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[Text Version] w8.html Wed Jan 11 07:26:30 PST 2012


    Assigned Work 8: The Third complete set of Models

    02005-03-04Copied from w7 and editedRJB

    (Close Table)


    1. Requirements
      • Vision
      • Business Case
      • Use Cases
      • SSDs of interesting scenarios
      • Supplementary Specifications(if any)
      • Business Rules(if any)
      • Glossary
    2. Domain model
    3. Design
      • A first logical architecture
      • Interaction diagrams (sequence or communication). (with GRASP)
      • A Design Class Diagram that supports all the interaction diagrams.

    In Class Deliverable

    Walk through another application of GRASP and or GoF in your project. Present a class diagram and interaction diagram that illustrates one GRASP or GoF.

    Paper Deliverables by standard deadline

    The deliverables form a packet and every element in the packet should be there in the listed order. Model 3:
    1. Vision + Business case
    2. Use cases: more fully dressed ones... more scenarios
    3. Use case diagram
    4. Supplementary specifications: desirable qualities.
    5. Architecture -- package diagram
    6. Domain model.
    7. Glossary: define your terms
    8. Business Rules: any special domain rules.
    9. System Sequence Diagrams for some interesting scenarios.
    10. Interactions: sequence or communication diagrams for most of the interesting messages in your SSD. With some comments explaining why (GRASP or GoF) you choose your design.
    11. A Design Class Diagram that supports all the interaction diagrams.


    1. Review previous documentation.
    2. Check the following list of common mistakes [BollojuLeung06] to see if you've done them.
    3. Think...
    4. Add new scenarios and use cases... Look for GRASP and GoF opportunities in your design.
    5. Think and edit existing...
    6. Walkthrough new stuff in class.


    Everything should fit together.

    GRASP and GoF used properly.

    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.