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[Text Version] 05x.html Tue Jan 22 15:44:30 PST 2013


    Review Questions 5

    1. What do you find in a use-case diagram?
    2. Draw a use case diagram that shows that actor A has two use cases called B and C as part of system S.
    3. What are A, B, and C in this image?

      [Use case diagram with A B and C]

    4. List names of 4 artifacts other than use cases used to describe requirements.
    5. Give 4 sample headings in a supplementary specification.
    6. Give 4 sample parts of a vision.
    7. What is a data dictionary or glossary?
    8. Give an example of a rule.

      Exercise -- The CSUSB Inventory -- Exam Question

      Suppose that you have to develop the CSUSB Inventory program for Facilities Services. This software tracks all the equipment and furniture on campus. It enables us to find where things have gone to. Each thing is in one place and places can have any number of things. CSUSB Inventory is used when we move, instal, replace, repair, and remove things from service. It helps us find things and put them in the right place. Places include classrooms and stores.

      a. Draw a simple use case diagram showing three(3) likely use cases for the CSUSB Inventory.

      b. Write an casual description of one(1) use case in your diagram. It should have at least two scenarios.

      c. Describe another likely requirement for the CSUSB Inventory that is not expressed as a scenario in a use case.

    Standard Definitions

  1. Artifact::="Anything that is created in the course of a project".
  2. artifact::=see above.

  3. DCD::diagram="Design Class Diagram", shows the classes that will be implemented in code. [ 02DiceGameClasses.gif ] (example).
  4. Deliverables::="A packet of artifacts that must be prepared by a deadline for review or distribution".

  5. Glossary::= See http://cse.csusb.edu/dick/cs375/uml.glossary.html.
  6. GoF::="Gang of Four", [ patterns.html#GoF ]
  7. GRASP::patterns="General Responsibility Assignment Software Patterns", a set of guidelines for designing objects and classes. They take a single event that the system must handle and determine a good set of objects and/or classes to carry it out. See [ patterns.html#GRASP -- General Responsibility Assignment Software Patterns ]
  8. Grades::= See http://cse.csusb.edu/dick/cs375/grading/.

  9. KISS::Folk_law="Keep It Simple, Stupid", in agile processes this means never drawing a diagram or preparing a document that doesn't provide value to the clients and stakeholders. In all processes it means never designing or coding what has no value now, see YAGNI.

  10. OO::shorthand="Object-Oriented".
  11. OOAD::="Object-Oriented Analysis and Design", See chapter 1 in text.

  12. patterns::="Documented families of problems and matching solutions", see Patterns.
  13. Patterns::= See http://cse.csusb.edu/dick/cs375/patterns.html.

  14. Process::="How to develop software".

  15. RJB::=The author of this document, RJB="Richard J Botting, Comp Sci and Engineering School, CSUSB".
  16. RUP::Process="Rational UP", a proprietary version of UP.

  17. SSD::="System Sequence Diagrams", see chapter 10 and [ 02DiceGameSSD.gif ] (example).

  18. TBA::="To Be Announced".

  19. UML::="Unified Modeling Language". [ Unified_Modeling_Language ]

  20. UP::="Unified Process", an iterative, risk-driven, and evolutionary way to develop OO software.

  21. YAGNI::XP="You Ain't Gonna Need It", an XP slogan that stops you planning and coding for things that are not yet needed. As a rule the future is not predictable enough to program a feature until the stakeholders actually need it now. In this class it also means "It won't be on the final or in quizzes".

  22. XP::="Extreme Programming", the ultimate iterative, code-centric, user-involved process.

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