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CSE460 Lecture 05

CSE460 Lecture 05

Software Analysis and Design
Requirements Analysis
(202008)

B546a9b97d993392e4b22b74b99b91fe?s=128

Javier Gonzalez
PRO

July 05, 2020
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  1. jgs CSE 460 Software Analysis and Design Lecture 05: Requirements

    Analysis III Dr. Javier Gonzalez-Sanchez javiergs@asu.edu javiergs.engineering.asu.edu | javiergs.com PERALTA 230U Office Hours: By appointment
  2. jgs Previously

  3. jgs 460 00000101 Previously I want a Pacman videogame Requirements

  4. jgs 460 00000101 Initial Idea

  5. jgs 460 00000101 Another Idea

  6. jgs What about the details?

  7. jgs 460 00000101 Activities http://gameinternals.com/post/2072558330/understanding-pac-man-ghost-behavior

  8. jgs 460 00000101 Actions Toru Iwatani (Pac-Man creator): § I

    wanted each ghostly enemy to have a specific character and its own particular movements, so they weren't all just chasing after Pac Man in single file, which would have been tiresome and flat.” § They'd attack and then they'd retreat. As time went by, they would regroup, attack, and disperse again. It seemed more natural than having constant attack."
  9. jgs 460 00000101 Action § Red Ghost: target tile in

    Chase mode is defined as Pac-Man's current tile § Pink Ghost: attempts to move him to the place where Pac-Man is going, instead of where he currently is. Pinky's target tile in Chase mode is determined by looking at Pac-Man's current position and orientation, and selecting the location four tiles straight ahead of Pac- Man.
  10. jgs 460 00000101 Action § Blue Ghost: difficult to predict,

    it uses both Pac-Man's position/facing as well as the red ghost's position in his calculation § Orange Ghost: calculates his distance from Pac-Man. If he is farther than eight tiles away, his targeting is identical to Red Ghost. However, as soon as his distance to Pac-Man becomes less than eight tiles, his target is set to the outside the bottom-left corner of the maze.
  11. jgs 460 00000101 States What about: § New § Hunter

    § Hunted § Eaten
  12. jgs Activity and State Diagrams

  13. jgs (

  14. jgs 460 00000101 Full Picture SRS (requirements) Use Case Diagram

    (functional structure) UC1 UC2 UC4 UC3 (non-functional) Use Case Template (functional details)
  15. jgs 460 00000101 Full Picture Use Case Template Diagrams

  16. jgs 460 00000101 UML

  17. jgs 460 00000101 Activities and States § Create an activity

    diagram when a use-case requires a graphical representation of the flow of interaction. § Create a state diagram when a use-case requires a list of the different states of a system. * they are not mandatory, and they can be combined.
  18. jgs Activity Diagram

  19. jgs 460 00000101 Test Yourselves § What is an activity?

    § What is the difference between activity and requirement?
  20. jgs 460 00000101 Activity Diagram § A graphical representation of

    the flow of activities 1. Sequence 2. Conditions and Loops 3. Parallel or Concurrent 4. Actor (if there are multiple actors involved in a specific use-case) responsibility for the action described
  21. jgs 460 00000101 Key elements § rounded rectangles represent actions;

    § diamonds represent decisions; § bars represent the start (split) or end (join) of concurrent activities; § a black circle represents the start (initial node) of the workflow; § an encircled black circle represents the end (final node). § Arrows run from the start towards the end and represent the order in which activities happen. § Swim lane or functional band helps to visually distinguishes job sharing and responsibilities
  22. jgs 460 00000101 Example 1

  23. jgs 460 00000101 Example 2 ATM transaction

  24. jgs 460 00000101 Example 3 (part 1/2) ATM transaction customer

    bank ATM machine
  25. jgs 460 00000101 Example 3 (part 1\2/2)

  26. jgs 460 00000101 Example | Astah

  27. jgs State Diagram

  28. jgs 460 00000101 State Diagram State machine models show §

    states (as nodes) – a set of observable circumstances that characterizes the behavior of a system at a given time § Event (arc between nodes) —an occurrence that causes the system to exhibit some predictable form of behavior When an event occurs, the system moves from one state to another.
  29. jgs 460 00000101 Example: MyASU

  30. jgs 460 00000101 Example State Machine Diagram

  31. jgs 460 00000101 Example State machine diagram Think about the

    labels for the events below:
  32. jgs )

  33. jgs And…

  34. jgs 460 00000101 Another Game https://playgameoflife.com

  35. jgs 460 00000101 Another Game

  36. jgs 460 00000101 Another Game § Use Case Diagram ?

    § Activity Diagram(s) ? § State Diagram(s) ?
  37. jgs CSE 460 Software Analysis and Design Javier Gonzalez-Sanchez javiergs@asu.edu

    Fall 2020 Disclaimer. These slides can only be used as study material for the class CSE460 at ASU. They cannot be distributed or used for another purpose.