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Chapter 4,Use Case and Statechart Diagrams

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1 Chapter 4,Use Case and Statechart Diagrams

2 Outline of this Class Use case diagrams Class diagrams
Describe the functional behavior of the system as seen by the user Class diagrams Describe the static structure of the system: Objects, attributes, associations Sequence diagrams Describe the dynamic behavior between objects of the system Statechart diagrams Describe the dynamic behavior of an individual object Activity diagrams Describe the dynamic behavior of a system, in particular the workflow. Use case diyagramı, sistemin kullanıcılar gözünde nasıl işlediğini, fonksiyonel davranışlarını betimler.

3 Another view on UML Diagrams

4 UML Use Case Diagrams Passenger PurchaseTicket
Used during requirements elicitation and analysis to represent external behavior (“visible from the outside of the system”) Passenger An actor represents a role, that is, a type of user of the system. A use case represents a class of functionality provided by the system. PurchaseTicket Use case model: The set of all use cases that completely describe the functionality of the system.

5 Use Case Example Handle Returns
Main Success Scenario: A customer arrives at a checkout with items to return. The cashier uses the POS system to record each returned item. Alternate Scenarios: If they paid by credit, and the reimbursement transaction to their credit account is rejected, inform the customer and play them with cash. If the item identifier is not found in the system, notify the Cashier and suggest manual entry of the identifier code. If the system detects failure to communicate with the external accounting system, .....

6 Actors An actor is a model for an external entity which interacts (communicates) with the system: User External system (Another system) Physical environment (e.g. Weather) An actor has a unique name and an optional description Examples: Passenger: A person in the train GPS satellite: An external system that provides the system with GPS coordinates. Passenger Optional Description Name

7 Use Case • A use case represents a class of functionality provided by the system. • Use cases can be described textually, with a focus on the event flow between actor and system. • The textual use case description consists of 6 parts: Unique name Participating actors Entry conditions Exit conditions Flow of events Special requirements. PurchaseTicket

8 Textual Use Case Description Example
Passenger Textual Use Case Description Example PurchaseTicket 1. Name: Purchase ticket 2. Participating actor: Passenger 3. Entry condition: Passenger stands in front of ticket distributor Passenger has sufficient money to purchase ticket 4. Exit condition: Passenger has ticket 5. Flow of events: 1. Passenger selects the number of zones to be traveled 2. Ticket Distributor displays the amount due 3. Passenger inserts money, at least the amount due 4. Ticket Distributor returns change 5. Ticket Distributor issues ticket 6. Special requirements: None.

9 Uses Cases can be related
Extends Relationship To represent seldom invoked use cases or exceptional functionality Includes Relationship To represent functional behavior common to more than one use case.

10 The <<extends>> Relationship
<<extends>> relationships model exceptional or seldom invoked cases The exceptional event flows are factored out of the main event flow for clarity The direction of an <<extends>> relationship is to the extended use case Use cases representing exceptional flows can extend more than one use case. Passenger PurchaseTicket <<extends>> <<extends>> <<extends>> <<extends>> OutOfOrder TimeOut Cancel NoChange

11 The <<includes>> Relationship
<<includes>> relationship represents common functionality needed in more than one use case. <<includes>> behavior is factored out for reuse, not because it is an exception. The direction of a <<includes>> relationship is to the using use case (unlike the direction of the <<extends>> relationship). Two use cases are related by an include relationship, if one of them includes the second one in its own flow of events. Passenger PurchaseMultiCard PurchaseSingleTicket <<includes>> <<includes>> CollectMoney NoChange <<extends>> Cancel

12 Example of <<includes>> relationship - 1

13 Example of <<includes>> relationship - 2

14 Example of <<includes>> relationship - 3

15 Example of <<extends>> relationship

16 Textual Use Case Description Example
Student DoHomework Textual Use Case Description Example 1. Name: DoHomework 2. Participating actor: Student 3. Entry condition: Student received exercise sheet Student is in good health 4. Exit condition: Student delivered solution 5. Flow of events: 1. Student fetches the exercise sheet 2. Student reads through the assignments 3. Student processes the assignments and types the solution in his Computer. 4. Student prints out the solution 5. Student delivers the solution in the following exercise 6. Special requirements: None.

17 Sınıf Çalışması (10 dakika)
- Müşteri, garsona sipariş verir. Restoranda çalışmak isteyen adayların başvurularını restoran yöneticisi değerlendirir. İşe alımları da o yapar. Restoranda kullanılan malzemeler için düzenli sipariş verilmesi gerekmektedir. Malzemeler belirli bir tedarikçiden sağlanır. Malzemelerin siparişini restoran yöneticisi verir. Bunu yaparken, sürekli olarak satışları ve stokları takip etmesi gerekir. Stokları takip etmek için, restoran yöneticisinin tuttuğu düzenli raporlar bulunur.

18 <<uses>>
Sınıf Çalışması Order Food Hire Employee Reorder supplies Produce mgt. reports Track sales and inv. data <<uses>> Customer Applicant Supplier Service Person Manager

19 Another view on UML Diagrams

20 Sequence Diagrams Focus on Controlflow Used during analysis
Passenger Used during analysis To refine use case descriptions to find additional objects (“participating objects”) Used during system design to refine subsystem interfaces Instances are represented by rectangles. Actors by sticky figures Lifelines are represented by dashed lines Messages are represented by arrows Activations are represented by narrow rectangles. TicketMachine selectZone() pickupChange() pickUpTicket() insertCoins() zone2price selectZone() insertCoins() pickupChange() pickUpTicket() TicketMachine Messages -> Operations on participating Object

21 Sequence Diagrams can also model the Flow of Data
Passenger selectZone() ZoneButton TarifSchedule Display lookupPrice(selection) displayPrice(price) price Dataflow …continued on next slide... The source of an arrow indicates the activation which sent the message Horizontal dashed arrows indicate data flow, for example return results from a message

22 Messages Define a particular communication between lifelines of an interaction Examples of communication raising a signal invoking an operation creating or destroying an instance Specify (implicitly) sender and receiver are shown as a line from the sender to the receiver Form of line and arrowhead reflect message properties

23 Message Types Asynchronous Synchronous Call and Object creation Reply
Lost Found Senkron mesaj: Okun ucunun içi dolu: Bir nesnenin mesajı gönderdikten sonra, zaman çizelgesinde devam edebilmesi için, karşı nesneden cevap beklemesi gereken durumlarda kullanılır. Oldukça sık kullanılmaktadır. Asenkron mesaj: Okun içi boş. Bir nesnenin mesajı gönderdikten sonra, zaman çizelgesine devam edebilmesi için karşı nesneden cevaba ihtiyaç duymadığı durumlarda kullanılır. Lost messages: Yollanmış ama ya alıcısına ulaşmamış veya diyagram üzerinde tanımlanmamış bir alıcıya giden mesajlardır. Found messages: Kimden geldiği belli olmayan veya geldiği nesnenin diyagramda gösterilmediği mesajlardır. Self messages: Ya nesnelerin yine kendine gönderdiği mesajlar nesneler veya bir nesnenin bir metodunun, yine kendi içindeki bir başka metoda gönderdiği mesajlar. Reply: Mesaj gönderilen nesneden gelen veriyi gösterir.

24 Lifeline and Execution Specification
A lifeline represents an individual participant (or object) in the interaction A lifeline is shown using a symbol that consists of a rectangle forming its “head” followed by a vertical line (which may be dashed) that represents the lifetime of the participant An execution specification specifies a behavior or interaction within the lifeline An execution specification is represented as a thin rectangle on the lifeline.

25 Sequence Diagrams: Iteration & Condition
Passenger …continued from previous slide... CoinIdentifier Display CoinDrop ChangeProcessor * insertChange(coin) lookupCoin(coin) price Iteration displayPrice(owedAmount) Condition [owedAmount<0] returnChange(-owedAmount) …continued on next slide... Iteration is denoted by a * preceding the message name Condition is denoted by boolean expression in [ ] before the message name

26 Creation and destruction
Passenger …continued from previous slide... Creation of Ticket ChangeProcessor Ticket createTicket(selection) print() Destruction of Ticket free() Creation is denoted by a message arrow pointing to the object Destruction is denoted by an X mark at the end of the destruction activation In garbage collection environments, destruction can be used to denote the end of the useful life of an object.

27 Sequence diagram: An Example
Lifeline Execution Specification Message Sequence diagrams represent the behavior of a system as messages (“interactions”) between different objects.

28 Sequence Diagram - Ex

29 Sequence Diagram - Ex

30 Sequence diagram: An Example

31 Sequence diagram: An Example
İçi dolu ok= Senkronize ok= O nesnenin aktivasyonuna devam edebilmesi için, mesaj gönderdiği nesneden cevap alması lazım.

32 Sequence Diagram Properties
UML sequence diagram represent behavior in terms of interactions Useful to identify or find missing objects Time consuming to build, but worth the investment Complement the class diagrams (which represent structure).

33 Sınıf Çalışması (15 dakika)
Müşterinin ATM’den para çekmek istemesine ait sıralama (sequence) diyagramını çiziniz. Sokulan kart kontrol edilmeli. Eğer onaylanırsa, müşterinin istediği miktar kontrol edilmeli. Eğer onaylanırsa, işlem başlatılmalı. Para verildikten sonra, müşteriye dekont verilmesi. Müşteri hesabında yapılan işlemlerin kaydedilmesi.

34 Örnek Çözüm

35 Another view on UML Diagrams

36 UML first pass: Statechart diagrams
Initial state Event button1&2Pressed button1Pressed button2Pressed Increment Minutes Hours Blink Seconds Stop Blinking Transition State Final state Represent behavior of a single object with interesting dynamic behavior.

37 How to draw statechart diagrams?
Identify important objects to be analyzed. Identify the states. Identify the events.

38 Statechart Diagram Example

39 Statechart Diagram Example

40 UML Summary UML provides a wide variety of notations for representing many aspects of software development Powerful, but complex UML is a programming language Can be misused to generate unreadable models Can be misunderstood when using too many exotic features We concentrated on a few notations: Functional model: Use case diagram Object model: class diagram Dynamic model: sequence diagrams, statechart and activity diagrams


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