Download for free : STUDY OF UML
Download for free : STUDY OF UML
Graphical
Notation
Actor
Use Case
Association
Notation
Object
Actor
Aim
General study of UML
Description
The heart of object-oriented problem solving
is the construction of a model. The model abstracts the essential details of
the underlying problem from its usually complicated real world. Several
modeling tools are wrapped under the heading of the UML,
which stands for Unified Modeling Language. The purpose of this course is to
present important highlights of the UML.
At the center of the UML are its nine kinds of
modeling diagrams, which we describe here.
v Use
case diagrams
v Class
diagrams
v Object
diagrams
v Sequence
diagrams
v Collaboration
diagrams
v State
chart diagrams
v Activity
diagrams
v Component
diagrams
v Deployment
diagrams
The UML is applicable to object-oriented problem
solving. Anyone interested in learning UML must be familiar with the underlying
tenet of object-oriented problem solving -- it all begins with the construction
of a model. A model is an abstraction of the underlying problem.
The domain is the actual world from which the problem
comes. Models consist of objects that interact by sending each other messages. Think of an object as "alive." Objects have
things they know (attributes) and things they can do (behaviors or operations). The values of an object's attributes
determine its state.
Classes are the "blueprints" for objects. A class wraps
attributes (data) and behaviors (methods or functions) into a single distinct
entity. Objects are instances of classes.
An Introduction To UML Diagram
The Unified Modeling Language is a language for specifying,
constructing, visualizing, and documenting the artifacts of a
software-intensive system. Analogous to the use of architectural blueprints in
the construction industry, UML provides a common language for describing
software models, and it can be used in conjunction with a wide range of
software lifecycles and development processes.
1. Use Case Diagram
Use Case diagrams identify the functionality provided by the
system (use cases), the users who interact with the system (actors), and the
association between the users and the functionality. Use Cases are used in the
Analysis phase of software development to articulate the high-level
requirements of the system. The primary goals of Use Case
diagrams include:
v Providing a high-level view of what the system
does
v Identifying the users ("actors") of
the system
v Determining areas needing human-computer
interfaces.
Graphical
Notation
The basic components of Use Case diagrams
are the Actor, the Use Case, and the Association.
Actor
An Actor, as mentioned, is a user of the system, and is
depicted using a stick figure. The role of the user is written beneath the
icon. Actors are not limited to humans. If a system communicates with another
application, and expects input or delivers output, then that application can
also be considered an actor.
Use Case
A Use Case is functionality provided by the system, typically
described as verb + object (e.g. Register Car, Delete User). Use Cases are
depicted with an ellipse. The name of the use case is written within the
ellipse.
Association
Associations are used to link Actors with Use Cases, and
indicate that an Actor participates in the Use Case in some form. Associations
are depicted by a line connecting the Actor and the Use Case.
The following image shows how these
three basic elements work together to form a use case diagram.
Use case diagrams describe what a system does from the standpoint of an
external observer. The emphasis is on what a system does rather than how.
Use case diagrams are helpful in three areas.
- Determining features
(requirements). New use cases often generate
new requirements as the system is analyzed and the design takes shape.
- Communicating with clients. Their notational simplicity makes use case diagrams a good
way for developers to communicate with clients.
- Generating test cases. The collection of scenarios for a use case may suggest a
suite of test cases for those scenarios.
2. Sequence Diagram
Sequence diagrams document the
interactions between classes to achieve a result, such as a use case. Because
UML is designed for object-oriented programming, these communications between
classes are known as messages. The Sequence diagram lists objects horizontally,
and time vertically, and models these messages over time.
Notation
In a Sequence diagram, classes and
actors are listed as columns, with vertical lifelines indicating the lifetime
of the object over time.
Object
Objects are instances of classes, and are arranged
horizontally. The pictorial representation for an Object is a class (a
rectangle) with the name prefixed by the object name (optional) and a
semi-colon.
Actor
Actors can also communicate with objects, so they too
can be listed as a column. An Actor is modeled using the ubiquitous symbol, the
stick figure.
Lifeline
The Lifeline identifies the existence of the object over
time. The notation for a Lifeline is a vertical dotted line extending from an
object.
Activation
Activations, modeled as rectangular boxes on the
lifeline, indicate when the object is performing an action.
Message
Messages, modeled as horizontal arrows between
Activations, indicate the communications between objects.
Below is a sequence diagram for making a hotel
reservation. The object initiating the sequence of messages is a Reservation
window.......
Download for free : STUDY OF UML
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