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CHAPTER 2 Software Process and Other Models
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EXAMPLE 2.11
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Write a scenario for the library problem. Fred, a patron, goes to the library and checks out a book. Two months later, he brings the overdue library book back to the library.
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Scenarios
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A scenario is a description of one sequence of actions that could occur in this problem domain.
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Sequence Diagrams
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A sequence diagram is part of the UML set of diagrams. The diagram has vertical lines, which represent instances of classes. Each vertical line is labeled at the top with the class name followed by a colon followed by the instance name. For example, the rst line is labeled with lib:main for the instance main of the class library. Horizontal arrows depict function calls. The tail of the arrow is on the line of the calling class, and the head of the arrow is on the line of the called class. The name of the function is on the arrow. The wide block on the vertical line shows the execution time of the called function. Returns are normally not shown. Multiple calls to the same function are often shown as just one arrow.
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EXAMPLE 2.12
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Draw a sequence diagram for the scenario of Example 2.11. (See Fig. 2-11.)
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lib : main
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patron : fred
book : novel
copy : 1
checkout checkout chg status return checkin chg status
Fig. 2-11.
Sequence diagram for checkout scenario.
This diagram is much closer to the design phase than the object model presented in Example 2.8. There are functions used in this diagram that are not represented in the earlier object model. Also, the sequence of calls represented in this diagram is dependent on the actual design.
CHAPTER 2 Software Process and Other Models
Hierarchy Diagrams
A hierarchy diagram shows the calling structure of a system. Each box represents a function. A line is drawn from one function to another function if the rst function can call the second function. All possible calls are shown. It is not one of the UML set of diagrams and is often not used in objectoriented development. However, it can be a very useful diagram to understand the dynamic structure of a system.
EXAMPLE 2.13
Draw a hierarchy diagram for the library program used in Example 2.12. (See Fig. 2-12.)
patron::checkout
library::checkout
copy::checkout
book::chg status
Fig. 2-12. Hierarchy diagram.
Control Flow Graphs
A control ow graph (CFG) shows the control structure of code. Each node (circle) represents a block of code that has only one way through the code. That is, there is one entrance at the beginning of the block and one exit at the end. If any statement in the block is executed, then all statements in the block are executed. Arcs between nodes represent possible ows of control. That is, if it is possible that block B is executed, right after block A, then there must be an arc from block A to block B. The following are rules for correct control ow diagrams: 1. There must be one start node. 2. From the start node, there must be a path to each node. 3. From each node, there must be a path to a halt node.
CHAPTER 2 Software Process and Other Models
EXAMPLE 2.14
Draw a control flow graph for the following triangle problem. read x,y,z; type = scalene ; if (x == y or x == z or y == z) type = isosceles ; if (x == y and x == z) type = equilateral ; if (x >= y+z or y >= x+z or z >= x+y) type = not a triangle ; if (x <= 0 or y <= 0 or| z <= 0) type = bad inputs ; print type; In Fig. 2-13, the a node represents the first two statements and the if statement. The type = isosceles is in the node labeled isosceles . Similarly, the c node represents the next if statement, and the equilateral node represents the body of the if.
a isosceles c
Fig. 2-13.
Control ow graph for triangle program.
AM FL Y
equilateral e not a triangle g bad inputs
State Diagrams
The state of a machine or program is the collection of all the values of all the variables, registers, and so on. A state diagram shows the states of the system and the possible transitions between these states. A program or machine will have an extremely large number of di erent states. However, many states will be similar in how the machine will behave on the next input, and so forth. A group of states with similar behaviors can be grouped together into a state. These states can be diagrammed to show the transitions between the states. Many programs are best described with a state diagram.
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