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QUESTION BANK

Chapter 1: Introduction Modeling concepts and class modeling


Objective:
This chapter gives the introduction to OO concept. OO modeling is introduced for
the software
development. Different types of models are explained. Mainly concentrated on Cla
ss modeling.
1. What is object orientation?
2. What is OO development?
3. What is Modeling? What are the advantages of modeling?
4. What are the different types of models? Explain.
5. Explain class modeling in detail with example.
6. Discuss Link and association concepts with example.
7. Write short note on Generalization and inheritance.

Chapter 2: Advanced Class Modeling and State Modeling


Objective:
This chapter gives the advanced class modeling concept with various examples. It
also covers
state modeling concepts which includes state diagrams and its behavior.
1. Explain advanced object and class concepts with example.
2. What is the difference between aggregation and association?
3. What is the difference between aggregation and composition?
4. What are the different kinds of multiple inheritance?
5. Write short notes on Metadata, Reification, Constraints, Derived data
6. Explain Events, states, transitions and conditions with example.
7. Explain the behavior of state chart diagram with example.
Chapter 3: Advanced state modeling and interaction modeling
Objective:
This chapter gives the advanced state modeling concept with nested state diagram
s. It also
deals with interaction modeling which deals with use case models, sequence diagr
ams and
activity models which describes how objects interact to produce useful results.
1. Discuss Nested state diagram with example.
2. What is concurrency? what are the different types of concurrency? Explain wit
h example.
3. Draw state chart diagram for ATM transactions.
4. What is interaction modeling?
5. What is use case model? Explain with examples.
6. What are the guidelines for use case models?
7. Explain sequence model with example.
8. What are the guidelines for sequence models?
9. Explain activity model with example.
10. What are the guidelines for activity model
11. Draw use case diagram for telephone operation system
12. Draw sequence and activity diagram for automatic vending machine.
Chapter 4: Process Overview, system conception and Domain analysis
Objective:
This chapter provides an overview of the process for building models and emphasi
zes that
development is normally iterative and seldom a rigid sequence of steps. It also
presents the
system conception during which a visionary receives conceives an application and
sells the
idea to an organization. It also build a domain model that focus on the real wor
ld things that
carry the semantics of the application.
1. What are the different development stages?
2. Explain Development life cycle.
3. What are the different system concepts available?
4. How do you judge a good system concepts?
5. What is an analysis? How do you identify the requirements?
6. What are the different types of analysis?
7. Explain domain analysis with example.
8. What are the different types of analysis to find classes?
9. What are the various ways to find right associations to classes?
10. How do you identify attributes and operations for classes?
11. Explain domain state model with example.
12. Explain domain interaction model with example.
Chapter 5: Application analysis and system design
Objective:
This chapter gives a thorough understanding of an application. It also covers sy
stem design in
which we can devise a high level strategy for building a solution.
1. How do you identify actors, use cases and transactions?
2. How do you identify states and events?
3. Explain domain class model and domain state model.
4. Explain interaction model with example.
5. Discuss about system design.
6. What is reusability? What are the reusable things? Explain .
7. What is subsystem? How they are divided w.r.t layers and partitions?
8. Explain allocation of subsystems.
9. What is control flow? What are the different types of control flow?
10. Explain internal and external control flow?
11. Discuss common architectural styles.
12. Write about architecture of Library information system.
Chapter 6: Class design, implementation modeling and legacy systems
Objective:
This chapter covers class design in which we can get the details for classes, as
sociations and
operations. It also discusses implementation issues that transcend the choice of
language.
The focus is on techniques for realizing associations. Finally it also introduce
s reverse
engineering and forward engineering. Maintenance and wrapping of the system is d
ealt.
1. What are the different steps of class design?
2. Discuss about designing algorithms in detail.
3. Explain functionality and mechanism layers in downward recursion.
4. Discuss design optimization in detail.
5. What are the different kinds of adjustments to increase the chance of inherit
ance.
6. Write short notes on information hiding, coherence of entities and fine tunin
g packages.
7. Explain implementation modeling with example.
8. What is testing? What are the different types of tests involved?
9. What is the difference between reverse engineering and forward engineering?
10. Explain different phases in building the class model.
11. Write short notes on wrapping and maintenance.
Chapter 7: Design patterns, Idioms
Objective:
This chapter provides patterns for developing software with defined properties.
It also covers
information about different design patters such as whole-part, master-slave, pro
xy, command
processor, view handler, forwarder-receiver, client-dispatcher-server and publis
her-subscriber.
1. What is a pattern?
2. What are the different pattern categories?
3. Explain communication patterns.
4. Discuss about forwarder receiver.
5. Discuss about client-dispatcher-server.
6. Explain publisher-subscriber.
7. What is an idom?
8. What are the advantages of idioms?

13. SOFTWARE DESIGN LABORATORY


Subject Code: 07MCA56
The student has to draw the necessary UML diagrams using any suitable UML drawin
g tool and
implement in Java or C++ or C# a program to demonstrate the Design pattern speci
fied by the
examiner.
The Design pattern is allotted based on lots from the following list:
a. Expert
b. Controller
c. Publisher-Subscriber
d. Command
e. Forward-Receive
f. Client-Dispatcher
g. Proxy
h. Façade
i. Polymorphism

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