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Chapter 5, Analysis: Dynamic Modeling

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1 Chapter 5, Analysis: Dynamic Modeling

2 Reverse Engineering Challenge
Date: Next Tuesday, May 15th Rules: We start at exactly at 12:50 10 Minutes introduction to the problem 35 minutes development time for the solution You have to do the development in the lecture hall Bring your own laptop (well charged!) Collaboration is ok: Team work is encouraged Pair programming (solo and triple also ok) First Prize: First person, who finishes a solution that executes and can be demonstrated on lecturer laptop Second prize: Lottery among all the solutions submitted by the end of the lecture (by 13:35). Laptop with usb-port

3 How can you prepare for this event?
Visit the Challenge-Website (see lecture portal) Prepare your development environment: Download Eclipse Download the Bumper system Compile and run Bumpers Inspect the source code Work through the video tutorials.

4 Bumpers-Demo

5 I cannot follow the lectures. Where are we?
We have covered Ch 1 - 4 We are in the middle of Chapter 5 Functional modeling: Read again Ch 2, pp Structural modeling: Read again Ch 2, pp From use cases to class diagrams Identify participatory objects in flow of events descriptions Exercise: Apply Abbot’s technique to Fig. 5-7, p. 181 Identify entity, control and boundary objects Heuristics to find these types: Ch 5, Section 5.4 We are now moving into dynamic modeling Notations for dynamic models are Interaction-, Collaboration-, Statechart-, Activity diagrams Reread Ch. 2, pp The lectures do not follow the book verbatim The best way to prepare for the lecture is to read the relevant material before the lecture We are in the middle of Chapter 4 Functional modeling: Scenarios and Use casesReread Ch 2, pp Structural modeling: Class diagrams: Reread Ch 2, pp

6 Outline of the Lecture Dynamic modeling
Interaction Diagrams Sequence diagrams Collaboration diagrams State diagrams Using dynamic modeling for the design of user interfaces Requirements analysis model validation Design Patterns Reuse of design knowledge A first design pattern: the composite pattern.

7 How do you find classes? We have already established several sources for class identification: Application domain analysis: We find classes by talking to the client and identify abstractions by observing the end user General world knowledge and intuition Textual analysis of event flow in use cases (Abbot) Today we identify classes from dynamic models Two good heuristics: Actions and activities in state chart diagrams are candidates for public operations in classes Activity lines in sequence diagrams are candidates for objects. Goal: Come up with > a domain model (domain specific objects) > a taxonomy (class hierarchy)

8 Dynamic Modeling with UML
Two UML diagrams types for dynamic modeling: Interaction diagrams describe the dynamic behavior between objects Statechart diagrams describe the dynamic behavior of a single object. Parts of the DAIMLER system has a rich dynamic behavior, so the dynamic model is important. Note that the dynamic model is an abstraction like the other models as well. Depending on what properties are most characteristic in a system, one of the models will be richer or more significant than others. If you have a choice to decide on a single model, which one would you use? Object Model: Database, Preventive maintenance, Dynamic Model: Communication, Notification Server, AGTS Server, Change management (Information flow!) Temporal relationships are difficult to understand. Rumbaugh thinks, that a system can be best understood by first examining its static structure, that is the structure of its objects and their relationships to each other at a single moment in time. Then we examine the changes to the objects and their relationships over time. (Note that not everybody thinks that way. Heraklit: Everything flows (requires dynamic modeling first), Jacobsen: Use cases (Functional description) Control is that aspect of a system that describes the sequences of operations that occur in response to external stimuli, without consideration of what the operations do, what the operate on or how they are implemented. The major concepts of dynamic modeling are events which represent external stimuli and states, which represent the values of objects. We will use state diagrams, which are a standard computer science concept. Question: Who does not know what a finite state automaton is? In general we assume, that FSA are covered in (Algorithms and Datastructures) Similar to the problem in object modeling, we need to avoid to clutter our state diagrams (spaghetti diagrams). We will show that states and events can be organized into generalization hierarchies that share structure and behavior.

9 UML Interaction Diagrams
Two types of interaction diagrams: Sequence Diagram: Describes the dynamic behavior of several objects over time Good for real-time specifications Collaboration Diagram: Shows the temporal relationship among objects Position of objects is based on the position of the classes in the UML class diagram. Does not show time, Sequence Diagram: Describes the dynamic behavior of a set of objects arranged in time sequence. Good for real-time specifications and complex scenarios

10 UML State Chart Diagram
A state machine that describes the response of an object of a given class to the receipt of outside stimuli (Events). Activity Diagram: A special type of state chart diagram, where all states are action states (Moore Automaton). Sequence Diagram: Describes the dynamic behavior of a set of objects arranged in time sequence. Good for real-time specifications and complex scenarios

11 Dynamic Modeling Definition of a dynamic model:
Describes the components of the system that have interesting dynamic behavior The dynamic model is described with State diagrams: One state diagram for each class with interesting dynamic behavior Classes without interesting dynamic behavior are not modeled with state diagrams Sequence diagrams: For the interaction between classes Purpose: Detect and supply operations for the object model.

12 How do we detect Operations?
We look for objects, who are interacting and extract their “protocol” We look for objects, who have interesting behavior on their own Good starting point: Flow of events in a use case description From the flow of events we proceed to the sequence diagram to find the participating objects.

13 What is an Event? Something that happens at a point in time
An event sends information from one object to another Events can have associations with each other: Causally related: An event happens always before another event An event happens always after another event Causally unrelated: Events that happen concurrently Events can also be grouped in event classes with a hierarchical structure => Event taxonomy

14 The term ‘Event’ is often used in two ways
Instance of an event class: “Slide 14 shown on Thursday May 9 at 8:50”. Event class “Lecture Given”, Subclass “Slide Shown” Attribute of an event class Slide Update(7:27 AM, 05/07/2009) Train_Leaves(4:45pm, Manhattan) Mouse button down(button#, tablet-location)

15 Sequence Diagram A sequence diagram is a graphical description of the objects participating in a use case using a DAG notation Heuristic for finding participating objects: A event always has a sender and a receiver Find them for each event => These are the objects participating in the use case. From the flow of events in the use case or scenario we proceed to the sequence diagram A sequence diagram is a graphical description of objects participating in a use case or scenario using a DAG (direct acyclic graph) notation Heuristic for finding participating objects: A event always has a sender and a receiver. The representation of the event is sometimes called a message Find them for each event => These are the objects participating in the use case Relation to object identification: Objects/classes have already been identified during object modeling Objects are identified as a result of dynamic modeling

16 An Example Flow of events in “Get SeatPosition” use case :
1. Establish connection between smart card and onboard computer 2. Establish connection between onboard computer and sensor for seat 3. Get current seat position and store on smart card Where are the objects? This is an example of a use case that describes the establishment of connection between a technician onboard the train trying to talk to a maintenance expert currently located at an unknown location. The location is known by Headquarters. The Technician has to first reach headquarters to find the expert and is doing this via communication to the Wayside (Field Site) computer.

17 Sequence Diagram for “Get SeatPosition”
Smart Card Onboard Computer Seat time 1. Establish connection between smart card and onboard computer 2. Establish connection between onboard computer and seat (actually seat sensor) 3. Get current seat position and store on smart card. Establish Connection Establish Connection The Technician informs the Wayside Computer that he/she would like to setup a connection to the Maintenance Expert (1). The Wayside Computer attempts to resolve the name of the Maintenance Expert in Pittsburgh, but that person cannot be located here (2). Thus, the Wayside Computer issues the setup connection event to the Headquarter Computer to find out where the Maintenance Expert is located (3). The Headquarter Computer is able to resolve the name of the Maintenance Expert since this person is located at AEG Headquarters (4). The setup connection is thus finally forwarded to the appropriate Maintenance Expert (5). The Maintenance Expert can reject or accept the connection. If he/she accepts the connection, then the scenario continues as follows (6). The Headquarter Computer establishes a connection to the Maintenance Expert (7). The Headquarter Computer then accepts a connection from the Way-side Computer to complete the second leg of the of the connection (8). In turn, the Wayside Com-puter establishes a connection to the Headquarter Computer (9). The Wayside Computer now accepts the connection from the Technician (10). Finally, the Technician establishes a connection to the Wayside Computer (11). The communication channel is now established from the Techni-cian to the Maintenance Expert and the two parties can exchange information (12). Accept Connection Accept Connection Get SeatPosition “500,575,300”

18 Heuristics for Sequence Diagrams
Layout: 1st column: Should be the actor of the use case 2nd column: Should be a boundary object 3rd column: Should be the control object that manages the rest of the use case Creation of objects: Create control objects at beginning of event flow The control objects create the boundary objects Access of objects: Entity objects can be accessed by control and boundary objects Entity objects should not access boundary or control objects. Access of objects Entity objects are accessed by control and boundary objects Entity objects should never access boundary or control objects: This makes it easier to share entity objects across use cases and makes entity objects resilient against technology-induced changes in boundary objects.

19 ARENA Sequence Diagram: Create Tournament
League Owner :Tournament Boundary :Arena :League newTournament (league) :Announce Tournament Control «new» checkMax Tournament() setName(name) setMaxPlayers (maxp) createTournament (name, maxp) commit() create Tournament (name, maxp) :Tournament «new»

20 Impact on ARENA’s Object Model
Let’s assume ARENA’s object model contains - at this modeling stage - the objects League Owner, Arena, League, Tournament, Match and Player The Sequence Diagram identifies 2 new Classes Tournament Boundary, Announce_Tournament_Control Let’s assume, before we formulated the sequence diagram on the last slide, ARENA’s object model contained the objects

21 League Owner League 1 * Attributes Attributes Operations Operations Tournament Attributes Operations Player Match * * Attributes Attributes Operations Operations

22 Announce_ Tournament_ Control
League Owner League 1 * Attributes Attributes Operations Operations Attributes Operations Tournament_ Boundary Tournament Attributes Operations Announce_ Tournament_ Control Attributes Operations Player Match * * Attributes Attributes Operations Operations

23 Impact on ARENA’s Object Model (2)
The sequence diagram also supplies us with many new events newTournament(league) setName(name) setMaxPlayers(max) commit checkMaxTournament() createTournament The sequence diagram supplied us with many new events Let’s take a look at the way, an event leads to a new method. Let’s take the event createTournament Question: Who owns these events? Answer: For each object that receives an event there is a public operation in its associated class The name of the operation is usually the name of the event.

24 Example from the Sequence Diagram
League Owner :Tournament Boundary :Arena :League newTournament (league) :Announce Tournament Control «new» createTournament is a public operation offered by Announce_Tournament_Control checkMax Tournament() setName(name) setMaxPlayers (maxp) commit() create Tournament (name, maxp) createTournament (name, maxp) :Tournament «new»

25 This is the corresponding view in the UML class diagram:
League Owner League 1 * Attributes Attributes Operations Operations Attributes Operations Tournament_ Boundary Tournament Announce_ Tournament_ Control This is the corresponding view in the UML class diagram: createTournament is a public operation offered by Announce_Tournament_Control Attributes Operations Attributes createTournament (name, maxp) Player Match * * Attributes Attributes Operations Operations

26 What else can we get out of Sequence Diagrams?
Sequence diagrams are derived from use cases The structure of the sequence diagram helps us to determine how decentralized the system is We distinguish two structures for sequence diagrams Fork Diagrams and Stair Diagrams (Ivar Jacobsen) In some sense, they allow us see the structure of the use cases

27 Fork Diagram The dynamic behavior is placed in a single object, usually a control object It knows all the other objects and often uses them for direct questions and commands Control Object

28 Stair Diagram The dynamic behavior is distributed. Each object delegates responsibility to other objects Each object knows only a few of the other objects and knows which objects can help with a specific behavior

29 Fork or Stair? Object-oriented supporters claim that the stair structure is better Modeling Advice: Choose the stair - a decentralized control structure - if The operations have a strong connection The operations will always be performed in the same order Choose the fork - a centralized control structure - if The operations can change order New operations are expected to be added as a result of new requirements. Which of these diagram types should be chosen? Object-oriented supporters claim that the stair structure is better The more the responsibility is spread out, the better However, this is not always true.

30 Dynamic Modeling We distinguish between two types of operations:
Activity: Operation that takes time to complete associated with states Action: Instantaneous operation associated with events A state chart diagram relates events and states for one class An object model with several classes with interesting behavior has a set of state diagrams A state diagram relates events and states for one object. It is a Graph whose nodes are states and whose directed arcs are transitions labeled by event names A transition is drawn from State diagrams would be quite useless if they only describe event patterns. A behavioral description of an object must specify what the object does in response to events. This is specified in operations attached to states and transition . An activity is an operation that takes time to complete. Activities are always associated with a state. The notation do Activity1 within a state box indicates that activity A start on entry to the state and stops when complete. Sometimes it is more advantageous to associate an action with a state. When? When all the state transitions cause the same action, it is a better notational convenience to list the action only once. This reduces clutter in the state diagrams. An action is an instantaneous operation. This is of course a relative notion. What we mean by instantaneous is that the duration of the operation is insignificant when compared to the time resolution of the state diagram. It also means we do not care about the internal structure of this operation. An action is therefore associated with an event.

31 UML Statechart Diagram Notation
Action Name of State Event with parameters attr State1 State2 Event Event(attr) [condition]/action do/Activity Guard condition entry /action exit/action A state is drawn as a rounded box containing a name. The state name appears in bold face A transition is drawn as an arrow from the receiving state to the target state. Event names are written on the transition arrow, optionally followed by one or more attributes within parentheses. A condition is a Bollean function of object values, such as emission is above legal value. Conditions can be guards on transitions. A guarded transition fires only when the event occurs and the condition is true. Conditions are shown as expressions in square brackets following the event name and its parameter list. An action follows the event name and/or the condition by the slash (/) character. Events that cause an action without causing a state change are written inside the state box. Internal action and self-transition are different. When an internal action occurs, neither the entry nor exit action is executed, when a self-transition occurs, these actions are executed. Events sent to other objects are shown in dashed lines. Actions and Activities in State Note: Events are italics Conditions are enclosed with brackets: [] Actions and activities are prefixed with a slash / Notation is based on work by Harel Added are a few object-oriented modifications.

32 Example of a StateChart Diagram
coins_in(amount) / set balance Collect Money coins_in(amount) / add to balance Idle cancel / refund coins [item empty] [select(item)] [change<0] A good application for nested state diagrams in this example of a vending machine. Here we see the top level dynamic model of the object vending machine, which certainly has interesting dynamic behavior for the designer. Question to the students: Is the dynamic model interesting for the end user? If the end user has the choice of one of the 3 models (Object model, dynamic model and functional model), which one would they use? Answer: The functional model! If I select this particular candy bar, then that is what I want to get. Notice the activity do : dispense item. In the case, when we really have to engineer (develop) the dispenser, there is much more to it than just a activity dispense. Note, by the way, that this particular state does not have a name! The state in the upper left has a state, namely Collect Money. This is incomplete if we insist that all states have names, but it is completely natural while we do dynamic modeling. We do not necessarily immediately come up with good names for everything. We had encountered a similar problem during object modeling: In some cases, we found the class name first, in others we first find the method or methods or maybe we start with something where we only know the attribute. There is no predefined roadmap to arrive at good models, be it object, dynamic or functional models. Creativity cannot be forced into a Procustres bed, or otherwise we will end up with an empty set of boxes! do/Test item and compute change [change=0] [change>0] do/Dispense item do/Make change

33 State An abstraction of the attributes of a class
State is the aggregation of several attributes a class A state is an equivalence class of all those attribute values and links that do no need to be distinguished Example: State of a bank State has duration An abstraction of the attributes of a class State is the aggregation of several attributes a class A state is an equivalence class of all those attribute values and links that do no need to be distinguished as far as the control structure of the class or the the system is concerned Example: State of a bank A bank is either solvent or insolvent State has duration An object model describes the possible patterns of objects, attribute values and links that can exist in a system. A dynamic model describes the possible patterns of states, events and actions that can exist in a system. Over time, the objects stimulate each other, resulting in a series of changes to their states. An individual stimulus from one object to another is called an event. Events can be organized into classes. Events can be error conditions as well as normal occurences. Event as an object : Some events are only signals (OK), others have attributes associated with them (Unix signals: Bus error, Segment violation). Attributes are shown in parentheses after the class name. Events are important for UI, Communication and Notification. Other groups have to worry about events as well, because the interaction between the subsystems should be via the Request Broker. The response to an event depends on the state of the object receiving it. It can include a state change or sending of another event to another object and sending a event back to the sender (return result, ok, ...) The Events and states are duals of one another: An event separates 2 states and a state separates 2 events.

34 State Chart Diagram vs Sequence Diagram
State chart diagrams help to identify: Changes to an individual object over time Sequence diagrams help to identify: The temporal relationship of between objects over time Sequence of operations as a response to one ore more events.

35 Dynamic Modeling of User Interfaces
Statechart diagrams can be used for the design of user interfaces States: Name of screens Actions or activities are shown as bullets under the screen name Statechart diagrams can be used for the design of user interfaces Also called Navigation Path States: Name of screens Graphical layout of the screens associated with the states helps when presenting the dynamic model of a user interface Activities/actions are shown as bullets under screen name Often only the exit action is shown State transitions: Result of exit action Button click Menu selection Cursor movements Good for web-based user interface design

36 Navigation Path Example
Screen name Action or Activity Diagnostics Menu User moves cursor to Control Panel or Graph Control panel User selects functionality of sensors Graph User selects data group and type of graph Define User defines a sensor event from a list of events State transitions: Result of exit action Button click Menu selection Cursor movements Good for web-based user interface design Selection User selects data group Field site Car Sensor group Time range Enable User can enable a sensor event from a list of sensor events Disable User can disable a sensor event from a list of sensor events

37 Practical Tips for Dynamic Modeling
Construct dynamic models only for classes with significant dynamic behavior Avoid “analysis paralysis” Consider only relevant attributes Use abstraction if necessary Look at the granularity of the application when deciding on actions and activities Reduce notational clutter Try to put actions into superstate boxes (look for identical actions on events leading to the same state). A few practical tips. The most important one: If you have a couple of hundred objects, that does not necessarily mean that you have a couple of hundred dynamic models. Only those objects with significant dynamic behavior need to be modeled dynamically. Also, if two objects have the same dynamic behavior, it is often only necessary to model one of these objects with a dynamic model and then describe with a single sentence that the same dynamic model applies to both objects. The Power and Headlight classes from our Mini People Mover are a good example. Only one of them needs to be modeled dynamically, because they both have the same identical dynamic behavior. Because the states are permutations over different values of attribute settings, it is important to use abstraction if necessary to filter out irrelevant attributes. That is, if an attribute is not contributing to the dynamic behavior of an object, it does not have be modeled in the dynamic model. This often helps in reducing the number of states of the state diagram for the object. What makes up an action and what makes up an activity is relative, as we have already discussed earlier. If in doubt, it is always better to model something first as an action, unless somebody points out that it has internal structure which is relevant for the application, or it has a duration which is significant with respect to the overall lifetime of the object. Example: An alarm “Propulsion System Failure” should be modeled as an activity, because the propulsion system will most probably be down for a while after such a failure.

38 Let’s Do Analysis: A Toy Example
Analyze the problem statement Identify functional requirements Identify nonfunctional requirements Identify constraints (pseudo requirements) Build the functional model: Develop use cases to illustrate functional requirements Build the dynamic model: Develop sequence diagrams to illustrate the interaction between objects Develop state diagrams for objects with interesting behavior Build the object model: Develop class diagrams for the structure of the system

39 Problem Statement: Direction Control for a Toy Car
Power is turned on Car moves forward and car headlight shines Power is turned off Car stops and headlight goes out. Headlight shines Headlight goes out Car runs backward with its headlight shining Power is turned off Car stops and headlight goes out Power is turned on Headlight shines Headlight goes out Car runs forward with its headlight shining

40 Find the Functional Model: Use Cases
Use case 1: System Initialization Entry condition: Power is off, car is not moving Flow of events: 1. Driver turns power on Exit condition: Car moves forward, headlight is on Use case 2: Turn headlight off Entry condition: Car moves forward with headlights on Driver turns power off, car stops and headlight goes out. Driver turns power on, headlight shines and car does not move. Driver turns power off, headlight goes out Exit condition: Car does not move, headlight is out

41 Use Cases continued Use case 3: Move car backward
Entry condition: Car is stationary, headlights off Flow of events: Driver turns power on Exit condition: Car moves backward, headlight on Use case 4: Stop backward moving car Entry condition: Car moves backward, headlights on Driver turns power off, car stops, headlight goes out. Power is turned on, headlight shines and car does not move. Power is turned off, headlight goes out. Exit condition: Car does not move, headlight is out

42 Use Cases Continued Use case 5: Move car forward
Entry condition: Car does not move, headlight is out Flow of events Driver turns power on Exit condition: Car runs forward with its headlight shining

43 Use Case Pruning Do we need use case 5?
Let us compare use case 1 and use case 5: Use case 1: System Initialization Entry condition: Power is off, car is not moving Flow of events: Driver turns power on Exit condition: Car moves forward, headlight is on Use case 5: Move car forward Entry condition: Car does not move, headlight is out Flow of events Exit condition: Car runs forward with its headlight shining

44 Dynamic Modeling: Create the Sequence Diagram
Name: Drive Car Sequence of events: Billy turns power on Headlight goes on Wheels starts moving forward Wheels keeps moving forward Billy turns power off Headlight goes off Wheels stops moving . . .

45 Sequence Diagram for Drive Car Scenario
:Wheel :Headlight Billy:Driver Power(on) Power(on) Power(off) Power(on)

46 Toy Car: Dynamic Model Wheel Headlight Forward Off power power off on
Stationary power off Off power off power on Change arrows for Headlight states in opposite directions. Then ask question: Anybody sees what is wrong with the slide? In many cases the students will identify the arrows pointing in the wrong direction. Stationary On Backward power off power on

47 Toy Car: Object Model Car Power Headlight Wheel Train Headlight Wheel
Status: (On, Off) TurnOn() TurnOff() Headlight Status: (On, Off) Switch_On() Switch_Off() Wheel Motion: (For ward, Stationary) Backward, Star t_Moving() Stop_Moving() Let them find the key abstractions: Operator, Train. Then the 3 objects in the train: Power, Headlight, Wheel. Then show that the Power and Headlight objects operate the same way, so only one object is needed to for the event scenario. Train Wheel Motion: (For ward, Stationar y) Backward, Star t_Moving() Stop_Moving() Power Headlight Status: (On, Off) Status: (On, Of)f TurnOn() Switch_On() TurnOff() Switch_Of f()

48 Outline of the Lecture Dynamic modeling
Sequence diagrams State diagrams Using dynamic modeling for the design of user interfaces Analysis example Requirements analysis model validation

49 Model Validation and Verification
Verification is an equivalence check between the transformation of two models Validation is the comparison of the model with reality Validation is a critical step in the development process Requirements should be validated with the client and the user. Techniques: Formal and informal reviews (Meetings, requirements review) Requirements validation involves several checks Correctness, Completeness, Ambiguity, Realistism Verification is an equivalence check between the transformation of two models: We have two models, is the transformation between them correct? Validation: We don’t have two models, we need to compare one model with reality “Reality” can also be an artificial system, like an legacy system Validation is a critical step in the development process Requirements should be validated with the client and the user. Techniques: Formal and informal reviews (Meetings, requirements review) Requirements validation involves the following checks Correctness Completeness Ambiguity Realistism

50 Checklist for a Requirements Review
Is the model correct? A model is correct if it represents the client’s view of the the system Is the model complete? Every scenario is described Is the model consistent? The model does not have components that contradict each other Is the model unambiguous? The model describes one system, not many Is the model realistic? The model can be implemented Is the model correct? A model is correct if it represents the client’s view of the the system: Everything in the model represents an aspect of reality Is the model complete? Every scenario through the system, including exceptions, is described. Is the model consistent? The model does not have components that contradict themselves (for example, deliver contradicting results) Is the model unambiguous? The model describes one system (one reality), not many Is the model realistic? The model can be implemented without problems

51 Examples for syntactical Problems
Different spellings in different UML diagrams Omissions in diagrams

52 Different spellings in different UML diagrams
UML Sequence Diagram UML Class Diagram Attributes Operations League Tournament Player Match Owner 1 * Tournament_ Boundary makeTournament (name, maxp) Announce_ Control createTournament (name, maxp) Different spellings in different models for the same operation

53 Checklist for the Requirements Review (2)
Syntactical check of the models Check for consistent naming of classes, attributes, methods in different subsystems Identify dangling associations (“pointing to nowhere”) Identify double- defined classes Identify missing classes (mentioned in one model but not defined anywhere) Check for classes with the same name but different meanings One problem with modeling: We describe a system model with many different views (class diagram, use cases, sequence diagrams, state charts) We need to check the equivalence of these views Don’t rely on CASE tools for these checks Many of the existing tools don’t do these checks for you

54 Omissions in some UML Diagrams
Class Diagram League Owner League 1 * Attributes Attributes Operations Operations Missing Association (Incomplete Analysis?) Attributes Operations Tournament_ Boundary Missing class (The control object Announce_Tournament is mentioned in the sequence diagram) Tournament Attributes Operations Player Match * * Attributes Attributes Operations Operations

55 When is a Model Dominant?
Object model: The system has classes with nontrivial states and many relationships between the classes Dynamic model: The model has many different types of events: Input, output, exceptions, errors, etc. Functional model: The model performs complicated transformations (eg. computations consisting of many steps). Which model is dominant in these applications? Compiler Database system Spreadsheet program

56 Examples of Dominant Models
Compiler: The functional model is most important The dynamic model is trivial because there is only one type input and only a few outputs Is that true for IDEs? Database systems: The object model most important The functional model is trivial, because the purpose of the functions is to store, organize and retrieve data Spreadsheet program: The functional model most important The dynamic model is interesting if the program allows computations on a cell The object model is trivial. Compiler: The functional model most important. The compiled program must execute correctly if the input was a correct program. The dynamic model is trivial because there is only one type input and only a few outputs. Database systems: The object model most important. The functional model is trivial, because the purpose of the functions is to store, organize and retrieve data. Spreadsheet program: The functional model most important. The dynamic model is interesting if the program allows computations on a cell. The object model is trivial, because the spreadsheet values are trivial and cannot be structured further. The only interesting object is the cell.

57 Requirements Analysis Document Template
1. Introduction 2. Current system 3. Proposed system 3.1 Overview 3.2 Functional requirements 3.3 Nonfunctional requirements 3.4 Constraints (“Pseudo requirements”) 3.5 System models 3.5.1 Scenarios 3.5.2 Use case model 3.5.3 Object model Data dictionary Class diagrams 3.5.4 Dynamic models 3.5.5 User interfae 4. Glossary

58 Section 3.5 System Model 3.5.1 Scenarios
- As-is scenarios, visionary scenarios 3.5.2 Use case model - Actors and use cases 3.5.3 Object model - Data dictionary - Class diagrams (classes, associations, attributes and operations) 3.5.4 Dynamic model - State diagrams for classes with significant dynamic behavior - Sequence diagrams for collaborating objects (protocol) 3.5.5 User Interface - Navigational Paths, Screen mockups

59 Requirements Analysis Questions
1. What are the transformations? Create scenarios and use case diagrams - Talk to client, observe, get historical records Functional Modeling 2. What is the structure of the system? Create class diagrams - Identify objects. What are the associations between them? What is their multiplicity? - What are the attributes of the objects? - What operations are defined on the objects? Object Modeling The textbook has a relatively elaborate dynamic model for a programmable thermostat. To get the concept through to you and to show the relation to the object model, I would like to use an even simpler example: The movement of a toy train. 3. What is its behavior? Create sequence diagrams - Identify senders and receivers Show sequence of events exchanged between objects. Identify event dependencies and event concurrency. Create state diagrams - Only for the dynamically interesting objects. Dynamic Modeling

60 Summary In this lecture, we reviewed the construction of the dynamic model from use case and object models. In particular, we described: Sequence and statechart diagrams for identifying new classes and operations. In addition, we described the requirements analysis document and its components

61 Backup Slides

62 Verification vs Validation of models
fMS MSystem System Design fMD MObject Object Design MImpl fImpl Implemen- tation fR R fMA MAnalysis Analysis Validation Verification Verification Verification M M fM I I R R fR

63 Modeling Concurrency of Events
Two types of concurrency: 1. System concurrency The overall system is modeled as the aggregation of state diagrams Each state diagram is executing concurrently with the others. 2. Concurrency within an object An object can issue concurrent events Two problems: Show how control is split Show how to synchronize when moving to a state without object concurrency Concurrency is an important aspect any application for two reasons: Maintainability: If two classes are really concurrent, that means, they are not related to each other, and they can be designed and developed completely independently from each other. Improved Performance: Concurrency also means in many cases a possible source for fast response time. If methods can be executed in parallel, and not in serial fashion, the systems response time will be better. Concurrency within a state of a single object arises when the object can be paritioned into subsets of attributes, each of which has its own subdiagram. In this case, the state of the object comprises one state from each subdiagram. Note that these subdiagrams don’t have to be independent. The same event can cause state transitions in more than one subdiagram. Examples of concurrency within an object: A dispenser machine, that simultaneously dispenses cash and ejects the card. Often concurrency within an object is discovered after the object has been identified. It might be the source for iterating on the object identification and question if there are not two separate objects in the problem that are worth modeling. 1. System concurrency The overall system is modeled as the aggregation of state diagrams, one for each object. Each state diagram is executing concurrently with the others. 2. Concurrency within an object An object can issue concurrent events In this case we can partition a state into subsets of states (attributes and links) The state of the object then consists of a set of states: one state from each subset In the UML notation, the state of an object is divided into subdiagrams Two issues Show how control is split Show how to synchronize when moving to a state without object concurrency

64 Example of Concurrency within an Object
Splitting control Synchronization Emitting do/Dispense Cash Cash taken Ready Concurrency might be detected within a single object. This sometimes means that our overall decomposition of the system or our initial object identification was too coarse grain. If there is concurrency, the first question an analyst should ask: What two objects are hidden in the currently modeled single objects? In many cases, uncovering these two yet unknown classes will lead to new insights in the application or result in a better taxonomy or object model. In some cases, the object is inherently not further decomposable. But even in this case, the discussion of concurrency is very important at analysis level, because it will have important ramifications during system design (mappability of the concurrent methods on two different processors due to data parallelism, for example) and implementation (choice of programming language that supports light level threads instead of heavy level processes). Ready to r eset Setting Up do/Eject Card Card taken

65 Is this a good Sequence Diagram?
Smart Card Onboard Computer Seat Establish Connection Accept Connection Get SeatPosition “500,575,300” The first column is not an actor It is not clear where the boundary object is It is not clear where the control object is Layout problem: The actor is missing. Who is talking to the Smartcard? (Create Driver actor who inserts Smart Card into Cardreader) Creation problem: The control object is not created by the interface object (add dashed lifeline until create() call by interface object) Access problem: The interface object accesses the control object (replace by dashed line)


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