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SRM UNIVERSITY

RAMAPURAM CAMPUS
DEPARTMENT OF COMPUTER SCIENCE & ENGINEERING

SUBJECT: 15SE203/Object Oriented Analysis &Design Year/Sem: II/IV

UNIT-1

1. Which one of the following statement is true concerning objects and/or classes?
a) An object is an instance of a class.
b) A class is an instance of an object.
c) An object includes encapsulates only data.
d) A class includes encapsulates only data.
Ans: a
2. Which one of the following is a technique for hiding the internal implementation details of an
object?
a) Encapsulation
b) Polymorphism
c) Inheritance
d) All the above
Ans: a
3. Which one of the following represents how an object acts and reacts?
a) Behavior
b) Class
c) State
d) Encapsulation
Ans : a
4. Which one of the following is a false statement?
a) An object’s behavior depends on its state and the operation being performed
b) An object’s state is determined by its attribute values and links to other objects.
c) An operation is simply an action that one object performs upon another in order to get a
response.
d) Object class refers to an entity that has a well-defined role in the application domain, and
has state, behavior, and identity.
Ans: d
5. A set of objects that share a common structure and a common behavior is
a) entity.
b) object class.
c) object collection.
d) multiplicity.
Ans: b
6. In UML, a class is represented
a) by a rectangle with three compartments separated by horizontal lines.
b) by a circle in which the activity name is recorded.
c) by a double-lined ellipse in which the activity name is recorded.
d) by a diamond in which the activity name is recorded.
Ans: a
7. A relationship among instances of object classes defines
a) encapsulation
b) scope
c) association
d) composition
Ans : c
8. Abstracting the common features among multiple classes, and
relationships among them, into a more general class is known as
a) aggregation
b) overlapping
c) multiplicity
d) generalization
Ans : d
9. Which one of the following indicates how many objects participate in a given
relationship?
a) Association role
b) Object count
c) Multiplicity
d) Association class
Ans: c

10. The object-oriented development life cycle is


a) analysis, design, and implementation steps in the given order and using
multiple iterations
b) analysis, design, and implementation steps in the given order and going through the steps no more than
one time
c) analysis, design, and implementation steps in any order and going through the steps no more than one
time
d) analysis, design, and implementation steps in any order and using multiple iterations
Ans: a
11. The benefits of object-oriented modelling are
a) the ability to tackle more challenging problems
b) reusability of analysis, design, and programming results
c) improved communication between users, analysts, etc.
d) all the above
Ans: d
12. Generalization in the UML is reflected in implementation by
a) polymorphism
b) aggregation
c) inheritance
d) interfaces
Ans: c
13. A grouping of model elements is called
a) package.
b) qualifier.
c) associations.
d) composition.
Ans : a

14. A special type of association used to model a wholepart relationship is called as


a) aggregation.
b) composition.
c) association class.
d) generalization.
Ans : a

15. What is that concept in type theory in which a single name may denote objects of many different
classes that are related by some common super class referred to ______
a) Monomorphism
b) Type Checking
c) Polymorphism
d) Generalization

Ans: c

16. The method of design encompassing the process of object oriented decomposition and a notation for
depicting both logical and physical and as well as static and dynamic models of the system under
design is known as:
a) Object- Oriented Programming
b) Object- Oriented Design
c) Object- Oriented Analysis
d) None of the mentioned
Ans: b
17. What is the programming style of the object oriented conceptual model?
a) Invariant relationships
b) Algorithms
c) Classes and objects
d) Goals, often expressed in a predicate calculus.
Ans: c
18. The essential characteristics of an object that distinguish it from all other kinds of objects and thus
provide crisply defined conceptual boundaries, relative to the perspective of the viewer is called:
a) Encapsulation
b) Modularity
c) Hierarchy
d) Abstraction
Ans: d
19. The process of compartmentalizing the elements of an abstraction that constitute its structure and
behavior is called as
a) Hierarchy
b) Encapsulation
c) Modularity
d) Entity Abstraction
Ans: b

20. Which of the following statements about Persistence is correct?


a) It is the enforcement of the class of an object, such that objects of different types may not be interchanged, or
at the most they may be interchanged only in very restricted ways.
b) It is the property of an object through which its existence transcends time and/or space.
c) It is the property that distinguishes an active object from one that is not active.
d) All of the mentioned
Ans: b

UNIT-2

1. UML means
a) Unified Modeling Language
b) User Modeling Language
c) User Modified Language
d) Unified Model Language
Ans: a
3. In which relationship of use case diagram, the child use case inherits properties and behavior of the
parent use case?
a) Aggregation
b) Generalization
c) Extend
d) Include
Ans: b
4. A diagram that depicts the use cases and actors for a system is called
a) a deployment diagram
b) a component diagram
c) a sequence diagram
d) a use case diagram
Ans: d
5. The guideline to create a domain model is to
a) find the conceptual class
b) draw them as classes in a UML class diagram
c) add associations and attributes
d) All the above
Ans : d
6. The strategies to find conceptual classes are
e) reuse or modify existing models
f) use a category list
g) identify noun phrases
h) all the above
Ans : d
7. Domain model provides a conceptual view that includes
a) domain objects or conceptual classes
b) association between conceptual classes
c) attributes of conceptual classes
d) all the above
Ans: d
8. Multiplicity for an association as
a) the multiplicity at the target class end of an association is the number of instances that can be
associated with a single instance of source class
b) the multiplicity at the target class end of an association is the number of instances that can be
associated with a number instance of source class
c) all the above
d) None of the above
Ans: a
9. Which among these are the rules to be considered to form class diagrams?
a) Class symbols must have at least a name compartment
b) Compartment can be in random order
c) Attributes and operations can be listed at any suitable place
d) None of the above
Ans: a
10. Which among these are the rules to be considered to form Class diagrams?
a) Class symbols must have at least a name compartment
b) Compartment can be in random order
c) Attributes and operations can be listed at any suitable place
d) None of the above
Ans: a
Ans: a
11. The number of strategies for building a conceptual classes are
a) 5
b) 3
c) 4
d) 7
Ans: 3
12. the number of steps needed for identifying conceptual classes are
a) 5
b) 4
c) 8
d) 5
Ans: 4
13. Which one of the following is a part of an association?
a) multiplicity
b) multiplicability
c) navigation
d) arrow
Ans: a
14. Which among these are the rules to be considered to form Class diagrams?
e) Class symbols must have at least a name compartment
f) Compartment can be in random order
g) Attributes and operations can be listed at any suitable place
h) None of the above
Ans: a
15. Which of these are part of class operation specification format?
a) Name
b) parameter list
c) return-type list
d) All the above
Ans: d
16. An operation can be described as
a) object behaviour
b) class behaviour
c) functions
d) object and class behaviour
Ans: d
17. Domain model refinement is used to
a) identify conceptual classes
b) refine conceptual classes
c) redefine conceptual classes
d) avoid unnecessary classes
Ans: b
18. A grouping of model elements is called
a) package.
b) qualifier.
c) associations.
d) composition.
Ans : a
19. At Conceptual level, a Class can consist attributes of
a) primitive data type
b) value object data type e.g. Date, Money
c) complex data type e.g. Customer, Account, Inventory
d) both a) and b)
Ans: d
20. Class diagrams at conceptual level should include
a) attributes only
b) operations only
c) both attributes and operations
Ans : a
21. On a use case diagram, an actor is represented as
a) a hardware device
b) another system
c) human
d) process
Ans : d
UNIT-3

2. A package diagram consists of the


a) package symbols
b) groupings of usecases, classes, components
c) interface
d) both a) and b)
Ans: d
3. Which kind of UML diagram describes how code is arranged into directories?
a) Component
b) Communication
c) State
d) Package
Ans: d
4. Interaction diagram is
a) the UML notations for dynamic modelling of collaborations
b) a central focus of engineering design
c) both a) and b)
d) only a)
Ans : c
5. The interaction diagram in UML is a combination of
a) a sequence diagram and use case diagram
b) communication diagram and use case diagram
c) a sequence diagram and collaboration diagram
d) an activity and sequence diagram
Ans: c
6. Interaction fragments are
a) a rectangular frame with a pentagonal operation compartment in the upper left-hand corner
b) a fragment which has a marked part of an interaction specification
c) the regions resulting from these divisions hold the interaction fragment operations
d) both a) and b)
Ans: d
7. Which of the following diagram is time oriented?
a) Collaboration
b) Sequence
c) Activity
d) State
Ans:b
8. A deployment diagram consists of
a) computational resource
b) communication path between resource
c) artifacts that execute resource
d) All the above
Ans: d
9. Which among the following are the common notations for deployment diagrams?
a) Artifacts and node
a) Stereotypes
b) Components
c) All the above
Ans: a
10. Which of the following are types of nodes used in deployment diagram?
a) Device
b) Execution Environment
c) Artifact
d) both a) and b)
Ans: d
11. A deployment diagram consists of
a) computational resource
b) communication path between resource
c) artifacts that execute resource
d) all the above
Ans: d
12. The ways in which artifacts can be deployed as
a) artifact symbol can be placed within node symbol
b) the artifact symbol can appear outside the node but be attached to it by dependency
arrow from the artifact
c) artifact name can be listed inside the node symbol
d) all the above
Ans: d
13. If you need to show the physical relationship between software components and the
hardware in the delivered system, which diagram can you use?
a) Component diagram
b) Deployment diagram
c) Class diagram
d) Network diagram
Ans: b
14. Which of one the following determines state diagram?
a) The UML notation for specifying finite automata is the state diagram
b) In state diagrams, states are represented by rounded rectangles
c) All the above
d) None of the above
Ans: c
15. Which one of the following represents State Diagram?
a) The finite automaton initial state is designated by a special initial pseudo-state
depicted as a large black dot at the tail of an arrow pointing at the initial state
b) A finite automaton may execute forever or it may halt in a final state
c) Transitions are represented by solid arrows labeled with one or more transition strings that describe
the circumstances under which the transition is triggered and the actions that may ensue
d) All the above
Ans: d

16. Which of the following is true about transition in state?


a) A transition is a change from one state to another
b) Transitions may be spontaneous, but usually some event triggers them
c) An event is a noteworthy occurrence at a particular time; events have no duration
d) All of the above
Ans: d

17. Which core element of UML is being shown in the figure?

a) Node
b) Interface
c) Class
d) Component
Ans:d

18. A component diagram consists of

a) components, their Relationship to the environment


b) packages and dependency
c) internal structure
d) a, c
Ans :d
19. Which one of the following statements are true for activity diagrams?
a) Activity diagram can be used to depict workflow for a particular business activity
b) Activity diagram can be used to explore/discover parallel activities
c) Activity diagram do not tell you who does what and are difficult to trace back to object models
d) all the above
Ans: d
20. In general, activity diagrams consistof
a) nodes and edges
b) actions and transitions
c) actions, decisions and flows
d) symbols and lines
Ans: a
21. The symbol used to represent a situation, where a flow must wait until all process completes their
execution is
a) fork
b) join
c) merge
d) rake
Ans: c
22. The swim lane metaphor is no longer used
a) because swim lanes are no longer part of the UML
b) because partitions can be multidimensional and don’t look like swimlanes
c) the swim lane metaphor is still in use
d) both b) and c)
Ans: d
23. A decision and merge node is represented by
a) an oval
b) a circle
c) a rectangle
d) a diamond
Ans: d
24. Activity diagrams differ from flowcharts because activity diagrams support
a) swimlanes
b) parallel behaviour
c) decision nodes
d) actions
Ans: b
25. Multiple flows entering an action node constitute
a) an implicit merge
b) an implicit join
c) explicit join
d) explicit merge
Ans: b
UNIT-IV

1. When would you use the GOF Decorator design pattern?


a) to translates an existing class interface into a compatible target interface
b) to assign more functionality to an object without sub-classing it
c )o decouple an abstraction from its implementation so that the two can vary independently
d) to nest layers of decorators to add more functionality
Ans :b

2. When would you use the GOF Composite design pattern?


a) to decouple an abstraction from its implementation so that the two can vary independently
b) to translates an existing class interface into a compatible target interface
c) to arrange object hierarchies such that the client code can access both the individual
objects and compositions in a uniform manner
d) to improve the system overall performance
Ans :c

3.Which are considered forces to select a Strategy Pattern?


a) A client needs to use a family of related objects
b) A change to an object requires changing other objects
c) A client needs to choose from multiple algorithms
d) Multiple classes are the same but differ only in their behaviors .
Ans:a,b,c,d

4.Which design pattern you would you use to control the creation of an object based on a established
interface, while allowing the concrete implementation to determine the subclass to construct.
a) Singleton
b) Composite
c) Decorator
d) Factory
Ans: d

5.A pattern that is intended to provide a means to define a family of algorithms and encapsulate each one as
an object for interchangeable use:
a) strategy Pattern
b) factory Pattern
c) observer Pattern
d) adapter Pattern
Ans: a

6.Which design pattern you would you use to limit the class instantiation to one object?
a) Factory
b) Singleton
c)Observer
d) Adapter
Ans: b

7.The use of design patterns for the development of object-oriented software has important implications for

a) component-based software engineering


b) reusability in general
c) all of the mentioned
d) none of the above
Ans :c

8. Ensure a class has only one instance, and provide a global access point to it.
a) single Class Factory
b) proxy
c) singleton
d) flyweight
Ans: c

9. Provide an unified interface to a set of interfaces in a subsystem. It define a higher


level interface that makes the subsystem easier to use.
a) facade Mediator
b) adapter
c) strategy
d) observer
Ans: b

10. Which of the following are good practices to use while designing for reuse?
a) Define a persistence framework that provides services for persisting objects.
b) Use design patterns, wherein complete solutions are already defined.
c) Use controller objects to control the flow of processes in the system.
d) Assign responsibilities to classes such that coupling between them remains low.
Ans: b,d

11.Which mechanism is applied to use a design pattern in an OO system?


a) Inheritance
b) Composition
c) All of the above
d) None of the above
Ans :c
12. . The recurring aspects of designs are called design
a) patterns
b) documents
c) structures
d) methods
Ans :a

13. In factory method pattern, the framework must instantiate classes but it only knows
about the abstract classes, which it cannot initiate. How would one solve this
problem?
a) encapsulating the knowledge of which document subclass to is to be created and
b) moving this knowledge out of the framework
c) instantiating the application specific documents without knowing their class
d) All of the mentioned
Ans:d

14. You want to avoid multiple inheritance. Which design pattern would you choose?
a) Abstraction-Occurrence Pattern
b) Player-Role Pattern
c) General Hierarchy Pattern
d) Singleton Pattern
Ans :b

UNIT-V

1) Maintaining the nonfunctional requirements and design constraints in a textual document is called as

a) Supplementary Specification b) Permanent Specification

b) Total Specification d) Partial Specification

Ans:a

2) Prepare the launcher and its satellite payload for launch, and perform the launch

a) Launch Satellite b)Activate Satellite c) Perform Satellite checkout d) Prepare for Operations

Ans:a

3) Segements are organized into set of cohesion and loosely coupled subsystems

a) Multiplicity b) Modularity c) Heirarchy d) Abstraction

ans: b

4) Establish a train plan that defines the travel route for a particular train

a) Route Train b) Plan Traffic c) Monitor Train System d) Monitor Traffic

Ans: a

5) Encompassing profile,grade and wayside devices is called

a) Trains b)Track c) Plans d) Charts

Ans: b

6) Common word beginnings such as re,anti and un

a) common prefixes b) common suffixes c) legal strings d)solved

ans:a

7) The blackboard Object about which the assumptions was made

a) reason b) creator c) target d) PlainText

ans: c
8) returns true if there is an assertion for every letter in the word.

a) isSolved b) value c) isUnsolved d) isReliable

ans: a

9) Attach the knowledge source to the blackboard

a) reset b) connect c) isSolved d) retrieveSolution

ans: b

10) Regular Expression for patter matching –ANY ITEM

a) ~ b) ? c) { d) }

Ans:b

11) Describe how employees request and view vacation time requests.

a) Manage Time b) approve Request c) BackUp System Records d) Manage Leave

Ans: a

4 MARKS

UNIT I

1.Differentiate between Traditional and object oriented approach

Traditional Approach Object-Oriented Approach


Used to develop the Traditional Projects that uses Used to develop Object-oriented Projects that depends
procedural programming on ObjectOriented programming
Uses common processes likes: analysis, design, Uses UML notations likes: use case, class diagram,
implementation, and testing. communication diagram, development diagram and
sequence diagram.
Depends on the size of projects and type of projects Depends on the experience of the team and complexity
of projects
Needs to large duration sometimes to development the Need to more time than Traditional approach and leads
large projects that to more cost.
Need to more time than Traditional approach and leads The object-oriented software life cycle identifies the
that to more cost. three traditional activities of analysis, design, and
implementation

2.What is meant by Object model?

The object model represents the static and most stable phenomena in the modeled domain. [3] Main concepts are
classes and associations with attributes and operations. Aggregation and generalization (with multiple inheritance)
are predefined relationships.
object model has two related but distinct meanings:

1. The properties of objects in general in a specific computer programming language, technology, notation
or methodology that uses them. Examples are the object models of Java, the Component Object
Model (COM), or Object-Modeling Technique (OMT). Such object models are usually defined using
concepts such as class, generic function, message, inheritance, polymorphism, and encapsulation. There is
an extensive literature on formalized object models as a subset of the formal semantics of programming
languages.
2. A collection of objects or classes through which a program can examine and manipulate some specific parts
of its world. In other words, the object-oriented interface to some service or system. Such an interface is
said to be the object model of the represented service or system. For example, the Document Object
Model (DOM) [1] is a collection of objects that represent a page in a web browser, used by script programs
to examine and dynamically change the page.
3.Describe the various features of Object model
An object model consists of the following important features:
 Object Reference
 Objects can be accessed via object references. To invoke a method in an object, the object reference and
method name are given, together with any arguments.
 Interfaces
 An interface provides a definition of the signature of a set of methods without specifying their
implementation. An object will provide a particular interface if its class contains code that implement the
method of that interface. An interface also defines types that can be used to declare the type of variables or
parameters and return values of methods.
 Actions
 An action in object-oriented programming (OOP) is initiated by an object invoking a method in another
object. An invocation can include additional information needed to carry out the method. The receiver
executes the appropriate method and then returns control to the invoking object, sometimes supplying a
result.
 Exceptions
 Programs can encounter various errors and unexpected conditions of varying seriousness. During the
execution of the method many different problems may be discovered. Exceptions provide a clean way to
deal with error conditions without complicating the code. A block of code may be defined to throw an
exception whenever particular unexpected conditions or errors arise. This means that control passes to
another block of code that catches the exception.
4. Explain about Object
An object is a real-world element in an object–oriented environment that may have a physical or a conceptual
existence. Each object has:

 Identity that distinguishes it from other objects in the system.

 State that determines the characteristic properties of an object as well as the values of the properties that
the object holds.

 Behavior that represents externally visible activities performed by an object in terms of changes in its state.

Objects can be modelled according to the needs of the application. An object may have a physical existence, like a
customer, a car, etc.; or an intangible conceptual existence, like a project, a process, etc.

5.Discuss about class in OOAD

Class
A class represents a collection of objects having same characteristic properties that exhibit common behavior. It
gives the blueprint or description of the objects that can be created from it. Creation of an object as a member of a
class is called instantiation. Thus, object is an instance of a class.

The constituents of a class are:

 A set of attributes for the objects that are to be instantiated from the class. Generally, different objects of a
class have some difference in the values of the attributes. Attributes are often referred as class data.

 A set of operations that portray the behavior of the objects of the class. Operations are also referred as
functions or methods.

6.What constitute of class in OOAD

The constituents of a class are:

 A set of attributes for the objects that are to be instantiated from the class. Generally, different objects of a
class have some difference in the values of the attributes. Attributes are often referred as class data.

 A set of operations that portray the behavior of the objects of the class. Operations are also referred as
functions or methods.

Example

Let us consider a simple class, Circle, that represents the geometrical figure circle in a two–dimensional space. The
attributes of this class can be identified as follows:

 x–coord, to denote x–coordinate of the center


 y–coord, to denote y–coordinate of the center
 a, to denote the radius of the circle
Some of its operations can be defined as follows:

 findArea(), method to calculate area


 findCircumference(), method to calculate circumference
 scale(), method to increase or decrease the radius
6.What is meant by classification?

Classification is the process of checking to see if an object belongs to a category or a class and it is regarded as a
basic attribute of human nature. • A class is a specification of structure, behavior, and the description of an object.

The Challenge of Classification

•Intelligent classification is intellectually hard work and may seem rather arbitrary.

•Martin and Odell have observed in object-oriented analysis and design, that “In fact, an object can be categorized
in more than one way.”

7.Briefly discuss about Classification Theory:

Many persons introduced many theories for classification.


1..Booch
Classification guides us in making good decisions for modularization using the property of sameness.

The identified classes can be placed in same module or in different module based on the sameness.

Sameness/ Similarity can be measured with coupling and cohesion.

Cohesion is the measure of dependency between the classes/packages/components in a module where coupling is the
measure of dependency between different modules.

In real software development prefers weak coupling andstrong cohesion.

2.Martin and Odell:

Classification can be used for well understanding of concept[Building Blocks].

These classes iteratively represent the refinement job during design.

Classes also act as an index to various implementations..

3.Tou and Gonzalez:


Explained classification based on physicophysiology

i.e., therelation between the person and the system.

When a person is introduced to a system thehuman intelligence may help him to identify a set of objects and classes
which later can be refined.

8.Describe various Approaches for identifying the classes

Approaches for identifying the classes:‐

There are four approaches for identifying classes

1. Noun phrase approach - looking for noun phrases Nouns in the textual description are constructed to be classes and
verbs to be methods of the classes

2. Approaches for identifying the classes - Identifying classes is using Common Class Patterns, which is based on a
knowledge base of the common classes that have been proposed by various researchers, such as Metter. Ross….

3. Use – case driven, sequence/collaboration modeling approach - Use cases are employed to model the scenarios in
the system and specify what external actors interact with the scenario.

4. Classes, Responsibilities and collaborators(CRC)- is a technique used for identifying classes, responsibilities and
therefore their attributes and methods

9.Discuss about Noun Phrase Approach and the guidelines followed.

Noun Phrase Approach:‐

Proposed by Rebecca, Brain and Lauren In this method, we read through the requirement of use cases looking for noun
phrases Nouns in the textual description are constructed to be classes and verbs to be methods of the classes .

All plurals are changed to singular, the nouns are listed and the list divided into three categories
1.Relevant classes

2.Fuzzy classes(class that are not sure about)

3.Irrelevant classes R.C F.C IR.C It is safe to swap the irrelevant classes , which either have no purpose or will be
unnecessary Identifying tentative classes

Following are guidelines for selecting classes in an application

•look for nouns and noun phrases in the use cases

•Some classes are implicit or taken from general knowledge

•all classes must make sense in the application domain; avoid computer implementation classes

•carefully choose and define class names Finding class is not easy, it is an incremental

10.Briefly explain about Common Class Patterns Approach:‐

It is a method for identifying classes is using Common Class Patterns, which is based on a knowledge base
of the common classes that have been proposed by various researchers, such as Metter. Ross….

Following are the list of patterns for finding the candidate classes and objects

1.Name: Concept class:‐ •Context A concept is a particular idea or understanding that we have for our world The
concept class encompasses principles that are not tangible but used to organize or keep track of business activities or
communication Privately held ideas or notions are called conceptions

Eg. Performance is an example of concept class object

2. Name : Event Class:‐ Context Events c lasses are points in time must be recorded Things happen, usually to
something else at a given data AND TIME Associated attributes – who, what , when, where, why, how etc Eg.
Landing, interrupt, request and order are possible events

3. Name: Organization Class:‐ Context An organization class is a collection of people, resources, facilities or groups
to which the user belongs. Eg. An accounting department might be considered a potential class

4. Name: People class:‐ (also known as person, roles and roles played class) Context people class represents the
different roles users play in interacting with the application people carry out some function person can be divided into
two types

1. Those representing users of the system

2. Those representing people who do not use the system

Eg. Employee, client, teacher

5.Name: Places Class:‐ Context places are physical location that the system must keep information about

Eg. Building, stores, sites, offices 6.Name: Tangible things and devices class:‐ Context this class includes physical
objects or groups of object that are tangible and devices with which the application interacts Eg. Cars – eg for tangible
things Pressure – eg for an device.

11.Discuss about the concept of Use Case Driven Approach


Use Case Driven Approach:

Identifying Classes and their behavior through sequence / collaboration modeling:‐

Use cases are employed to model the scenarios in the system and specify what external actors interact with the
scenario.

Scenario – are explained in text or sequence of steps: Use case modeling is considered as problem driven approach to
OOA, it is an recommended aid in finding the object of the system Implementation of scenarios:‐UML specification
recommends that at least one scenario be prepared for each significantly different use case instance.

Each scenario shows a different sequence of interaction between actors and the system, will all decision definite.

This process helps to understand the behavior of the systems object

when arrived at the lowest use case level, we may create a child sequence diagram or accompanying collaboration
diagram for the use case

with the sequence and collaboration diagrams, we can model the implementation of the scenario

use case diagram – steps are just textual description defines high‐level view of a system

sequence diagram – enables the interaction between objects in the system

12.Define the term CRC

Classes, Responsibilities and collaborators (CRC):‐

Developed by Cunningham, beck was is presented as a way of teaching the basic concepts of OOD CRC—is a
technique used for identifying classes, responsibilities and therefore their attributes and methods .It is more a teaching
technique than a method for identifying classes .

It is based on the idea that an object either can accomplish a certain responsibility itself or it may require the assistant
of other objects.

If it requires the assistance of other objects, it must collaborate with those object to fulfill its responsibility.

By identifying an objects responsibilities and collaborators we can identify its attributes and methods ÆCRC card are
4″ X 6″ index cards.

All information are written in the card which is cheap, portable, readily available and familiar. Following figure shows
the card

Class name – appear in the upper left hand corner

Bulleted list of responsibilities should appear under it in the left two thirds of the card

And list of c collaborators in the right side

CRC stresses the importance of creating objects.


13.What are the process involved in CRC?

CRC Process:‐ It consists of 3 steps

1. Identifying classes and responsibility

2.Assign responsibility

3. Identify collaborators

Classes are identified and grouped by common attributes, which also provides candidates for super classes Identify
Classes & Responsibilities Assign Responsibility Identify Collaboration Iterate Class names are written onto CRC
Cards, the card also notes sub and super classes to show the class structure

Applications requirements then are examined for actions and information associated with each class to find the
responsibilities of each class

Next, the responsibilities are distributed, they should be as general as possible and placed as high as possible in
inheritance hierarchy .

The idea in locating collaborators is to identify how classes interact. Classes that have a close collaboration are grouped
together physically.

UNIT II

1. What is UML ?
Unified Modeling language (UML) is a standardized modeling language enabling developers to specify,
visualize, construct and document artifacts of a software system. Thus, UML makes these artifacts scalable,
secure and robust in execution. UML is an important aspect involved in object-oriented software
development. It uses graphic notation to create visual models of software systems.

2. What is a unified process?


The Unified Software Development Process or Unified Process is a popular iterative and incremental
software development processframework. The best-known and extensively documented refinement of
theUnified Process is the Rational Unified Process (RUP).

3.What is a usecase?

The Use Case Model describes the proposed functionality of the new system. A Use Case represents a
discrete unit of interaction between a user (human or machine) and the system. A Use Case is a single unit
of meaningful work; for example login to system, register with system and create order are all Use Cases.
Each Use Case has a description which describes the functionality that will be built in the proposed system.
A Use Case may 'include' another Use Case's functionality or 'extend' another Use Case with its own
behavior. Use Cases are typically related to 'actors'. An actor is a human or machine entity that interacts
with the system to perform meaningful work.

4.Describe the different UML Notations used in Use case diagram


Use Case

A use case represents a user goal that can be achieved by accessing the system or software application.
In Visual Paradigm, you can make use of the sub-diagram feature to describe the interaction between user and
system within a use case by creating a sub-sequence diagram under a use case. You can also describe the use case
scenario using the Flow of Events editor.

Include

An include relationship specifies how the behavior for the inclusion use case is inserted into the behavior
defined for the base use case.

Dependency

A dependency relationship represents that a model element relies on another model element for specification and/or
implementation.

Realization
A realization is a relationship between a specification and its implementation.

Collaboration

A collaboration describes a structure of collaborating elements (roles), each performing a specialized


function, which collectively accomplish some desired functionality. Its primary purpose is to explain how a
system works.

Extend

An extend relationship specifies how the behavior of the extension use case can be inserted into the
behavior defined for the base use case.

Association

Actor and use case can be associated to indicate that the actor participates in that use case. Therefore, an
association correspond to a sequence of actions between the actor and use case in achieving the use case.
Generalization

A generalization relationship is used to represent inheritance relationship between model elements of same
type. The more specific model element share the same specification with. the more general the model element but
carries more details in extra.

5.Differentiate Generalization and Extends notations.

Generalization

A generalization relationship is used to represent inheritance relationship between model elements of same
type. The more specific model element share the same specification with. the more general the model element but
carries more details in extra.

Extend

An extend relationship specifies how the behavior of the extension use case can be inserted into the
behavior defined for the base use case.
6. Why is it so important to indicate the <include> relationship in UML diagram?

while "include" is a use-case which will be called as a consequence of invoking another one. But still there
are these doubts...should this new use case be one for itself or should it extend this other one here...the boundaries
are not always very clear.
Well here I've found a documention from IBM Rational Architect that explains the difference quite good (I think):

7.Define domain model.

A domain model can be conceptual or particular. While a conceptual modelcaptures general concepts and
relationships of some domain, a particular modelcaptures objects and links between objects in a specific instance of
the conceptualdomain. ... (An object diagram is a class diagram containing objects and links.

8. What is the need for domain model and how to create it?

Domain Model is mirrored in Domain Layer — low representational gap

Focus on customer needs — customer domain becomes language of developers

Creation of domain models:

1.Find the domain concepts

2. Draw them in a UML class diagram

3. Add associations and attributes

9.What is the use of class diagram?

In software engineering, a class diagram in the Unified Modeling Language (UML) is a type of static
structure diagram that describes the structure of a system by showing the system's classes, their attributes, operations
(or methods), and the relationships among objects.
The class diagram is the main building block of object-oriented modelling. It is used both for
general conceptual modelling of the systematics of the application, and for detailed modelling translating the models
into programming code. Class diagrams can also be used for data modeling.[1] The classes in a class diagram
represent both the main elements, interactions in the application, and the classes to be programmed.
10. Describe the notations used in a class diagram.

In the diagram, classes are represented with boxes that contain three compartments:

 The top compartment contains the name of the class. It is printed in bold and centered, and the first letter is
capitalized.
 The middle compartment contains the attributes of the class. They are left-aligned and the first letter is
lowercase.
 The bottom compartment contains the operations the class can execute. They are also left-aligned and the first
letter is lowercase.

UNIT – III

1. What is the use of package diagram?

Package diagrams can use packages containing use cases to illustrate the functionality of a software system.
Package diagrams can use packages that represent the different layers of a software system to illustrate the
layered architecture of a software system. The dependencies between these packages can be adorned with
labels / stereotypes to indicate the communication mechanism between the layers.

A package is rendered as a tabbed folder - a rectangle with a small tab attached to the left side of the top of the
rectangle. If the members of the package are not shown inside the package rectangle, then the name of the package
should be placed inside.

Package org.hibernate

The members of the package may be shown within the boundaries of the package. In this case the name of the
package should be placed on the tab.

Package org.hibernate contains SessionFactory and Session

2. Describe the purpose of interaction diagram.

The purposes of interaction diagrams are to visualize the interactive behaviour of the system. Now visualizing
interaction is a difficult task. So the solution is to use different types of models to capture the different aspects of
the interaction.
That is why sequence and collaboration diagrams are used to capture dynamic nature but from a different angle.

So the purposes of interaction diagram can be describes as:

 To capture dynamic behaviour of a system.

 To describe the message flow in the system.

 To describe structural organization of the objects.

 To describe interaction among objects.

3. How to draw a interaction diagram?

We have two types of interaction diagrams in UML. One is sequence diagram and the other is a collaboration
diagram. The sequence diagram captures the time sequence of message flow from one object to another and the
collaboration diagram describes the organization of objects in a system taking part in the message flow.

So the following things are to identified clearly before drawing the interaction diagram:

 Objects taking part in the interaction.

 Message flows among the objects.

 The sequence in which the messages are flowing.

 Object organization.

4. Write short notes on activity diagram.

It captures the dynamic behaviour of the system. Other four diagrams are used to show the message flow from one
object to another but activity diagram is used to show message flow from one activity to another.

Activity is a particular operation of the system. Activity diagrams are not only used for visualizing dynamic nature
of a system but they are also used to construct the executable system by using forward and reverse engineering
techniques. The only missing thing in activity diagram is the message part.

It does not show any message flow from one activity to another. Activity diagram is some time considered as the
flow chart. Although the diagrams looks like a flow chart but it is not. It shows different flow like parallel,
branched, concurrent and single.

So the purposes can be described as:

 Draw the activity flow of a system.

 Describe the sequence from one activity to another.

 Describe the parallel, branched and concurrent flow of the system.

5. Describe the uses of activity diagram.

It captures the dynamic behaviour of the system. Other four diagrams are used to show the message flow from one
object to another but activity diagram is used to show message flow from one activity to another.
Activity is a particular operation of the system. Activity diagrams are not only used for visualizing dynamic nature
of a system but they are also used to construct the executable system by using forward and reverse engineering
techniques. The only missing thing in activity diagram is the message part.

It does not show any message flow from one activity to another. Activity diagram is some time considered as the
flow chart. Although the diagrams looks like a flow chart but it is not. It shows different flow like parallel,
branched, concurrent and single.

So the purposes can be described as:

 Draw the activity flow of a system.

 Describe the sequence from one activity to another.

 Describe the parallel, branched and concurrent flow of the system.

6. Describe the notations used in activity diagram.

Activity Diagram Symbols' Meaning

The start symbol represents the beginning of a process or workflow in an activity diagram. It can be
used by itself or with a note symbol that explains the starting point.
The activity symbol is the main component of an activity diagram. These shapes indicate the
activities that make up a modeled process.

The connector symbol is represented by arrowed lines that show the directional flow, or control flow, of
the activity. An incoming arrow starts a step of an activity; once the step is completed, the flow continues
with the outgoing arrow.

The join symbol, or synchronization bar, is a thick vertical or horizontal line. It combines two
concurrent activities and re-introduces them to a flow where only one activity occurs at a time.
A fork is symbolized with multiple arrowed lines from a join. It splits a single activity flow
into two concurrent activities.

The decision symbol is a diamond shape; it represents the branching or merging of various flows with
the symbol acting as a frame or container.

The note symbol allows the diagram creators or collaborators to communicate additional messages that
don't fit within the diagram itself.

The receive signal symbol demonstrates the acceptance of an event. After the event is
received, the flow that comes from this action is completed.

The send signal symbol means that a signal is being sent to a receiving activity, as seen above.
The shallow history pseudostate symbol represents a transition that invokes the last active
state.

The option loop symbol allows the creator to model a repetitive sequence within the option loop
symbol.
The flow final symbol shows the ending point of a process' flow. While a flow final symbol marks the
end of a process in a single flow, an end symbol represents the completion of all flows in an activity.

The end symbol represents the completion of a process or workflow.

7. Define a state machine diagram with an example.

A state machine diagram models the behaviour of a single object, specifying the sequence of events that an
object goes through during its lifetime in response to events.

As an example, the following state machine diagram shows the states that a door goes through during its
lifetime.

The door can be in one of three states: "Opened", "Closed" or "Locked". It can respond to the events Open,
Close, Lock and Unlock. Notice that not all events are valid in all states; for example, if a door is opened,
you cannot lock it until you close it. Also notice that a state transition can have a guard condition attached:
if the door is Opened, it can only respond to the Close event if the condition doorWay->isEmpty is
fulfilled. The syntax and conventions used in state machine diagrams will be discussed in full in the
following sections.

8. Describe various notations used in state machine diagram.

9. A state is denoted by a round-cornered rectangle with the name of the state written inside it.
Initial and Final States
The initial state is denoted by a filled black circle and may be labeled with a name. The final state is
denoted by a circle with a dot inside and may also be labeled with a name.

Transitions
Transitions from one state to the next are denoted by lines with arrowheads. A transition may have a
trigger, a guard and an effect, as below.

"Trigger" is the cause of the transition, which could be a signal, an event, a change in some condition, or
the passage of time. "Guard" is a condition which must be true in order for the trigger to cause the
transition. "Effect" is an action which will be invoked directly on the object that owns the state machine as
a result of the transition.

State Actions
In the transition example above, an effect was associated with the transition. If the target state had many
transitions arriving at it, and each transition had the same effect associated with it, it would be better to
associate the effect with the target state rather than the transitions. This can be done by defining an entry
action for the state. The diagram below shows a state with an entry action and an exit action.

Self-Transitions
A state can have a transition that returns to itself, as in the following diagram. This is most useful when an
effect is associated with the transition.

Compound States
A state machine diagram may include sub-machine diagrams, as in the example below.

Entry Point
Sometimes you won’t want to enter a sub-machine at the normal initial state. For example, in the following
sub-machine it would be normal to begin in the "Initializing" state, but if for some reason it wasn’t
necessary to perform the initialization, it would be possible to begin in the "Ready" state by transitioning to
the named entry point.

Exit Point
In a similar manner to entry points, it is possible to have named alternative exit points. The following
diagram gives an example where the state executed after the main processing state depends on which route
is used to transition out of the state.

Choice Pseudo-State
A choice pseudo-state is shown as a diamond with one transition arriving and two or more transitions
leaving. The following diagram shows that whichever state is arrived at, after the choice pseudo-state, is
dependent on the message format selected during execution of the previous state.

Junction Pseudo-State
Junction pseudo-states are used to chain together multiple transitions. A single junction can have one or
more incoming, and one or more outgoing, transitions; a guard can be applied to each transition. Junctions
are semantic-free. A junction which splits an incoming transition into multiple outgoing transitions realizes
a static conditional branch, as opposed to a choice pseudo-state which realizes a dynamic conditional
branch.

Terminate Pseudo-State
Entering a terminate pseudo-state indicates that the lifeline of the state machine has ended. A terminate
pseudo-state is notated as a cross.

History States
A history state is used to remember the previous state of a state machine when it was interrupted. The
following diagram illustrates the use of history states. The example is a state machine belonging to a
washing machine.

Concurrent Regions
A state may be divided into regions containing sub-states that exist and execute concurrently. The example
below shows that within the state "Applying Brakes", the front and rear brakes will be operating
simultaneously and independently. Notice the use of fork and join pseudo-states, rather than choice and
merge pseudo-states. These symbols are used to synchronize the concurrent threads.

10. Define behavioral state machine diagrams.

State in behavioral state machines models a situation during which some (usually implicit) invariant condition
holds. The invariant may represent a static situation such as an object waiting for some external event to occur.
However, it can also model dynamic conditions such as the process of performing some behavior (i.e., the model
element under consideration enters the state when the behavior commences and leaves it as soon as the behavior is
completed).
Inherited states are drawn with dashed lines or gray-toned lines.
The UML defines the following kinds of states:
 simple state,
 composite state,
 submachine state.

11. Why do we need component diagram?

Component diagram is a special kind of diagram in UML. The purpose is also different from all other diagrams
discussed so far. It does not describe the functionality of the system but it describes the components used to make
those functionalities.

So from that point component diagrams are used to visualize the physical components in a system. These
components are libraries, packages, files etc.

Component diagrams can also be described as a static implementation view of a system. Static implementation
represents the organization of the components at a particular moment.

A single component diagram cannot represent the entire system but a collection of diagrams are used to represent
the whole.

So the purpose of the component diagram can be summarized as:

 Visualize the components of a system.

 Construct executables by using forward and reverse engineering.

 Describe the organization and relationships of the components.

12. What is the need for deployment diagram?


The name Deployment itself describes the purpose of the diagram. Deployment diagrams are used for describing
the hardware components where software components are deployed. Component diagrams and deployment
diagrams are closely related.

Component diagrams are used to describe the components and deployment diagrams shows how they are deployed
in hardware.

UML is mainly designed to focus on software artifacts of a system. But these two diagrams are special diagrams
used to focus on software components and hardware components.

So most of the UML diagrams are used to handle logical components but deployment diagrams are made to focus
on hardware topology of a system. Deployment diagrams are used by the system engineers.

The purpose of deployment diagrams can be described as:

 Visualize hardware topology of a system.

 Describe the hardware components used to deploy software components.

 Describe runtime processing nodes.

UNIT – IV

1. Define and describe an object design.


After the analysis phase, the conceptual model is developed further into an object-oriented model using object-
oriented design (OOD). In OOD, the technology-independent concepts in the analysis model are mapped onto
implementing classes, constraints are identified, and interfaces are designed, resulting in a model for the solution
domain. In a nutshell, a detailed description is constructed specifying how the system is to be built on concrete
technologies

The stages for object–oriented design can be identified as:

 Definition of the context of the system


 Designing system architecture
 Identification of the objects in the system
 Construction of design models
 Specification of object interfaces
2. What are the different phases of object design?

After the hierarchy of subsystems has been developed, the objects in the system are identified and their details are
designed. Here, the designer details out the strategy chosen during the system design. The emphasis shifts from
application domain concepts toward computer concepts. The objects identified during analysis are etched out for
implementation with an aim to minimize execution time, memory consumption, and overall cost.

Object design includes the following phases:

 Object identification
 Object representation, i.e., construction of design models
 Classification of operations
 Algorithm design
 Design of relationships
 Implementation of control for external interactions
 Package classes and associations into modules
3. Write short notes on design optimization.

The analysis model captures the logical information about the system, while the design model adds details to
support efficient information access. Before a design is implemented, it should be optimized so as to make the
implementation more efficient. The aim of optimization is to minimize the cost in terms of time, space, and other
metrics.

However, design optimization should not be excess, as ease of implementation, maintainability, and extensibility
are also important concerns. It is often seen that a perfectly optimized design is more efficient but less readable and
reusable. So the designer must strike a balance between the two.

The various things that may be done for design optimization are:

 Add redundant associations


 Omit non-usable associations
 Optimization of algorithms
 Save derived attributes to avoid re-computation of complex expressions
4. What are Patterns?
In software development, a pattern (or design pattern) is a written document that describes a general
solution to a design problem that recurs repeatedly in many projects. Software designers adapt the pattern
solution to their specific project. Patterns use a formal approach to describing a design problem, its
proposed solution, and any other factors that might affect the problem or the solution. A successful pattern
should have established itself as leading to a good solution in three previous projects or situations.

In object-oriented programming, a pattern can contain the description of certain objects and object classes
to be used, along with their attributes and dependencies, and the general approach to how to solve the
problem. Often, programmers can use more than one pattern to address a specific problem. A collection of
patterns is called a pattern framework.

5. What are the different types of information in a design pattern?

Design patterns include the following types of information:

 Name that describes the pattern


 Problem to be solved by the pattern
 Context, or settings, in which the problem occurs
 Forces that could influence the problem or its solution
 Solution proposed to the problem
 Context for the solution
 Rationale behind the solution (examples and stories of past successes or failures often go here)
 Known uses and related patterns
 Author and date information
 References and keywords used or searching
 Sample code related to the solution, if it helps
6. What is GOF design pattern?

In 1994, four authors Erich Gamma, Richard Helm, Ralph Johnson und John Vlissides published a book
titled Design Patterns - Elements of Reusable Object-Oriented Software which initiated the concept of Design
Pattern in Software development.

These authors are collectively known as Gang of Four (GOF). According to these authors design patterns are
primarily based on the following principles of object orientated design.

 Program to an interface not an implementation

 Favor object composition over inheritance

7. What are the various types of design patterns?

As per the design pattern reference book Design Patterns - Elements of Reusable Object-Oriented
Software , there are 23 design patterns. These patterns can be classified in three categories: Creational,
Structural and behavioral patterns. We'll also discuss another category of design patterns: J2EE design
patterns.
S.N. Pattern & Description

Creational Patterns
These design patterns provides way to create objects while hiding the creation logic, rather than
1
instantiating objects directly using new operator. This gives program more flexibility in deciding
which objects need to be created for a given use case.

Structural Patterns
2 These design patterns concern class and object composition. Concept of inheritance is used to compose
interfaces and define ways to compose objects to obtain new functionalities.

Behavioral Patterns
3
These design patterns are specifically concerned with communication between objects.

J2EE Patterns
4 These design patterns are specifically concerned with the presentation tier. These patterns are
identified by Sun Java Center.

8. Write short notes on creational patterns?

The first type of design pattern is the creational pattern. Creational patterns provide ways to instantiate single
objects or groups of related objects. There are five such patterns:

 Abstract Factory. The abstract factory pattern is used to provide a client with a set of related or dependant
objects. The "family" of objects created by the factory are determined at run-time.

 Builder. The builder pattern is used to create complex objects with constituent parts that must be created in the
same order or using a specific algorithm. An external class controls the construction algorithm.

 Factory Method. The factory pattern is used to replace class constructors, abstracting the process of object
generation so that the type of the object instantiated can be determined at run-time.

 Prototype. The prototype pattern is used to instantiate a new object by copying all of the properties of an
existing object, creating an independent clone. This practise is particularly useful when the construction of a
new object is inefficient.

 Singleton. The singleton pattern ensures that only one object of a particular class is ever created. All further
references to objects of the singleton class refer to the same underlying instance.
9. Write short notes on structural patterns?

The second type of design pattern is the structural pattern. Structural patterns provide a manner to define
relationships between classes or objects.

 Adapter. The adapter pattern is used to provide a link between two otherwise incompatible types by wrapping
the "adaptee" with a class that supports the interface required by the client.

 Bridge. The bridge pattern is used to separate the abstract elements of a class from the implementation details,
providing the means to replace the implementation details without modifying the abstraction.

 Composite. The composite pattern is used to create hierarchical, recursive tree structures of related objects
where any element of the structure may be accessed and utilised in a standard manner.
 Decorator. The decorator pattern is used to extend or alter the functionality of objects at run-time by wrapping
them in an object of a decorator class. This provides a flexible alternative to using inheritance to modify
behaviour.

 Facade. The facade pattern is used to define a simplified interface to a more complex subsystem.

 Flyweight. The flyweight pattern is used to reduce the memory and resource usage for complex models
containing many hundreds, thousands or hundreds of thousands of similar objects.

 Proxy. The proxy pattern is used to provide a surrogate or placeholder object, which references an underlying
object. The proxy provides the same public interface as the underlying subject class, adding a level of
indirection by accepting requests from a client object and passing these to the real subject object as necessary.
10. Write short notes on behavioral design patterns?

The final type of design pattern is the behavioural pattern. Behavioural patterns define manners of communication
between classes and objects.

 Chain of Responsibility. The chain of responsibility pattern is used to process varied requests, each of which
may be dealt with by a different handler.

 Command. The command pattern is used to express a request, including the call to be made and all of its
required parameters, in a command object. The command may then be executed immediately or held for later
use.

 Interpreter. The interpreter pattern is used to define the grammar for instructions that form part of a language
or notation, whilst allowing the grammar to be easily extended.

 Iterator. The iterator pattern is used to provide a standard interface for traversing a collection of items in an
aggregate object without the need to understand its underlying structure.

 Mediator. The mediator pattern is used to reduce coupling between classes that communicate with each other.
Instead of classes communicating directly, and thus requiring knowledge of their implementation, the classes
send messages via a mediator object.

 Memento. The memento pattern is used to capture the current state of an object and store it in such a manner
that it can be restored at a later time without breaking the rules of encapsulation.

 Observer. The observer pattern is used to allow an object to publish changes to its state. Other objects
subscribe to be immediately notified of any changes.

 State. The state pattern is used to alter the behaviour of an object as its internal state changes. The pattern
allows the class for an object to apparently change at run-time.

 Strategy. The strategy pattern is used to create an interchangeable family of algorithms from which the
required process is chosen at run-time.

 Template Method. The template method pattern is used to define the basic steps of an algorithm and allow the
implementation of the individual steps to be changed.

 Visitor. The visitor pattern is used to separate a relatively complex set of structured data classes from the
functionality that may be performed upon the data that they hold.

11. Write short notes on design persistence framework?


Working directly with code that uses JDBC is low-level data access; – As application developers, one is
more interested in the business problem that requires this data access. – What we’d really like is a
framework relieving us of this low-level drudgery. – However, how is easy is to build such a framework?

• There are excellent free, robust, industrial-strength open source persistence frameworks (based on JDBC).

• For example, Hibernate is very widely used in the Java domain (www.hibernate.org). – It solves most or
all problems in object-relational mapping, performance, transaction support, and so forth.

• The persistence framework is presented here to introduce key concepts in designing such a framework.
12. Describe the basic ideas of design persistence framework?

Mapping — There must be some mapping between a class and its persistent store (for example, a table in a
database), and between object attributes and the fields in a record.

• Database mapper — A Pure Fabrication database mapper is responsible for retrieving and storing objects
of a class.

It proposes making a class that is responsible for materialization, dematerialization, and object caching.

• A different mapper class is defined for each persistent object class.

UNIT V

1. What are the requirements of weather monitoring station?


The system shall provide automatic monitoring of various weather conditions. Specifically, it must
measure:
• Wind speed and direction
• Temperature
• Barometric pressure
• Humidity
The system shall also provide the following derived measurements:
• Wind chill
• Dew point temperature
• Temperature trend
• Barometric pressure trend

2. Draw the block diagram depicting the hardware of weather monitoring system.
3. Give the timedata life cycle and timer interaction diagram for weather monitoring system.
Timedata life cycle:

Timer Interaction diagram:

4. Draw the traffic management system process diagram.


5. Illustrate the TMS key mechanisms in detail.
1. Message Passing:
Messages in the traffic management system include signals to activate wayside devices, indications of
trains passing specific locations, and orders from dispatchers to train engineers. In general, these kinds
of messages are passed at two different levels within the traffic management system:
• Between computers and devices
• Among computers
2. Train-schedule Planning:
The concept of a train plan is central to the operation of the traffic management system. Each train has
exactly one active plan, and each plan is assigned to exactly one train and may involve many different
orders and locations on the track. Our first step is to decide exactly what parts constitute a train plan.
To do so, we need to consider all the potential clients of a plan and how we expect each of them to use
that plan. The diagram shows the train schedule planning mechanism.

3. Displaying:
Using off-the-shelf technology for our database needs helps us to focus upon the domain specific parts
of our problem. We can achieve similar leverage for our display needs by using standard graphics
facilities, such as Microsoft Windows, or X Windows. Using off-the-shelf graphics software
effectively raises the level of abstraction in our system, so that developers never need to worry about
manipulating the visual representation of displayable objects at the pixel level. Still, it is important to
encapsulate our design decisions regarding how various objects are represented visually.
4. Sensor Data Acquisition:
The traffic management system includes many different kinds of sensors. For example, sensors on
each train monitor the oil temperature, fuel quantity, throttle setting, water temperature, drawbar load,
and so on. Similarly, active sensors in some of the wayside devices report among other things the
current positions of switches and signals. The kinds of values returned by the various sensors are all
different, but the processing of different sensor data is all very much the same.
Replicating this behavior for every kind of sensor is not only tedious and error-prone, it also
usually results in redundant code and different developers will end up inventing multiple solutions to
the same problem. To avoid this sensor hierarchy framework is used.
6.Give the diagram for vacation tracking system.
7.Draw the activity diagram for cryptanalysis system.

8. How to draw activity diagram for any application?


Activity diagrams show the flow of activities through the system. Diagrams are read from top to
bottom and have branches and forks to describe conditions and parallel activities. A fork is used when
multiple activities are occurring at the same time. The diagram below shows a fork after activity1. This
indicates that both activity2 and activity3 are occurring at the same time. After activity2 there is a
branch. The branch describes what activities will take place based on a set of conditions. All branches
at some point are followed by a merge to indicate the end of the conditional behavior started by that
branch. After the merge all of the parallel activities must be combined by a join before transitioning
into the final activity state.
9. How to draw deployment Diagram?
Deployment diagram represents the deployment view of a system. It is related to the component diagram.
Because the components are deployed using the deployment diagrams. A deployment diagram consists of nodes.
Nodes are nothing but physical hardwares used to deploy the application. Deployment diagrams are useful for
system engineers. An efficient deployment diagram is very important because it controls the following parameters
 Performance
 Scalability
 Maintainability
 Portability

So before drawing a deployment diagram the following artifacts should be identified:


 Nodes
 Relationships among node

10. Illustrate the architecture of weather monitoring system.


12 Marks Questions

UNIT-I
1. Explain in details about software development process.
2. Briefly explain about object oriented system development with neat diagram.
3. Write short notes on
a) class hierarchy
b)object relationships and association
4. Explain about basic requirements of building high qualitysoftware.

UNIT II

1.Explain about three object –oriented methodologies with neat diagrams.


2 Explain about class diagram, use case diagram with neat diagrams.
3.Explain about behavior diagrams in UML .
4.Explain about the processes of unified approach to software development with neat diagram
5.Explain about the layered approach to software development with neat diagram
6.Discuss about class diagram, use case diagram with neat diagrams.
7. Discuss about behavior diagrams in UML .
8.Explain about the processes of unified approach to software development with neat diagram
9.Discuss about the layered approach to software development with neat diagram
10.Define about trends.
11. Write short notes about a) packages and modeling organization
b) UML Extensibility and met model
12.Write short notes about a)static and dynamic models b) Implementation diagrams

UNIT III

1 UML Extensibility and met model


2 Write short notes about
3 Static and dynamic models
4 Implementation diagrams
5Explain about use case modeling in object -oriented analysis.
6.Explain how the actors and use cases are identified for Via Net BankATM System.
7. Explain about the noun phrase approach using the Via NetBankATM System.
8. Explain about the common class patterns approach using the Via Net BankATM System.
9. Explain about the use case driven approach using Via NetBankATM System.
10. Explain about the classes, responsiblites and collaborators usingVia Net BankATM System.
11. Develop sequence/collaboration diagrams for the withdrawsavings denied use case of the bank system.
12. Explain about associations, identifying associations, guidelines for identifying associations, common association
patterns and eliminating unnecessary associations.
13. Explain about super-sub class relationships and A-Part-of relationships with an example.
14. Explain about the relationship analysis for the Via NetBank ATM System.

UNIT IV

1.Describe about patterns.


2.. Write short notes about
a) packages and modeling organization

UNIT V

1.Explain about satellite based navigation with usecase diagram


2.Explain about Traffic Management with usecase diagram
3.Explain about Crypt analysis with usecase diagram
4.Explain about Weather monitoring System with use case diagram.
5.Explain about Vacation Tracking System

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