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Unified Modelling Language UML

Why We Model ?. A model is a simplification of reality. We build models so that we can better understand the system we are developing Benefits:Models help us to visualize a system as it is or as we want it to be. Models permit us to specify the structure or behavior of a system. Models give us

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Unified Modelling Language UML

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    1. Unified Modelling Language (UML)

    2. Why We Model ? A model is a simplification of reality. We build models so that we can better understand the system we are developing Benefits: Models help us to visualize a system as it is or as we want it to be. Models permit us to specify the structure or behavior of a system. Models give us a template that guides us in constructing a system. Models document the decisions we have made.

    3. Principles of Modeling First: The choice of what models to create has a profound influence on how a problem is attacked and how a solution is shaped . Second:  Every model may be expressed at different levels of precision. Third: The best models are connected to reality. Fourth: No single model is sufficient. Every nontrivial system is best approached through a small set of nearly independent models.

    4. Introducing the UML The UML is a language for   Visualizing Specifying Constructing Documenting

    5. Building Blocks of the UML   The vocabulary of the UML encompasses three kinds of building blocks:   Things Relationships Diagrams

    6. Things in the UML Structural things Behavioral things Grouping things Annotational things

    7. Structural Things Structural things are the nouns of UML models. These are the mostly static parts of a model, representing elements that are either conceptual or physical. In all, there are seven kinds of structural things. Includes: Classes Interfaces Collaborations Use Case Component Node

    8. Behavioral Things Behavioral Things Behavioral things are the dynamic parts of UML models. These are the verbs of a model, representing behavior over time and space. In all, there are two primary kinds of behavioral things. Includes: interaction state machine States

    9. Grouping Things Grouping things are the organizational parts of UML models. These are the boxes into which a model can be decomposed. In all, there is one primary kind of grouping thing, namely, packages. Includes: Packages

    10. Annotational Things 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. Includes: Notes

    11. Relationships in the UML Dependency Association Generalization Realization

    12. Dependency? dependency is a semantic relationship between two things in which a change to one thing (the independent thing) may affect the semantics of the other thing.

    13. Association? association is a structural relationship that describes a set of links, a link being a connection among objects. Aggregation is a special kind of association, representing a structural relationship between a whole and its parts.

    14. Generalization? a generalization is a specialization/generalization relationship in which objects of the specialized element (the child) are substitutable for objects of the generalized element (the parent).

    15. Realization? a realization is a semantic relationship between classifiers, wherein one classifier specifies a contract that another classifier guarantees to carry out. classifier: A mechanism that describes structural and behavioral features. Classifiers include classes, interfaces, datatypes, signals, components, nodes, use cases, and subsystems.

    16. Diagrams in the UML A diagram is the graphical presentation of a set of elements, most often rendered as a connected graph of vertices (things) and arcs (relationships). UML includes nine such diagrams:   Class diagram Object diagram Use case diagram Sequence diagram Collaboration diagram Statechart diagram Activity diagram Component diagram Deployment diagram

    17. Diagrams in the UML A class diagram shows a set of classes, interfaces, and collaborations and their relationships. These diagrams are the most common diagram found in modeling object-oriented systems. Class diagrams address the static design view of a system. Class diagrams that include active classes address the static process view of a system. An object diagram shows a set of objects and their relationships. Object diagrams represent static snapshots of instances of the things found in class diagrams. These diagrams address the static design view or static process view of a system as do class diagrams, but from the perspective of real or prototypical cases. A use case diagram shows a set of use cases and actors (a special kind of class) and their relationships. Use case diagrams address the static use case view of a system. These diagrams are especially important in organizing and modeling the behaviors of a system.

    18. Diagrams in the UML sequence diagrams and collaboration diagrams are kinds of interaction diagrams. An interaction diagram shows an interaction, consisting of a set of objects and their relationships, including the messages that may be dispatched among them. Interaction diagrams address the dynamic view of a system. A sequence diagram is an interaction diagram that emphasizes the time-ordering of messages; a collaboration diagram is an interaction diagram that emphasizes the structural organization of the objects that send and receive messages. Sequence diagrams and collaboration diagrams are isomorphic, meaning that you can take one and transform it into the other. A statechart diagram shows a state machine, consisting of states, transitions, events, and activities. Statechart diagrams address the dynamic view of a system. They are especially important in modeling the behavior of an interface, class, or collaboration and emphasize the event-ordered behavior of an object, which is especially useful in modeling reactive systems. An activity diagram is a special kind of a statechart diagram that shows the flow from activity to activity within a system. Activity diagrams address the dynamic view of a system. They are especially important in modeling the function of a system and emphasize the flow of control among objects.

    19. Diagrams in the UML A component diagram shows the organizations and dependencies among a set of components. Component diagrams address the static implementation view of a system. They are related to class diagrams in that a component typically maps to one or more classes, interfaces, or collaborations. A deployment diagram shows the configuration of run-time processing nodes and the components that live on them. Deployment diagrams address the static deployment view of an architecture. They are related to component diagrams in that a node typically encloses one or more components.

    20. Common Mechanisms in the UML Common Mechanisms Specifications Adornments Common divisions Extensibility mechanisms Specifications :behind every part of its graphical notation there is a specification that provides a textual statement of the syntax and semantics of that building block. Adornments:Most elements in the UML have a unique and direct graphical notation that provides a visual representation of the most important aspects of the element. Common Divisions: In modeling object-oriented systems, the world often gets divided in at least a couple of ways.

    21. Extensibility Mechanisms Includes: Stereotypes Tagged values Constraints A stereotype extends the vocabulary of the UML, allowing you to create new kinds of building blocks that are derived from existing ones but that are specific to your problem. A tagged value extends the properties of a UML building block, allowing you to create new information in that element's specification. A constraint extends the semantics of a UML building block, allowing you to add new rules or modify existing ones.

    22. Extensibility Mechanisms

    23. Architecture Architecture is the set of significant decisions about   The organization of a software system The selection of the structural elements and their interfaces by which the system is composed Their behavior, as specified in the collaborations among those elements The composition of these structural and behavioral elements into progressively larger subsystems The architectural style that guides this organization: the static and dynamic elements and their interfaces, their collaborations, and their composition

    24. Modeling a System's Architecture (4+1)

    25. Classes

    26. Class Diagram Content: Classes Interfaces Collaborations Dependency, generalization, and association relationships Common Use: To model the vocabulary of a system To model simple collaborations To model a logical database schema

    27. Class Diagram

    28. Modeling Simple Collaborations

    29. Modeling a Logical Database Schema

    30. Advanced Classes

    31. Classifier A classifier is a mechanism that describes structural and behavioral features. Classifiers include classes, interfaces, datatypes, signals, components, nodes, use cases, and subsystems.

    32. Template Class

    33. Visibility

    34. Advanced Relationships A dependency is a using relationship, specifying that a change in the specification of one thing (for example, class SetTopController ) may affect another thing that uses it.

    35. Forward and Reverse Engineering public abstract class EventHandler {   EventHandler successor;   private Integer currentEventID;  private String source;    EventHandler() {}  public void handleRequest() {}   }

    36. Abstract, Root, Leaf, and Polymorphic Elements

    37. Multiplicity

    38. Modeling the Semantics of a Class Specify the responsibilities of the class Specify the semantics of the class as a whole Specify the body of each method Specify the pre- and postconditions of each operation, plus the invariants of the class as a whole Specify a state machine for the class Specify a collaboration that represents the class Specify the pre- and postconditions of each operation, plus the invariants of the class as a whole, using a formal language such as OCL.

    39. Interfaces

    40. Roles

    41. Modeling the Seams in a System

    42. Modeling Static Types

    43. Modeling Dynamic Types

    44. Packages package is a general purpose mechanism for organizing modeling elements into groups.

    45. Simple and Extended Package

    46. Owned Elements

    47. Importing and Exporting

    48. Generalization Among Packages

    49. Modeling Groups of Elements

    50. Modeling Architectural Views

    51. Interaction Diagrams An interaction diagram shows an interaction, consisting of a set of objects and their relationships, including the messages that may be dispatched among them. A sequence diagram is an interaction diagram that emphasizes the time ordering of messages . A collaboration diagram is an interaction diagram that emphasizes the structural organization of the objects that send and receive messages.

    52. Interaction Diagrams

    53. Sequence Diagrams

    54. Collaboration Diagrams

    55. Modeling Flows of Control by Time Ordering

    56. Modeling Flows of Control by Organization

    57. Forward and Reverse Engineering

    58. Activity Diagrams Activity diagrams are one of the five diagrams in the UML for modeling the dynamic aspects of systems. An activity diagram is essentially a flowchart, showing flow of control from activity to activity. Common Use Modeling a workflow Modeling an operation.

    59. Activity Diagrams

    60. Action States Action states can't be decomposed. Furthermore, action states are atomic, meaning that events may occur, but the work of the action state is not interrupted.

    61. Activity States activity states can be further decomposed, their activity being represented by other activity diagrams.

    62. Transitions When the action or activity of a state completes, flow of control passes immediately to the next action or activity state.

    63. Branching sequential transitions are common, but they aren't the only kind of path you'll need to model a flow of control.

    64. Forking and Joining

    65. Swimlanes

    66. Object Flow

    67. Modeling a Workflow

    68. Modeling an Operation

    69. Events and Signals An event is the specification of a significant occurrence that has a location in time and space. A signal, the passing of time, and a change of state are asynchronous events, representing events that can happen at arbitrary times.

    70. Signals

    71. Call Events

    72. Time and Change Events

    73. State Machines

    74. States

    75. Transitions

    76. Advanced States and Transitions

    77. Substates

    78. History States

    79. Concurrent Substates

    80. Modeling the Lifetime of An Object

    81. Components

    82. Simple and Extended Components

    83. Components and Interfaces

    84. Modeling Executables and Libraries

    85. Modeling Tables, Files, and Documents

    86. Modeling an API

    87. Modeling Source Code

    88. Node A node is a physical element that exists at run time and represents a computational resource, generally having at least some memory and, often, processing capability.

    89. Nodes and Components

    90. Connections

    91. Processors and Devices

    92. Modeling the Distribution of Components

    93. Deployment Diagram

    94. Modeling a Client/Server System

    95. Modeling a Fully Distributed System

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