Communication is Horizontal
99
Three Generic team organizations
• Controlled Centralized (CC)– Top-level problem solving and team leader– Vertical Communication
100
How to Decide team structure to use?
• Things to Consider:1. How Difficult is the problem
CC DDCD
Simple Complex
101
How to Decide team structure to use?
• Things to Consider:2. Size of the Project
CC DDCD
Large Small
102
How to Decide team structure to use?
• Things to Consider:3. Time team will stay together
CC DDCD
Short Long
103
How to Decide team structure to use?
• Things to Consider:4. The degree to which a problem can be modularized
CC DDCD
High Low
104
How to Decide team structure to use?
• Things to Consider:5. Quality and Reliability of SW to be built
CC DDCD
High Low
105
How to Decide team structure to use?
• Things to Consider:6. How Firm is the Due Date
CC DDCD
Less Time More Time
106
How to Decide team structure to use?
• Things to Consider:7. Communication Required for the Project
CC DDCD
Low High
107
Q6) Project Parameters
• Five constraints that must remain in balance:– Scope– Quality– Cost– Time– Resources
108
Q6) Design Models• Data Design
– Transform the information domain (created in analysis) into Datastructures.
• Architectural Design:– Defines the relationship between major structural elements of the
software.– The design patterns that can be used to achieve the goal
• Interfaces Design - How the system interfaces:– With itself (procedure calls)– With other systems– With users (Screens)
• Components Design– Structural elements into procedural description
109
Q7(A) Cohesion
• Each module should have a central theme or purpose.– Should be able to describe a cohesive module using a
sentence with one subject and one verb
• High cohesion is good. Low cohesion is to be avoided.
110
Q7(a) Coupling
• Refers to the degree of interconnectedness between modules
• Minimize coupling to reduce the ripple effect when changes are made.
• The goal is to reduce connection paths between modules.
• High coupling limits reuse.• lowest possible coupling
111
Q7(b)Coupling Types
• Stamp coupling (low):
112
Process Maturity Levels
• Level 1: Initial– Ad hoc, fewer processes are defined.
• Level 2: Repeatable– Level 1 +– Basic PjM processes to track Cost, Schedule and
Functionality.• Level 3: Defined
– Level 2 +– Documented and standardized and integrated into an
org wide SW process for all development and maintenance activities
113
Q8)CMM and KPA
• Five point grading scheme that determines compliance with CMM which defines key activities required at each level.
114
Key Process Areas
• Each Maturity Level is associated with KPAs.• KPAs describe those SW engineering functions
that must present to satisfy a maturity level.
• Each KPA is described by identifying:– Goals, Commitments, Abilities, Activities, and
Methods for Monitoring and Verifying Implementation.
• 18 KPAs are defined across maturity model and mapped into different levels of the process maturity (Book page 25, 26).
115
Go to Design Document Template
116
Homework #2
• Q#1: 50 Points) Sketch the following OO diagrams for the class Project (Feature Tracking SW):– Use Cases as discussed in class (Complete) – Class Diagram showing Estimates, Features, Managers
as objects – Sequence diagrams for at least 3 use cases from (a)– Describe the behavior of the Feature Class using
Statechart.
117
Homework #2
• Q#2: 50 Points)
– (a) Explain the object life cycle as shown in the figure below (25 Points).
– (b) How does the object life cycle related or can be captured by a statechart? (25 Points)
118
Object Life Cycle
HandleRequest
HandleHandleRequestRequest
InitializeObject
InitializeInitializeObjectObject
TerminateObject
TerminateTerminateObjectObject
Wait forRequest
Wait forWait forWait forRequestRequestRequest