SAMEN VATTING SEES
Software Engineering for Embedded Systems
This will contain the following Weeks
1. Week 1: Unified Modelling Language
− Designing and documenting software
2. Week 2: Design Patterns and Architecture
− Building good/optimized structures (software)
3. Week 3: Managing Embedded Software Development
− Process/organization for making software
4. Week 4: Hardware
− Use, collaboration and support about hardware
Richard Reijerse
S1128082
,Inhoud
1 Week 1: Modelling .......................................................................................................................... 5
1.1 3 Types of modelling ............................................................................................................... 5
1.1.1 Sequence Diagram .......................................................................................................... 5
1.1.2 Timing Diagram ............................................................................................................... 6
1.1.3 State Chart Diagram ........................................................................................................ 8
1.1.4 Deployment Diagram ...................................................................................................... 9
1.2 PID Controller ........................................................................................................................ 10
1.3 V-model ................................................................................................................................. 11
2 Week 2: Design Patterns ............................................................................................................... 12
2.1 Proxy ..................................................................................................................................... 12
2.2 3 types of patterns ................................................................................................................ 13
2.2.1 Creational Patters: Factory Pattern .............................................................................. 13
2.2.2 Architecture .................................................................................................................. 14
2.2.3 Port Proxy Pattern......................................................................................................... 14
2.3 Object Oriented in C.............................................................................................................. 15
2.3.1 Classes and Objects ....................................................................................................... 15
2.3.2 Encapsulation ................................................................................................................ 15
2.3.3 Inheritance .................................................................................................................... 16
2.3.4 Polymorphism ............................................................................................................... 16
2.4 Pattern Hatching ................................................................................................................... 16
2.4.1 Selecting an appropriate Pattern .................................................................................. 17
2.4.2 Example: Singleton Pattern........................................................................................... 18
2.4.3 Command Pattern ......................................................................................................... 19
2.5 How to use Patterns.............................................................................................................. 19
2.5.1 Subsystems and Components View .............................................................................. 19
2.5.2 Concurrency and Resource ........................................................................................... 20
2.5.3 Deployment View.......................................................................................................... 20
2.5.4 Distribution View .......................................................................................................... 21
2.5.5 Dependability View ....................................................................................................... 21
2.5.6 State Pattern ................................................................................................................. 21
3 Week 3: Managing Embedded Software Development ............................................................... 22
3.1 CMMI – Capability Maturity Model Integration ................................................................... 22
3.2 Architecture of the process .................................................................................................. 24
3.2.1 V-Model......................................................................................................................... 24
Stuvia customers have reviewed more than 700,000 summaries. This how you know that you are buying the best documents.
Quick and easy check-out
You can quickly pay through credit card or Stuvia-credit for the summaries. There is no membership needed.
Focus on what matters
Your fellow students write the study notes themselves, which is why the documents are always reliable and up-to-date. This ensures you quickly get to the core!
Frequently asked questions
What do I get when I buy this document?
You get a PDF, available immediately after your purchase. The purchased document is accessible anytime, anywhere and indefinitely through your profile.
Satisfaction guarantee: how does it work?
Our satisfaction guarantee ensures that you always find a study document that suits you well. You fill out a form, and our customer service team takes care of the rest.
Who am I buying these notes from?
Stuvia is a marketplace, so you are not buying this document from us, but from seller richardreijerse. Stuvia facilitates payment to the seller.
Will I be stuck with a subscription?
No, you only buy these notes for $3.26. You're not tied to anything after your purchase.