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[Text Version] w3.html Wed Jan 11 07:26:28 PST 2012

Contents


    Assigned Work 3: An initial domain model for your project


    Table
    Version#DateDescriptionAuthor
    02005-01-25DraftedRJB
    22005-01-31ImprovedRJB
    32007-01-10Corrected typosRJB
    42010-01-26Added link to supp spec templateRJB

    (Close Table)

    Given

    Requirements
    1. Vision
    2. Business Case
    3. Use Cases
    4. Supplementary Specifications(if any) [ supplement.html ] (template)
    5. Business Rules(if any)
    6. Glossary

    Deliverables

    The deliverables form a packet and every element in the packet should be there in the listed order.
    1. Domain model with classes, associations, and some attributes.

    Process


    1. Review Chapter 9 and previous documentation.
    2. Think...
    3. Draw rough diagrams by hand.
    4. Get others to review them.
    5. Improve rough diagrams
    6. Prepare a less rough one to hand in
    7. Bring to class and present a visual version(5 minutes). Submit deliverables.

    Hint: KISS

    Keep It Simple!

    Choose diagraming tools that you like and that produce sharable images -- gif or png for example.

    Embrace Change

    By the way.... drawing a domain model often improves your understanding of the requirements so you should note the change in your use cases etc., but I don't need to see them -- yet.

    Example from Winter 2004

    [ FIS1.html ]

    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.
  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 class 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 is not needed, 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 Dept, CSUSB".
  16. RUP::Process="Rational UP", a proprietary version of UP.

  17. SSD::="System Sequence Diagrams", see chapter 10.

  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 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.

End