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Objectoriented Analysis and Design

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Title: Objectoriented Analysis and Design


1
Object-oriented Analysis and Design
Stages in a Software Project
  • Requirements Writing

Understanding the Clients environment and needs.
  • Analysis

Identifying the concepts (classes) in the problem
domain and their static associations
  • Design

Identifying solution domain classes and mapping
the functionality into these classes
  • Implementation

Constructing and individually testing the classes
that compose the system.
  • System Integration and Testing

Testing the system as a whole and doing
corrective maintenance
  • Maintenance

Adapting the system to a changing environment to
extend its useful life
2
The Waterfall Lifecycle Approach
Thoroughly clarify, record, or implement each
phase of the project before beginning the next.
The subsequent phase is based upon the design
documentation previously developed.
Requirements
Analysis
Design
Implementation
Integration and Testing
Maintenance
3
The Waterfall Lifecycle Approach
Problems with the Waterfall Approach
Large steps are taken in which many decisions are
made without the benefit of feedback.
Requirements and Design decisions, once
established, are frozen in place.
Speculative decisions increase and compound.
High risk or difficult problems are tackled late.
There is low adaptability for incorporating
either design or implementation concepts
learned in the development process into the
project.
4
The Unified Process
The Unified Process is a software development
process or methodology that above all promotes
Iterative Development.
The result of each iteration is an executable,
but incomplete system. The system may need many
iterations before it is ready for production.
Benefits of iterative development include
  • Early mitigation of high risks
  • Early visible progress.
  • Early feedback, user engagement, and adaptation,
    leading to a system that more nearly meets the
    needs of the various stakeholders.
  • Managed complexity no compounding of complexity
    by postponing the implementation phase.
  • Learning within an iteration.

5
Management of a Software Project
There are two groups involved with the management
of a software project
Management whose concern is resource
allocation, delivery dates, profit margin, etc.
Management likes benchmarks exemplified in the
Waterfall approach. Due dates can be set, and
resources allocated to each phase of the project,
and project management documents can be completed
according to a schedule.
Technical staff whose concern is producing a
well-engineered product within the constraints of
the project.
The iterative process as emphasized in UP is a
better approach for engineering a software
product, but it less suited for producing project
reports that indicate the status of the project
and the completion of well-defined phases of the
work important to management.
6
Timeboxing
Management of a UP project.
Iterations are timeboxed or fixed in length.
Iteration lengths of between two to six weeks are
recommended.
Each iteration period has its own development
plan.
If all the planned activities cannot be completed
during an iteration cycle, the completion date
should not be extended, but rather tasks or
requirements from the iteration should be removed
and added to the next iteration cycle.
7
Advantages of Time-boxing
Timeboxing provides four clear advantages over
using more distant completion dates for major
phases of the project.
Parkinsons Law -- Work expands to fill the time
available for its completion Distant or fuzzy
completion dates exacerbate this effect. If the
end date for the next cycle is only two weeks
away, it forces the team to focus and make
important decisions immediately.
Prioritization and Decisiveness Short
time-boxed iterations force a team to make
decisions regarding the priority of the work and
the risks involved. If the immediate deadline is
only short weeks away, there is no time to be
vague. Concrete decisions about what will be
accomplished within the iteration cycle have to
be made.
Team Satisfaction Short, time-boxed iterations
lead to a quick and repeating sense of
accomplishment and closure.
Stakeholder confidence When the team makes a
commitment to producing something tangible within
a short period of time, stakeholders develop a
greater sense of confidence in the team and
satisfaction with the company.
8
The Unified Process
The UP organizes work and iterations across four
major phases
Inception approximate vision, business case,
scope, vague estimates.
NOT a requirements phase, but a feasibility phase
Elaboration refined vision, iterative
implementation of the core architecture,
resolution of high risks, identification of most
requirements and scope, more realistic estimates.
A pahse where the core architecture is
iteratively designed and implemented
Construction iterative implementation of the
remaining lower risk and easier elements,
preparation for deployment.
Transition beta tests and deployment
9
The Unified Process
phase
phase
Inc.
Elaboration
Construction
Trans.
The end of each iteration is a minor release
10
The Unified Process
UP Disciplines
The UP groups related work activities into
Disciplines. Disciplines are a set of work
activities (and related artifacts) within one
subject area such as requirements analysis.
A single discipline such as requirements analysis
occurs in varying degrees across many iterations,
and an iteration will incorporate many different
Disciplines.
11
Disciplines
Relative Effort
Discipline
Iterations
Business Modeling Requirements Design Implement
ation Test Deployment Change
Management Project Management
Inception Elaboration
Construction
Transition
12
What About UML?
UML is a standard diagramming notation. It is
NOT object-oriented analysis and design, but just
a standard for visualizing and documenting the
artifacts of software systems that is used during
OOA/OOD.
UML tools will be used within the various
disciplines during each iteration.
13
Agile Processes
The Agile Manifesto
Individuals and interactions
over processes and tools
Working software
over comprehensive documentation
Customer collaboration
over contract negotiation
Responding to change
over following a plan
14
Agile Principles
  • Satisfy the customer through early and continuous
    delivery of valuable software
  • Welcome changing requirements, even late in
    development. Agile processes harness change for
    the customers competetive advantage.
  • Deliver working software frequently.
  • Customers and developers work together daily.
  • Give individuals the environment and support they
    need to get job done, and trust them to do it.
    Build projects around motivated individuals.
  • The most effective way of conveying information
    to and within a group is face-to-face.
  • Working software is the primary measure of
    progress.
  • Agile processes promote sustainable development.
  • The sponsors, developers, and users should be
    able to maintain a constant pace indefinitely
  • Continuous attention is paid to technical
    excellence and good design.
  • Simplicity the art of maximizing the amount of
    work NOT done is essential.
  • The best architectures, requirements, and designs
    emerge from self-organizing teams.
  • At regular intervals, the team reflects on how to
    become more efficient and adapts accordingly.

15
Alternative Methodologies
The UP is an agile process. It allows the
development team to adapt to changes in
requirements or technology that occur during the
development process.
Other Examples of an Agile Approach include
  • Boehms Spiral Development Process
  • Incremental Development
  • Extreme Programming

16
Boehms Spiral Model
Determine objectives, alternatives, and
constraints
Evaluate alternatives, identify, resolve risks
Risk analysis
Risk analysis
Risk analysis
Proto-type 3
Opera-tional Prototype
Prototype 2
Risk analysis
Proto-type 1
REVIEW
Requirements plan Life-cycle plan
Simulations, models, benchmarks
Concept of operation
S/W Requirements
Product design
Development plan
Detailed design
Requirement validation
Code
Integration and test plan
Design V V
Unit test
Integration test
Acceptance test
Develop, verify next level product
Plan next phase
Service
17
Whats the Difference?
How do these various agile processes differ?
The difference is mainly one of emphasis.
Extreme Programming (EP) emphasizes test-first
programming. Write a unit test before writing
the code to be tested.
  • Write a small test
  • Write a piece of the code
  • Make it pass the test
  • Repeat until unit is is complete.

Extreme Programming also emphasizes continuous
integration. New code is integrated into the
entire system as soon as it is checked-in.
18
A representation of the difference between UP and
EP
The Unified Process
Extreme Programming
Specification Design Code Test
Build, test, and integrate the units into the
system
Iterations
19
Formal Methods
The software requirements specification is
refined into a detailed formal specification
which is represented in a mathematical notation.
The development processes design,
implementation, unit testing are replaced by a
transformational development process where the
formal specification is refined, through a series
of transformations, into a program.
Formal methods require specialized expertise, and
do not scale up beyond specialized domains very
readily.
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