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Booch Grady - The unified modeling language user guide

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Booch Grady The unified modeling language user guide

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Introduced in 1997, the Unified Modeling Language (UML) has rapidly been accepted throughout the software industry as the standard graphical language for specifying, constructing, visualizing, and documenting software-intensive systems. The UML provides anyone involved in the production, deployment, and maintenance of software with a standard notation for expressing a systems blueprint. The UML covers conceptual things, such as business processes and system functions, as well as concrete things, such as programming-language classes, database schemas, and reusable software components. In The Unified Modeling Language User Guide, the original developers of the UML-Grady Booch, James Rumbaugh, and Ivar Jacobson-provide a tutorial to the core aspects of the language in a two-color format designed to facilitate learning. Starting with a conceptual model of the UML, the book progressively applies the UML to a series of increasingly complex modeling problems across a variety of application domains. This example-driven approach helps readers quickly understand and apply the UML. For more advanced developers, the book includes a learning track focused on applying the UML to advanced modeling problems.

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Preface

The Unified Modeling Language (UML) is a graphical language for visualizing, specifying, constructing, and documenting the artifacts of a software-intensive system. The UML gives you a standard way to write a system's blueprints, covering conceptual things, such as business processes and system functions, as well as concrete things, such as classes written in a specific programming language, database schemas, and reusable software components.

This book teaches you how to use the UML effectively.

PartI: Getting Started
PartIV Basic Behavioral Modeling Chapter15 Interactions In this chapter - photo 1
PartIV: Basic Behavioral Modeling
Chapter15 Interactions In this chapter Roles links messages actions - photo 2
Chapter15. Interactions

In this chapter

  • Roles, links, messages, actions, and sequences

  • Modeling flows of control

  • Creating well-structured algorithms

In every interesting system, objects don't just sit idle; they interact with one another by passing messages. An interaction is a behavior that comprises a set of messages exchanged among a set of objects within a context to accomplish a purpose.

You use interactions to model the dynamic aspect of collaborations, representing societies of objects playing specific roles, all working together to carry out some behavior that's bigger than the sum of the elements. These roles represent prototypical instances of classes, interfaces, components, nodes, and use cases. Their dynamic aspects are visualized, specified, constructed, and documented as flows of control that may encompass simple, sequential threads through a system, as well as more-complex flows that involve branching, looping, recursion, and concurrency. You can model each interaction in two ways: by emphasizing its time ordering of messages, or by emphasizing its sequencing of messages in the context of some structural organization of objects.

Well-structured interactions are like well-structured algorithmsefficient, simple, adaptable, and understandable.

Chapter16. Use Cases

In this chapter

  • Use cases, actors, include, and extend

  • Modeling the behavior of an element

  • Realizing use cases with collaborations

No system exists in isolation. Every interesting system interacts with human or automated actors that use that system for some purpose, and those actors expect that system to behave in predictable ways. A use case specifies the behavior of a system or a part of a system and is a description of a set of sequences of actions, including variants, that a system performs to yield an observable result of value to an actor.

You apply use cases to capture the intended behavior of the system you are developing, without having to specify how that behavior is implemented. Use cases provide a way for your developers to come to a common understanding with your system's end users and domain experts. In addition, use cases serve to help validate your architecture and to verify your system as it evolves during development. As you implement your system, these use cases are realized by collaborations whose elements work together to carry out each use case.

Well-structured use cases denote essential system or subsystem behaviors only, and are neither overly general nor too specific.

Chapter17. Use Case Diagrams

In this chapter

  • Modeling the context of a system

  • Modeling the requirements of a system

  • Forward and reverse engineering

Activity diagrams are discussed in.

Use case diagrams are one of the five diagrams in the UML for modeling the dynamic aspects of systems (activity diagrams, statechart diagrams, sequence diagrams, and collaboration diagrams are four other kinds of diagrams in the UML for modeling the dynamic aspects of systems). Use case diagrams are central to modeling the behavior of a system, a subsystem, or a class. Each one shows a set of use cases and actors and their relationships.

You apply use case diagrams to model the use case view of a system. For the most part, this involves modeling the context of a system, subsystem, or class, or modeling the requirements of the behavior of these elements.

Use case diagrams are important for visualizing, specifying, and documenting the behavior of an element. They make systems, subsystems, and classes approachable and understandable by presenting an outside view of how those elements may be used in context. Use case diagrams are also important for testing executable systems through forward engineering and for comprehending executable systems through reverse engineering.

Chapter18. Interaction Diagrams

In this chapter

  • Modeling flows of control by time ordering

  • Modeling flows of control by organization

  • Forward and reverse engineering

.

Sequence diagrams and collaboration diagramsboth of which are called interaction diagramsare two of the five diagrams used in the UML for modeling the dynamic aspects of systems. 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.

You use interaction diagrams to model the dynamic aspects of a system. For the most part, this involves modeling concrete or prototypical instances of classes, interfaces, components, and nodes, along with the messages that are dispatched among them, all in the context of a scenario that illustrates a behavior. Interaction diagrams may stand alone to visualize, specify, construct, and document the dynamics of a particular society of objects, or they may be used to model one particular flow of control of a use case.

Interaction diagrams are not only important for modeling the dynamic aspects of a system, but also for constructing executable systems through forward and reverse engineering.

Chapter19. Activity Diagrams

In this chapter

  • Modeling a workflow

  • Modeling an operation

  • Forward and reverse engineering

.

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.

You use activity diagrams to model the dynamic aspects of a system. For the most part, this involves modeling the sequential (and possibly concurrent) steps in a computational process. With an activity diagram, you can also model the flow of an object as it moves from state to state at different points in the flow of control. Activity diagrams may stand alone to visualize, specify, construct, and document the dynamics of a society of objects, or they may be used to model the flow of control of an operation. Whereas interaction diagrams emphasize the flow of control from object to object, activity diagrams emphasize the flow of control from activity to activity. An activity is an ongoing nonatomic execution within a state machine. Activities ultimately result in some action, which is made up of executable atomic computations that results in a change in state of the system or the return of a value.

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