Assigned Work 2: An initial Set of Requirements for your project
Deliverables
- Use case diagram naming actors and use cases.
At least one fully dressed critical use case.
- Two or three casual use cases
- Brief descriptions of all the other use cases.
- Any interesting supplementary specifications, business rules, or glossary items.
Process
- Make a list of names for use cases.
- Add primary actor to each
- Add any secondary actors.
- Brief descriptions for all of them(note)
- Refine three or four into casual format.(note)
- Refine one casual one into a fully dressed use case(note)
- Draw the use case diagram.(note)
- Refine the non-functional requirements and glossary.
(note): While doing this step take note of any other requirements: non-functional, business rules, odd terms....
5 minute presentation per group. Name and brief description
Use case diagram on board/web/floppy/zip/handout?
Give fully dressed format if asked.
By the way.... if your vision or business case changes then note this, but
I don't need to see the whole -- yet.
Advice
Keep it
- Terse
- Essential
- User centered
Present one interesting use case at start of next class.
Paper copy to be completed and submitted before deadline.
Standard Definitions
- CS202::= See http://cse.csusb.edu/dick/cs202/.
- CS372::= See http://cse.csusb.edu/dick/cs372/.
- DCD::diagram="Design Class Diagram", shows the classes that will be implemented in code.
- DRY::XP="Don't Repeat Yourself".
- ESSUP::Process= See http://www.ivarjacobson.com/essup.cfm,
Ivar Jacobsen simplified "Essential" UP.
- Glossary::= See http://cse.csusb.edu/dick/cs375/uml.glossary.html.
- GoF::="Gang of Four",
[ patterns.html#GoF ]
- 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 class to carry it out.
See
[ patterns.html#GRASP -- General Responsibility Assignment Software Patterns ]
- Grades::= See http://cse.csusb.edu/dick/cs375/grading/.
- 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 is not needed, see YAGNI.
- OO::shorthand="Object-Oriented".
- OOAD::="Object-Oriented Analysis and Design", See chapter 1 in text.
- patterns::="Documented families of problems and matching solutions", see
Patterns.
- Patterns::= See http://cse.csusb.edu/dick/cs375/patterns.html.
- Process::="How to develop software".
- RJB::=The author of this document,
RJB="Richard J Botting, Comp Sci Dept, CSUSB".
- RUP::Process="Rational UP", a proprietary version of UP.
- SSD::="System Sequence Diagrams", see chapter 10.
- TBA::="To Be Announced".
- UML::="Unified Modeling Language".
[ Unified_Modeling_Language ]
- UP::="Unified Process", an iterative, risk-driven, and evolutionary way to develop OO software.
- 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 means
"It won't be on the final or in quizzes".
- XP::="Extreme Programming", the ultimate iterative code-centric, user-involved
process.