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COMP371 Lab # 3 Domain Model and System Sequence Diagram Due: October 10, 11:59 PM In this week’s class, we introduced Domain model and System sequence diagram (SSD). Recall the two samples we had...

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COMP371 Lab # 3
Domain Model and System Sequence
Diagram

Due: October 10, 11:59 PM
In this week’s class, we introduced Domain model and System sequence diagram (SSD). Recall the two
samples we had used in the class. To create a domain class, we will need to find the conceptual classes,
draw them as classes in a UML class diagram and add association and attributions. The SSD mainly show
the details of events that are generated by actors and within the system in order. SSD is an important
part of UP Use case model and it is created during the elaboration phrase.
In this lab, let us create a domain model and a SSD for a simple sales system.
“The sales system involves the customer, sale, sales items, products, promotion, and accessories. Each
customer can be associated with one or more sales. There are multiple types of sales (e.g., in store,
online and telephone sale). For online sale, the customer will use an online shopping cart to store the
selected items. Each sale is associated with one or more items. With online sale, the items are placed in
online cart first then check out. For all types of sales, a sale transaction is created once the sale is
completed. Item may have promotions and the customer can place a comment on them without any
purchases. All items are tracked by the inventory.”
Deliverables:
Design and draw the Domain Model for the case above. You can use reasonable assumption for
missing details.
Design and draw the SSD for the customer and the system above. You can drop some minor steps and
just keep the major ones, e.g., add an item to the online cart is major; system asks if to check out is
minor.
Submit both files on Blackboard before due time. Must generated by software. No hand drawing.


Table of
Contents
• Index
Applying UML and Patterns: An Introduction to Object-Oriented Analysis and Design and
Iterative Development, Third Edition
By Craig Larman

Publisher: Addison Wesley Professional
Pub Date: October 20, 2004
ISBN: XXXXXXXXXX
Pages: 736

Applying UML and Patterns is the world's #1 business and college
introduction to "thinking in objects"and using that insight in real-world
object-oriented analysis and design. Building on two widely acclaimed
previous editions, Craig Larman has updated this book to fully reflect the
new UML 2 standard, to help you master the art of object design, and to
promote high-impact, iterative, and skillful agile modeling practices.
Developers and students will learn object-oriented analysis and design
(OOA/D) through three iterations of two cohesive, start-to-finish case
studies. These case studies incrementally introduce key skills, essential OO
principles and patterns, UML notation, and best practices. You won't just
learn UML diagramsyou'll learn how to apply UML in the context of OO
software development.
Drawing on his unsurpassed experience as a mentor and consultant,
Larman helps you understand evolutionary requirements and use cases,
domain object modeling, responsibility-driven design, essential OO design,
layered architectures, "Gang of Four" design patterns, GRASP, iterative
methods, an agile approach to the Unified Process (UP), and much more.
This edition's extensive improvements include
A stronger focus on helping you master OOA/D through case studies
that demonstrate key OO principles and patterns, while also applying
the UML
New coverage of UML 2, Agile Modeling, Test-Driven Development,
and refactoring
Many new tips on combining iterative and evolutionary development
with OOA/D
Updates for easier study, including new learning aids and graphics
New college educator teaching resources
Guidance on applying the UP in a light, agile spirit, complementary
with other iterative methods such as XP and Scrum
Techniques for applying the UML to documenting architectures
A new chapter on evolutionary requirements, and much more

Table of
Contents
• Index
Applying UML and Patterns: An Introduction to Object-Oriented Analysis and Design and
Iterative Development, Third Edition
By Craig Larman

Publisher: Addison Wesley Professional
Pub Date: October 20, 2004
ISBN: XXXXXXXXXX
Pages: 736

Applying UML and Patterns is the world's #1 business and college
introduction to "thinking in objects"and using that insight in real-world
object-oriented analysis and design. Building on two widely acclaimed
previous editions, Craig Larman has updated this book to fully reflect the
new UML 2 standard, to help you master the art of object design, and to
promote high-impact, iterative, and skillful agile modeling practices.
Developers and students will learn object-oriented analysis and design
(OOA/D) through three iterations of two cohesive, start-to-finish case
studies. These case studies incrementally introduce key skills, essential OO
principles and patterns, UML notation, and best practices. You won't just
learn UML diagramsyou'll learn how to apply UML in the context of OO
software development.
Drawing on his unsurpassed experience as a mentor and consultant,
Larman helps you understand evolutionary requirements and use cases,
domain object modeling, responsibility-driven design, essential OO design,
layered architectures, "Gang of Four" design patterns, GRASP, iterative
methods, an agile approach to the Unified Process (UP), and much more.
This edition's extensive improvements include
A stronger focus on helping you master OOA/D through case studies
that demonstrate key OO principles and patterns, while also applying
the UML
New coverage of UML 2, Agile Modeling, Test-Driven Development,
and refactoring
Many new tips on combining iterative and evolutionary development
with OOA/D
Updates for easier study, including new learning aids and graphics
New college educator teaching resources
Guidance on applying the UP in a light, agile spirit, complementary
with other iterative methods such as XP and Scrum
Techniques for applying the UML to documenting architectures
A new chapter on evolutionary requirements, and much more
Applying UML and Patterns, Third Edition, is a lucid and practical
introduction to thinking and designing with objectsand creating systems
that are well crafted, robust, and maintainable.

Table of
Contents
• Index
Applying UML and Patterns: An Introduction to Object-Oriented Analysis and Design and
Iterative Development, Third Edition
By Craig Larman

Publisher: Addison Wesley Professional
Pub Date: October 20, 2004
ISBN: XXXXXXXXXX
Pages: 736

Copyright
Praise for Applying UML and Patterns
Contents by Major Topics
Foreword
Preface
Educator and Web Resources
Intended Audiencean Introduction!
Prerequisites
Java Examples, But …
Book Organization
About the Autho
Contact
Enhancements to the Previous Edition
Acknowledgments
Typographical Conventions
Production Notes
Part 1. Introduction
Chapter 1. Object-Oriented Analysis and Design
Section 1.1. What Will You Learn? Is it Useful?
Section 1.2. The Most Important Learning Goal?
Section 1.3. What is Analysis and Design?
Section 1.4. What is Object-Oriented Analysis and Design?
Section 1.5. A Short Example
Section 1.6. What is the UML?
Section 1.7. Visual Modeling is a Good Thing
Section 1.8. History
Section 1.9. Recommended Resources
Chapter 2. Iterative, Evolutionary, and Agile
Introduction
Section 2.1. What is the UP? Are Other Methods Complementary?
Section 2.2. What is Iterative and Evolutionary Development?
Section 2.3. What About the Waterfall Lifecycle?
Section 2.4. How to do Iterative and Evolutionary Analysis and Design?
Section 2.5. What is Risk-Driven and Client-Driven Iterative Planning?
Section 2.6. What are Agile Methods and Attitudes?
Section 2.7. What is Agile Modeling?
Section 2.8. What is an Agile UP?
Section 2.9. Are There Other Critical UP Practices?
Section XXXXXXXXXXWhat are the UP Phases?
Section XXXXXXXXXXWhat are the UP Disciplines?
Section XXXXXXXXXXHow to Customize the Process? The UP Development Case
Section XXXXXXXXXXYou Know You Didn't Understand Iterative Development or the UP When...
Section XXXXXXXXXXHistory
Section XXXXXXXXXXRecommended Resources
Chapter 3. Case Studies
Introduction
Section 3.1. What is and isn't Covered in the Case Studies?
Section 3.2. Case Study Strategy: Iterative Development + Iterative Learning
Section 3.3. Case One: The NextGen POS System
Section 3.4. Case Two: The Monopoly Game System
Part 2. Inception
Chapter 4. Inception is Not the Requirements Phase
Introduction
Section 4.1. What is Inception?
Section 4.2. How Long is Inception?
Section 4.3. What Artifacts May Start in Inception?
Section 4.4. You Know You Didn't Understand Inception When...
Section 4.5. How Much UML During Inception?
Chapter 5. Evolutionary Requirements
Introduction
Section 5.1. Definition: Requirements
Section 5.2. Evolutionary vs. Waterfall Requirements
Section 5.3. What are Skillful Means to Find Requirements?
Section 5.4. What are the Types and Categories of Requirements?
Section 5.5. How are Requirements Organized in UP Artifacts?
Section 5.6. Does the Book Contain Examples of These Artifacts?
Section 5.7. Recommended Resources
Chapter 6. Use Cases
Introduction
Section 6.1. Example
Section 6.2. Definition: What are
Answered 3 days After Oct 03, 2022

Solution

Ravindra Kumar answered on Oct 07 2022
56 Votes
Printing diagram
SalesLineItem
+ quantity : intege
+ getQuantity()
+ setQuantity()
Item
+ Name : string
+ itemSize : intege
+
getName()+ setName()
+ getItemSize()
+ setItemSize()
Sale
+ date : date
+ time : string
+ getDate()
+ setDate()
+ getTime()
+ setTime()
Store
+ address...
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