Understanding UML and Use Case Diagrams in Software Development

Understanding UML and Use Case Diagrams

The Problem and Use Cases

The problem can be defined as the difference between things as perceived and things as they are. A use case is a description of a set of actions executed by a system to produce an observable result of value to an actor. Use cases are determined by observing and mentioning, actor by actor, interaction sequences, and scenarios, from the standpoint of the user.

Use Case Diagrams

A Use Case Diagram is a technique for capturing information

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Understanding Computer Bus Technology: Data, Address, and Control

A Technology with Many Cables

A Technology with Many Cables

  • Works with a binary system, which means using a wire for each bit of data.
  • Technology with too many cables.

Current microprocessors, like the Pentium 4 processor, internally use 32-bit data. But when accessing external devices to process more data, they read 64 bits at a time (i.e., to enter information inside the microprocessor, they take two 32-bit data chunks at a time to accelerate the transfer). This implies that if the microprocessor

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Resource Deadlocks: Conditions, Examples, and Prevention

1. What are the Four Necessary Conditions for a Resource Deadlock?

The four necessary conditions for a resource deadlock are:

  • Mutual Exclusion: Each resource is either currently held by exactly one process or is free.
  • Hold and Wait: Processes currently holding resources can request and wait for new resources.
  • No Preemption: Resources held by a process can’t be forcibly taken away from the process.
  • Circular Wait: There is a circular chain of two or more processes, each waiting for a resource held by
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Evolution of Computer Generations: From Microchips to AI

The Third Generation of Computers: Integrated Circuits

The fiber optic transmission capacity for chips defined the change to the third generation. In the mid-1960s came the invention of the integrated circuit, or microchip, which then led to the invention of the microprocessor at Intel. From this date, it became possible to pack several tiny transistors and other electronic components on a single chip, containing within it a complete circuit: an amplifier, an oscillator, or a logic gate. Naturally,

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Flip-Flops, Registers, and Instruction Modes in Computer Architecture

Flip-flops are a fundamental component in digital electronics. There are several types of flip-flops commonly used in computer architecture (COA). Let’s dive into a few of them:

  1. SR Flip-Flop (Set-Reset Flip-Flop): This type of flip-flop has two inputs, the Set (S) and Reset (R). It can store a single bit of information and has two stable states. When S=1 and R=0, it sets the flip-flop to 1, and when S=0 and R=1, it resets the flip-flop to 0.

  2. D Flip-Flop (Data Flip-Flop): The D flip-flop has a single

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Software Design Patterns: Creational, Structural, Behavioral

Creational Patterns

Creator patterns streamline the process of creating instances, helping a system to be independent of how its objects are created, composed, and represented.

Factory

Provides an interface for creating an object without revealing the object’s actual class. Motivation: Uses abstract classes/interfaces to define and maintain relations between objects and sometimes creates them. Advantages: Eliminates the need to link our code with specific classes. Disadvantages: Customers may have

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