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4. Explain the following elements of data flow diagrams: i) Processes ii) Data Flows iii) Actors
6. List the steps in construction of an Object Model. Explain how to identify the object classes from
application domain.
Encapsulation: This refers to the idea of bundling data and methods that operate on that data within
a single unit, or object. Encapsulation helps to reduce complexity and increase reusability by
allowing objects to be self-contained and self-managing.
Abstraction: This is the process of identifying the essential characteristics of an object and
representing those characteristics in a way that is separate from the implementation details.
Abstraction allows designers and developers to focus on the essential features of an object, rather
than getting bogged down in the details of how those features are implemented.
Inheritance: This is the ability of a class to derive properties and behavior from a parent class.
Inheritance allows for code reuse, as well as the ability to create specialized versions of a class that
retain the core functionality of the parent class.
Polymorphism: This refers to the ability of a single interface to be used to invoke a variety of
different actions. Polymorphism allows objects to take on multiple forms, and can be implemented
through inheritance, interfaces, and other OOP concepts.
Coupling and Cohesion: These two concepts refer to the degree to which the different parts of a
system are connected and work together. High coupling indicates that different parts of the system
are heavily dependent on each other, while low coupling allows for more independence and
flexibility. Cohesion refers to the degree to which the parts of a single unit (such as a class or
module) work together to achieve a single, well-defined purpose. High cohesion is generally
considered to be a desirable quality in OOD.
2. Explain how generalization can be used as extension and restriction.
Generalization can also be used as a restriction by creating a more specific version of a class that
includes only a subset of the features of the original class. For example, a developer might create a
generalized class for a "person" that includes features such as name, age, and address, and then
create a specialized subclass for "employees" that includes only the features relevant to employees,
such as job title and salary. The specialized employee class would be a more restricted version of the
original person class, as it would include only a subset of the features of the original class.
Overall, generalization allows developers to create new classes that are either more general or more
specific than existing classes, which can help to reduce complexity and increase reusability in
objectoriented programming.
3. Write note on i) Events ii) States
In object-oriented modeling and design (OOMD), events and states are important concepts that can
be used to represent the dynamic behavior of an object or system.
Events: An event is a change or occurrence that happens in a system. It can be triggered by external
factors, such as user input or external data, or by internal actions within the system. Events can be
used to model the behavior of an object or system over time.
For example, consider a simple model of a door. The door class might include events such as
"doorOpen" and "doorClose", which represent the action of opening and closing the door. These
events might be triggered by external factors, such as a user pushing the door open or pulling it
closed, or by internal factors, such as the door sensing that it is obstructed and stopping its
movement.
States: A state is a snapshot of the characteristics and behavior of an object or system at a particular
moment in time. States can be used to represent the different possible configurations or conditions
of an object or system.
For example, continuing with the door example, the door class might include states such as "open"
and "closed". These states represent the different possible configurations of the door, and can be
used to model the door's behavior over time. For example, if the door is in the "open" state, it might
transition to the "closed" state when the "doorClose" event is triggered.
4. Explain the following elements of data flow diagrams: i) Processes ii) Data
Flows iii) Actors
i) Processes: In a data flow diagram, a process is a unit of work that transforms or manipulates
data as it flows through the system. A process is represented by a box with rounded corners, and is
typically labeled with a verb or verb phrase that describes the transformation or manipulation that it
performs. For example, a process might be labeled "calculate total" or "store data."
ii) Data Flows: In a data flow diagram, a data flow represents the movement of data between
processes, actors, or external systems. A data flow is represented by an arrow pointing from the
source of the data to its destination, and is labeled with the name of the data being transferred.
Data flows can be either physical, representing the movement of physical data such as documents or
files, or logical, representing the flow of data within a system or application.
iii) Actors: In a data flow diagram, an actor represents a person, department, or external system
that interacts with the system being modeled. Actors are represented by stick figures and are
typically labeled with the name of the actor or the role that they play in the system. Actors can be
either sources or destinations of data flows, depending on their role in the system
5. Describe the overview of analysis process with neat diagram.
he analysis process is a series of steps that are followed to gather and analyze information about a
problem or opportunity in order to create a solution or recommendation. The analysis process
typically involves the following steps:
Define the problem or opportunity: The first step in the analysis process is to clearly define the
problem or opportunity that needs to be addressed. This involves identifying the root cause of the
problem or the opportunity that needs to be exploited.
Gather and organize data: The next step is to gather and organize data related to the problem or
opportunity. This may involve collecting data from a variety of sources, such as interviews, surveys,
or existing data sources.
Analyze the data: Once the data has been collected and organized, it is time to analyze it to identify
patterns, trends, and relationships that can help to inform the solution or recommendation.
Develop and evaluate options: After the data has been analyzed, the next step is to develop and
evaluate potential options or solutions. This may involve brainstorming ideas, creating prototypes, or
conducting simulations to assess the feasibility and effectiveness of different options.
Select the best option: Based on the analysis and evaluation of different options, the final step is to
select the best option and develop a plan to implement it.
6. List the steps in construction of an Object Model. Explain how to identify the
object classes from application domain.
The steps in constructing an object model are as follows:
Identify the problem domain: The first step in constructing an object model is to understand the
problem domain, that is, the area of application for which the model is being developed. This
includes understanding the business processes, data, and relationships involved in the domain.
Identify the objects: Once the problem domain has been understood, the next step is to identify the
objects that exist in the domain. Objects are the basic building blocks of an object model and
represent the real-world entities that the model is designed to represent.
Define the attributes of the objects: Once the objects have been identified, the next step is to define
the attributes of the objects. Attributes are the properties or characteristics of the objects that are
relevant to the problem domain.
Define the relationships between the objects: The next step is to define the relationships between
the objects. Relationships can be either simple or complex, and can represent various types of
connections between objects, such as inheritance, aggregation, and association.
Define the behaviors of the objects: The final step in constructing an object model is to define the
behaviors of the objects. Behaviors are the actions or activities that objects can perform in response
to events or messages.
To identify the object classes from the application domain, you can follow these steps:
Identify the key entities in the domain: Start by identifying the key entities or concepts that are
relevant to the problem domain. These might include customers, products, orders, invoices, etc.
Determine the attributes of the entities: Next, determine the attributes or properties that each
entity has. For example, a customer entity might have attributes such as name, address, and phone
number.
Identify the relationships between the entities: Look for relationships between the entities you have
identified. For example, a customer might have a relationship with an order, or a product might have
a relationship with an invoice.
Define the object classes: Based on the entities and their attributes and relationships, define the
object classes that will represent them in the object model. Each object class should represent a
single entity or concept in the domain, and should include the attributes and relationships that are
relevant to that entity.
7. Explain structural things in UML.
In the Unified Modeling Language (UML), structural things are elements that represent the static
structure of a system. They are used to model the static relationships and dependencies between
the various elements of a system. Some examples of structural things in UML include:
Classes: Classes are the fundamental building blocks of an object-oriented system. They represent
the types of objects that exist in a system and define their attributes and behaviors.
Objects: Objects are instances of classes and represent the actual entities that exist in a system. They
have specific attribute values and can perform the behaviors defined by their class.
Attributes: Attributes are the properties or characteristics of an object. They define the data that is
stored by an object and can be used to describe the object's state.
Operations: Operations are the behaviors or actions that an object can perform. They are defined by
the class of the object and can be invoked by other objects or by the object itself.
Associations: Associations represent the relationships between objects. They can be simple, such as
a one-to-one or one-to-many relationship, or they can be more complex, such as a many-to-many
relationship.
Aggregations: Aggregations represent a whole-part relationship between objects, where the whole
object is composed of multiple parts. The parts have an independent existence, but they are also
dependent on the whole object.
Compositions: Compositions are a special type of aggregation where the parts have a strong
dependency on the whole object. If the whole object is destroyed, the parts are also destroyed.
The Unified Modeling Language (UML) is a standardized visual modeling language used to represent
the structure and design of software systems. The conceptual model of UML is a set of concepts that
provide the basis for understanding and using UML. These concepts include:
Diagram: A diagram is a visual representation of a model. In UML, there are several types of
diagrams that can be used to represent different aspects of a system, such as class diagrams,
sequence diagrams, and state diagrams.
Element: An element is a basic building block of a UML model. Elements can represent different
things depending on the type of diagram being used. For example, in a class diagram, an element
might represent a class or interface, while in a sequence diagram, an element might represent an
object or actor.
Stereotype: A stereotype is a way of extending the UML language by adding new elements or
modifying existing elements to better represent a specific domain or system. Stereotypes allow users
to tailor UML to their specific needs.
Sequence diagrams are used to show the order in which messages or interactions occur between
objects or components in a system. They typically show the flow of control from one object to
another and include information about the messages being sent, the sequence in which they are
sent, and the objects or components that are participating in the interactions.
Communication diagrams, also known as collaboration diagrams, are similar to sequence diagrams
but show the interactions between objects or components in a more abstract way. They do not show
the exact order in which messages are sent, but rather show the relationships between objects or
components and the messages being exchanged between them.
Timing diagrams are used to show the timing of messages or interactions between objects or
components in a system. They are often used to represent real-time systems or systems with
complex timing requirements.
Common uses for interaction diagrams include modeling the behavior of a system, analyzing the
interactions between objects or components, and identifying potential issues or bottlenecks in the
design of a system. They are often used in the early stages of software development to help visualize
and understand the interactions between different parts of a system.
10. . Explain different kinds of events with respect to behavioral
modelling
In behavioral modeling, events refer to occurrences or changes that take place within a system.
These events can be categorized in several ways:
Discrete events: These events are atomic and occur at specific points in time. They are typically
triggered by some external stimuli or inputs and can be modeled using discrete time systems.
Examples of discrete events include button clicks, sensor readings, and packet arrivals.
Continuous events: These events are ongoing and occur over a period of time. They are typically
modeled using continuous time systems. Examples of continuous events include changes in
temperature, position, and velocity.
External events: These events are external to the system and are typically triggered by some external
stimuli or inputs. Examples of external events include user input, sensor readings, and packet
arrivals.
Internal events: These events are generated within the system and are not triggered by external
stimuli. Examples of internal events include timer expirations, state transitions, and memory
accesses.
Synchronous events: These events occur at predetermined intervals or in response to some specific
trigger. They are typically modeled using synchronous systems, which operate in a series of discrete
time steps.
Asynchronous events: These events can occur at any time and are not tied to any specific trigger or
interval. They are typically modeled using asynchronous systems, which operate in an event-driven
manner.
11. Explain deployment diagram, its uses and uses.
Visualizing the hardware and software components of a system and their relationships.
Modeling the physical architecture of a system, including the hardware elements, software
components, and connections between them.
Defining the topology of a system, including the locations of hardware elements and the connections
between them.
Facilitating communication between team members by providing a common reference for discussing
the physical architecture of a system.
In a deployment diagram, hardware elements are represented by nodes, which can be physical
devices such as servers, routers, or switches, or virtual devices such as virtual machines or
containers. Software components are represented by artifacts, which are deployed on the hardware
nodes. The relationships between nodes and artifacts are shown using dependency lines, which
indicate that an artifact depends on the hardware node for its execution.
Deployment diagrams are typically used in the design and implementation phases of software
development to help visualize and document the physical architecture of a system. They are often
used in conjunction with other types of diagrams, such as component diagrams and class diagrams,
to provide a more complete picture of the system.
12. Write note on frameworks.
In object-oriented modeling and design (OOMD), a framework is a set of abstract and concrete
classes that provides a common structure for building a particular type of system. It defines the
skeleton of an application, with the concrete implementation details left to be implemented by the
developer.
OOMD frameworks are typically used to provide a common foundation for building applications in a
particular domain, such as web development, mobile app development, or machine learning. They
provide a set of reusable components and tools that can be used to accelerate the development
process and improve the quality and maintainability of the codebase.
Improved code reuse: OOMD frameworks provide a set of reusable components that can be used to
build applications, reducing the need to write code from scratch.
Improved productivity: OOMD frameworks provide a standard way of organizing and building code,
making it easier for developers to write and maintain applications.
Reduced development time: Using an OOMD framework can significantly reduce the time it takes to
develop an application, as developers can leverage the tools and libraries provided by the
framework.
Improved code quality: OOMD frameworks typically enforce coding standards and best practices,
which can help improve the quality and maintainability of the codebase.
However, it is important to choose the right framework for the specific needs of the application, as
using an inappropriate framework can lead to problems such as increased complexity and difficulty
in maintaining the codebase.
1. What is model? Explain several purposes of models.
2. What is class and object? Explain with appropriate example.
3. Write note on Scenarios and event traces.
4. Explain the following elements of data flow diagrams: i) Data
Stores ii) Control Flows iii) Nested Data Flow Diagrams
5. Explain the several phases of the OMT Methodology
. 6. Explain the impact of an object-oriented approach.
7. Explain the following terms with respect to UML – i) Generalization
ii) Aggregation iii) Multiplicity 8. Explain the architecture of UML
9. Explain the following terms with respect to sequence diagram: i)
Object lifetime ii) Focus of Control
10. Explain the following terms with respect to Activity diagram: i)
Action states ii)Transitions iii) Branching
11. What is component? Give difference between components and
classes.
12. Explain patterns and frameworks
13. What is model? Explain several purposes of models.
A model is a simplified representation of a system, process, or concept that is used to understand
and predict its behavior. Models can serve a variety of purposes, including:
Explanation: Models can be used to explain how a system or process works by breaking it down into
its component parts and showing how they interact.
Prediction: Models can be used to make predictions about the future behavior of a system or
process based on its past behavior and current conditions.
Control: Models can be used to design and optimize control systems that can manipulate the
behavior of a system or process in order to achieve a desired outcome.
Communication: Models can be used to communicate complex ideas and concepts to others in a
way that is easier to understand and comprehend.
Education: Models can be used as educational tools to help students learn about complex systems
and processes in a more interactive and engaging way.
Simulation: Models can be used to simulate the behavior of a system or process in order to test and
evaluate different scenarios or conditions. This can be useful for testing the performance of a system
or for training and preparing for real-world situations.
14. What is class and object? Explain with appropriate example.
In object-oriented modeling and design (OOMD), a class is a representation of a real-world entity or
concept. It represents the properties and behaviors of the entity, and serves as a template for
creating objects that represent specific instances of the entity.
For example, imagine that you are designing a model of a car. The car class might include properties
such as the make, model, and year of the car, as well as behaviors such as starting the engine and
honking the horn.
Here is an example of how you might define the car class in UML (Unified Modeling Language), a
standard modeling language used in OOMD:
Copy code
class Car {
- make: String
- model: String
- year: Integer
+ startEngine(): void
+ honkHorn(): void
}
In this example, the - symbol denotes a private property, and the + symbol denotes a public
behavior.
To create an object of the Car class, you would use the class as a blueprint to create a specific
instance of a car. For example:
Copy code
myCar = new Car("Toyota", "Camry", 2010)
This creates a new Car object with the make "Toyota", model "Camry", and year 2010. You can then
access the object's properties and invoke its behaviors using dot notation:
Copy code
print(myCar.make) # prints "Toyota"
print(myCar.model) # prints "Camry"
print(myCar.year) # prints 2010
myCar.startEngine() # starts the engine
myCar.honkHorn() # honks the horn
15. Write note on Scenarios and event traces.
In object-oriented modeling and design (OOMD), scenarios and event traces
are tools that can be used to represent and analyze the behavior of a system.
cardInserted
PINEntered
cashWithdrawn
Event traces can be used to identify patterns in the behavior of a system and
to test the system's behavior under different conditions.
16. Explain the following elements of data flow diagrams: i) Data Stores ii)
Control Flows iii) Nested Data Flow Diagrams
Data flow diagrams (DFDs) are graphical representations of the flow of data through a
system. They are used to model the flow of data between processes, data stores, and
external entities in a system. DFDs can be used to model the high-level design of a system,
as well as to model the detailed design of a specific process within a system.
Data Stores: Data stores are containers for storing data within a system. They represent the
inputs and outputs of processes and are used to store data for use by processes or for later
retrieval. Data stores can be physical, such as a database or a file on a disk, or they can be
abstract, such as a buffer or a queue.
Control Flows: Control flows represent the flow of control within a system. They are used to
model decision-making processes and the flow of control between processes. Control flows
are represented by diamonds in a DFD.
Nested Data Flow Diagrams: Nested data flow diagrams are used to represent the detailed
design of a specific process within a system. They are used to model the flow of data within
a process in more detail than can be represented in a high-level DFD. Nested data flow
diagrams are represented by a smaller, enclosed rectangle within a larger rectangle in a
DFD.
In summary, data stores represent the storage of data within a system, control flows
represent the flow of control within a system, and nested data flow diagrams represent the
detailed design of a specific process within a system.
17. Explain the several phases of the OMT Methodology.
2. Requirements gathering and analysis: This phase involves gathering and analyzing
the requirements for the software system. This includes identifying the
stakeholders, defining the scope of the system, and gathering and documenting
the functional and non-functional requirements.
3. Domain modeling: In this phase, the focus is on modeling the domain of the
system, i.e., the real-world entities and concepts that the system will be dealing
with. This is done using techniques such as object-oriented analysis and class
diagrams.
Dynamic modeling: In this phase, the focus is on modeling the behavior of the
system. This is done using techniques such as sequence diagrams and state
diagrams.
Design: In this phase, the focus is on designing the implementation of the system.
This includes designing the class hierarchy, identifying the interfaces and abstract
classes, and designing the relationships between the classes.
Implementation and testing: In this phase, the design is implemented and tested
to ensure that it meets the requirements of the system.
The UML metamodel is organized into several layers, each of which defines a different
aspect of the UML. The layers of the UML metamodel are:
Structural layer: This layer defines the basic concepts that are used to model the structure
of a software system, such as classes, interfaces, and associations.
Behavioral layer: This layer defines the concepts that are used to model the behavior of a
software system, such as activities, states, and events.
Grouping layer: This layer defines the concepts that are used to group and organize other
elements in the UML, such as packages and diagrams.
Annotation layer: This layer defines the concepts that are used to provide additional
information and documentation about other elements in the UML, such as notes and
stereotypes.
In summary, the architecture of the UML is based on a metamodel that is organized into
several layers, each of which defines a different aspect of the UML. The structural,
behavioral, grouping, and annotation layers together provide a comprehensive set of
concepts for modeling the structure and behavior of a software system.
21. Explain the following terms with respect to sequence diagram: i) Object
lifetime ii) Focus of Control
In object-oriented modeling and design, a sequence diagram is a type of interaction diagram
that shows how objects communicate with each other in a specific order over time. The
diagram shows the objects participating in the interaction, as well as the messages that are
exchanged between the objects.
Object lifetime: This refers to the period of time during which an object exists in the system.
An object is created at a specific point in time, and it continues to exist until it is destroyed
or until the system shuts down. The object lifetime is represented in a sequence diagram by
a vertical line, with the creation of the object at the top and the destruction of the object at
the bottom.
Focus of control: This refers to the object that is responsible for executing a particular piece
of behavior. In a sequence diagram, the focus of control is represented by an arrow pointing
from the object that is sending the message to the object that is receiving the message. The
object with the focus of control is said to be "in control" of the interaction, while the other
object is said to be "waiting" for a response. The focus of control can shift between objects
as the interaction progresses, depending on the messages that are exchanged and the
behavior that is being performed.
22. Explain the following terms with respect to Activity diagram: i) Action
states ii)Transitions iii) Branching
In object-oriented modeling and design, an activity diagram is a type of behavioral diagram
that represents the flow of activity within a system.
Action states: Action states are symbols within an activity diagram that represent specific
actions or behaviors that occur within the system. These actions can be either simple or
complex, and may involve the manipulation of data or the execution of some kind of
process. Action states are represented as rounded rectangles with the name of the action
written inside.
Transitions: Transitions are the lines connecting action states within an activity diagram.
They represent the flow of activity from one action state to another, and may be labeled
with a condition or trigger that must be met in order for the transition to occur.
Branching: Branching refers to the ability of an activity diagram to represent multiple paths
of activity within the system. This is typically achieved through the use of conditional
branches, which allow the diagram to split into multiple paths depending on the outcome of
a particular condition or decision. Branching can also be represented using fork and join
symbols, which allow multiple paths of activity to converge at a later point in the diagram.
23. What is component? Give difference between components and classes
A class, on the other hand, is a blueprint or template for creating objects within a
software system. It defines the characteristics and behaviors that objects of that
class will have, and serves as a basis for creating and manipulating those objects at
runtime.
One key difference between components and classes is that components are usually
implemented as standalone units of code, while classes are typically defined as part
of a larger software system. Components are often designed to be used in multiple
different systems, while classes are specific to the system in which they are defined.
In object-oriented modeling and design, patterns and frameworks are two different
approaches to organizing and structuring software systems.
Patterns are reusable solutions to common problems that arise when designing and
implementing software systems. They provide a way to solve these problems in a consistent
and effective manner, and can be applied to a wide range of different types of systems.
Patterns are typically described using a standard set of conventions, and may include
detailed descriptions of the problem they are designed to solve, the solution they propose,
and any potential trade-offs or drawbacks.
Frameworks, on the other hand, are more comprehensive structures for organizing and
building software systems. They provide a set of pre-defined components and conventions
that developers can use to build systems more quickly and effectively. Frameworks often
include libraries of code, templates, and other resources that developers can use to build
and deploy systems more efficiently.
Both patterns and frameworks are designed to help developers more effectively design and
implement software systems, but they differ in the level of structure and guidance they
provide. Patterns offer a more general set of guidelines and solutions that can be applied to
a wide range of problems, while frameworks provide a more comprehensive and
prescriptive set of tools and conventions for building software systems.
1. Explain the three models of OMT.
2. Explain the following terms: i) Multiplicity ii) Role Names iii) Qualification
3. Draw and explain the state diagram for phone line.
4. Explain the relation of functional model to object and dynamic models.
5. Write short note on problem statement used in analysis process.
6. State and explain the different criteria used to keep the right classes and
discard unnecessary and incorrect classes.
7. Explain different UML diagrams with their purpose.
8. Explain four kinds of relationships in the UML
9. Explain include and extend relationships in use case diagram with suitable
example.
10. Explain Activity diagram with example.
11. What is components? Explain type of components.
12. Explain the following terms with respect to architecture modeling: i) Node
ii) Collaboration iii) Pattern
25. Explain the three models of OMT.
OMT (Object-Modeling Technique) is a method for modeling complex systems using object-
oriented techniques. It was developed by James Rumbaugh, Ivar Jacobson, and Grady Booch
as a way to improve the design and implementation of software systems. OMT consists of
three main models:
The Object Model: The object model represents the objects in a system and the
relationships between them. It is used to identify the classes and objects that make up a
system, and to define the attributes and behaviors of those classes and objects.
The Dynamic Model: The dynamic model represents the interactions and behaviors of the
objects in a system over time. It is used to define the sequences of events and messages
that take place within a system, and to model the flow of control between objects.
The Functional Model: The functional model represents the functional requirements of a
system and the processes that are used to fulfill those requirements. It is used to define the
inputs, outputs, and processing steps of a system, and to model the flow of data through
the system.
Together, these three models provide a comprehensive view of a system and its
components, and can be used to design and implement software systems in a more
structured and effective manner.
26. Explain the following terms: i) Multiplicity ii) Role Names iii) Qualification
In object-oriented modeling and design, multiplicity, role names, and qualification are
concepts that are used to define the relationships between objects and classes in a system.
Multiplicity: Multiplicity refers to the number of instances of one class that can be related to
a single instance of another class. For example, a "customer" class may have a multiplicity of
"1" with respect to an "order" class, meaning that each customer can only have one order.
On the other hand, the "order" class may have a multiplicity of "many" with respect to the
"customer" class, meaning that each order can be related to many different customers.
Role names: Role names are used to describe the specific role that an object or class plays in
a relationship. For example, in the relationship between a "customer" class and an "order"
class, the customer may be referred to as the "buyer" and the order may be referred to as
the "purchase".
Qualification: Qualification is a technique that is used to specify the conditions under which
a relationship between two classes is valid. For example, a "customer" class may be related
to an "order" class only if the customer has a valid credit card on file. In this case, the credit
card would be considered a qualification for the relationship between the customer and
order classes.
Together, multiplicity, role names, and qualification are used to define the relationships
between objects and classes in a system, and to specify the conditions under which those
relationships are valid.
27. . Draw and explain the state diagram for phone line.
A state diagram is a type of diagram that represents the behavior of a system over time, and
is often used to model the different states that a system can be in and the transitions
between those states. Here is an example of a state diagram for a phone line in object-
oriented modeling and design:
In this diagram, the phone line has three main states: "Idle," "Connected," and "Off-hook."
The phone line starts in the "Idle" state, which represents the state where the phone is not
in use and is waiting for an incoming call.
If the phone line receives an incoming call, it transitions to the "Off-hook" state, which
represents the state where the phone has been picked up and is ready to make or receive a
call. If the call is accepted, the phone line transitions to the "Connected" state, which
represents the state where the phone is actively connected to another party.
If the phone line is in the "Connected" state and the call is ended, it transitions back to the
"Idle" state. If the phone line is in the "Off-hook" state and the call is rejected or not
answered, it also transitions back to the "Idle" state.
This state diagram shows the different states that a phone line can be in and the transitions
between those states, and can be used to model the behavior of a phone line in a software
system.
28. Explain the relation of functional model to object and dynamic models.
In object-oriented modeling and design, the functional model represents the functional
requirements of a system and the processes that are used to fulfill those requirements. It is
used to define the inputs, outputs, and processing steps of a system, and to model the flow
of data through the system.
The object model represents the objects in a system and the relationships between them. It
is used to identify the classes and objects that make up a system, and to define the
attributes and behaviors of those classes and objects.
The dynamic model represents the interactions and behaviors of the objects in a system
over time. It is used to define the sequences of events and messages that take place within
a system, and to model the flow of control between objects.
The functional model is related to the object and dynamic models in that it provides a high-
level view of the functions and processes that are performed by the objects in a system. The
functional model defines the inputs, outputs, and processing steps that are required to fulfill
the functional requirements of the system, and the object and dynamic models are used to
implement and execute those functions and processes.
For example, the functional model may define a process for processing a customer order,
and the object model may define the classes and objects that are used to implement that
process. The dynamic model may then be used to model the interactions and behaviors of
those objects over time as the order is processed. Together, these three models provide a
comprehensive view of a system and its components, and can be used to design and
implement software systems in a more structured and effective manner.
29. Write short note on problem statement used in analysis process.
In the analysis process of object-oriented modeling and design, a problem statement is a
concise description of a problem or issue that a software system is being developed to
solve. It defines the context and scope of the problem, and outlines the specific goals and
objectives that the system is intended to achieve.
The problem statement is an important starting point for the analysis process, as it provides
a clear and concise understanding of the problem that the system is intended to solve. It
helps to focus the efforts of the analysis process and ensure that the system is designed to
meet the specific needs and requirements of the problem at hand.
Relevance: Classes should be relevant to the problem that the system is being developed to
solve. Classes that are not directly related to the problem or are not needed to fulfill the
functional requirements of the system should be discarded.
Coupling: Classes should be loosely coupled, meaning that they should have minimal
dependencies on one another. Classes that are highly coupled may be difficult to maintain
and should be avoided.
Cohesion: Classes should be highly cohesive, meaning that they should have a clear and
focused set of behaviors or functions. Classes that are not cohesive may be difficult to
understand and use, and should be discarded or refactored.
Extensibility: Classes should be designed to be extensible, meaning that they should be able
to be easily modified or extended to accommodate new functionality in the future. Classes
that are not extensible may be difficult to maintain and should be discarded.
By considering these criteria, it is possible to identify the right classes to include in a system
and discard unnecessary or incorrect classes, resulting in a more effective and maintainable
design.
31. Explain different UML diagrams with their purpose
UML (Unified Modeling Language) is a standardized language used to create visual models
of object-oriented software systems. UML diagrams are used to represent the static
structure, dynamic behavior, and architecture of a system. There are several types of UML
diagrams, each with a specific purpose and use case. Here is a brief overview of some
common UML diagrams:
Class diagram: A class diagram is a type of static structure diagram that represents the
classes in a system, their attributes, and their relationships. It is used to model the structure
of a system by showing the relationships between classes, including inheritance,
aggregation, and association.
Sequence diagram: A sequence diagram is a type of dynamic behavior diagram that shows
the interaction between objects or components in a system. It shows the sequence of
messages exchanged between objects or components, as well as the order in which they
occur.
State diagram: A state diagram is a type of dynamic behavior diagram that represents the
possible states of an object and the transitions between those states. It is used to model the
behavior of an object over time.
Use case diagram: A use case diagram is a type of static structure diagram that represents
the relationships between actors and the actions they can perform in a system. It is used to
model the functionality of a system and the interactions between actors and the system.
Activity diagram: An activity diagram is a type of dynamic behavior diagram that represents
the flow of activities in a system. It shows the sequence of activities performed by an object
or component, as well as the decisions made and the conditions under which those
activities occur.
These are just a few examples of UML diagrams. There are many other types of UML
diagrams, each with a specific purpose and use case. UML diagrams are useful for
understanding and communicating the design of a system and are often used during the
development process to visualize and refine the design of a system.
32. Explain four kinds of relationships in the UML
In the UML (Unified Modeling Language), there are four types of relationships that can be
used to represent the interactions and dependencies between elements in a system:
Inheritance: Inheritance is a relationship between two classes that indicates that one class
(the subclass) is a specialized version of the other class (the superclass). The subclass
inherits the attributes and behavior of the superclass, and can also have its own attributes
and behavior.
These relationships are used to model the interactions and dependencies between
elements in a system, and are an important part of object-oriented modeling and design.
They help to clarify the relationships between classes and the responsibilities of each class,
and can be represented visually using UML diagrams.
33. Explain include and extend relationships in use case diagram with
suitable example.
In object-oriented modeling and design, include and extend relationships in use case
diagrams can be used to show how one use case is related to another.
An include relationship represents a use case that is included in another use case. This
means that the included use case is a part of the main use case and cannot be performed on
its own. For example, consider a use case for making a purchase at a store. This use case
might include a sub-use case for entering payment information, as entering payment
information is a necessary part of the process of making a purchase.
An extend relationship represents a use case that may be performed in addition to the main
use case under certain conditions. This means that the extended use case is optional and
may or may not be performed depending on the circumstances. For example, consider the
same use case for making a purchase at a store. This use case might have an extended use
case for applying a discount or promotion, as applying a discount is not always necessary
but may be performed if the conditions for the discount are met.
Here is an example use case diagram with include and extend relationships:
An activity diagram is a type of flowchart that represents the flow of activities or actions
within a system. In object-oriented modeling and design, activity diagrams are used to
model the behavior of a system and to capture the flow of control from one activity to
another.
Here is an example activity diagram that shows the flow of activities for a simple login
process:
[Activity Diagram]
Start
Enter username and password
Check credentials
If credentials are valid:
Show main menu
If credentials are invalid:
Show error message
Go back to step 2
In this example, the activity diagram shows the flow of activities for a login process. The
user begins by entering their username and password, and the system then checks the
credentials to determine if they are valid. If the credentials are valid, the user is shown the
main menu. If the credentials are invalid, the user is shown an error message and is
returned to the step of entering their username and password.
Activity diagrams are useful for modeling the behavior of a system and for capturing the
flow of control between different activities. They can be used to model processes,
workflows, and other types of activities within a system.
35. What is components? Explain type of components
In object-oriented modeling and design, components are self-contained units of
functionality that can be used to build larger systems. Components are designed to be
modular and reusable, so that they can be easily incorporated into different systems
without the need for significant modification.
There are several different types of components that can be used in object-oriented
modeling and design:
Software components: These are components that contain code or other executable
instructions and are used to perform specific functions within a system.
Hardware components: These are physical components that are used to build a system,
such as sensors, actuators, and other types of hardware devices.
Data components: These are components that store and manage data within a system, such
as databases and other types of storage systems.
Service components: These are components that provide services to other components
within a system, such as network services or communication protocols.
Interface components: These are components that define the interface between different
components within a system, allowing them to communicate and interact with each other.
By using components, developers can build systems more efficiently and effectively by
reusing and combining existing components rather than building everything from scratch.
This can help to reduce development time and cost, and make it easier to maintain and
modify systems over time.
36. Explain the following terms with respect to architecture modeling: i)
Node ii) Collaboration iii) Patter
In object-oriented modeling and design, the following terms are often used in the context of
architecture modeling:
Node: A node is a physical or logical element within a system that performs a specific
function or role. Nodes may be hardware devices, software components, or other types of
elements that make up a system.
For example, consider a system that is designed to process and analyze data from sensors.
The system might consist of several nodes, such as sensors, servers, and storage systems,
that collaborate to collect, process, and store data. The system might also use patterns,
such as the "observer pattern," to manage the flow of data between different nodes and to
ensure that data is processed efficiently.
1. Explain multiple inheritance with example.
2. Explain the following advanced dynamic modeling concepts: i) Entry and
Exit Actions ii) Internal Actions iii) Automatic Transitions
3. Draw and explain the data flow diagram for ATM transaction process. Point
x:coordinate y:coordinate Polygon 3+ {Ordered}
4. List and explain the steps involved in designing the algorithms.
5. Explain in detail the actions taken by designer in design optimization.
6. Explain the behavioral things in UML.
7. Explain the Class Diagram, its properties , contents and common uses.
8. Draw and explain use case diagram for credit card validation system.
9. Explain collaboration diagram with example.
10. Explain types of components and standard stereotypes that apply to
components.
11. Explain relationship between a component and its interfaces
37. Explain multiple inheritance with example
In object-oriented modeling and design, multiple inheritance refers to the concept of a class
inheriting from multiple parent classes in a class hierarchy. This can be useful for modeling
real-world objects that have multiple characteristics or behaviors that can be inherited from
different parent classes.
For example, consider a class hierarchy for modeling animals in a zoo. We might have a base
Animal class that defines common attributes and behaviors for all animals, such as a name
and the ability to make a sound. We could then have specific classes for different types of
animals, such as Mammal, Reptile, and Bird, which inherit from the Animal class and define
additional attributes and behaviors specific to those types of animals.
We could then create a class for a specific type of animal that exhibits characteristics of
multiple parent classes. For example, consider a class for a platypus, which is a mammal
that lays eggs like a bird. We could model this using multiple inheritance as follows:
38. Explain the following advanced dynamic modeling concepts: i) Entry and
Exit Actions ii) Internal Actions iii) Automatic Transitions
Dynamic modeling is a technique used to represent the behavior of a system over time. It
involves creating a model of the system that includes information about the system's state,
transitions between states, and actions that can be taken by the system. In object-oriented
dynamic modeling (OOMD), these concepts are used to represent the behavior of an object
in a system.
i) Entry and Exit Actions: Entry actions are actions that are performed when an object enters
a particular state. Exit actions are actions that are performed when an object exits a
particular state. For example, if an object has a state called "idle" and an entry action called
"initialize," the initialize action would be performed every time the object enters the idle
state. Similarly, if the object has an exit action called "cleanup," the cleanup action would be
performed every time the object exits the idle state.
ii) Internal Actions: Internal actions are actions that are performed while an object is in a
particular state. These actions are typically represented as continuous processes that are
ongoing while the object is in the state. For example, if an object has a state called
"processing," it might have an internal action called "execute task" that is performed
continuously while the object is in the processing state.
iii) Automatic Transition: An automatic transition is a transition from one state to another
that is triggered automatically by the system, without any input from the user. Automatic
transitions are often used to represent the passage of time or the completion of a task. For
example, if an object has a state called "waiting" and an automatic transition to a state
called "processing," the object would automatically transition to the processing state after a
certain amount of time has passed while in the waiting state.
39. Draw and explain the data flow diagram for ATM transaction process
An object-oriented dynamic modeling (OOMD) data flow diagram for an ATM transaction
process might include the following elements:
An object representing the ATM machine. This object would have states such as "idle,"
"processing transaction," and "error." It would also have entry and exit actions such as
"initialize" and "cleanup," and internal actions such as "read card" and "dispense cash."
An object representing the customer. This object would have states such as "inserting card"
and "entering PIN." It would also have entry and exit actions such as "verify card" and "log
transaction," and internal actions such as "enter PIN" and "select transaction type."
An object representing the bank. This object would have states such as "validating
transaction" and "approving transaction." It would also have entry and exit actions such as
"request transaction details" and "send approval/denial," and internal actions such as
"verify funds" and "update account balance."
Data flow arrows representing the flow of information between the ATM machine, the
customer, and the bank. For example, when the customer inserts their card into the ATM,
the ATM machine would send a request to the bank to verify the card. The bank would then
send back a response indicating whether the card is valid or not.
Decision points representing points in the process where the system must make a decision
based on the information it has received. For example, if the bank determines that the
customer does not have sufficient funds to complete the transaction, the system would
need to make a decision about whether to deny the transaction or allow it to proceed with
an overdraft fee.
Here is a simple example of how this data flow diagram might look:
Define the problem: The first step in designing an algorithm is to clearly define the problem
that the algorithm is intended to solve. This involves identifying the inputs and outputs of
the algorithm, as well as any constraints or requirements that must be taken into account.
Analyze the problem: The next step is to analyze the problem in order to determine the
most appropriate approach for solving it. This may involve considering the complexity of the
problem, the available resources (such as time and memory), and the desired efficiency of
the solution.
Design the algorithm: After the problem has been defined and analyzed, the next step is to
design the algorithm that will solve it. This may involve sketching out the overall structure of
the algorithm, as well as determining the specific steps that will be required to solve the
problem.
Implement the algorithm: Once the algorithm has been designed, the next step is to
implement it in a programming language. This involves writing code that follows the steps
outlined in the algorithm design.
Test and debug the algorithm: After the algorithm has been implemented, it is important to
test it to ensure that it is working correctly. This may involve running the algorithm on a
variety of test cases to ensure that it produces the correct output for all inputs. If any errors
are discovered during testing, the algorithm may need to be debugged in order to fix any
issues.
Document the algorithm: Finally, it is important to document the algorithm in a clear and
concise manner, so that others can understand how it works and how to use it. This may
involve writing comments in the code, as well as creating separate documentation that
explains the algorithm in more detail.
41. Explain in detail the actions taken by designer in design
optimization
Design optimization is a process of improving the performance of a product or system by
modifying its design. It involves identifying the design variables that have the greatest
impact on the performance of the product or system, and then adjusting those variables to
achieve the desired performance.
There are several actions that a designer might take during the design optimization process:
Identify the design objectives: The first step in design optimization is to clearly define the
performance goals for the product or system. This may include factors such as cost, weight,
strength, durability, efficiency, or other characteristics that are important to the end user.
Identify the design variables: Once the design objectives have been established, the
designer must identify the variables that have the greatest impact on the performance of
the product or system. These variables might include material properties, dimensions,
shapes, or other characteristics that can be modified to achieve the desired performance.
Analyze the design: Once the design variables have been identified, the designer can use
computer simulations, prototypes, or other analysis tools to predict how different values of
those variables will affect the performance of the product or system.
Experiment with different designs: The designer can use the results of the analysis to create
and test different designs, adjusting the values of the design variables to see how they
affect the performance of the product or system.
Select the optimal design: Once the designer has experimented with different designs, they
can select the one that best meets the design objectives, taking into account any trade-offs
that may be necessary.
Refine the design: After the initial design has been optimized, the designer may continue to
refine and optimize the design, using the same process of identifying design variables,
analyzing and testing different designs, and selecting the optimal solution.
Design optimization is an iterative process that requires the designer to continually evaluate
and improve the design of a product or system in order to meet the desired performance
goals.
42. Explain the behavioral things in UML.
In Unified Modeling Language (UML), the behavioral aspects of a system are represented
through various types of diagrams, including:
Activity diagrams: These diagrams show the flow of activities through a system and how
they are related to one another. They can be used to model the dynamic behavior of a
system and the workflows that it supports.
Use case diagrams: These diagrams show the relationships between actors (external entities
that interact with the system) and use cases (the functions that the system performs for the
actors). They are used to describe the behavior of the system from the perspective of the
actors.
Sequence diagrams: These diagrams show the interactions between objects in a system and
the order in which they occur. They can be used to model the flow of messages between
objects and the resulting behavior of the system.
State machine diagrams: These diagrams show the different states that an object can be in
and the events that cause it to transition from one state to another. They are used to model
the behavior of an object over time.
Collaboration diagrams: These diagrams show the relationships and interactions between
objects in a system. They can be used to model the flow of control and the communication
between objects.
Behavioral modeling in UML is useful for understanding how a system operates and for
identifying potential design issues or areas for improvement. It helps developers to visualize
and analyze the dynamic behavior of a system and to design systems that are robust and
maintainable.
43. Explain the Class Diagram, its properties , contents and
common uses.
n object-oriented modeling and design (OOMD), a class diagram is a type of static structure
diagram that represents the structure of a system by showing the system's classes, their
attributes, and the relationships between the classes. Class diagrams are a fundamental part
of object-oriented modeling and design, and they are used to represent the static structure
of a system.
A class diagram consists of a number of classes and interfaces, connected by various types
of relationships. Each class represents a group of objects that share the same attributes,
behaviors, and relationships. Classes are typically organized into hierarchies, with subclasses
inheriting attributes and behaviors from their superclasses.
Name: The name of the class is typically shown at the top of the class box.
Attributes: The attributes of a class are the data that is stored within the class. These are
typically shown in the middle part of the class box.
Operations: The operations of a class are the behaviors that the class can perform. These
are typically shown in the bottom part of the class box.
Relationships between classes in a class diagram include:
Here is an example of a use case diagram for a credit card validation system:
In this use case diagram, there is one actor, "Customer," and three use cases: "Submit Credit
Card Information," "Validate Credit Card," and "Process Payment."
The "Submit Credit Card Information" use case represents the actions that a customer
performs when they enter their credit card information into the system.
The "Validate Credit Card" use case represents the actions that the system performs to
validate the credit card information, such as checking the credit card number and expiration
date.
The "Process Payment" use case represents the actions that the system performs to process
the payment, such as charging the credit card and updating the customer's account balance.
Use case diagrams are useful for modeling the interactions between actors and a system
and for identifying the requirements of a system. They are commonly used during the
analysis and design phases of software development to represent the high-level
functionality of a system and to identify the requirements of the system.
45. Explain collaboration diagram with example.
A collaboration diagram, also known as a communication diagram or interaction diagram, is
a type of behavioral diagram in object-oriented modeling and design (OOMD) that
represents the interactions between objects in a system and the messages that are
exchanged between them.
A collaboration diagram consists of objects and their relationships, as well as the messages
that are exchanged between the objects. The messages are shown as arrows connecting the
objects, with the direction of the arrow indicating the flow of the message.
In this collaboration diagram, there are three objects: "Bank," "Customer," and "Account."
The Bank object has a relationship with the Customer object, and the Customer object has a
relationship with the Account object.
The messages in this collaboration diagram are shown as arrows connecting the objects. For
example, the "deposit()" message is sent from the Customer object to the Account object to
deposit money into the account. The "withdraw()" message is sent from the Customer
object to the Account object to withdraw money from the account.
Collaboration diagrams are useful for modeling the interactions between objects in a system
and for understanding the flow of messages between the objects. They are commonly used
during the design phase of software development to represent the dynamic behavior of a
system and to identify the relationships between objects.
46. Explain types of components and standard stereotypes that apply to
components.
In object-oriented modeling and design (OOMD), a component is a unit of functionality that
can be independently deployed and executed. Components are typically used to modularize
and encapsulate the functionality of a system, allowing for easier maintenance and reuse.
There are several types of components that are commonly used in OOMD:
Structural components: These components represent the physical structure or layout of the
system. For example, a component that represents the layout of a user interface would be a
structural component.
Behavioral components: These components represent the dynamic behavior of the system.
For example, a component that represents a state machine would be a behavioral
component.
There are also several standard stereotypes that are commonly used to describe the role
and behavior of components in OOMD:
Interface: This stereotype indicates that a component represents an interface that can be
used by other components to communicate with the system.
Control: This stereotype indicates that a component is responsible for controlling the flow
of execution within the system.
Entity: This stereotype indicates that a component represents a persistent data object that
is stored in a database or other persistent storage.
Boundary: This stereotype indicates that a component represents the boundary between
the system and its external environment, such as a user interface or a network connection.
Utility: This stereotype indicates that a component provides utility functions or services that
are used by other components in the system.
47. Explain relationship between a component and its interfaces.
A component typically exposes one or more interfaces that define the operations that it
supports. Other components can then use these interfaces to communicate with the
component and invoke its functionality.
For example, consider a component that represents a database. The component might
expose an interface that allows other components to execute queries against the database
and retrieve the results.
The relationship between a component and its interfaces is an important concept in OOMD
because it allows for modularization and encapsulation of functionality within the system.
By defining the operations that a component supports through its interfaces, other
components can use the component without needing to know the details of how it is
implemented. This makes it easier to reuse and maintain the component, as well as to
change or replace it without affecting the rest of the system.
1. Explain Object Modeling Technology (OMT) stages.
2. Compare aggregation with Generalization.
3. Write note on “nesting state diagrams".
4. Draw and explain the data flow diagram for windowed graphics display.
5. Explain three kinds of controls implementation systems.
6. Explain breaking a system into subsystems with respect to system design.
7. Explain the grouping and annotational thing in UML
8. Explain extensibility mechanisms in UML
9. Draw and explain use case diagram for Cellular Telephone Call system
10. Explain the relationship between use cases and collaborations.
11. Explain the relationship between a node and the components.
12. Write note on organizing collaborations
48. Explain Object Modeling Technology (OMT) stages
Object Modeling Technique (OMT) is a method for object-oriented modeling and design
(OOMD) that was developed in the 1990s by James Rumbaugh, Ivar Jacobson, and Grady
Booch. OMT is a systematic approach to modeling the static and dynamic aspects of a
system using object-oriented concepts and techniques.
Object Modeling: This stage involves identifying and modeling the objects and classes that
make up the system. This includes defining the attributes and operations of each class, as
well as the relationships between classes.
Dynamic Modeling: This stage involves modeling the dynamic behavior of the system. This
includes defining the state transitions and event flow for each class, as well as the
interactions between objects.
Functional Modeling: This stage involves defining the functional requirements of the system
and how they will be implemented using the objects and classes defined in the object and
dynamic modeling stages.
Implementation Modeling: This stage involves defining the physical components and
structures that will be used to implement the system. This includes defining the hardware,
software, and other resources that will be used to implement the system.
Testing and Maintenance: This stage involves testing the system to ensure that it meets the
functional and non-functional requirements, and ongoing maintenance to keep the system
up to date and running smoothly.
OMT is a comprehensive approach to OOMD that covers all aspects of the development
process from design to implementation and maintenance. It is a useful tool for modeling
and designing object-oriented systems, and is widely used in the software industry.
49. Compare aggregation with Generalization.
In object-oriented modeling and design (OOMD), aggregation and generalization are
two types of relationships that can be used to model the structure and behavior of a
system.
Both aggregation and generalization are useful for modeling the structure and
behavior of a system, but they serve different purposes. Aggregation is used to
represent the physical composition of an object, while generalization is used to
represent the inheritance of attributes and operations between classes.
50. Write note on “nesting state diagrams".
In object-oriented modeling and design (OOMD), state diagrams are used to represent the
possible states of an object and the transitions between those states. A state diagram
consists of a set of states, represented by circles, and transitions between those states,
represented by arrows.
One technique that can be used with state diagrams is nesting, which involves placing a
state diagram inside of another state diagram to represent a more complex state transition.
This can be useful when the behavior of an object depends on multiple factors or
conditions, and a single state diagram is not sufficient to capture all of the possible
transitions.
To nest a state diagram, the inner state diagram is placed inside of a state on the outer state
diagram. The inner state diagram represents the possible transitions that can occur while
the object is in the outer state. When the object transitions to a different state in the inner
state diagram, it is also transitioning to a different substate of the outer state.
Nesting state diagrams can be used to model more complex behaviors and can help to
simplify the overall state diagram by breaking it down into smaller, more manageable
pieces. However, it is important to be careful when using nested state diagrams, as they can
become difficult to understand and maintain if they become too complex
.
51. Draw and explain the data flow diagram for windowed graphics display
A data flow diagram (DFD) is a graphical representation of the flow of data through a
system. It is used in object-oriented modeling and design (OOMD) to model the
inputs, outputs, and transformations that occur within a system.
Here is a possible data flow diagram for a windowed graphics display system:
Explanation:
The input to the system is a stream of graphics data, which is represented by the
"Graphics data" data store.
The first process in the diagram, "Window manager," is responsible for creating and
managing the windows that will be displayed on the screen. It receives the graphics
data as input and creates the windows based on the data.
The second process in the diagram, "Graphics renderer," is responsible for rendering
the graphics data for each window. It receives the graphics data and the window
information from the window manager and produces the final rendered graphics for
each window.
The output of the system is the rendered graphics, which are displayed on the
screen. This is represented by the "Rendered graphics" data store.
The data flow diagram shows how the data flows through the system from input to
output, and how it is transformed by each process along the way. It provides a high-
level overview of the system and helps to understand the relationships between the
different components and processes.
52. Explain three kinds of controls implementation systems.
In the context of object-oriented modeling and design (OOMD), there are several
approaches to implementing controls for a system. Here are three common
approaches:
State-based control: In this approach, the behavior of the system is defined by its
current state, and transitions between states are triggered by events or conditions.
For example, a traffic light control system might have states for "red," "yellow," and
"green," and transitions between these states might be triggered by a timer or by
the detection of a vehicle.
Rule-based control: In this approach, the behavior of the system is defined by a set
of rules that specify how the system should respond to different inputs. For example,
a thermostat control system might have rules that specify how the temperature
should be adjusted based on the current temperature and the desired temperature.
Each of these approaches has its own benefits and drawbacks, and the choice of
which approach to use will depend on the specific requirements and constraints of
the system being modeled.
53. Explain breaking a system into subsystems with respect to system
design.
In object-oriented modeling and design (OOMD), breaking a system into subsystems
is a common approach to designing complex systems. Subsystems are smaller, more
focused units of functionality that can be designed and developed independently
and then combined to create the larger system.
There are also some potential drawbacks to breaking a system into subsystems. For
example, it can increase the overhead of communication and coordination between
subsystems, and it can make it more difficult to ensure that the subsystems work
together seamlessly as a whole.
Overall, the decision to break a system into subsystems should be based on a careful
analysis of the trade-offs between the benefits and drawbacks of this approach,
given the specific requirements and constraints of the system being designed.
54. Explain the grouping and annotational thing in UML
In the Unified Modeling Language (UML), grouping and annotation are techniques
used to organize and document a model.
Grouping and annotation are useful techniques for organizing and documenting a
UML model, as they can help to make the model more understandable and easier to
work with. They can also be used to communicate design decisions and to document
the reasoning behind them, which can be helpful when working with a team of
designers or developers.
55. Explain extensibility mechanisms in UML
In the Unified Modeling Language (UML), extensibility mechanisms are techniques that
allow a model to be customized or extended to meet the specific needs of a project or
application. There are several different extensibility mechanisms available in UML:
Stereotypes: Stereotypes are a way of extending the meaning of UML elements by attaching
a stereotype label to them. For example, a stereotype could be used to specify that a
particular class represents a database table, or that an interface represents a web service.
Tagged values: Tagged values are additional attributes that can be added to UML elements
to provide additional information or to customize their behavior. For example, a tagged
value could be used to specify the type of a parameter or to indicate that a particular
operation should be implemented in a particular way.
Profiles: Profiles are a way of defining custom UML extensions that can be used to represent
domain-specific concepts or to provide additional modeling capabilities. Profiles can include
new diagram types, symbols, or elements that can be used to model specific aspects of a
system.
Custom diagrams: Custom diagrams are diagram types that are created specifically for a
particular project or application. They can be used to model aspects of the system that are
not covered by the standard UML diagram types, or to provide a more intuitive or
specialized view of the system.
Actor: User
Use Cases:
Place a call: This use case represents the process of placing a call using the cellular
telephone system. It involves the user initiating a call, the system connecting to the
network, and the call being established.
Answer a call: This use case represents the process of answering a call that has been
received on the cellular telephone. It involves the user answering the call and the call being
connected.
End a call: This use case represents the process of ending a call that is currently in progress.
It involves the user hanging up the call and the call being disconnected.
View call history: This use case represents the process of viewing a list of past calls that have
been made or received on the cellular telephone. It involves the user accessing the call
history and viewing the list of calls.
Send a text message: This use case represents the process of sending a text message using
the cellular telephone system. It involves the user composing and sending the message, and
the message being delivered to the recipient.
View text message history: This use case represents the process of viewing a list of past text
messages that have been sent or received on the cellular telephone. It involves the user
accessing the text message history and viewing the list of messages.
View cellular telephone settings: This use case represents the process of accessing and
modifying the settings of the cellular telephone. It involves the user accessing the settings
menu and changing the various settings as needed.
57. Explain the relationship between use cases and collaborations.
In object-oriented modeling and design (OOMD), a use case represents a sequence of
actions that a system performs to achieve a specific goal for a user or actor. A collaboration
is a group of objects that work together to achieve a specific goal or task.
There is a relationship between use cases and collaborations in that a use case can be
implemented using one or more collaborations. A collaboration represents the
implementation of a use case, showing how the objects in the system interact with each
other to perform the actions required by the use case.
For example, consider a use case for placing an order in an online shopping system. This use
case might involve several collaborations, such as one collaboration to handle the payment
process and another collaboration to handle the shipping process. These collaborations
would involve the interaction of different objects in the system, such as the payment object,
the shipping object, and the order object.
In summary, a use case represents the high-level actions that a system performs to achieve
a specific goal, while a collaboration represents the implementation of those actions using
the objects in the system. The use case and the collaboration work together to achieve the
desired functionality for the system.
There is a relationship between a node and components in that a node can host one or
more components, and a component can be deployed on one or more nodes. A node
represents a specific physical or logical resource in the system, such as a server or a
database, while a component represents a specific unit of functionality that can be
deployed on that node.
For example, consider an online shopping system that consists of multiple nodes, such as a
web server, a database server, and a payment gateway. Each of these nodes could host
multiple components, such as a web application component, a database component, and a
payment processing component.
In summary, a node represents a specific physical or logical resource in the system, while a
component represents a unit of functionality that can be deployed on that node. The node
and the component work together to provide the desired functionality for the system.
59. Write note on organizing collaborations
In object-oriented modeling and design (OOMD), collaborations are used to represent the
interactions between objects in a system to achieve a specific goal or task. Collaborations
can be organized in various ways to support the structure and functionality of the system.
Identify the key actors or users in the system and their interactions with the system. This
can help you identify the main use cases and the collaborations that will be required to
implement them.
Divide the system into logical components or subsystems based on the functionality they
provide. This can help you identify the relationships between the different components and
the collaborations that will be required to support their interactions.
Use design patterns to implement common solutions to recurring design problems. This can
help you improve the flexibility and scalability of the system.
By organizing collaborations effectively, you can improve the structure and functionality of
your system and make it easier to maintain and evolve over time.