Succeeding with the Booch and OMT Methods

Glossary


Contents

Chapter 1 -- Case Study Background
Chapter 2 -- Overview of the Booch Method
Chapter 3 -- Conceptualization: Defining the Problem
Chapter 4 -- Analysis: Finding Classes
Chapter 5 -- Analysis: Attributes and Operations
Chapter 6 -- Analysis: Defining Relationships
Chapter 7 -- Analysis: Inheritance


Chapter 1 -- Case Study Background

Background Problem Statement
Cumulative background material assembled before working on a project. It often includes a description and critique of the previous system.
Business Goals
Prioritized statements of the organization's needs used to guide decision making and trade-off throughout the development process.
Stakeholders
The stakeholders of a system are the people and organizations that have a stake in the operation of the system. They can include such diverse groups as management, employees, shareholders, subcontractors, operators, users, regulatory and standards groups, consumers, and affected neighbors.

Chapter 2 -- Overview of the Booch Method

Analysis
The process of capturing and understanding the complete and consistent set of requirements.
Conceptualization
Phase of development there a vision for the idea is established and assumptions are validated.
Design
Phase of development where an architecture for the implementation is created and tactical policies are established.
Discovery
Phase of development that leads to an understanding of a system's required behavior.
Evolution
Phase of development where the implementation is matured through a succession of executable releases.
Implementation
Phase of development where the major focus is the development of a deliverable application.
Invention
Phase of development where the major focus is the creation of a system's architecture.
Iterative and Incremental Life Cycle
Development of a series of architectural releases that evolve into the final system.
Macro Process
High-level process describing the activities of the development team as a whole.
Maintenance
Management of the post delivery evolution of the system.
Micro Process
Lower-level process that represents the technical activities of the development team.

Chapter 3 -- Conceptualization: Defining the Problem

Context Diagram
Graphical way to illustrate the boundaries of a system along with inputs and outputs to and from the system.
External Actor
Someone or something interacting with the system under consideration.
Operations Concept
A vision of how a use case, communication, or other feature of a system will work when the system is developed.
Proof-of-Concept Prototype
Prototype used to validate the initial assumptions stated for a given problem space.

Chapter 4 -- Analysis: Finding Classes

Class
A collection of objects with the same structure and behavior.
Class Diagram
A diagram used to show the existence of classes and their relationships in the logical design of a system.
Scenario
An outline of events that elicits some system behavior.
Specification
Additional nongraphical information for each element (class, relationship, etc.) in a class and scenario diagram.
Use Case
A scenario that begins with some user of the system initiating some transaction or sequence of interrelated events (as defined by Ivar Jacobson).

Chapter 5 -- Analysis: Attributes and Operations

Attribute
A property or characteristic of a class
Message Trace Diagram
A graphical depiction of a scenario. It is a tabular diagram that shows objects on vertical lines and the messages between the objects on horizontal lines.
Object Message Diagram
A graphical depiction of a scenario. Objects are shown as solid clouds, and messages are shown attached to links between the objects participating in the scenario.
Operation
Work that one object performs upon another, or itself, in order to elicit a reaction; the behavior of the class.

Chapter 6 -- Analysis: Defining Relationships

Aggregation
A stronger form of association that shows the relationship between a whole and its parts.
Association
A bidirectional semantic connection between two classes.
Multiplicity
The number of instances that participate in a relationship. Multiplicity indicators are shown at each end of a relationship line.
Role
A description of how an object participates in a relationship.

Chapter 7 -- Analysis: Inheritance

Class Library
A library consisting of classes that may be used by other developers.
Generalization
Process used to create superclasses that encapsulate structure and behavior common to several classes.
Inheritance
A relationship among classes where one class shares the structure and/or behavior defined in one or more other classes.
Specialization
Process used to create subclasses that represent refinements in which structure and/or behavior are added or modified.
Subclass
A class that inherits from one or more classes.
Superclass
The class from which another class inherits.

Study Guide for CS 250, Fall 1997
Source: Succeeding with the Booch and OMT Methods, Chonoles and Quatrani (1996).
Transcribed to HTML 9/19/1997 by Del Croom

[ Part 3: "Attached Text" ] ----- Del Croom work: d.r.croom@larc.nasa.gov ASQ - IEEE/Computer Society d.r.croom@computer.org Personal/AOL DelCroom@aol.com URL: http://members.aol.com/delcroom