 Building Block Building Block  Things in the UML Things in the UML  Structural Things Structural Things  Behavioral Things Behavioral Things  Grouping.

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Presentation transcript:

 Building Block Building Block  Things in the UML Things in the UML  Structural Things Structural Things  Behavioral Things Behavioral Things  Grouping Things Grouping Things  Annotational Things Annotational Things  Relationships In the UML Relationships In the UML  Diagrams Diagrams

The vocabulary of the UML encompasses three kind of building blocks:  Things  Relationship  Diagrams

There are four kinds of things in the UML:  Structural things  Behavioral things  Grouping things  Annotational things These things are the basic object-oriented building blocks Of the UML. You use them to write well-formed models.

 Structural things are the noun of the UML models.  These are the mostly static parts of a model, representing elements that are either conceptual or physical.  There are seven kind of structural things. It Include:  Classes  Interface  Active classes  Collaboration  Use case  Components  Nodes

 A class is a description of a set of objects that share the same attributes, operations, relationship, and semantics.  Graphically, a class is rendered as a rectangle, usually including its name, attributes and operations. Class Class Name Attributes Operations

 An interface is a collection of operations that specify a service of a class or components.  An interface defines a set of operations specifications but never a set of operation implementation.  Graphically, an interface is rendered as a circle together with its name. Interface

 A collaboration defines an interaction and is a society of roles and other elements that work together to provide some cooperative behavior that’s bibber than the sum of all the elements.  A given class might participate in several collaboration.  Graphically, collaboration is rendered as an ellipse with dashed lines, usually including only its name.

 A use case is a coherent piece of functionality that a system can provide by interacting with actors.  Graphically, a use case is rendered as an ellipse with solid lines, usually including only its name, as in figure: Place Order Actor Use case

 An active class is a class whose object own one or more processes or threads and therefore can initiate control activity.  An activity class is just like a class except that its objects represents elements whose behavior is concurrent with other elements.  Graphically, an active class is rendered just like a class, but with heavy lines, usually including its name, attributes and operations as in figure:

 A component is a physical and replaceable part of a system that conforms to and provides the realization of a set of interfaces. Notation: Component

 A physical element that exists at run-time and represents a computational resource (typically, hardware resources).  Notation: Print Server BACK

 Behavioral things are the dynamic parts of UML models.  There are two primary kind of behavioral things.  Interaction  State Machine

 Interaction:- An interaction is a behavior that comprises a set of messages exchanged among a set of objects within a particular context to accomplish a specific purpose. Notation:- State Machine:-  A behavior that specifies the sequence of “states” an object goes through, during its lifetime.  A “state” is a condition or situation during the lifetime of an object during which it exhibits certain characteristics and/or performs some function. Notation:- Display Waiting BACK

 Grouping things are the organizational parts of UML models. These are the boxes into which a model can be decomposed.  There is one primary kind of grouping thing:  Package Package:- A package is a general-purpose mechanism for organizing elements into groups. Structural things, behavioral things and even other grouping things may be placed in a package. Notation:- Accounts Department BACK

 Annotational things are the explanatory parts of UML models.  These are the comments you may apply to describe, illuminate and remark about any element in a model.  There is one primary kind of Annotational thing:  Note  Note:- A note is simply a symbol for rendering constraints and comments attached to an element or a collection of elements. Notation:- Note is added here for additional information BACK

 A relationship is a connection among things.  Dependency:- a semantic relationship where a change in one thing (the independent thing) causes a change in the semantics of the other thing (the dependent thing). Notation:- ( arrow-head points to the independent thing) Association:- a structural relationship that describes the connection between two things. Notation:-

 Generalization:- A relationship between a general thing (called “parent” or “super class”) and a more specific kind of that thing (called the “child” or “subclass”), such that the latter can substitute the former. Notation:- (arrow-head points to the super class)  Realization:- A semantic relationship between two things wherein one specifies the behavior to be carried out, and the other carries out the behavior. Notation:- (arrow-head points to the thing being realized) BACK

 The graphical presentation of the model. Represented as a connected graph - vertices (things) connected by arcs (relationships).  UML includes nine diagrams - each capturing a different dimension of a software-system architecture. uClass Diagram uObject Diagram uUse Case Diagram uSequence Diagram uCollaboration Diagram uState chart Diagram uActivity Diagram uComponent Diagram uDeployment Diagram

 Class Diagram - the most common diagram found in OOAD, shows a set of classes, interfaces, collaborations and their relationships. Models the static view of the system.  Object Diagram - a snapshot of a class diagram; models the instances of things contained in a class diagram.  Use Case Diagram - shows a set of “Use Cases” (sets of functionality performed by the system), the “actors” (typically, people/systems that interact with this system[problem-domain]) and their relationships. Models WHAT the system is expected to do.  Sequence Diagram - models the flow of control by time-ordering; depicts the interaction between various objects by of messages passed, with a temporal dimension to it.  Collaboration Diagram - models the interaction between objects, without the temporal dimension; merely depicts the messages passed between objects.

State chart Diagram - shows the different state machines and the events that leads to each of these state machines. State chart diagrams show the flow of control from state to state. Activity Diagram - shows the flow from activity to activity; an “activity” is an ongoing non-atomic execution within a state machine. Component Diagram - shows the physical packaging of software in terms of components and the dependencies between them. Deployment Diagram - shows the configuration of the processing nodes at run-time and the components that live on them. BACK