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#8 修改所有实验
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# 实验一 | ||
## 实验一 | ||
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## 实验目标 | ||
## 一、实验目标 | ||
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## 实验内容 | ||
1. 熟悉Github实验过程 | ||
2. 安装与使用StartUml | ||
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## 实验结果 | ||
## 二、实验内容 | ||
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- 安装GitHub并练习使用Git Bash | ||
- 安装StartUml并创建一个图 | ||
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## 三、实验步骤 | ||
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1. 下载课程相关软件(git工具及StarUML软件) | ||
2. 在github上fork项目后,clone到本地磁盘 | ||
3. 创建实验文档,用StarUML建立一个uml图,导出成为jpg图片 | ||
4. 用Git Bash push到GitHub上 | ||
5. 在github上编辑Markdown文档,并插入当前目录下的结果图片 | ||
6. pull request,请求合并到主仓库 | ||
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## 四、实验结果 | ||
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1. 画图 | ||
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![第一个UML图](./model1.jpg) | ||
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图1. 在StarUML上创建的第一个图 |
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# 实验二:用例建模 | ||
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## 1.实验目标 | ||
1.创建并完善选题 | ||
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2.了解并掌握用例图的画法 | ||
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3.通过github提交实验文档 | ||
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## 2.实验内容 | ||
1.完成用例图的建模 | ||
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## 3.实验步骤 | ||
1.先将所构思的系统画成草图 | ||
- 功能: | ||
- 商品管理 | ||
- 出售游戏 | ||
2.再使用画图工具将系统用例图画出来 | ||
3.编写用例规约 | ||
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## 4.实验结果 | ||
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![用例图](./lab2-UseCaseDiagram1.jpg) | ||
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图一:道聚城商城系统的用例图 | ||
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## 表1:商品管理用例规约 | ||
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用例编号 | UC01 | 备注 | ||
-|:-|- | ||
用例名称 | 商品管理 | | ||
前置条件 | | *可选* | ||
后置条件 | | *可选* | ||
基本流程 ~| 1.管理员点击登录链接 | *用例执行成功的步骤* | ||
~| 2. 管理员输入账号密码 | | ||
~| 3. 系统显示商品列表界面 | | ||
~| 4. 系统查询游戏库存,检查游戏库存数目,进入首页 | | ||
~| 5. 系统返回游戏列表 | | ||
扩展流程 | 4.1 系统检查发现库存不足 |*用例执行失败* | ||
~| 4.2 管理员增加库存 | | ||
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## 表2:出售游戏用例规约 | ||
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用例编号 | UC02 | 备注 | ||
-|:-|- | ||
用例名称 | 出售游戏 | | ||
前置条件 | | *可选* | ||
后置条件 | | *可选* | ||
基本流程 | 1.用户选中游戏,进行付款 |*用例执行成功的步骤* | ||
~| 2.系统判断用户是否付款 | | ||
~| 3. 系统将游戏加入用户游戏库 | | ||
~| 4. | | ||
~| 5. | | ||
扩展流程 | 2.1 系统发现用户未付款,提示“请再次付款” |*用例执行失败* | ||
~| 2.2 | | ||
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# 实验三:过程建模 | ||
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## 一、实验目标 | ||
- 学习并掌握过程建模的基本概念。 | ||
- 绘制活动图(Activity Diagram)。 | ||
## 二、实验内容 | ||
- 根据用例规约绘制相应的活动图。 | ||
## 三、实验步骤 | ||
- 在StarUml中创建活动图 | ||
1.商品管理 | ||
2.出售游戏 | ||
- 添加Initial和Final节点 | ||
- 根据用例规约绘制绘制活动图 | ||
1.把基本流程和扩展流程的动作画为操作(Action) | ||
2.分支的操作之后使用决策(Decision)节点。 | ||
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## 四、实验结果 | ||
![活动图](./lab3-ActivityDiagram1.jpg) | ||
图1 商品管理活动图 | ||
![活动图](./lab3-ActivityDiagram2.jpg) | ||
图2 出售游戏活动图 |
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# 实验四:类建模 | ||
# 实验五:高级类建模 | ||
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## 一、实验目标 | ||
- 掌握类的概念和构成 | ||
- 掌握类建模方法 | ||
- 了解MVC设计模式 | ||
- 理解类的5种关系 | ||
- 掌握类之间关系的画法 | ||
## 二、实验内容 | ||
- 根据用例规约绘制相应的类图。 | ||
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1.商品管理类图 | ||
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2.出售游戏类图 | ||
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## 三、实验步骤 | ||
- 在StarUml中创建类图 | ||
1.商品管理 | ||
2.出售游戏 | ||
- 从用例规约中的基本流程和扩展流程中寻找类 | ||
- 根据系统操作设计业务服务类 | ||
- 根据mvc设计模式确定类的关系 | ||
## 四、实验结果 | ||
![查看类图](./lab4.5-kcMVC.jpg) | ||
图1 商品管理类图 | ||
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![录入类图](./lab4.5-saleMVC.jpg) | ||
图2 出售游戏类图 |
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# 实验六: 交互建模 | ||
## 一、实验目标 | ||
- 理解系统交互; | ||
- 了解对象的概念 | ||
- 掌握UML顺序图的画法; | ||
- 掌握对象交互的定义与建模方法。 | ||
## 二、实验内容 | ||
- 根据用例模型和类模型,确定功能所涉及的系统对象; | ||
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1.商品管理顺序图 | ||
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2.购买游戏顺序图 | ||
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- 在顺序图上画出参与者(对象); | ||
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- 在顺序图上画出消息(交互) | ||
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- 在顺序图上画出存活条(从上到下) | ||
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- 在顺序图上画出时间(从上到下) | ||
## 三、实验步骤 | ||
- 在StarUml中创建登录顺序图 | ||
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1.商品管理 | ||
2.购买游戏 | ||
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- 从用例规约中的寻找参与者 | ||
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- 根据类图中寻找类 | ||
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- 根据活动图绘制消息、存活条和顺序 | ||
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1 消息:画在存活条上,从上到下代表时间顺序 | ||
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2 返回:从上到下代表时间顺序 | ||
## 四、实验结果 | ||
![商品管理顺序图](./SequenceDiagram1.jpg) | ||
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图1 商品管理顺序图 | ||
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![购买游戏顺序图](./SequenceDiagram2.jpg) | ||
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图2 购买游戏顺序图 |
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# 实验七: 状态建模 | ||
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## 一、实验目标 | ||
- 理解对象状态; | ||
- 掌握对象状态建模 | ||
- 掌握状态图的画法; | ||
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## 二、实验内容 | ||
- 根据根据用例图、用例规约、活动图、类图、顺序图与需求确定游戏商城的状态; | ||
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## 三、实验步骤 | ||
- 在StarUml中创建库存的状态图 | ||
1.未增加的 | ||
2.已增加的 | ||
3.待增加的 | ||
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- 在StarUml中创建付款的状态图 | ||
1.未付款的 | ||
2.已付款的 | ||
3.代付款的 | ||
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- 在状态图上绘制Inittial State与Final State | ||
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- 在状态图上绘制状态的转移条件 | ||
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## 四、实验结果 | ||
![库存状态图](./库存状态图.jpg) | ||
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图1 库存状态图 | ||
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![付款状态图](./付款状态图.jpg) | ||
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图2 付款状态图 |
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