Use cases are requirements, primarily functional or behavioral requirements that indicate what the system will do. In terms of the FURPS+ requirements types, they emphasize the "F" (functional or behavioral), but can also be used for other types, especially when those other types strongly relate to a use case. In the UP - and many modern methods - use cases are the central mechanism that is recommended for their discovery and definition.
A related viewpoint is that a use case defines a contract of how a system will behave [Cockburn Ol].
To be clear: Use cases are indeed requirements (although not all requirements). Some think of requirements only as "the system shall do..." function or feature lists. Not so, and a key idea of use cases is to (usually) reduce the importance or use of detailed old - style feature lists and rather write use cases for the functional requirements. More on this point in a later section.
Definition: What are Three Kinds of Actors?
An actor is anything with behavior, including the system under discussion (SuD) itself when it calls upon the services of other systems. Primary and supporting actors will appear in the action steps of the use case text. Actors are roles played not only by people, but by organizations, software, and machines. There are three kinds of external actors in relation to the SuD:
Notation: What are Three Common Use Case Formats?
Use cases can be written in different formats and levels of formality:
The following example is a fully dressed case for our NextGen case study.
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Object-oriented Analysis And Design
Iterative, Evolutionary, And Agile
Inception Is Not The Requirements Phase
Iteration 1 Basics
System 'sequence Diagrams
Requirements To Design-iteratively
Logical Architecture And Uml Package Diagrams
On To Object Design
Uml Interaction Diagrams
Uml Class Diagrams
Grasp: Designing Objects With Responsibilities
Object Design Examples With Grasp
Designing For Visibility
Mapping Designs To Code
Test - Driven Development And Refactoring
Uml Tools And Uml As Blueprint
Iteration 2 - More Patterns
Quick Analysis Update
Grasp: More Objects With Responsibilities
Applying Gof Design Patterns
Iteration 3 Intermediate Topics
Uml Activity Diagrams And Modeling
Uml State Machine Diagrams And Modeling
Relating Use Cases
Domain Model Refinement
More Ssds And Contracts
Logical Architecture Refinement
More Object Design With Gof Patterns
Designing A Persistence Framework With Patterns
Uml Deployment And Component Diagrams
Documenting Architecture: Uml & The N+1 View Model
More On Iterative Development And Agile Project Management
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