Dimensions of UML Diagram Use

2009 ◽  
pp. 1760-1779 ◽  
Author(s):  
Brian Dobing ◽  
Jeffrey Parsons

The UML is an industry standard for object-oriented software engineering. However, there is little empirical evidence on how UML is used. This article reports results of a survey of UML practitioners. We found differences in several dimensions of UML diagram usage on software development projects including; frequency, the purposes for which they were used, and the roles of clients/users in their creation and approval. System developers are often ignoring the “use case-driven” prescription that permeates much of the UML literature, making limited or no use of either use case diagrams or textual use case descriptions. Implications and areas requiring further investigation are discussed.

Author(s):  
Brian Dobing ◽  
Jeffrey Parsons

The Unified Modeling Language (UML) is an industry standard for object-oriented software engineering. However, there is little empirical evidence on how the UML is used. This chapter reports results of a survey of UML practitioners. The authors found differences in several dimensions of UML diagram usage on software development projects, including frequency, the purposes for which they were used, and the roles of clients/users in their creation and approval. System developers are often ignoring the “Use Case-driven” prescription that permeates much of the UML literature, making limited or no use of either Use Case Diagrams or textual Use Case descriptions. Implications and areas requiring further investigation are discussed.


2016 ◽  
Vol 28 (8) ◽  
pp. 622-641 ◽  
Author(s):  
Ronald Jabangwe ◽  
Claes Wohlin ◽  
Kai Petersen ◽  
Darja Šmite ◽  
Jürgen Börstler

2020 ◽  
Vol 6 (3) ◽  
pp. 27-34
Author(s):  
E.J. Robles Gómez ◽  
J.A. Flores Lara ◽  
J.C. Ontiveros Neri

El juego getKanban es una herramienta para enseñar la metodología Kanban y SCRUM de una manera divertida. Facilita la enseñanza de la gestión de proyectos de software a través de un juego de mesa, donde los jugadores aprenden a formular estrategias de gestión de proyectos y las implementan para elaborar proyectos de calidad en tiempo y forma. El presente artículo muestra los resultados de la implementación del juego en una institución educativa de nivel superior, con alumnos de Ingeniería en Sistemas Computacionales de octavo semestre. Se puede apreciar que al utilizar este juego ayuda de manera efectiva a la enseñanza de Kanban y SCRUM, para la gestión de proyectos de software. Por lo cual se recomienda poder implementar este tipo de juegos como estrategia didáctica para la enseñanza/aprendizaje de Ingeniería de Software aplicada a la Gestión de Proyectos de Desarrollo de Software. The game Kanban is a tool to teach the methodology in a fun way. It facilitates the teaching of software project management through where players learn to formulate strategies and implement them to develop quality projects on time Delivery. This article shows the results of the implementation of the game in an educational institution of higher level, with students of Computer Systems Engineering eighth semester. It can be seen that by using this game it helps in an effective way to teach Kanban for the management of software projects. Therefore, it is recommended to be able to implement this type of games as a didactic strategy for the teaching / learning of Software Engineering applied to the Management of Software Development Projects


2021 ◽  
Vol 24 (2) ◽  
Author(s):  
Sivana Hamer ◽  
Christian Quesada-López ◽  
Alexandra Martínez ◽  
Marcelo Jenkins

Many software engineering courses are centered around team-based project development. Analyzing the source code contributions during the projects’ development could provide both instructors and students with constant feedback to identify common trends and behaviors that can be improved during the courses. Evaluating course projects is a challenge due to the difficulty of measuring individual student contributions versus team contributions during the development. The adoption of distributed version control sys-tems like git enable the measurement of students’ and teams’ contributions to the project.In this work, we analyze the contributions within eight software development projects,with 150 students in total, from undergraduate courses that used project-based learning.We generate visualizations of aggregated git metrics using inequality measures and the contribution per module, which offer insights into the practices and processes followed by students and teams throughout the project development. This approach allowed us to identify inequality among students’ contributions, the modules where students con-tributed, development processes with a non-steady pace, and integration practices render-ing a useful feedback tool for instructors and students during the project’s development.Further studies can be conducted to assess the quality, complexity, and ownership of the contributions by analyzing software artifacts. 


Author(s):  
Brian Dobing ◽  
Jeffrey Parsons

The unified modeling language (UML) emerged in the mid-1990s through the combination of previously competing object-oriented systems analysis and design methods, including Booch (1994), Jacobson, Christerson, Jonsson, and Overgaard (1992), Rumbaugh, Blaha, Premerlani, Eddy, and Lorensen (1991) and others. Control over its formal evolution was placed in the hands of the object management group (www.omg.org), which recently oversaw a major revision to UML 2.0 (OMG, 2005). The UML has rapidly emerged as a standard language and notation for object-oriented modeling in systems development, while the accompanying unified software development process (Jacobson, Booch, & Rumbaugh, 1999) has been developed to provide methodological support for applying the UML in software development. Use cases play an important role in the unified process, which is frequently described as “use case driven” (e.g., Booch et al., 1999, p. 33). The term “use case” was introduced by Jacobson (1987) to refer to a text document that outlines “a complete course of events in the system, seen from a user’s perspective” (Jacobson et al., 1992, p. 157). The concept resembles others being introduced around the same time. Rumbaugh et al. (1991), Wirfs-Brock, Wilkerson, and Wiener (1990), and Rubin and Goldberg (1992) use the terms “scenario” or “script” in a similar way. While use cases were initially proposed for use in object-oriented analysis and are now part of the UML, they are not inherently object-oriented and can be used with other methodologies.


2014 ◽  
pp. 1119-1141
Author(s):  
Jörn Guy Süß ◽  
Neil Robinson ◽  
David Carrington ◽  
Paul Strooper

Implementation of railway controller application logic is a highly safety-critical and time-consuming task carried out individually for each client and station by specialised signalling engineers, with corresponding high costs. Μίνθα is a software development framework designed to create code generators for application logic for the client railway companies of Ansaldo STS that use the Microlok II controller to lower the cost and increase repeatability. This chapter describes the evolution of Μίνθα from prototype to framework, and introduces the software engineering approaches of object-oriented meta-modelling and framework development along the way. It also presents known limitations and further application areas of the framework.


Author(s):  
CHAMUNDESWARI ARUMUGAM ◽  
CHITRA BABU

Software size estimation at the early analysis phase of software development lifecycle is crucial for predicting the associated effort and cost. Analysis phase captures the functionality addressed in the software to be developed in object-oriented software development life-cycle. Unified modeling language captures the functionality of the software at the analysis phase based on use case model. This paper proposes a new method named as use case model function point to estimate the size of the object-oriented software at the analysis phase itself. While this approach is based on use case model, it also adapts the function point analysis technique to use case model. The various features such as actors, use cases, relationship, external reference, flows, and messages are extracted from use case model. Eleven rules have been derived as guidelines to identify the use case model components. The function point analysis components are appropriately mapped to use case model components and the complexity based on the weightage is specified to calculate use case model function point. This proposed size estimation approach has been evaluated with the object-oriented software developed in our software engineering laboratory to assess its ability to predict the developmental size. The results are empirically analysed based on statistical correlation for substantiating the proposed estimation method.


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