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College aantekeningen Systeemontwikkelingsmethoden Deeltentamen UU inku

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Deze samenvatting bevat alle college aantekeningen vanaf het begin tot en met week 5 (Requirements Engineering and Use Cases). Voornamelijk in het Engels, maar er wordt af en toe gewisseld met Nederlands.

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Escuela, estudio y materia

Institución
Estudio
Grado

Información del documento

Subido en
13 de diciembre de 2023
Número de páginas
55
Escrito en
2023/2024
Tipo
Notas de lectura
Profesor(es)
Fernando castor
Contiene
College 1 (introduction) t/m college requirements engineering

Temas

Vista previa del contenido

Systeemontwikkelingsmethoden
Deze samenvatting is gebaseerd op colleges van de Universiteit van Utrecht (inku)

Hc 1 System Development Methods (13-11-2023)
Building non-trivial software is hard

Software engineering is about:
- Understanding what needs to be developed
- How to do it
- With the desired level of quality
- While managing finite resources
o In particular, people, sometimes many people

Margaret Hamilton, coiner of the term ‘software engineering’

Apollo 8 software team at MIT, c. 1965
- Het Apollo 8-softwareteam aan het Massachusetts Institute of Technology (MIT) rond 1965
was verantwoordelijk voor het ontwikkelen van de software die essentieel was voor de missie
van Apollo 8, de eerste bemande ruimtevlucht naar de maan in 1968.
The term gained traction because of 2 conferences organized by NATO in 1968 and 1969

Software engineering
= multi-version development of multi-version programs – David Parnas
= combining separately written programs and making them suitable for use by people who
had not written them = Fred Brooks

Software is complex
- Linux: 25 million lines of code from more than 1600 contributors
- Google’s systems: 2 billion lines of code, 9 million files, 40k change requests per day, 25k
software engineers

What makes a great software engineer?
- Personal characteristics – always impriving / passionate / data-driven
- Teammates – honest/ creates shared context
- Decision making – updates their mental models / handles complexity
- Software product – elegant / creative / anticipates needs

Phases
Requirements analyses -> Design -> Coding and debugging -> Testing and verification -> Maintenance

Software maintenance and evolution
- There is much more to software construction than just programming
- And it is hard to overestimate the volume and importance of maintenance
o An example: Cyberpunk 2077

What makes a great maintainer?
- Management – long term vision / defining a roadmap / delegating tasks
- Technical – high technical knowledge / be aware of technologies
- Social – being careful/polite / encouraging and mentoring

1

, - Personality – foster innovation / focus on the project goal
A silver lining: at least we don’t need to build everything from scratch

Object-oriented analysis
- Before designing software, you need to determine what to build
- The process of discovering, documenting and maintaining the requirements of a software
system
o Figuring out what the problem is
o What does the customer want?
o How can I translate a customer’s wishes to a design?
o Who is the customer?

Analysis: Who are the stakeholders?

Object-oriented design
- How should I organize code into functions and classes?
- How are classes related?
- What are the tradeoffs (compromises) of organizing a system in a certain way?
- What are the properties of a good design?

Analysis and design
- Analysis is a soft skill: talking to customers and figuring out what they want
- Design is more technical:
o Figuring out the right high-level structure of your code
o Making decisions and accounting for trade-offs




2

,Hc2 (15-11-2023)
Object oriented programming

Innards of a turtle
Pieces of information associated with a turtle:
- Position
- Pen color
- Direction to which it points
- Whether the pen is visible or not
- Drawing or not
- And much more

Turtle can do many things:
- Advance
- Rotate
- Change the drawing color
- Stop drawing
- Go back to drawing
The turtle stores many pieces of data:
- Its position
- Drawing color
- Direction to which the pen points
- Whether the pen is visible
What the turtle does affects what it stores

Turtle objects
- Bij turtle wordt er dingen opgeslagen, maar er worden geen variabelen aangepast/
opgeslagen. Er worden dus dingen opgeslagen (bv kleur en richting), maar we weten niet
waar het wordt opgeslagen en dat maakt ook niet uit.
- Turtle is een object
o Object = variables die state + behavior OF variables + functions aangeeft
o every value in python is an object

Objects
- Constructor = special function that every object has
o t = Turtle()
- They are values
o Can be stored in variables, passed as arguments, returned by methods
- Their internal variables (fields or attributes) are manipulated by their functions (methods)

Objects are a mechanism for encapsulation
- -> you don’t need to know how an object represents itself internally, you just need to know
about it’s functions
- Information hiding
We don’t need to know how they represent their internal states




3

, Advantages of invoking functions instead of directing variable:
- You can do things other than changing the position
- You don’t need to know how the elements are represented (it could be 2 strings or variables
or whatever)

You should be able to work with objects, even if you don’t know how they work internally. You should
be able to work with the interface (methods).

Lists are encapsulated
- We don’t know how a list represents a sequence of number internally
o dit kan namelijk op verschillende manieren gedaan worden
- nor how sorting is performed by the sort() function

The state of an object is independent of other objects of the same type
- different object have same state elements (every turtle keeps track of number of position),
but they are completely independent.

Objects use reference semantics
- = Als je een lijst hebt genaamd ‘s’ en die naam veranderd in ‘l’. Vervolgens voeg je een getal
toe aan lijst ‘l’. Dan vraag je om ‘s’ uit te schrijven en zit het nieuwe toegevoegde getal erin!
o L = [1,2,3,4,5]
o S=L
o L.append(42)
o S
 Output: [1,2,3,4,5,42]’
o L[0:2]
 Output: [1,2]
o L.apend(000)
o L
 Output: [1,2,3,4,5,42,0)
o S
 Output: [1,2,3,4,5,42]
 Als we de lijst ‘L’ veranderen, verandert het de lijst ‘S’ dus niet, andersom werkt
referentie dus niet!
- Assignment doesn’t copy value, but copies address (=reference)
- Assignments create references to objects, instead of copies




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