Modelling Concepts Roman Kontchakov Birkbeck, University of London - - PowerPoint PPT Presentation

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Modelling Concepts Roman Kontchakov Birkbeck, University of London - - PowerPoint PPT Presentation

Information Systems Concepts Modelling Concepts Roman Kontchakov Birkbeck, University of London Based on Chapter 5 and 7 of Bennett, McRobb and Farmer: Object Oriented Systems Analysis and Design Using UML, (4th Edition), McGraw Hill, 2010 1


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Information Systems Concepts Modelling Concepts Roman Kontchakov

Birkbeck, University of London

Based on Chapter 5 and 7 of Bennett, McRobb and Farmer: Object Oriented Systems Analysis and Design Using UML, (4th Edition), McGraw Hill, 2010

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2  Models and Diagrams

 Section 5.2 (pp. 114 – 122)

 What Must a Requirements Model Do?

 Section 7.2 (pp. 181 – 184)

Outline

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What is a Model?

 “A model captures a view of a physical system. It is an

abstraction of the physical system, with a certain

  • purpose. This purpose determines what is to be included

in the model and what is irrelevant. Thus the model completely describes those aspects of the physical system that are relevant to the purpose of the model, at the relevant level of detail.” (OMG, 2009)

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What is a Model?

Model Program Business

Systems Analysis and Design

Real world Conceptual world Computing world

Coding

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Abstraction

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Why use a model?

 A model is quicker and easier to build  A model can be used in a simulation  A model can evolve as we learn  We can choose which details to include in a model  A model can represent real or imaginary things from

any domain

 A model allows us to talk, or reason, about the real

thing without actually building it

 Much of software development involves creating and

refining models, rather than writing lines of code

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Requirements model

 describes what the software should do  represents people, things and concepts important to

understand what is going on

 shows connections and interactions among these

people, things and concepts

 shows the business situation in enough detail to

evaluate possible designs

 must be organized so as to be useful for designing

the software

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What is a Diagram?

 A diagram is a graphical representation of a set of

elements in the model of the system

 Models v Diagrams

 A diagram illustrates some aspect of a system  A model provides a complete view of a system at a

particular stage and from a particular perspective

 Most IS models today are in the form of diagrams, with

supporting textual descriptions and logical or mathematical specifications

 A model usually contains many diagrams – related to one

another in some way

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Why use a diagram?

 Natural language is often too ambiguous to be used

for modeling

 Communication + Ambiguity = Confusion !

A large object with one trunk and four legs.

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UML Diagrams

 UML 2 defines 13 types of diagrams

 Structure

 Class Diagram, Object Diagram  Component Diagram, Package Diagram  Composite Structure Diagram, Deployment Diagram

 Behaviour

 Use Case Diagram  Activity Diagram, State Machine Diagram

 Interaction

 Sequence Diagram, Communication Diagram  Timing Diagram, Interaction Overview Diagram

See Also: Appendix A – Notation Summary

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UML diagrams notation

 A UML diagram usually consists of:

 icons  symbols  paths  strings

Plan Chapter Produce First Draft Revise Draft [satisfied] [not satisfied] Add Exercises Add References to Bibliography

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What models/diagrams are good?

 Accurate

 unambiguous, following rules or standards

 Concise

 showing only what needs to be shown

 Complete

 showing all that needs to be shown

 Consistent

 internally and among each other

 Hierarchical

 breaking the system down into different levels of details

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Developing models

 During the life of a project using an iterative lifecycle,

models change along the dimensions of:

 abstraction — they become more concrete  formality — they become more formally specified  level of detail — additional details are added

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Example: Development of a Use Case model

Iteration 1 Obvious use cases Simple use case descriptions Iteration 2 Additional use cases Simple use case descriptions Prototypes Iteration 3 Structured use cases Structured use case descriptions Prototypes

Assign staff to work
  • n
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  • ice
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Take Home Messages

 Models  Diagrams