Tuesday, 4 April 2017

UML Analysis Model

The Unified Modeling Language (UML) is a graphical language for OOAD that gives a standard way to write a software system’s blueprint. It helps to visualize, specify, construct, and document the artifacts of an object-oriented system. It is used to depict the structures and the relationships in a complex system.

Brief History

It was developed in 1990s as an amalgamation of several techniques, prominently OOAD technique by Grady Booch, OMT (Object Modeling Technique) by James Rumbaugh, and OOSE (Object Oriented Software Engineering) by Ivar Jacobson. UML attempted to standardize semantic models, syntactic notations, and diagrams of OOAD.

Systems and Models in UML

System : A set of elements organized to achieve certain objectives form a system. Systems are often divided into subsystems and described by a set of models.
Model : Model is a simplified, complete, and consistent abstraction of a system, created for better understanding of the system.
View : A view is a projection of a system’s model from a specific perspective.

Conceptual Model of UML

The Conceptual Model of UML encompasses three major elements:
  • Basic building blocks
  • Rules
  • Common mechanisms

Basic Building Blocks

The three building blocks of UML are:
  • Things
  • Relationships
  • Diagrams
(a) Things:
There are four kinds of things in UML, namely:
·        Structural Things : These are the nouns of the UML models representing the static elements that may be either physical or conceptual. The structural things are class, interface, collaboration, use case, active class, components, and nodes.
·        Behavioral Things : These are the verbs of the UML models representing the dynamic behavior over time and space. The two types of behavioral things are interaction and state machine.
·        Grouping Things : They comprise the organizational parts of the UML models. There is only one kind of grouping thing, i.e., package.
·        Annotational Things : These are the explanations in the UML models representing the comments applied to describe elements.
(b) Relationships:
Relationships are the connection between things. The four types of relationships that can be represented in UML are:
·        Dependency : This is a semantic relationship between two things such that a change in one thing brings a change in the other. The former is the independent thing, while the latter is the dependent thing.
·        Association : This is a structural relationship that represents a group of links having common structure and common behavior.
·        Generalization : This represents a generalization/specialization relationship in which subclasses inherit structure and behavior from super-classes.
·        Realization : This is a semantic relationship between two or more classifiers such that one classifier lays down a contract that the other classifiers ensure to abide by.
(c) Diagrams : A diagram is a graphical representation of a system. It comprises of a group of elements generally in the form of a graph. UML includes nine diagrams in all, namely:
  • Class Diagram
  • Object Diagram
  • Use Case Diagram
  • Sequence Diagram
  • Collaboration Diagram
  • State Chart Diagram
  • Activity Diagram
  • Component Diagram
  • Deployment Diagram

  Rules

UML has a number of rules so that the models are semantically self-consistent and related to other models in the system harmoniously. UML has semantic rules for the following:
  • Names
  • Scope
  • Visibility
  • Integrity
  • Execution

Common Mechanisms

UML has four common mechanisms:
  • Specifications
  • Adornments
  • Common Divisions
  • Extensibility Mechanisms

Specifications

In UML, behind each graphical notation, there is a textual statement denoting the syntax and semantics. These are the specifications. The specifications provide a semantic backplane that contains all the parts of a system and the relationship among the different paths.

Adornments

Each element in UML has a unique graphical notation. Besides, there are notations to represent the important aspects of an element like name, scope, visibility, etc.

Common Divisions

Object-oriented systems can be divided in many ways. The two common ways of division are:
·        Division of classes and objects : A class is an abstraction of a group of similar objects. An object is the concrete instance that has actual existence in the system.
·        Division of Interface and Implementation : An interface defines the rules for interaction. Implementation is the concrete realization of the rules defined in the interface.

Extensibility Mechanisms

UML is an open-ended language. It is possible to extend the capabilities of UML in a controlled manner to suit the requirements of a system. The extensibility mechanisms are:
·        Stereotypes : It extends the vocabulary of the UML, through which new building blocks can be created out of existing ones.
·        Tagged Values : It extends the properties of UML building blocks.
·        Constraints : It extends the semantics of UML building blocks.

UML Basic Notations

UML defines specific notations for each of the building blocks.

Class

A class is represented by a rectangle having three sections:
  • the top section containing the name of the class
  • the middle section containing class attributes
  • the bottom section representing operations of the class
The visibility of the attributes and operations can be represented in the following ways:
·        Public : A public member is visible from anywhere in the system. In class diagram, it is prefixed by the symbol ‘+’.
·        Private : A private member is visible only from within the class. It cannot be accessed from outside the class. A private member is prefixed by the symbol ‘−’.
·        Protected : A protected member is visible from within the class and from the subclasses inherited from this class, but not from outside. It is prefixed by the symbol ‘#’.
An abstract class has the class name written in italics.
Example : Let us consider the Circle class introduced earlier. The attributes of Circle are x-coord, y-coord, and radius. The operations are findArea(), findCircumference(), and scale(). Let us assume that x-coord and y-coord are private data members, radius is a protected data member, and the member functions are public. The following figure gives the diagrammatic representation of the class.
Object
An object is represented as a rectangle with two sections:
·        The top section contains the name of the object with the name of the class or package of which it is an instance of. The name takes the following forms:
o   object-name : class-name
o   object-name : class-name :: package-name
o   class-name : in case of anonymous objects
·        The bottom section represents the values of the attributes. It takes the form attribute-name = value.
·        Sometimes objects are represented using rounded rectangles.
Example : Let us consider an object of the class Circle named c1. We assume that the center of c1 is at (2, 3) and the radius of c1 is 5. The following figure depicts the object.

Component

A component is a physical and replaceable part of the system that conforms to and provides the realization of a set of interfaces. It represents the physical packaging of elements like classes and interfaces.
Notation : In UML diagrams, a component is represented by a rectangle with tabs as shown in the figure below.

Interface

Interface is a collection of methods of a class or component. It specifies the set of services that may be provided by the class or component.
Notation : Generally, an interface is drawn as a circle together with its name. An interface is almost always attached to the class or component that realizes it. The following figure gives the notation of an interface.

 

Package

A package is an organized group of elements. A package may contain structural things like classes, components, and other packages in it.
Notation : Graphically, a package is represented by a tabbed folder. A package is generally drawn with only its name. However it may have additional details about the contents of the package.


See the following figures.

Relationship

The notations for the different types of relationships are as follows:


Usually, elements in a relationship play specific roles in the relationship. A role name signifies the behavior of an element participating in a certain context.
 Example : The following figures show examples of different relationships between classes. The first figure shows an association between two classes, Department and Employee, wherein a department may have a number of employees working in it. Worker is the role name. The ‘1’ alongside Department and ‘*’ alongside Employee depict that the cardinality ratio is one–to–many. The second figure portrays the aggregation relationship, a University is the “whole–of” many Departments.

SE Functional Modelling

Functional Modelling

Functional Modelling gives the process perspective of the object-oriented analysis model and an overview of what the system is supposed to do. It defines the function of the internal processes in the system with the aid of Data Flow Diagrams (DFDs). It depicts the functional derivation of the data values without indicating how they are derived when they are computed, or why they need to be computed.

 
Data Flow Diagrams

Functional Modelling is represented through a hierarchy of DFDs. The DFD is a graphical representation of a system that shows the inputs to the system, the processing upon the inputs, the outputs of the system as well as the internal data stores. DFDs illustrate the series of transformations or computations performed on the objects or the system, and the external controls and objects that affect the transformation.
Rumbaugh et al. have defined DFD as, “A data flow diagram is a graph which shows the flow of data values from their sources in objects through processes that transform them to their destinations on other objects.”
The four main parts of a DFD are:
  • Processes,
  • Data Flows,
  • Actors, and
  • Data Stores.
The other parts of a DFD are:
  • Constraints, and
  • Control Flows.

Features of a DFD

Processes

Processes are the computational activities that transform data values. A whole system can be visualized as a high-level process. A process may be further divided into smaller components. The lowest-level process may be a simple function.
Representation in DFD : A process is represented as an ellipse with its name written inside it and contains a fixed number of input and output data values.

Example : The following figure shows a process Compute_HCF_LCM that accepts two integers as inputs and outputs their HCF (highest common factor) and LCM (least common multiple).

Data Flows

Data flow represents the flow of data between two processes. It could be between an actor and a process, or between a data store and a process. A data flow denotes the value of a data item at some point of the computation. This value is not changed by the data flow.
Representation in DFD : A data flow is represented by a directed arc or an arrow, labelled with the name of the data item that it carries.
In the above figure, Integer_a and Integer_b represent the input data flows to the process, while L.C.M. and H.C.F. are the output data flows.
A data flow may be forked in the following cases:
·        The output value is sent to several places as shown in the following figure. Here, the output arrows are unlabelled as they denote the same value.
·        The data flow contains an aggregate value, and each of the components is sent to different places as shown in the following figure. Here, each of the forked components is labelled.

Actors

Actors are the active objects that interact with the system by either producing data and inputting them to the system, or consuming data produced by the system. In other words, actors serve as the sources and the sinks of data.
Representation in DFD: An actor is represented by a rectangle. Actors are connected to the inputs and outputs and lie on the boundary of the DFD.
Example : The following figure shows the actors, namely, Customer and Sales_Clerk in a counter sales system.

Data Stores

Data stores are the passive objects that act as a repository of data. Unlike actors, they cannot perform any operations. They are used to store data and retrieve the stored data. They represent a data structure, a disk file, or a table in a database.
Representation in DFD : A data store is represented by two parallel lines containing the name of the data store. Each data store is connected to at least one process. Input arrows contain information to modify the contents of the data store, while output arrows contain information retrieved from the data store. When a part of the information is to be retrieved, the output arrow is labelled. An unlabelled arrow denotes full data retrieval. A two-way arrow implies both retrieval and update.
Example : The following figure shows a data store, Sales_Record, that stores the details of all sales. Input to the data store comprises of details of sales such as item, billing amount, date, etc. To find the average sales, the process retrieves the sales records and computes the average.

Constraints

Constraints specify the conditions or restrictions that need to be satisfied over time. They allow adding new rules or modifying existing ones. Constraints can appear in all the three models of object-oriented analysis.
·        In Object Modelling, the constraints define the relationship between objects. They may also define the relationship between the different values that an object may take at different times.
·        In Dynamic Modelling, the constraints define the relationship between the states and events of different objects.
·        In Functional Modelling, the constraints define the restrictions on the transformations and computations.
Representation : A constraint is rendered as a string within braces.
Example : The following figure shows a portion of DFD for computing the salary of employees of a company that has decided to give incentives to all employees of the sales department and increment the salary of all employees of the HR department. It can be seen that the constraint {Dept:Sales} causes incentive to be calculated only if the department is sales and the constraint {Dept:HR} causes increment to be computed only if the department is HR.


Control Flows

A process may be associated with a certain Boolean value and is evaluated only if the value is true, though it is not a direct input to the process. These Boolean values are called the control flows.
Representation in DFD : Control flows are represented by a dotted arc from the process producing the Boolean value to the process controlled by them.
Example : The following figure represents a DFD for arithmetic division. The Divisor is tested for non-zero. If it is not zero, the control flow OK has a value True and subsequently the Divide process computes the Quotient and the Remainder.

Developing the DFD Model of a System

In order to develop the DFD model of a system, a hierarchy  of DFDs are constructed. The top-level DFD comprises of a single process and the actors interacting with it.
At each successive lower level, further details are gradually included. A process is decomposed into sub-processes, the data flows among the sub-processes are identified, the control flows are determined, and the data stores are defined. While decomposing a process, the data flow into or out of the process should match the data flow at the next level of DFD.
Example : Let us consider a software system, Wholesaler Software, that automates the transactions of a wholesale shop. The shop sells in bulks and has a clientele comprising of merchants and retail shop owners. Each customer is asked to register with his/her particulars and is given a unique customer code, C_Code. Once a sale is done, the shop registers its details and sends the goods for dispatch. Each year, the shop distributes Christmas gifts to its customers, which comprise of a silver coin or a gold coin depending upon the total sales and the decision of the proprietor.
The functional model for the Wholesale Software is given below. The figure below shows the top-level DFD. It shows the software as a single process and the actors that interact with it.
The actors in the system are:
  • Customers
  • Salesperson
  • Proprietor


In the next level DFD, as shown in the following figure, the major processes of the system are identified, the data stores are defined and the interaction of the processes with the actors, and the data stores are established.
In the system, three processes can be identified, which are:
  • Register Customers
  • Process Sales
  • Ascertain Gifts
The data stores that will be required are:
  • Customer Details
  • Sales Details
  • Gift Details
The following figure shows the details of the process Register Customer. There are three processes in it, Verify Details, Generate C_Code, and Update Customer Details. When the details of the customer are entered, they are verified. If the data is correct, C_Code is generated and the data store Customer Details is updated.

The following figure shows the expansion of the process Ascertain Gifts. It has two processes in it, Find Total Sales and Decide Type of Gift Coin. The Find Total Sales process computes the yearly total sales corresponding to each customer and records the data. Taking this record and the decision of the proprietor as inputs, the gift coins are allotted through Decide Type of Gift Coin process.

Advantages and Disadvantages of DFD

 

Advantages
Disadvantages
DFDs depict the boundaries of a system and hence are helpful in portraying the relationship between the external objects and the processes within the system.
DFDs take a long time to create, which may not be feasible for practical purposes.
They help the users to have a knowledge about the system.
DFDs do not provide any information about the time-dependent behavior, i.e., they do not specify when the transformations are done.
The graphical representation serves as a blueprint for the programmers to develop a system.
They do not throw any light on the frequency of computations or the reasons for computations.
DFDs provide detailed information about the system processes.
The preparation of DFDs is a complex process that needs considerable expertise. Also, it is difficult for a non-technical person to understand.
They are used as a part of the system documentation.
The method of preparation is subjective and leaves ample scope to be imprecise.

Relationship between Object, Dynamic, and Functional Models

The Object Model, the Dynamic Model, and the Functional Model are complementary to each other for a complete Object-Oriented Analysis.
·        Object modelling develops the static structure of the software system in terms of objects. Thus it shows the “doers” of a system.
·        Dynamic Modelling develops the temporal behavior of the objects in response to external events. It shows the sequences of operations performed on the objects.
·        Functional model gives an overview of what the system should do.

Functional Model and Object Model

The four main parts of a Functional Model in terms of object model are:
·        Process : Processes imply the methods of the objects that need to be implemented.
·        Actors : Actors are the objects in the object model.
·        Data Stores : These are either objects in the object model or attributes of objects.
·        Data Flows : Data flows to or from actors represent operations on or by objects. Data flows to or from data stores represent queries or updates.

Functional Model and Dynamic Model

The dynamic model states when the operations are performed, while the functional model states how they are performed and which arguments are needed. As actors are active objects, the dynamic model has to specify when it acts. The data stores are passive objects and they only respond to updates and queries; therefore the dynamic model need not specify when they act.

Object Model and Dynamic Model

The dynamic model shows the status of the objects and the operations performed on the occurrences of events and the subsequent changes in states. The state of the object as a result of the changes is shown in the object model.




SE Dynamic Modelling

Dynamic Modelling

The dynamic model represents the time–dependent aspects of a system. It is concerned with the temporal changes in the states of the objects in a system. The main concepts are:
·        State, which is the situation at a particular condition during the lifetime of an object.
·        Transition, a change in the state
·        Event, an occurrence that triggers transitions
·        Action, an uninterrupted and atomic computation that occurs due to some event, and
·        Concurrency of transitions.
A state machine models the behavior of an object as it passes through a number of states in its lifetime due to some events as well as the actions occurring due to the events. A state machine is graphically represented through a state transition diagram.

States and State Transitions

State

The state is an abstraction given by the values of the attributes that the object has at a particular time period. It is a situation occurring for a finite time period in the lifetime of an object, in which it fulfils certain conditions, performs certain activities, or waits for certain events to occur. In state transition diagrams, a state is represented by rounded rectangles.

Parts of a state

·        Name : A string differentiates one state from another. A state may not have any name.
·        Entry/Exit Actions : It denotes the activities performed on entering and on exiting the state.
·        Internal Transitions : The changes within a state that do not cause a change in the state.
·        Sub–states : States within states.

Initial and Final States

The default starting state of an object is called its initial state. The final state indicates the completion of execution of the state machine. The initial and the final states are pseudo-states, and may not have the parts of a regular state except name. In state transition diagrams, the initial state is represented by a filled black circle. The final state is represented by a filled black circle encircled within another unfilled black circle.

Transition

A transition denotes a change in the state of an object. If an object is in a certain state when an event occurs, the object may perform certain activities subject to specified conditions and change the state. In this case, a state−transition is said to have occurred. The transition gives the relationship between the first state and the new state. A transition is graphically represented by a solid directed arc from the source state to the destination state.
The five parts of a transition are:
·        Source State : The state affected by the transition.
·        Event Trigger : The occurrence due to which an object in the source state undergoes a transition if the guard condition is satisfied.
·        Guard Condition : A Boolean expression which if True, causes a transition on receiving the event trigger.
·        Action : An un-interruptible and atomic computation that occurs on the source object due to some event.
·        Target State : The destination state after completion of transition.
Example

Suppose a person is taking a taxi from place X to place Y. The states of the person may be: Waiting (waiting for taxi), Riding (he has got a taxi and is travelling in it), and Reached (he has reached the destination). The following figure depicts the state transition.
Events
Events are some occurrences that can trigger state transition of an object or a group of objects. Events have a location in time and space but do not have a time period associated with it. Events are generally associated with some actions.
Examples of events are mouse click, key press, an interrupt, stack overflow, etc.
Events that trigger transitions are written alongside the arc of transition in state diagrams.
Example
Considering the example shown in the above figure, the transition from Waiting state to Riding state takes place when the person gets a taxi. Likewise, the final state is reached, when he reaches the destination. These two occurrences can be termed as events Get_Taxi and Reach_Destination. The following figure shows the events in a state machine.

External and Internal Events

External events are those events that pass from a user of the system to the objects within the system. For example, mouse click or key−press by the user are external events.
Internal events are those that pass from one object to another object within a system. For example, stack overflow, a divide error, etc.

Deferred Events

Deferred events are those which are not immediately handled by the object in the current state but are lined up in a queue so that they can be handled by the object in some other state at a later time.

Event Classes

Event class indicates a group of events with common structure and behavior. As with classes of objects, event classes may also be organized in a hierarchical structure. Event classes may have attributes associated with them, time being an implicit attribute. For example, we can consider the events of departure of a flight of an airline, which we can group into the following class:
Flight_Departs (Flight_No, From_City, To_City, Route)

Actions

Activity

Activity is an operation upon the states of an object that requires some time period. They are the ongoing executions within a system that can be interrupted. Activities are shown in activity diagrams that portray the flow from one activity to another.

Action

An action is an atomic operation that executes as a result of certain events. By atomic, it is meant that actions are un-interruptible, i.e., if an action starts executing, it runs into completion without being interrupted by any event. An action may operate upon an object on which an event has been triggered or on other objects that are visible to this object. A set of actions comprise an activity.

Entry and Exit Actions

Entry action is the action that is executed on entering a state, irrespective of the transition that led into it.
Likewise, the action that is executed while leaving a state, irrespective of the transition that led out of it, is called an exit action.

Scenario

Scenario is a description of a specified sequence of actions. It depicts the behavior of objects undergoing a specific action series. The primary scenarios depict the essential sequences and the secondary scenarios depict the alternative sequences.

Diagrams for Dynamic Modelling

There are two primary diagrams that are used for dynamic modelling:

Interaction Diagrams

Interaction diagrams describe the dynamic behavior among different objects. It comprises of a set of objects, their relationships, and the message that the objects send and receive. Thus, an interaction models the behavior of a group of interrelated objects. The two types of interaction diagrams are:
·        Sequence Diagram : It represents the temporal ordering of messages in a tabular manner.
·        Collaboration Diagram : It represents the structural organization of objects that send and receive messages through vertices and arcs.

State Transition Diagram

State transition diagrams or state machines describe the dynamic behavior of a single object. It illustrates the sequences of states that an object goes through in its lifetime, the transitions of the states, the events and conditions causing the transition and the responses due to the events.

 Concurrency of Events

In a system, two types of concurrency may exist. They are:

System Concurrency

Here, concurrency is modelled in the system level. The overall system is modelled as the aggregation of state machines, where each state machine executes concurrently with others.

Concurrency within an Object

Here, an object can issue concurrent events. An object may have states that are composed of sub-states, and concurrent events may occur in each of the sub-states.
Concepts related to concurrency within an object are as follows:
(a) Simple and Composite States
A simple state has no sub-structure. A state that has simpler states nested inside it is called a composite state. A sub-state is a state that is nested inside another state. It is generally used to reduce the complexity of a state machine. Sub-states can be nested to any number of levels.
Composite states may have either sequential sub-states or concurrent sub-states.
(b) Sequential Sub-states
In sequential sub-states, the control of execution passes from one sub-state to another sub-state one after another in a sequential manner. There is at most one initial state and one final state in these state machines.
The following figure illustrates the concept of sequential sub-states.


(c) Concurrent Sub-states
In concurrent sub-states, the sub-states execute in parallel, or in other words, each state has concurrently executing state machines within it. Each of the state machines has its own initial and final states. If one concurrent sub-state reaches its final state before the other, control waits at its final state. When all the nested state machines reach their final states, the sub-states join back to a single flow.
The following figure shows the concept of concurrent sub-states.
1pt;background:white'>Events are some occurrences that can trigger state transition of an object or a group of objects. Events have a location in time and space but do not have a time period associated with it. Events are generally associated with some actions.

Examples of events are mouse click, key press, an interrupt, stack overflow, etc.
Events that trigger transitions are written alongside the arc of transition in state diagrams.
Example
Considering the example shown in the above figure, the transition from Waiting state to Riding state takes place when the person gets a taxi. Likewise, the final state is reached, when he reaches the destination. These two occurrences can be termed as events Get_Taxi and Reach_Destination. The following figure shows the events in a state machine.


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