Story-driven Modeling
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Story-driven Modeling
Story-driven modeling is an object-oriented modeling technique. Other forms of object-oriented modeling focus on class diagrams. Class diagrams describe the static structure of a program, i.e. the building blocks of a program and how they relate to each other. Class diagrams also model data structures, but with an emphasis on rather abstract concepts like types and type features. Instead of abstract static structures, story-driven modeling focuses on concrete example scenarios and on how the steps of the example scenarios may be represented as object diagrams and how these object diagrams evolve during scenario execution. Software development approach Story-driven modeling proposes the following software development approach: # Textual scenarios: For the feature you want to implement, develop a textual scenario description for the most common case. Look on only one example at a time. Try to use specific terms and individual names instead of general terms and e.g. role names: ...
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Object-oriented Modeling
Object-oriented modeling (OOM) is an approach to modeling an application that is used at the beginning of the software life cycle when using an object-oriented approach to software development. The software life cycle is typically divided up into stages going from abstract descriptions of the problem to designs then to code and testing and finally to deployment. Modeling is done at the beginning of the process. The reasons to model a system before writing the code are: *Communication. Users typically cannot understand programming language or code. Model diagrams can be more understandable and can allow users to give developers feedback on the appropriate structure of the system. A key goal of the Object-Oriented approach is to decrease the "semantic gap" between the system and the real world by using terminology that is the same as the functions that users perform. Modeling is an essential tool to facilitate achieving this goal . *Abstraction. A goal of most software methodologies ...
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Agile Modeling
Agile modeling (AM) is a methodology for modeling and documenting software systems based on best practices. It is a collection of values and principles, that can be applied on an (agile) software development project. This methodology is more flexible than traditional modeling methods, making it a better fit in a fast changing environment. It is part of the agile software development tool kit. Agile modeling is a supplement to other agile development methodologies such as Scrum, extreme programming (XP), and Rational Unified Process (RUP). It is explicitly included as part of the disciplined agile delivery (DAD) framework. As per 2011 stats, agile modeling accounted for 1% of all agile software development. Agile modeling is one form of Agile model-driven engineering (Agile MDE), which has been adopted in several application areas such as web application development, finance, and automotive systems https://kclpure.kcl.ac.uk/portal/en/publications/the-integration-of-agile-develop ...
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Test-driven Development
Test-driven development (TDD) is a software development process relying on software requirements being converted to test cases before software is fully developed, and tracking all software development by repeatedly testing the software against all test cases. This is as opposed to software being developed first and test cases created later. Software engineer Kent Beck, who is credited with having developed or "rediscovered" the technique, stated in 2003 that TDD encourages simple designs and inspires confidence. Test-driven development is related to the test-first programming concepts of extreme programming, begun in 1999, but more recently has created more general interest in its own right.Newkirk, JW and Vorontsov, AA. ''Test-Driven Development in Microsoft .NET'', Microsoft Press, 2004. Programmers also apply the concept to improving and debugging legacy code developed with older techniques.Feathers, M. Working Effectively with Legacy Code, Prentice Hall, 2004 Test-driven ...
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Object-oriented Modeling
Object-oriented modeling (OOM) is an approach to modeling an application that is used at the beginning of the software life cycle when using an object-oriented approach to software development. The software life cycle is typically divided up into stages going from abstract descriptions of the problem to designs then to code and testing and finally to deployment. Modeling is done at the beginning of the process. The reasons to model a system before writing the code are: *Communication. Users typically cannot understand programming language or code. Model diagrams can be more understandable and can allow users to give developers feedback on the appropriate structure of the system. A key goal of the Object-Oriented approach is to decrease the "semantic gap" between the system and the real world by using terminology that is the same as the functions that users perform. Modeling is an essential tool to facilitate achieving this goal . *Abstraction. A goal of most software methodologies ...
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Object-oriented Analysis And Design
Object-oriented analysis and design (OOAD) is a technical approach for analyzing and designing an application, system, or business by applying object-oriented programming, as well as using visual modeling throughout the software development process to guide stakeholder communication and product quality. OOAD in modern software engineering is typically conducted in an iterative and incremental way. The outputs of OOAD activities are analysis models (for OOA) and design models (for OOD) respectively. The intention is for these to be continuously refined and evolved, driven by key factors like risks and business value. History In the early days of object-oriented technology before the mid-1990s, there were many different competing methodologies for software development and object-oriented modeling, often tied to specific Computer Aided Software Engineering (CASE) tool vendors. No standard notations, consistent terms and process guides were the major concerns at the time, which degr ...
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Class-responsibility-collaboration Card
Class-responsibility-collaboration (CRC) cards are a brainstorming tool used in the design of object-oriented software. They were originally proposed by Ward Cunningham and Kent Beck as a teaching tool but are also popular among expert designersMartin Fowler, ''UML Distilled'', chapter 4 and recommended by extreme programming practitioners. Author Martin Fowler has written that CRC cards may be a sensible means by which multiple alternative interactions may be quickly devised, as they avoid a great deal of drawing and erasing. CRC card sessions may be followed by the creation of sequence diagrams to capture interactions that are identified. CRC cards are frequently employed during the design phase of system and software development to transition use-case descriptions into class diagrams, allowing a smoother transition with a greater overview and permitting developers to implement solutions with low binding and high cohesion. CRC cards are usually created from index cards. Members ...
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Agile Software Development
In software development, agile (sometimes written Agile) practices include requirements discovery and solutions improvement through the collaborative effort of self-organizing and cross-functional teams with their customer(s)/ end user(s), adaptive planning, evolutionary development, early delivery, continual improvement, and flexible responses to changes in requirements, capacity, and understanding of the problems to be solved. Popularized in the 2001 ''Manifesto for Agile Software Development'', these values and principles were derived from and underpin a broad range of software development frameworks, including Scrum and Kanban. While there is much anecdotal evidence that adopting agile practices and values improves the effectiveness of software professionals, teams and organizations, the empirical evidence is mixed and hard to find. History Iterative and incremental software development methods can be traced back as early as 1957, Gerald M. Weinberg, as quoted in " ...
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Entity-control-boundary
The entity-control-boundary (ECB), or entity-boundary-control (EBC), or boundary-control-entity (BCE) is an architectural pattern used in use-case driven object-oriented software design that structures the classes composing a software according to their responsibilities in the use-case realization. Origin and evolution The Entity-Control-Boundary approach finds its origin in Ivar Jacobson's use-case driven OOSE method published in 1992,. It was originally called Entity-Interface-Control (EIC) but very quickly the term "''boundary''" replaced "''interface''" in order to avoid the potential confusion with object-oriented programming language terminology. It is further developed in the Unified Process, which promotes the use of ECB in the analysis and design activities with the support of UML stereotypes. Agile modelling, and the ICONIX process elaborated on top of ECB architecture pattern with robustness diagrams.       Principle The ECB pattern organises the respon ...
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JUnit
JUnit is a unit testing framework for the Java programming language. JUnit has been important in the development of test-driven development, and is one of a family of unit testing frameworks which is collectively known as xUnit that originated with SUnit. JUnit is linked as a JAR at compile-time. The latest version of the framework, JUnit 5, resides under package org.junit.jupiter. Previous versions JUnit 4 and JUnit 3 were under packages org.junit and junit.framework, respectively. A research survey performed in 2013 across 10,000 Java projects hosted on GitHub found that JUnit (in a tie with slf4j-api) was the most commonly included external library. Each library was used by 30.7% of projects. Example of a JUnit test fixture A JUnit test fixture is a Java object. Test methods must be annotated by the @Test annotation. If the situation requires it, it is also possible to define a method to execute before (or after) each (or all) of the test methods with the @BeforeEach (or @ ...
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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 modeling. It is used for general conceptual modeling of the structure of the application, and for detailed modeling, translating the models into programming code. Class diagrams can also be used for data modeling. The classes in a class diagram represent both the main elements, interactions in the application, and the classes to be programmed. 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 let ...
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Pseudocode
In computer science, pseudocode is a plain language description of the steps in an algorithm or another system. Pseudocode often uses structural conventions of a normal programming language, but is intended for human reading rather than machine reading. It typically omits details that are essential for machine understanding of the algorithm, such as variable declarations and language-specific code. The programming language is augmented with natural language description details, where convenient, or with compact mathematical notation. The purpose of using pseudocode is that it is easier for people to understand than conventional programming language code, and that it is an efficient and environment-independent description of the key principles of an algorithm. It is commonly used in textbooks and scientific publications to document algorithms and in planning of software and other algorithms. No broad standard for pseudocode syntax exists, as a program in pseudocode is not an executa ...
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Unified Modeling Language
The Unified Modeling Language (UML) is a general-purpose, developmental modeling language in the field of software engineering that is intended to provide a standard way to visualize the design of a system. The creation of UML was originally motivated by the desire to standardize the disparate notational systems and approaches to software design. It was developed at Rational Software in 1994–1995, with further development led by them through 1996. In 1997, UML was adopted as a standard by the Object Management Group (OMG), and has been managed by this organization ever since. In 2005, UML was also published by the International Organization for Standardization (ISO) as an approved ISO standard. Since then the standard has been periodically revised to cover the latest revision of UML. In software engineering, most practitioners do not use UML, but instead produce informal hand drawn diagrams; these diagrams, however, often include elements from UML. History Before UML 1 ...
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