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in an easy-to-understand way and provides mechanism to effectively share and communicate this with others.
CLASS DIAGRAMS OBJECT Instance of a class common name Multiple objects Group of things that has some attribute and some behavior Format, value, nullable, data type [schema]
USE CASE STATE An object at any given time, an object is in particular state Behavior (description from a users standpoint)
ACTIVITY Within a use case or system behavior Steps involve in a particular use case
New Diagrams (v. 2.0) Composite Structure o Models a class internal structure Interaction Overview o Same with activity diagram Timing o Duration of the sequence from and object to another o Transition Package o Includes the organization of all the elements in a diagram Different Object Oriented Concepts Abstraction o Many possible attributes but not all are applicable Polymorphism o Many forms o Same name but different class o Same operation Inheritance o Superclass; subclass Encapsulation o Information hiding o For security; hiding from the users side Message Sending o When a particular user o ! ? X [information, confirmation, error] Association o 2 or more objects are related to one another 1. Unidirectional Obj Obj2 2. More than one direction Obj = Obj2 Ex. PERSON TV PERSON = PERSON
Aggregation o Occurs when an object is made up of a combination of different types of objects Composition o A strong aggregation o Dies out before the composite dies Brief History about UML
Late 1997 1.1 version Current 2.0 version Association When classes are connected to other conceptually Customer serves transacts Bank Teller
Player
Team
Contract Player
Manager
Multiplicity denote the number of onject and class that can relate to one object of an associated class Qualifier: reservation number Unique identifier (attribute) Reservation List 1 * Miami: Team
* Driver
Inheritance and Generalization Dependencies One class uses another class System diplayForm()
Form
Aggregations Animal
Amphibian
Vertebrae
Invertebrae
Frog
3. 4. 5. 6.
Deliverable serves as input to the next phase MVGO Plan Proj Perceive|problem|desire Real World Problem: Recurring Happens the achievements of the companies (mission, vision, goal, objectives)
To determine the root cause: 1. Ishikawa Diagram(fishbone) Many students Server down PUP
Slow time
I information 2. Pareto Principle (80:20 rate) a. Enumerate all problems b. Rank/prioritize (put a weight) c. Solve the first 20% of problems
P1 P2 P3 . . . P10 SWOT Analysis Solution Soln 1 Soln 2 Soln 3 S W O T Would possibly solve rest of the problem