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Experiments 1 & 2 Software Engg ACSE0653

The document describes a standard format for creating a software requirements specification document according to IEEE guidelines. It outlines the typical sections included in an SRS document such as introduction, general description, specific requirements, and others.

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Aman ANAND
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0% found this document useful (0 votes)
28 views

Experiments 1 & 2 Software Engg ACSE0653

The document describes a standard format for creating a software requirements specification document according to IEEE guidelines. It outlines the typical sections included in an SRS document such as introduction, general description, specific requirements, and others.

Uploaded by

Aman ANAND
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 17

Practical 1:

To prepare a SRS document in line with the IEEE recommended standards.

Description: A software requirements specification (SRS) is a document that captures


complete description about how the system is expected to perform. It is usually signed off at
the end of requirements engineering phase and it acts as an agreement between
client/customers and developers.

SRS document in line with the IEEE Format


1. Introduction
1. Purpose
2. Scope
3. Definitions
4. References
5. Overview
2. General Description
1. Product Perspective
2. Product Functions
3. User Characteristics
4. General Constraints
5. Assumptions and Dependencies
3. Specific Requirements
3.1 Functional Requirements
3.1.1 Functional Requirement 1
3.1.1.1 Introduction
3.1.1.2 Inputs
3.1.1.3 Processing
3.1.1.4 Outputs
3.1.2 Functional Requirement 2

3.2 External Interface Requirements
3.2.1 User Interface
3.2.2 Hardware Interfaces
3.2.3 Software Interfaces
3.2.4 Communication Interfaces
3.3 Performance Requirements
3.4 Design Constraints

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3.4.1 Standards Compliance
3.4.2 Hardware Limitations
3.5 Attributes
3.5.1 Security
3.5.2 Maintainability
3.6 Other Requirements
3.6.1 Database
4. System Features
5. Other Non functional Requirements

➢ Draw the use case diagram and specify the role of each of the actors. Also state the
precondition, post condition and function of each use case.
➢ Draw the activity diagram.
➢ Identify the classes. Classify them as weak and strong classes and draw the class
diagram.
➢ Draw the sequence diagram for any two scenarios.
➢ Draw the collaboration diagram.
➢ Draw the state chart diagram.
➢ Draw the component diagram.
➢ Draw the deployment diagram
Description for an ATM System (Problem Statement)

The software to be designed will control a simulated automated teller machine


(ATM) having a magnetic stripe reader for reading an ATM card, a customer console
(keyboard and display) for interaction with the customer, a slot for depositing envelopes, a
dispenser for cash (in multiples of Rs. 100, Rs. 500 and Rs. 1000), a printer for printing
customer receipts, and a key-operated switch to allow an operator to start or stop the machine.
The ATM will communicate with the bank's computer over an appropriate communication
link. (The software on the latter is not part of the requirements for this problem.)
The ATM will service one customer at a time. A customer will be required to insert
an ATM card and enter a personal identification number (PIN) - both of which will be sent
to the bank for validation as part of each transaction. The customer will then be able to
perform one or more transactions. The card will be retained in the machine until the customer
indicates that he/she desires no further transactions, at which point it will be returned - except
as noted below.

The ATM must be able to provide the following services to the customer:
1. A customer must be able to make a cash withdrawal from any suitable account linked
to the card, in multiples of Rs. 100 or Rs. 500 or Rs. 1000. Approval must be obtained

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from the bank before cash is dispensed.
2. A customer must be able to make a deposit to any account linked to the card,
consisting of cash and/or checks in an envelope. The customer will enter the
amount of the deposit into the ATM, subject to manual verification when the envelope
is removed from the machine by an operator. Approval must be obtained from the
bank before physically accepting the envelope.
3. A customer must be able to make a transfer of money between any two accounts linked
to the card.
4. A customer must be able to make a balance inquiry of any account linked to the card.
5. A customer must be able to abort a transaction in progress by pressing the Cancel
key instead of responding to a request from the machine.

The ATM will communicate each transaction to the bank and obtain verification that
it was allowed by the bank. Ordinarily, a transaction will be considered complete by
the bank once it has been approved. In the case of a deposit, a second message will be
sent to the bank indicating that the customer has deposited the envelope. (If the custom-
er fails to deposit the envelope within the timeout period, or presses cancel instead, no
second message will be sent to the bank and the deposit will not be credited to the
customer.)
If the bank determines that the customer's PIN is invalid, the customer will be
required to re-enter the PIN before a transaction can proceed. If the customer is unable
to successfully enter the PIN after three tries, the card will be permanently retained by
the machine, and the customer will have to contact the bank to get it back If a
transaction fails for any reason other than an invalid PIN, the ATM will display an
explanation of the problem, and will then ask the customer whether he/she wants to do
another transaction. The ATM will provide the customer with a printed receipt for each
successful transaction
The ATM will have a key-operated switch that will allow an operator to start
and stop the servicing of customers. After turning the switch to the "on" position, the
operator will be required to verify and enter the total cash on hand. The machine can
only be turned off when it is not servicing a customer. When the switch is moved to the
"off" position, the machine will shut down, so that the operator may remove deposit
envelopes and reload the machine with cash, blank receipts, etc.

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INTRODUCTION ABOUT LAB

CASE tools known as Computer-aided software engineering tools is a kind of


component-based development which allows its users to rapidly develop information systems.
The main goal of case technology is the automation of the entire information systems
development life cycle process using a set of integrated software tools, such as modelling,
methodology and automatic code generation. Component based manufacturing has several
advantages over custom development. The main advantages are the availability of high quality,
defect free prod-ucts at low cost and at a faster time. The prefabricated components are
customized as per the requirements of the customers. The components used are pre-built, ready-
tested and add value and differentiation by rapid customization to the targeted customers.
However the products we get from case tools are only a skeleton of the final product required
and allot of programming must be done by hand to get a fully finished, good product.

Characteristics of CASE:

Some of the characteristics of case tools

It is a graphic oriented tool.


It supports decomposition of process.

Some typical CASE tools are:

Unified Modelling Language


Data modelling tools, and
Source code generation tools

Introduction to UML (Unified Modelling Language):

The unified modelling language (UML) is a standard language for writing software
blue prints. The UML is a language for

Visualizing
Specifying
Constructing
Documenting

The artifacts of a software system:

UML is a language that provides vocabulary and the rules for combing words in that
vocabulary for the purpose of communication.

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A modelling language is a language whose vocabulary and rules focus on the concept
and physical representation of a system. Vocabulary and rules of a language tell us how to
create and real well formed models, but they don’t tell you what model you should create and
when should create them.
Visualizing
The UML is more than just a bunch of graphical symbols. In UML each symbol has
welldefined semantics. In this manner one developer can write a model in the UML and another
developer or even other tools can interpret the model unambiguously.

Specifying

UML is used for specifying means building models that are precise, unambiguous and
complete. UML addresses the specification of all the important analysis, design and implemen-
tation decisions that must be made in developing and deploying a software intensive system.

Constructing

UML is not a visual programming language but its models can be directly connected to
a variety of programming languages. This means that it is possible to map from a model in the
UML to a programming language such as java, C++ or Visual Basic or even to tables in a
relational database or the persistent store of an object-oriented database. This mapping permits
for-ward engineering. The generation of code from a UML model into a programming
language. The reverse engineering is also possible you can reconstruct a model from an
implementation back into the UML.

Documenting

UML is a language for Documenting. A software organization produces all sorts of arti-
facts in addition to raw executable code. These artifacts include Requirements, Architecture,
De-sign, Source code, Project plans, Test, Prototype, and Release. Such artifacts are not only
the deliverables of a project, they are also critical in controlling, measuring and communicating
about a system during its development and after its deployment.

Conceptual model of the UML:

To understand the UML, we need to form a conceptual model of the language and this
requires learning three major elements.

The UML Basic Building Blocks.

The Rules that direct how those building blocks may be put together. Some common
m-chanisms that apply throughout the UML. As UML describes the real time systems it is very
important to make a conceptual model and then proceed gradually. Conceptual model of UML
can be mastered by learning the following three major elements:

UML building blocks


Rules to connect the building blocks.
Common mechanisms of UML.

UML building blocks. The building blocks of UML can be defined as:

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Things
Relationships
Diagrams

Things: Things are the most important building blocks of UML.


Things can be:

Structural
Behavioural
Grouping
An notational

Structural things:
Class: A class is the descriptor for a set of objects with similar structure, behaviour, and
relationships.
It is represented by a rectangle.

Interface: An interface is a specified for the externally-visible operations of a class,


component, or other

classifier (including subsystems) without specification of internal structure. It is


represented by a
circle.

Relations:
Association
Dependency
Generalization
Realization

In addition to this there are

Directed Association
Aggregation and
Composition

Association:

An association is a structural relationship that specifies the relation between two objects
when they are at the same level (peer level systems).
An Association can specify the relationship, role of the class and Multiplicity.
An Association used in class diagram, Component diagram, deployment
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diagram, usecase diagrams.
The multiplicity can be represented as 1-1..*,*,0…1.
It is represented as follows:

Directed Association:
Links a semantic association between two classes in the UML diagram.
Directed association is used in class diagram, Component diagram, deployment
diagram, usecase diagrams.

Symbol:

Aggregation:
Links a semantic association between two classes in the UML diagram.
Aggregation is used in class diagram.

Symbol:

Composition:
Links a semantic association between two classes in the UML diagram.
Composition is used in class diagram.
Symbol:

Generalization:
Generalization is a specification relationship in which objects of the specialized element (the
child) are substitutable for objects of the generalization element (the parent). It is used in class
diagram.
Symbol:

Dependency:
A dependency is a semantic relationship in which if there is any change occurred in one object
that may affect other object.
Dependency is used in class diagram, Component diagram, deployment diagram, use
case diagrams.
Symbol:
------------------------------------------
Realization:
Realization is a Specified tool that can be represented by providing a relationship with
classifier. Dependency is used in class diagram, Component diagram, deployment
diagram, use case diagrams.

Symbol:
----------------------------------------------

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Class diagrams:
A class diagram is that which represents a set of classes, interfaces, and collaborations and
their relationships, graphically a class diagram is a collection of vertices and arcs.
It consists of three compartments.
Name

Attributes

Operations

Uses: A class diagram is used to model the static design view of a system.

Object diagrams:
An object diagram shares the same common properties of all other diagrams.

Name

Attributes

Operations

Uses: An object diagram is used to model the static design view of a system.

Use Case Diagrams:


A use case diagram shares the common properties as all diagrams. It distinguishes in the
contents of use cases, actors, dependency, and generalization relationships.

Actor
Uses: A Usecase diagram is used to model the static design view of a system.

Interaction Diagrams:
An Interaction diagram shares the same common properties as all other diagrams. It
differs in its contents
Objects
Links
Messages
It includes two diagrams – Sequence and Collaboration

Sequence Diagrams:
A sequence diagram emphasizes the time ordering of messages. Sequence diagrams have
two features that distinguish them from collaboration diagrams.
(i)Object life time
(ii)The focus of
control

Collaboration Diagrams:
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A collaboration diagram emphasizes the organization of the objects that participate in an
interaction
Collaboration diagrams have two features that distinguish them from sequence
diagrams.
(i)Path
(ii) The Sequence number
Object: It is an instance of a class.

Symbol: Object name

Stimulus: A Stimulus is a communication between two Instances that conveys information


with the expectation that action will ensue. A Stimulus will cause an Operation to be invoked,
raise a Signal, or cause an Instance to be created or destroyed.
Symbol:
It can be annotated by a name. It has a property as Action kind.

Call:

Send:

Return: ------------------------------------------

Create:
<<create>>

Destroy:
<<destroy>>

Uses: Interaction diagrams are used to model the dynamic aspects of a system. It is obtained
in two ways:
(i) To model flows of control by time ordering.
(ii) To model flows of control by organization.

State Chart Diagrams:


State: A state is a condition during the life of an object or an interaction during which it satisfies
some condition, performs some action, or waits for some event. It is represented by a rounded
rectangle.

Symbol:
State Name

Sub machine State: A submachine state is a syntactical convenience that facilitates reuse and
modularity. It is shorthand that implies a macro-like expansion by another state machine and is
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Sub state name

semantically equivalent to a composite state.

Symbol:

Initial State:

An initial is a kind of pseudo state that represents the starting point in a region of a state
ma-chine. It has a single outgoing transition to the default state of the enclosing region, and
has no incoming transitions. There can be one (and only one) initial state in any given
region of a state machine. It is not itself a state but acts as a marker.
Symbol:

Final State: A final state represents the last or "final" state of the enclosing composite
state.There may be more than one final state at any level signifying that the composite state
can end in different ways or conditions. When a final state is reached and there are no other
enclosing states it means that the entire state machine has completed its transitions and no more
transitions can occur.
Symbol:

Junction Point: Junction Point chains together transitions into a single run-to-completion
path.May have multiple input and/or output transitions. Each complete path involving a
junction is logically independent and only one such path fires at one time. May be used to
construct branches and merges.

Symbol:

Transition: A transition is a directed relationship between a source state vertex and a


targetstate vertex. It may be part of a compound transition, which takes the state machine from
one state configuration to another, representing the complete response of the state machine to
a par-ticular event instance.

Symbol:

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Activity Diagram:
It represents the different activities in the system.

Action State: An action state represents the execution of an atomic action, typically the
invocation of an operation. An action state is a simple state with an entry action whose only
exit transition is triggered by the implicit event of completing the execution of the entry action.
The state therefore corresponds to the execution of the entry action itself and

the outgoing transition is activated as soon as the action has completed its execution.

Symbol:

Sub Activity State: A sub activity state represents the execution of a non-atomic sequence
ofsteps that has some duration; that is, internally it consists of a set of actions and possibly
waiting for events. That is, a sub activity state is a hierarchical action, where an associated sub
activity graph is executed.

Symbol:
Sub Activity Name

Initial State: An initial is a kind of pseudo state that represents the starting point in a region
of astate machine. It has a single outgoing transition to the default state of the enclosing
region, and has no incoming transitions. There can be one (and only one) initial state in any
given region of a state machine. It is not itself a state but acts as a marker.
Symbol:

Final State: A final state represents the last or "final" state of the enclosing composite
state.There may be more than one final state at any level signifying that the composite state
can end in different ways or conditions. When a final state is reached and there are no other
enclosing states it means that the entire state machine has completed its transitions and no more
transitions can occur.

Symbol:

Decision: A state diagram (and by derivation an activity diagram) expresses a decision


whenguard conditions are used to indicate different possible transitions that depend on
Boolean conditions of the owning object
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Component Diagrams:

Package: A package is a grouping of model elements. Packages themselves may be


nestedwithin other packages. A package may contain subordinate packages as well as other
kinds of model elements. All kinds of UML model elements can be organized into packages.

Symbol:

Component: A component represents a modular, deployable, and replaceable part of a


system that encapsulates implementation and exposes a set of interfaces.
Symbol:

Artifact: An Artifact represents a physical piece of information that is used or produced by a


software development process. Examples of Artifacts include models, source files, scripts, and
binary executable files. An Artifact may constitute the implementation of a deployable compo-
nent.

Symbol:
<<Artifact>>

Deployment Diagrams:
Node: A node is a run-time physical object that represents a computational resource, generally
having at least a memory and often processing capability as well, and upon which components
may be deployed.
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Symbol:
Node
Name

Node Instance: A node instance is an instance of a node. A collection of component


instances may reside on the node instance.

Symbol:
NodeName

Artifact: An Artifact represents a physical piece of information that is used or produced by a


software development process. Examples of Artifacts include models, source files, scripts, and
binary executable files. An Artifact may constitute the implementation of a deployable compo-
nent.

Symbol:
<<Artifacts>>

ARCHITECTURE OF UML

Any real-world system is used by different users. The users can be developers, testers,
business people, analysts and many more. So before designing a system the architecture is
made with different perspectives in mind. The most important part is to visualize the system
from different viewer’s perspective. The better we understand the better we make the system.
UML plays an important role in defining different perspectives of a system. These perspectives
are:

Design
Implementation
Process
Deployment

And the centre is the Use Case view which connects all these four. A Use case represents
the functionality of the system. So the other perspectives are connected with use case.

Design of a system consists of classes, interfaces, and collaboration. UML provides class
diagram, object diagram to support this. Implementation defines the components assembled
together er to make a complete physical system. UML component diagram is used to support
implementation perspective.

Process defines the flow of the system. So the same elements as used in Design are also
used to support this perspective.
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Deployment represents the physical nodes of the system that forms the hardware. UML
deployment diagram is used to support this perspective.

Automatic Teller Machine


USE CASE DIAGRAM

Overview:

To model a system the most important aspect is to capture the dynamic behavior. To
clarify a bit in details, dynamic behavior means the behavior of the system when it is running
operating. So only static behavior is not sufficient to model a system rather dynamic behavior
is more important than static behavior. In UML there are five diagrams available to model
dynamic nature and use case diagram is one of them. Now as we have to discuss that the use
case diagram is dynamic in nature there should be some internal or external factors for making
the interaction. These internal and external agents are known as actors. So use case diagrams
are consists of actors, use cases and their relationships. The diagram is used to model the
system/subsystem of an application. A single use case diagram captures a particular
functionality of a system. So to model the entire system numbers of use case diagrams are used.

Purpose:

The purpose of use case diagram is to capture the dynamic aspect of a system. But this
definition is too generic to describe the purpose. Because other four diagrams (activity,
sequence, collaboration, and State chart) are also having the same purpose. So we will look
into some specific purpose which will distinguish it from other four diagrams. Use case
diagrams are used to gather the requirements of a system including internal and external
influences. These requirements are mostly design requirements. So when a system is analyzed
to gather its functionalities use cases are prepared and actors are identified.

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So in brief, the purposes of use case diagrams can be as follows:

Used to gather requirements of a system.


Used to get an outside view of a system.
Identify external and internal factors influencing the system.
Show the interacting among the requirements are actors

Practical 2:
TO PREPARE THE USE CASE DIAGRAM FOR ATM.

Withdrawal Use Case

A withdrawal transaction asks the customer to choose a type of account to withdraw


from (e.g. checking) from a menu of possible accounts, and to choose a dollar amount from a
menu of possible amounts. The system verifies that it has sufficient money on hand to satisfy
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the request before sending the transaction to the bank. (If not, the customer is informed and
asked to enter a different amount.) If the transaction is approved by the bank, the appropriate
amount of cash is dispensed by the machine before it issues a receipt. A withdrawal transaction
can be can-celled by the customer pressing the Cancel key any time prior to choosing the dollar
amount.

Deposit Use Case

A deposit transaction asks the customer to choose a type of account to deposit to (e.g.
checking) from a menu of possible accounts, and to type in a dollar amount on the keyboard.
The transaction is initially sent to the bank to verify that the ATM can accept a deposit from
this customer to this account. If the transaction is approved, the machine accepts an envelope
from the customer containing cash and/or checks before it issues a receipt. Once the envelope
has been received, a second message is sent to the bank, to confirm that the bank can credit the
customer’s account – contingent on manual verification of the deposit envelope contents by an
operator later.
A deposit transaction can be cancelled by the customer pressing the Cancel key any
time prior to inserting the envelope containing the deposit. The transaction is automatically
cancelled if the customer fails to insert the envelope containing the deposit within a reasonable
period of time after being asked to do so.

Transfer Use Case

A transfer transaction asks the customer to choose a type of account to transfer from
(e.g. checking) from a menu of possible accounts, to choose a different account to transfer to,
and to type in a dollar amount on the keyboard. No further action is required once the
transaction is approved by the bank before printing the receipt.

A transfer transaction can be cancelled by the customer pressing the Cancel key any
time prior to entering a dollar amount.

Inquiry Use Case

An inquiry transaction asks the customer to choose a type of account to inquire about
from a menu of possible accounts. No further action is required once the transaction is approved
by the bank before printing the receipt. An inquiry transaction can be cancelled by the customer
pressing the Cancel key any time prior to choosing the account to inquire about.

Validate User usecase:

This usecase is for validate the user i.e check the pin number, when the bank reports
that the customer’s transaction is disapproved due to an invalid PIN. The customer is required
to re-enter the PIN and the original request is sent to the bank again. If the bank now approves
the transaction, or disapproves it for some other reason, the original use case is continued;
otherwise the process of re-entering the PIN is repeated. Once the PIN is successfully re-
entered
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If the customer fails three times to enter the correct PIN, the card is permanently
retained, a screen is displayed informing the customer of this and suggesting he/she contact the
bank, and the entire customer session is aborted.

PrintBill usecase

This usecase is for printing corresponding bill after transactions (withdraw or deposit
,or balance enquiry, transfer) are completed.

Update Account

This use case is for updating corresponding user accounts after transactions (withdraw
or deposit or transfer) are completed.

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