Sunday, October 12, 2014

Explain Object Oriented Testing Stretergy.



Object-Oriented Test Strategies

·         Unit Testing – components being tested are classes not modules
·         Integration Testing – as classes are integrated into the architecture regression tests are run to uncover communication and collaboration errors between objects
·         Systems Testing – the system as a whole is tested to uncover requirement errors
Object-Oriented Unit Testing
·         smallest testable unit is the encapsulated class or object
·         similar to system testing of conventional software
·         do not test operations in isolation from one another
·         driven by class operations and state behavior, not algorithmic detail and data flow across module interface
Object-Oriented Integration Testing
·         focuses on groups of classes that collaborate or communicate in some manner
·         integration of operations one at a time into classes is often meaningless
·         thread-based testing – testing all classes required to respond to one system input or event
·         use-based testing – begins by testing independent classes (classes that use very few server classes) first and the dependent classes that make use of them
·         cluster testing – groups of collaborating classes are tested for interaction errors
·         regression testing is important as each thread, cluster, or subsystem is added to the system.


Write a note on object oriented paradigm.




Object-Oriented Paradigm is where we focus real life objects while programming any solution. By focusing real life objects we mean that over solutions revolves around different objects, which represent respective objects in real life situation.
The objective of this section is to provide a thorough understanding of the principles of object-oriented paradigm.

Data Abstraction

Data abstraction is the reduction of a particular body of data to a simplified representation of the whole. Abstraction, in general, is the process of taking away or removing characteristics from something in order to reduce it to a set of essential characteristics.

Encapsulation

In object-oriented programming, objects interact with each other by messages. The only thing that an object knows about another object is the object's interface. Each object's data and logic is hidden from other objects. In other words, the interface encapsulates the object's code and data.
This allow the developer to separate an object's implementation from its behaviour. This separation creates a "black-box" affect where the user is isolated from implementation changes. As long as the interface remains the same, any changes to the internal implementation is transparent to the user. For example, if the name message is sent to the Student object, it does not matter to the user how the developer implemented the code to handle this message. All the sending object needs is the correct protocol for interacting with the Student object. The developer can change the implementation at any time, but the name message would still work because the interface is the same.

Polymorphism

Another benefit of separating implementation from behaviour is polymorphism. Polymorphism allows two or more objects respond to the same message. A method called name could also be implemented for an object of the class Course. Even though the implementation of this name message may return a course number and a course title, its protocol is the same as the name message to the Student object. Polymorphism allows a sending object to communicate with different objects in a consistent manner without worrying about how many different implementations of a message.
An analogy of polymorphism to daily life is how students response to a school bell. Every student knows the significant of the bell. When the bell (message) rings, however, it has its own meaning to different students (objects). Some students go home, some go to the library, and some go to other classes. Every student responds to the bell, but how they response to it might be different.
Another example of polymorphism is the function of printing. Every printable object must know how to print itself. The message is the same to all the different objects: print, but the actual implementation of what they must do to print themselves varies.
The sending object does not have to know how the receiving object implement the message. Only the receiving objects worries about that. Assume that there is a print Page method in a Document object that has the responsibility of printing a page. To print the page, the print Page method sends the print message to each object on the page. The Document does not need to know what types of objects are on the page, only that each object supports the behaviour of printing.
     
New objects can be added to the page without affecting the print Page method. This method still sends the print message and the new object provides its own print method in response to that message.
Polymorphism allows the sending object to communicate with receiving objects without having to understand what type of object it is, as long as the receiving objects support the messages.

Inheritance

Another important concept of object-oriented programming is inheritance. Inheritance allows a class to have the same behaviour as another class and extend or tailor that behaviour to provide special action for specific needs.
Let's use the following application as an example. Both Graduate class and Undergraduate class have similar behaviour such as managing a name, an address, a major, and a GPA. Rather than put this behaviour in both of these classes, the behaviour is placed in a new class called Student. Both Graduate and Undergraduate become subclass of the Student class, and both inherit the Student behaviour.
                  
Both Graduate and Undergraduate classes can then add additional behaviour that is unique to them. For example, Graduate can be either Master's program or phD program. On the other hand, Undergraduate class might want to keep track of either the student is Freshman, Sophomores, Junior or Senior.
Classes that inherit from a class are called subclasses. The class a subclass inherits from are called super class. In the example, Student is a super class for Graduate and Undergraduate. Graduate and Undergraduate are subclasses of Student.

What is Domain ? Explain Domain Analysis With Example.




ANSWER: In software engineering, domain analysis, or product line analysis, is the process of analyzing related software systems in a domain to find their common and variable parts. It is a model of wider business context for the system.
In software engineering, domain analysis, or product line analysis, is the process of analyzing related software systems in a domain to find their common and variable parts. It is a model of wider business context for the system. The term was coined in the early 1980s by James Neighbors. Domain analysis is the first phase of domain engineering. It is a key method for realizing systematic software reuse.
Domain analysis produces domain models using methodologies such as domain specific languages, feature tables, facet tables, facet templates, and generic architectures, which describe all of the systems in a domain. Several methodologies for domain analysis have been proposed.
The products, or "artifacts", of a domain analysis are sometimes object-oriented models (e.g. represented with the Unified Modeling Language (UML)) or data models represented with entity-relationship diagrams (ERD). Software developers can use these models as a basis for the implementation of software architectures and applications. This approach to domain analysis is sometimes called model-driven engineering.

Explain System Design Process ?



The Systems Development Life Cycle (SDLC), or Software Development Life Cycle in systems engineering, information systems and software engineering, is the process of creating or altering systems, and the models and methodologies that people use to develop these systems. The concept generally refers to computer or information systems.
In software engineering the SDLC concept underpins many kinds of software development methodologies. These methodologies form the framework for planning and controlling the creation of an information system the software development process.
The System Development Life Cycle framework provides a sequence of activities for system designers and developers to follow. It consists of a set of steps or phases in which each phase of the SDLC uses the results of the previous one.
A Systems Development Life Cycle (SDLC) adheres to important phases that are essential for developers, such as planning, analysis, design, and implementation, and are explained in the section below. A number of system development life cycle (SDLC) models have been created: waterfall, fountain, spiral, build and fix, rapid prototyping, incremental, and synchronize and stabilize. The oldest of these, and the best known, is the waterfall model: a sequence of stages in which the output of each stage becomes the input for the next. These stages can be characterized and divided up in different ways, including the following:
  • Project planning, feasibility study: Establishes a high-level view of the intended project and determines its goals.
  • Systems analysis, requirements definition: Refines project goals into defined functions and operation of the intended application. Analyzes end-user information needs.
  • Systems design: Describes desired features and operations in detail, including screen layouts, business rules, process diagrams, pseudocode and other documentation.
  • Implementation: The real code is written here.
  • Integration and testing: Brings all the pieces together into a special testing environment, then checks for errors, bugs and interoperability.
  • Acceptance, installation, deployment: The final stage of initial development, where the software is put into production and runs actual business.
  • Maintenance: What happens during the rest of the software's life: changes, correction, additions, moves to a different computing platform and more. This, the least glamorous and perhaps most important step of all, goes on seemingly forever.