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1. What is models and its types ?
• A model in Object-Oriented Software Engineering (OOSE) is a simplified
representation of a system or a process. • It is used to visualize, analyze, and document the design and functionality of a system. • Models help in breaking down complex systems into manageable parts. • Early Risk Identification. • Early Product Delivery, Customer Satisfaction • Iterative Model: o The Iterative Model is a software development approach where the system is built and refined incrementally through repeated cycles o Each iteration produces a working version of the software o Phases:Planning:, Analysis and Design, Implementation, Testing,
2. What is SRS And Its types?
• SRS (Software Requirements Specification) is a detailed document that describes the requirements of a software system to be developed • It acts as a communication bridge between stakeholders (clients, end users, and developers) to ensure that all parties have a clear understanding of the system's functionality and constraints. • Features: o Unambiguous:The requirements should be stated clearly and precisely without any confusion or multiple interpretations. o Complete:The document should include all necessary requirements, ensuring no essential detail is omitted. o Consistent:The requirements should not contradict each other in any way. 3. Class Diagram Notations & all.? • A Class Diagram is a key component of UML • used in Object-Oriented Software Engineering to visually represent the structure of a system by showing its classes, attributes, methods, and the relationships between classes. • Class :Representation: A rectangle divided into three compartments • Attributes :Show class properties with visibility: • Association:Represents a connection between two classes. • Aggregation:Represents a "whole-part" relationship where the part can exist independently. • Composition:Represents a "whole-part" relationship where the part cannot exist without the whole. 4. What is association and its features? • Association in object-oriented modeling represents a relationship between two or more classes in which objects of one class are connected to objects of another class • Types: o Unary Association:Involves a relationship between objects of the same class. o Binary Association:Involves a relationship between two different classes (most common type). o Ternary Association:Involves a relationship among three classes. 5. What is generalization? • Generalization is a concept in object-oriented modeling that represents an "is-a" relationship between a more general parent class (superclass) and a more specific child class (subclass). • It is a mechanism for reusing code 6. What is object-oriented analysis, system development, terminology? • object-oriented analysis: methodology for analyzing and modeling a system by viewing it as a collection of interacting objects. These objects represent real-world entities and are described in terms of their attributes (properties) and behaviors (methods). Identify the objects that are relevant to the system.Define the relationships and interactions among objects. • Object-Oriented System Development: involves designing and building software systems using object-oriented principles and techniques It encompasses the entire software development lifecycle, including analysis, design, implementation, testing, and maintenance, all driven by the concept of objects. Systems are broken into smaller, reusable objects. • Object Oriented terminology: Object-oriented terminology consists of the fundamental concepts and elements used in object-oriented programming (OOP) and system development. These terms provide the building blocks for designing and implementing systems using the object-oriented paradigm. 7. What is packages? • a package is a way to organize and group related classes, interfaces, and other elements into a single module or namespace. • Packages are used to manage large software systems by logically dividing them into smaller, manageable, and reusable components. • Packages provide a namespace, preventing clashes between class names from different modules. 8. Define interface. • an interface is a collection of abstract methods and constants that define a contract or blueprint for classes. • It specifies what a class must do but not how it is done, leaving the implementation details to the class that implements the interface. • an interface defines a set of rules or behaviors that a class must follow. 9. Define UML, its elements, architecture, advantages, goals. • UML is a standardized modeling language used to visualize, specify, construct, and document the artifacts of a software system. • It provides a set of diagrams and notations to represent object-oriented designs and is widely used in software engineering. • Elements of UML: o Structural Elements: Represent static parts of the system. o Class: Blueprint for objects. o Object: Instance of a class. o Interface: Defines a contract for behavior. o Component: Modular part of the system. o Node: Represents physical devices or systems. o • Behavioral Elements: Represent dynamic parts of the system. o Interaction: How objects interact (messages and collaborations). o State: The life cycle of an object. o Activity: Workflow or process modeling. o • Group and Annotational Elements: o Packages: Group related elements. o Notes: Add explanatory comments • Advantages: o Provides a universally accepted set of modeling standards. o Enables graphical representation of system architecture and design. o Bridges the gap between technical and non-technical stakeholders. o Breaks complex systems into manageable parts. o Facilitates reuse of designs and components in different projects. • Goals: o • Standardization: o Create a universal modeling language for object-oriented systems. o • Visual Modeling: o Provide visual tools for analysis and design of software systems. o • Specification: o Accurately define and document system components and interactions. o • Constructability: o Assist developers in building software systems from models. o • Scalability: o Enable modeling of systems of all sizes and complexities. 10. Define things & its types. • Things are the core building blocks of a system's design, representing objects, relationships, and dynamics in the system. • They are the elements used in UML (Unified Modeling Language) to model the structure, behavior, and interaction of a software system. • Types: o Structural Things:Represent the static aspects of the system, such as objects and their relationships. o Behavioral Things:Represent the dynamic aspects of a system, focusing on actions, interactions, and flows. o Grouping Things:Represent organizational elements that group related things in the system. o Annotational Things:Represent comments or descriptions that add explanatory notes to the model.
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