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Published byJoy Maxwell Modified over 9 years ago
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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
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The vocabulary of the UML encompasses three kind of building blocks: Things Relationship Diagrams
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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.
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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
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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
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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
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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.
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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
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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:
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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
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A physical element that exists at run-time and represents a computational resource (typically, hardware resources). Notation: Print Server BACK
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Behavioral things are the dynamic parts of UML models. There are two primary kind of behavioral things. Interaction State Machine
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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
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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
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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
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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:-
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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
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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
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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.
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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
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