OBJECT DESIGN DOCUMENT

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Dec 10, 2013 (3 years and 4 months ago)

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1


OBJECT DESIGN DOCUMENT

(
ODD
)

for

"FLOOD IT"

Group No. 2

İsmail Ege AKPINAR

Mehmet ARIKAN

Umut ARIKAN

Parvin GASIMZADE

Mehmet KURTİPEK

Yüksel ÖVGÜ

“Group 2”


Submitted to the Department of Computer Engineering

in partial fulfilment of the
requirements

for CMPE450 course

in

Computer Engineering


Boğaziçi University

Fall
2009

2


Table of Contents


Table of Contents

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................................
................................
.............................

2

Table of Figures

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................................
................................
................................

4

1

INTRODUCTI
ON

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................................
................................
.........................

5

1.1

Object Design Trade
-
Offs

................................
................................
................................
...

5

1.2

Interface Documentation Guidelines

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................................
................

5

1.3

Definitions, Acronyms and Abbreviations

................................
................................
.........

6

1.4

References

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................................
................................
.........................

6

2

PACKAGES

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................................
................................
................................
.

7

2.1

Package Diagra
m

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................................
................................
...............

7

2.2

Package Definitions

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................................
................................
...........

8

2.2.1

Core Package

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................................
..............

8

2.2.2

High Score Package

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................................
................................
....

8

2.2.
3

CountDown Package

................................
................................
................................
..

8

2.2.4

Popup Package

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................................
................................
...........

8

2.2.5

Options Package

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................................
................................
.........

9

2.2.6

Statistics Package

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................................
................................
.......

9

2.2.
7

Manager Package

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................................
................................
.......

9

2.2.8

Button Package

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................................
................................
.........

10

2.3

Class Diagram

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................................
...................

11

ColorTypeOption

................................
................................
................................
.....................

12

IntTypeOptio
n

................................
................................
................................
.........................

12

BoolTypeOption

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................................
................................
......................

12

BoardSizeTypeOption
................................
................................
................................
..............

12

Statistic

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................................
................................
................................
....

13

IntTypeStatistic

................................
................................
................................
.......................

13

DoubleTypeStatistic

................................
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................................
................

13

StringTypeStatistic

................................
................................
................................
..................

13

3


QuestionManager

................................
................................
................................
...................

14

Question

................................
................................
................................
................................
..

14

ChoiceManager

................................
................................
................................
.......................

14

Choice

................................
................................
................................
................................
......

14

RoundedButton

................................
................................
................................
.......................

14

RoundButton

................................
................................
................................
...........................

14

2.4

Class Defini
tions

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................................
................................
...............

15

2.4.1

Classes of Core Package

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................................
...........................

15

2.4.1.1

Game Manager

................................
................................
................................
.

15

2.4.1.2

Game

................................
................................
................................
.................

16

2.4.2

Classes of

High Score Package

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................................
..................

17

2.4.2.1

Record

................................
................................
................................
...............

17

2.4.2.2

HighScore

................................
................................
................................
..........

18

2.4.3

Classes of CountDown Package

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................................
................

19

2.4.3.1

CountDown

................................
................................
................................
.......

19

2.4.4

Classes of Popup Package

................................
................................
........................

21

2.4.4.1

Popup

................................
................................
................................
................

21

2.4.4.2

Information Pop Up

................................
................................
..........................

21

2.
4.4.3

Confirmation Pop Up

................................
................................
........................

22

2.4.5

Classes of Options Package

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................................
......................

23

2.4.5.1

Option

................................
................................
................................
...............

23

2.4.5.2

IntTypeOption

................................
................................
................................
...

24

2.4.5.
3

BoolTypeOption

................................
................................
................................

25

2.4.5.4

ColorTypeOption

................................
................................
...............................

26

2.4.5.5

BoardTypeOption

................................
................................
..............................

27

3

GLOSSARY

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................................
................................
................................

28

4

INDEX
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................................
................................
.......

31



4



Table of Figures


Figure 1 Package Diagram

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................................
................

8

Figure 2 Class Diagram

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................................
...................

14

Figure

3 Game manager class

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................................
................................
........

15

Figure 4 Game Class

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................................
................................
.......................

16

Figure 5 Record

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................................
................................
..............................

17

Figure 6 High Score

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................................
................................
.........................

18

Figure 7

Count down

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................................
................................
......................

20

Figure 8 Popup

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................................
................................
...............................

21

Figure 9 Information Popup

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................................
................................
...........

22

Figure 10 Confirmation Popup

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................................
................................
.......

22

Figure 11 Option

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................................
................................
.............................

23

Figure 12 In
trType Option

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................................
................................
..............

24

Figure 13 BoolTypeOption
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................................
..............

25

Figure 14 ColorType Option

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................................
................................
...........

26

Figure 15 BoardType Option

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................................
..........

27








5


1

INTRODUCTION


1.1

Object
Design Trade
-
Offs


In this project there is a trade
-
off between readibility and cost. In order to increase readilibility
and modifibility of the project, number of classes becomes more than an ordinary project that is
implemented without considering Softwa
re Engineering principles. According to that principles
amount of implementation time increased but readibility is also increased. Any developer who
reads the documentation of the program can easily understand architecture of the project, also
this develop
er can easily upgrade any part of the program without making big amount of
changes in the other parts of the system. This feature is realized by seperating the program into
subsystems and classes. Number of functions also increased the cost of implementati
on but also
increase the modifibility of the program. Functions in the program has their own processes so
upgrade of the program take less time than an unseperated system.

In order to decrease dependency, complexity have been increased, that is an another

trade
-
off.
Subsystems of the project are independent from each other and this caused a high data
-
safety
level. In order to achieve this independency, some features have been added to the design.
These features increase the complexity of the program but al
so increase the quality of database
management. (Safer data keeping)


1.2

Interface Documentation Guidelines


Package number used in the system is eight. One of these packages is responsible for the
interfacing of the classes. This package is “Core Package” that is responsible for the core system
design used in the game. It consists of the GameManager class which
is used to communicate
with other controllers and the Game class inside that package. Core package also include Game
class which is an abstract class that should be extended by the specific game model.

6



1.3


Definitions, Acronyms and Abbreviations


The
acronyms and abbreviations used in the text are mostly related with software engineering
concepts that are considered in all processes of the project. Some of acronyms and
abbreviations are as follows:

RAD

: Requirements Analysis Document

SDD

: System Design Document

ODD

: Object Design Document

GUI

: Graphical User

Interface

UML

: Unified Modeling Language

System Models
, UML

notations and diagrams are used for describing the interactions between
the users and the system
by obeying the standards of IBM Rational in Section 3.5.


1.4

References


1.

“Diagrams and Charts Included in Smartdraw”, S
martdraw.
com
, November 2009.


<
http://www.smartdraw.com/examples/Software
-
Design/UML
>

2.

“Visual Case Tool


UML Tutorial”, Artiso

Visual Case, November 2009.

<
http://www.visualcase.com/tutorials/class
-
diagram.htm
>

3.

“UML”, Exforsys Inc., November 2009.

<
http://www.exforsys.com/tutorials/uml.html

>


7


2

PACKAGES


2.1

Package Diagram




















Core Package

Game manager

Game

HighScore

Information Pop up

IntTypeOption

Count Down

Confirmation Pop up

BoolTypeOption

ColorTypeOption

Option


Popup

Record

Database

8



Figure
1

Package Diagram


2.2

Package Definitions


2.2.1

Core Package


This package is responsible for the core system design used in the game. It consists of
the GameManager

class which is used to communicate with other controllers and the Game
class inside that package. Core package also include Game class which is an abstract class that
should be extended by the specific game model.

2.2.2

High Score Package

High Score package han
dles the High Score management when the user finishes game. It
has two classes namely Record and HighScore. Record class is used
to keep the each record in
the highscore table.

All highscore operations should be done using

HighScore class.

2.2.3

CountDown
Package

This package is for the time management. It has CountDown class which can be
used to
countdown, if necessary or wanted, before starting the game
.

2.2.4

Popup Package

This package is responsible
to take attention of the user by popup
-
ing a window
. It has a
general PopUp class in which
program may request a confirmation from the user or inform
hi
m/her for certain information. It also includes InformationPopUp and ConfirmationPopUp
classes. InformationPopUp class
should extend PopUp class and be use
d to inform user for
certain information

and ConfirmationPopUp class
extend PopUp class and be used to request
confirmation from the user
.



9


2.2.5

Options Package

This package is used to store some informations in the database or in the xml file. It has an
abst
ract class namely Option
which is extendible for all option types. Its function is to hold
properties of an option.It aslo has IntTypeOption , BoolTypeOption , ColorTypeOption and
BoardSizeTypeOption classes and all of them extends Option class. IntTypeOpt
ion class is used
for storing properties of an integer type option , BoolTypeOption is used for storing properties
of a boolean type option , ColorTypeOption used for storing properties of a color type option.
and BoardSizeTypeOption is used for storing pr
operties of a board size type option which some
games can have.

2.2.6

Statistics Package

This package is used to store some statistical information. It stores some information in
the database such as score and some other informations in the xml file such as wi
nning or
loosing percentage of user. Statistic is an abstract class which is extendible for all statistic types.
Its function is to hold properties of a statistic. Statistic package include IntTypeStatistic ,
DoubleTypeStatistic and StringTypeStatistic and

all of them extends abstract Statistic class.
IntTypeStatistic class used for storing properties of an integer type statistic , DoubleTypeStatistic
class is used for storing properties of a double type statistic and StringTypeStatistic class is used
for s
toring properties of a string type statistic in the games which include letter grades.

2.2.7

Manager Package

This package contains the controller classes such as QuestionManager , ChoiceManager ,
Question and Choice. QuestionManager is a controller class which i
ncludes the question objects.
This core asset should be used by the games which contains questions when user playing the
game. Question class is used to store and manage the questions of the games. ChoiceManager
class is a controller class which includes t
he choices for the questions. This core asset should be
used by the games which contains questions when user playing the game. Choice class is used
to store and manage the choices part of the games.



10


2.2.8

Button Package

This is the core design package which i
ncludes the button types in order to standardize
the buttons of the game. It has RoundButton and RoundedButton classes. This two classes are
extended from usual Android and contains all other properties of android buttons.



11


2.3

Class Diagram




Game


hasLevel: boolean

start(): void

end(int score) void

























Game Manager

+highScoreManager:HighScoreManager

+optionManager:OptionManager

+game:Game

showSplashScreen(): void

showMainMenu(): void

showHowToPlay(): void

showMoreGames(): void

startApplication(): void

HighScore

+ type={points, time}: enum

+ numOfRecords: int

HighScore()

insertRecord(Record record):int

getRecords(): Record[ ]


isHighScore(unsigned int score):boolean

Record

+ playerName : string

+ score : unsigned int


CountDown

+
opacityLevel: float

+ Background: Image

+ fontSize: int

+ fontType: string

+ countDownTime: int


Setters and Getters

startCountDown()


InformationPopUp

Message: string

buttonTitle: string



PopUp

+title: string

+background: Color

+fontSize: int

+fontType: String



ConfirmationPopUp

+question: string

+buttonTitle1:string

+buttonTitle2:string



12





























Option

+name: String

get_name( ): string

set_name( string str ): void

ColorTypeOption

+valueRed: Int

+valueGreen: Int

+valueBlue: Int

get_value( ): Color

set_value( Color color ): void

ColorTypeOption( ): void

ColorTypeOption( string str, Color color ): void

IntTypeOption

+value: Int

get_value( ): int

set_value( int var ): void

IntTypeOption( ): void

IntTypeOption( string str, int value ): void

BoolTypeOption

+value: Boolean

get_value( ): bool

set_value( bool var ): void

BoolTypeOption( ): void

BoolTypeOption( string str, bool value ): void

BoardSizeTypeOption

+valueX: Int

+valueY:
Int

get_value( ): BoardSize

set_value( BoardSize size ): void

BoardSizeTypeOption( ): void

BoardSizeTypeOption( string str, BoardSize size ): void

13





Statistic

+name: String

+player_name: String

get_name( ): string

reset( ): abstract void

set_name(

string str ): void

get_player_name( ): string

set_player_name( string str ): void











StringTypeStatistic

+value:
String

get_value( ): string

set_value( string var ): void

reset( ): void

StringTypeStatistic( ): void

StringTypeStatistic( string str, string str_name, string value ) void




IntTypeStatistic

+value: Int

get_value( ): int

set_value( int var ): void

reset( ): void

IntTypeStatistic( ): void

IntTypeStatistic( string str, string str_name, int
value ) void

DoubleTypeStatistic

+value: Double

get_value( ): double

set_value( double var ): void

reset( ): void

DoubleTypeStatistic( ): void

DoubleTypeStatistic( string str, string str_name, double value )
void

14



QuestionManager

+background: String

+width: Int

+height: Int

+questions:
Question[]

setBackGround() void

setQuestions(Question[]) void

getQuestions() Question[]

showQuestion(int id) void






















Figure
2

Class Diagram

Question

+questionImage: String

+questionText: Label

setPositions(int imageX, int imageY,
int labelX, int labelY) void

ChoiceManager

+background: String

+width: Int

+height: Int

+choices: Choices[]

setBackGround() void

setChoices(Choices[]) void

getChoices() Chocie[]

showChoice(int id) void

isChoiceTrue(int id) boolean

Choice

+choiceRadioButtons: RadioButton[]

+choiceImages:
Sting[]

+choiceTexts: Label[]

setPositions(int rows, int
columns)void

Choosen() Int

RoundedButton

+color: Color

+butonText: Label

setColor(Color) void

setButtonText: Label

RoundButton

+color: Color

setColor(Color) void

15



2.4

Class Definitions


2.4.1

Classes of Core Package

2.4.1.1

Game Manager














**public
GameManager()

*public showSplashScreen
()

*public
showMainMenu
()

*public String
showHowToPlay
()

*public String
showMoreGames
()

*public String startApplication
()


Figure
3

Game manager class

The GameManager is a part of the Core
package that communicate with the other controllers
and the Game.



The GameManager() is the constructor of the class.



GameManager

-
private

HighScoreManager highScoreManager


-
private

OptionManager optionManager


-
private

Game game


16


The showSplashSreen() method Shows the splash screen of the game where the logo of
the company is displayed.

The showMainMenu() method

d
isplays the main menu of the game.

The showHowToPlay() method

displays a view where how to play the game is explained
according to the text in the game field.

The
showMoreGames() method s
hows the view where the logos of other applications
are displayed.

T
he startApplication() method

s
tarts the application. First splash screen is displayed for 2
seconds than the main menu is displayed.

2.4.1.2

Game

















Figure
4

Game Class



The Game class is an abstract class that should be extended by the specific game model.

The Game() is the constructor of the class.


Game

-
private

Boolean hasLevel





**public Game()

*public start
()

*public
end
(
int score
)


17



The start() method


is an abstract method that is called when the new game button is
clicked. It should be implemented by the extended game model to start the game.

The end(int score)

method finishes the game. It high scores according to given score.
This is method should be

called when the game ends.


2.4.2

Classes of High Score Package

2.4.2.1

Record


This class shall be used to keep the each record in the highscore table.









Figure
5

Record








Record


-
private

String playerName

-
private unsigned int score




18


2.4.2.2

HighScore


















Figure
6

High Score


This class is responsible from highscore management. All highscore operations should be done
using this class.


The HighScore() is the constructor of the class.

It should

control whether there exist a
highscore table or not. If there isn’t any table it should create for future operations.


The insertRecord(Record record) method

should take an instance of Record class as
input. If there are less than
numOfRecords

records in

the table, then this record should be
inserted to the table. If there are
numOfRecords

records in the table and this record is better
than some of these records, than this record should be inserted to the table and worst record
should be deleted. Method s
hould also return the rank of the inserted record. Returns
-
1 if
score is not high enough or any error occurs. I

The

getRecords(): Record[ ]

method should return the list of Records existing in the
highscore table. Returned list should be sorted either asc
ending or descending order

HighScore

-
enum type = {points , time}


-
private

int numOfRecords




**public HighScore()

*public int insertRecord
(
Record record
)

*public
Record[] getRecords
()

*public
Boolean
isHighScore
(
unsigned int score
)


19


determined by the type of the highscore. If type of the scores is points then list should be in
descending order (higher points mean better ranking). Otherwise, i.e. type of the scores is time,
then list should be in the ascendin
g order(less time means better ranking). Note that while
inserting records we didn’t make any sorting.


The

isHighScore(unsigned int score)

method should ret
urn whether

this player had
made a better score or not.


2.4.3

Classes of CountDown Package


2.4.3.1

CountDown
















CountDown

-
private float opacityLevel


-
private

Image Background

-
private int fontSize

-
private String fontType

-
private int countDownTime



20



**public CountDown()

*public setOpacityLevel()

*public float getOpacityLevel()

*public setBackground()

*public Image getBackground()

*public setFontSize()

*public int getFontSize()

*public setFontType()

*public String getFontType()

*public setCountDownTime()

*public int getCountDownTime()

*public startCountDown



Figure
7

Count down


This class shall be used to countdown, if necessary or wanted, before starting the game. This
class is useful mainly for games having timer in it.



The CountDown() is the constructor of the class.



The setOpacityLeve
l() method sets the opacityLevel.


The getOpacityLevel() method returns the value of opacityLevel.


The setBackground() method sets the background.


The getBackground () method returns the background image.


The setFontSize() method sets the font size.


Th
e getFontSize () method returns the font size.


The setFontType() method sets the font type.


The getFontType () method returns the font type.

21



The setCountDownTime() method sets the countdown time.


The getCountDownTime () method returns the countdown
time.


The startCountDown() method starts the countDown.


2.4.4

Classes of Popup Package


2.4.4.1

Popup


This class should be used to take attention of the user by popup
-
ing a window. In this window
program may request a confirmation from the user or inform him/her fo
r certain information.
















Figure
8

Popup

2.4.4.2

Information Pop Up


This class should extend PopUp class and
be used to inform user for certain information. To
clarify, it may used when user makes a new highscore by using this PopUp user can be
congratulated. It should also have a button to close the popup window.



PopUp

-
private String title


-
private

Color background

-
private int fontSize

-
private String fontType


22








Figure
9

Information Popup


2.4.4.3

Confirmation Pop Up


This class should extend PopUp class and be used to request confirmation from the user. To
clarify, if user wants to reset statistics or
quit the program this popup can be used for the
confirmation. It should have two buttons for approval and rejecting the operation.









Figure
10

Confirmation Popup





InformationPopUp

-
private String me
ssage


-
private

String buttonTitle



ConfirmationPopUp

-
private String question


-
private

String buttonTitle1

-
private

String buttonTitle2


23


2.4.5

Classes of Options Package

2.4.5.1

Option
















Figure
11

Option


This is an abstract class which is extendible for all option types. Its function is to hold properties
of an option.



The Option() is the constructor of the class.



The set_name() method sets name of the option with give
n parameter.


The get_name() method returns the name of the option.





Option


-
private

String name




**public Option()

*public String get_name
()

*public set_name
(
String str
)

24


2.4.5.2

IntTypeOption



















Figure
12

IntrType Option

This is a class that extends Option class which is used for storing properties of an integer type
option.


The IntTypeOption() is the constructor of the class.

The
IntTypeOption(String str , int var) is the constructor of that class which determines
initial name and value.

T
he set_value() method sets value of the option with given parameter.

The get_value() method returns the value of option.






IntTypeOption


-
private

int value




**public IntTypeOption()

**public intTypeOption(String str , int var)

*public int get_value
()

*public
set_value
(
int var
)


25


2.4.5.3

BoolTypeOption

















Figure
13

BoolTypeOption

This is a
class that extends Option class which is used for storing properties of a boolean type
option.

The BoolTypeOption() is the constructor of the class.

The BoolTypeOption(String str , bool value) is the constructor of that class which
determines initial name
and value.

The set_value() method sets value of the option with given parameter.

The get_value() method returns the value of option.







Bo
olTypeOption


-
private

Boolean value




**public BoolTypeOption()

**public BoolTypeOption(String str , bool value)

*public int get_value
()

*public set_value
(
bool var
)


26


2.4.5.4

ColorTypeOption





















Figure
14

ColorType Option

This is a class that extends Option class which is
used for storing properties of a color type
option.

The ColorTypeOption() is the constructor of the class.

The ColorTypeOption(String str , Color color) is the constructor of that class which
determines initial name and value.

The set_value() method sets v
alue of the option with given parameter. Color parameter
will be compared with the parameter of the colors that are determined by us using if
-
else statements.

The get_value() method returns the color of option.


ColorTypeOption


-
private

int valueRed

-
private

int valueGreen


-
private

int valueBlue




**public ColorTypeOption()

**public ColorTypeOption(String str , Color color)

*public int get_value
()

*public set_value
(
Color color
)


27


2.4.5.5

BoardTypeOption




















Figure
15

BoardType Option

This is a class that extends Option class which is used for storing properties of a board size type
option which some games can have.

The BoardSizeTypeOption() is the constructor of the class.

The BoardSizeTypeOption(String str , BoardSi
ze size) is the constructor of that class
which determines initial name and value.

The set_value() method sets value of the option with given parameter. Board size
parameter will be compared with the parameter of the sizes that are determined by us
using i
f
-
else statements.

The get_value() method returns the board size of option.




BoardTypeOption


-
private

int valueX

-
private

int valueY



**public BoardSizeTypeOption()

**public BoardSizeTypeOption(String str , BoardSize size)

*public int get_value
()

*public set_value
(
BoardSize size
)


28


3


GLOSSARY


Application




is a program that is normally stored and executed from the user’s local



computer.

Class Diagram
is a type of static structure diagram that describes the structure of a system by
showing the system's
classes
, their attributes, and the relationships
between the classes.


Criterion

A measure of goodness used when evaluating alternatives for an issue.

Database




a collection of data that is stored


in a computer and that can


easily be used or added
to.

Functional Requirement

An area of functionality the system

must support. The functional
requirements

describe the interactions between actors and the system independent of the
realization of the system.

Function




sub
-
program block that is returning some output.


GUI


Graphical User

Interface


Nonfunctional requirement

is a
requirement

that specifies criteria that can be used to judge the
operation of a system, rather than specific behaviors.

Object design

An activity during which developments define custom objects to bridge the gap
between the analysis model

a
nd the hardware
/software

platform. This includes specifying object
and subsystem interfaces, selecting off
-
the
-
shelf components, restructuring the object model to
attain design goals, and optimizing the object model for performance. Object design results in the
object design mode
l.

Object Design Document

(ODD)

A document describing the object design model
. The object
design model is often generated from comments embedded in the source code.

29


Object design model

Detailed o
bject model representing the solution objects which make up the
system
. The object design model includes detailed class specifications, including contracts, types,
signatures, visibilities for all public operations.

Pseudo requirement

A constraint on the implementation of the system

imposed by the client.

RSD (RAD
):

Requirements Specification Document (Requirement Analysis

Document)


used to
determine the needs or conditions to meet for
a new or altered

product.

Scenario

Instance of a use case
. A scenario

represents a concrete sequence of interactions
between one or more actors and the system
.

Sequence diagram

UML

notation representing the behavior of the system

as a series of
interactions among a group of objects. Each object is depicted as a column in the diagram. Each
interaction is depicted as an arrow be
tween two columns. Sequence diagrams are used during
analysis to identify missing objects, attributes, or relationships. Sequence diagrams are used
during object design to refine the specification of classes.

System design model

High level d
escription of the system
, including design goals, subsystem
decomposition, hardware
/software

platform, persistent storage strategy, global control flow,
access control policy, and handling of boundary condit
ions. The system design model represents
the strategic decisions made by the architecture team, which allows subsystem teams to work
concurrently and cooperate effectively.

System Design Document

A document describing the system

design model
.

UML
:

Unified Modeling Language
--

a standardized general
-
purpose modeling

language in the field of software engineering. UML

includes a set of graphical

n
otation techniques to create abstract models of specific systems.

User

A role representing the persons who interact directly with the system

when accomplishing
their work.

30


Use case

A general series of interactions between one or more actors and the system
.
See also

scenario
.

Use case diagram

is a type of behavioral diagram defined by and created from a
Use
-
case
analysis
. Its purpose is to present a graphical overview of the functionality provided by a system in
terms of
actors
, their goals (represented as
use cases
), and any dependencies between those use
cases.



31


4

INDEX


A

Application

................................
................................
........

27

C

Criterion

................................
................................
............

27

F

Function

................................
................................
............

27

Functional Requirement

................................
...................

27

G

GUI

................................
................................
................

5, 27

H

hardware

................................
................................
.....

27, 28

M

model

................................
................................
..........

27, 28

O

Object Design Document

................................
..............

5, 27

P

Pseudo requirement

................................
.........................

28

R

RAD

................................
................................
............

1, 5, 28

requirements

................................
................................
.

1, 27

S

scenario

................................
................................
.......

28, 29

Scenario

................................
................................
............

28

Sequence diagram

................................
.............................

28

software

................................
................................
......

27, 28

system

................................
...............................

5, 27, 28, 29

System Design Document

................................
.............

5, 28

U

UML

................................
................................
...............

5, 28

use case

................................
................................
.............

28

Use case diagram

................................
..............................

29

User

................................
................................
.........

5, 27, 28

User Interface

................................
................................

5, 27