S-W ENG Module 3
S-W ENG Module 3
S-W ENG Module 3
OVERVIEW OF UML
● UML stands for Unified Modeling Language.
● It is a pictorial language for specifying, visualizing, constructing and documenting
software blueprints. Some UML diagrams can also be converted into code in
various programming languages using a number of tools.
● Although UML is generally used to model software systems, it is not limited within
this boundary. It is also used to model non-software systems as well. For
example, the process flow in a manufacturing unit, etc.
UML DIAGRAMS
● UML Diagrams are used to model software solutions, application structures,
system behavior and business processes.
● They help in planning out new features before any programming takes place.
● It facilitates communication between technical and non-technical audiences more
easily.
● There are 14 types of UML diagrams including class , deployment,use case,
structured,statechart etc.
OBJECT ORIENTED SOFTWARE
DEVELOPMENT
DESIGN PATTERNS
● Design patterns are commonly accepted solutions to some problems that recur
during designing different applications.
● Design patterns are nowadays being used extensively and have been found to
make the design process efficient.
● Use of patterns reduces the number of design iterations, and at the same time
improves the quality of the final design solution
● Guidance messages:
A good guidance system should have different levels of sophistication for
different categories of users regarding the user’s next actions he might pursue,
the current status of the system etc.
● Error messages:
Error messages are generated by a system either when the user commits some
error or when some errors encountered by the system during processing
➔ Window:
A window can be considered to be a virtual screen, in the sense that it
provides an interface to the user for carrying out independent activities.
A window can be divided into two parts—client part, and non-client part.
The client area makes up the whole of the window, except for the borders
and scroll bars.
The non-client-part of the window determines the look and feel of the
window.
➔ Window Management System :
A window management system is primarily a resource manager. It keeps
track of the screen area resource and allocates it to the different windows
that seek to use the screen.