UML and DP Lab Manual
UML and DP Lab Manual
UML and DP Lab Manual
LABORATORY MANUAL
IV B.Tech I Sem CSE
DEPARTMENT OF CSE
OUR MISSION
LEARN TO EXCEL
Regd.No :
SUMMARY OF WORK-DONE
Marks
Exercise
Date Lab Record Signature
No. Viva Total(15)
(5) (5)
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S.No Experiment
1 To create a UML diagram of ATM APPLICATION
2 To create a UML diagram of LIBRARY MANAGEMENT SYSTEM
3 To create a UML diagram of ONLINE BOOK SHOP
4 To create a UML diagram of RAILWAY RESERVATION SYSTEM
5 To create a UML diagram of BANKING SYSTEM
6 To design a Document Editor
7 Using UML, design Abstract Factory design pattern
8 Using UML, design Builder design pattern
9 Using UML, design Façade design pattern
10 Using UML, design Bridge design pattern
11 Using UML, design Decorator design pattern
User gives a print command from a word document. Design to
12
represent this chain of responsibility design pattern
Vishnu Institute of UML and Design Patterns Lab
UML
What is UML?
"The Unified Modeling Language (UML) is a language for specifying, visualizing, constructing, and
documenting the artifacts of software systems, as well as for business modeling and other non-
software systems".— OMG UML Specification
"UML is a graphical notation for modeling various aspects of software systems." — whm
Three OOA/D gurus, and their methods, rose to prominence Grady Booch — The Booch
Method, James Rumbaugh, et al. — Object Modeling Technique, Ivar Jacsobson — Objectory In
1994, Booch and Rumbaugh, then both at Rational, started working on a unification of their
methods. A first draft of their Unified Method was released in October 1995. In 1996, (+/-) Jacobson
joined Booch and Rumbaugh at Rational; the name UML was coined. In 1997 the Object
Management Group (OMG) accepted UML as an open and industry standard visual modeling
language for object oriented systems. Current version of UML is 2.0.
Structural modeling:
Structural modeling captures the static features of a system. They consist of the followings:
Classes diagrams
Objects diagrams
Deployment diagrams
Package diagrams
Component diagrams
Structural model represents the framework for the system and this framework is the place where all
other components exist. So the class diagram, component diagram and deployment diagrams are
the part of structural modeling. They all represent the elements and the mechanism to assemble
them.
But the structural model never describes the dynamic behavior of the system. Class diagram is the
most widely used structural diagram.
Behavioral Modeling
Behavioral model describes the interaction in the system. It represents the interaction among the
structural diagrams. Behavioral modeling shows the dynamic nature of the system. They consist of
the following:
Activity diagrams
Interaction diagrams
Use case diagrams
All the above show the dynamic sequence of flow in a system.
Architectural Modeling
Architectural model represents the overall framework of the system. It contains both structural and
behavioral elements of the system. Architectural model can be defined as the blue print of the entire
system. Package diagram comes under architectural modeling.
UML notations are the most important elements in modelling. Efficient and appropriate use
of notations is very important for making a complete and meaningful model. The model is useless
unless its purpose is depicted properly.
So learning notations should be emphasized from the very beginning. Different notations are
available for things and relationships. And the UML diagrams are made using the notations of things
and relationships. Extensibility is another important feature which makes UML more powerful and
flexible.
Structural Things
Graphical notations used in structural things are the most widely used in UML. These are considered
as the nouns of UML models. Following are the list of structural things.
Classes
Interface
Collaboration
Use case
Active classes
Components
Nodes
Class Notation:
UML class is represented by the diagram shown below. The diagram is divided into four parts.
The top section is used to name the class.
The second one is used to show the attributes of the class.
The third section is used to describe the operations performed by the class.
The fourth section is optional to show any additional components.
Classes are used to represent objects. Objects can be anything having properties and responsibility.
Object Notation:
The object is represented in the same way as the class. The only difference is the name which is
underlined as shown below:
As object is the actual implementation of a class which is known as the instance of a class. So it has
the same usage as the class.
Interface Notation:
Interface is represented by a circle as shown below. It has a name which is generally written below
the circle.
Interface is used to describe functionality without implementation. Interface is the just like a
template where you define different functions not the implementation. When a class implements
the interface it also implements the functionality as per the requirement.
Collaboration Notation:
Collaboration is represented by a dotted eclipse as shown below. It has a name written inside the
eclipse.
Actor Notation:
An actor can be defined as some internal or external entity that interacts with the system.
Actor is used in a use case diagram to describe the internal or external entities.
The usage of Initial State Notation is to show the starting point of a process.
The usage of Final State Notation is to show the termination point of a process.
Component Notation:
A component in UML is shown as below with a name inside. Additional elements can be added
wherever required.
Component is used to represent any part of a system for which UML diagrams are made.
Node Notation:
A node in UML is represented by a square box as shown below with a name. A node represents a
physical component of the system.
Node is used to represent physical part of a system like server, network etc.
Behavioural Things:
Dynamic parts are one of the most important elements in UML. UML has a set of powerful features
to represent the dynamic part of software and non software systems. These features include
interactions and state machines.
Interaction Notation:
Interaction is basically message exchange between two UML components. The following diagram
represents different notations used in an interaction.
State machine is used to describe different states of a system component. The state can be active,
idle or any other depending upon the situation.
Grouping Things:
Organizing the UML models are one of the most important aspects of the design. In UML there is
only one element available for grouping and that is package.
Package Notation:
Package notation is shown below and this is used to wrap the components of a system.
Annotational Things:
In any diagram explanation of different elements and their functionalities are very important. So
UML has notes notation to support this requirement.
Note Notation:
This notation is shown below and they are used to provide necessary information of a system.
Relationships
A model is not complete unless the relationships between elements are described properly. The
Relationship gives a proper meaning to an UML model. Following are the different types of
relationships available in UML.
Dependency
Association
Generalization
Extensibility
Dependency Notation:
Dependency is an important aspect in UML elements. It describes the dependent elements and the
direction of dependency. Dependency is represented by a dotted arrow as shown below. The arrow
head represents the independent element and the other end the dependent element.
Association Notation:
Association describes how the elements in an UML diagram are associated. In simple word it
describes how many elements are taking part in an interaction.
Association is represented by a dotted line with (without) arrows on both sides. The two ends
represent two associated elements as shown below. The multiplicity is also mentioned at the ends
(1, * etc) to show how many objects are associated.
Generalization Notation:
Generalization describes the inheritance relationship of the object oriented world. It is parent and
child relationship.
Generalization is represented by an arrow with hollow arrow head as shown below. One end
represents the parent element and the other end child element.
Extensibility Notation:
All the languages (programming or modelling) have some mechanism to extend its capabilities like
syntax, semantics etc. UML is also having the following mechanisms to provide extensibility features.
Stereotypes (Represents new elements)
Tagged values (Represents new attributes)
Constraints (Represents the boundaries)
Extensibility notations are used to enhance the power of the language. It is basically additional
elements used to represent some extra behaviour of the system. These extra behaviours are not
covered by the standard available notations.
The class diagram describes the attributes and operations of a class and also the constraints
imposed on the system. The class diagrams are widely used in the modelling of object oriented
systems because they are the only UML diagrams which can be mapped directly with object oriented
languages.
The class diagram shows a collection of classes, interfaces, associations, collaborations and
constraints. It is also known as a structural diagram.
Purpose:
The purpose of the class diagram is to model the static view of an application. The class
diagrams are the only diagrams which can be directly mapped with object oriented languages and
thus widely used at the time of construction.
The UML diagrams like activity diagram, sequence diagram can only give the sequence flow
of the application but class diagram is a bit different. So it is the most popular UML diagram in the
coder community.
Class diagrams have lot of properties to consider while drawing but here the diagram will be
considered from a top level view.
Class diagram is basically a graphical representation of the static view of the system and
represents different aspects of the application. So a collection of class diagrams represent the whole
system.
So the following class diagram has been drawn considering all the points mentioned above:
Object diagrams represent an instance of a class diagram. The basic concepts are similar for
class diagrams and object diagrams. Object diagrams also represent the static view of a system but
this static view is a snapshot of the system at a particular moment.
Object diagrams are used to render a set of objects and their relationships as an instance.
Purpose:
The purpose of a diagram should be understood clearly to implement it practically. The
purposes of object diagrams are similar to class diagrams.
The difference is that a class diagram represents an abstract model consists of classes and
their relationships. But an object diagram represents an instance at a particular moment which is
concrete in nature.
It means the object diagram is more close to the actual system behaviour. The purpose is to
capture the static view of a system at a particular moment.
So the purpose of the object diagram can be summarized as:
Forward and reverse engineering.
Object relationships of a system .
Static view of an interaction.
Understand object behaviour and their relationship from practical perspective.
So both diagrams are made of same basic elements but in different form. In class diagram
elements are in abstract form to represent the blue print and in object diagram the elements are in
concrete form to represent the real world object.
To capture a particular system, numbers of class diagrams are limited. But if we consider
object diagrams then we can have unlimited number of instances which are unique in nature. So
only those instances are considered which are having impact on the system.
From the above discussion it is clear that a single object diagram cannot capture all the
necessary instances or rather cannot specify all objects of a system. So the solution is:
First, analyze the system and decide which instances are having important data and
association.
Second, consider only those instances which will cover the functionality.
Third, make some optimization as the numbers of instances are unlimited.
Before drawing an object diagrams the following things should be remembered and
understood clearly:
Object diagrams are consist of objects.
The link in object diagram is used to connect objects.
Objects and links are the two elements used to construct an object diagram.
Now after this the following things are to be decided before starting the construction of the
diagram:
The object diagram should have a meaningful name to indicate its purpose.
The most important elements are to be identified.
The association among objects should be clarified.
Values of different elements need to be captured to include in the object diagram.
Add proper notes at points where more clarity is required.
Now the customer object (C) is associated with three order objects (O1, O2 and O3). These
order objects are associated with special order and normal order objects (S1, S2 and N1). The
customer is having the following three orders with different numbers (12, 32 and 40) for the
particular time considered.
Now the customer can increase number of orders in future and in that scenario the object
diagram will reflect that. If order, special order and normal order objects are observed then we you
will find that they are having some values.
For orders the values are 12, 32, and 40 which implies that the objects are having these
values for the particular moment (here the particular time when the purchase is made is considered
as the moment) when the instance is captured.
The same is for special order and normal order objects which are having number of orders as
20, 30 and 60. If a different time of purchase is considered then these values will change accordingly.
So the following object diagram has been drawn considering all the points mentioned above:
Now the question is what are these physical aspects? Physical aspects are the elements like
executables, libraries, files, documents etc which resides in a node.
So component diagrams are used to visualize the organization and relationships among
components in a system. These diagrams are also used to make executable systems.
Purpose:
Component diagram is a special kind of diagram in UML. The purpose is also different from
all other diagrams discussed so far. It does not describe the functionality of the system but it
describes the components used to make those functionalities.
So from that point component diagrams are used to visualize the physical components in a
system. These components are libraries, packages, files etc.
A single component diagram cannot represent the entire system but a collection of diagrams
are used to represent the whole.
So the purpose of this diagram is different, Component diagrams are used during the
implementation phase of an application. But it is prepared well in advance to visualize the
implementation details.
Initially the system is designed using different UML diagrams and then when the artifacts are
ready component diagrams are used to get an idea of the implementation.
This diagram is very important because without it the application cannot be implemented
efficiently. A well prepared component diagram is also important for other aspects like application
performance, maintenance etc.
So before drawing a component diagram the following artifacts are to be identified clearly:
Files used in the system.
Libraries and other artifacts relevant to the application.
Relationships among the artifacts.
Now after identifying the artifacts the following points needs to be followed:
Use a meaningful name to identify the component for which the diagram is to be drawn.
Prepare a mental layout before producing using tools.
Use notes for clarifying important points.
The following is a component diagram for order management system. Here the artifacts are
files. So the diagram shows the files in the application and their relationships. In actual the
component diagram also contains dlls, libraries, folders etc.
In the following diagram four files are identified and their relationships are produced. Component
diagram cannot be matched directly with other UML diagrams discussed so far. Because it is drawn
for completely different purpose.
So the following component diagram has been drawn considering all the points mentioned above:
So deployment diagrams are used to describe the static deployment view of a system.
Deployment diagrams consist of nodes and their relationships.
Purpose:
The name Deployment itself describes the purpose of the diagram. Deployment diagrams
are used for describing the hardware components where software components are deployed.
Component diagrams and deployment diagrams are closely related.
Component diagrams are used to describe the components and deployment diagrams shows
how they are deployed in hardware.
UML is mainly designed to focus on software artifacts of a system. But these two diagrams
are special diagrams used to focus on software components and hardware components.
So most of the UML diagrams are used to handle logical components but deployment
diagrams are made to focus on hardware topology of a system. Deployment diagrams are used by
the system engineers.
Deployment diagrams are useful for system engineers. An efficient deployment diagram is
very important because it controls the following parameters
Performance
Scalability
Maintainability
Portability
The following deployment diagram is a sample to give an idea of the deployment view of order
management system. Here we have shown nodes as:
Monitor
Modem
Caching server
Server
So the following deployment diagram has been drawn considering all the points mentioned above:
So only static behaviour is not sufficient to model a system rather dynamic behaviour is
more important than static behaviour. In UML there are five diagrams available to model dynamic
nature and use case diagram is one of them. Now as we have to discuss that the use case diagram is
dynamic in nature there should be some internal or external factors for making the interaction.
These internal and external agents are known as actors. So use case diagrams are consists of
actors, use cases and their relationships. The diagram is used to model the system/subsystem of an
application. A single use case diagram captures a particular functionality of a system.
So to model the entire system numbers of use case diagrams are used.
Purpose:
The purpose of use case diagram is to capture the dynamic aspect of a system. But this
definition is too generic to describe the purpose.
Because other four diagrams (activity, sequence, collaboration and Statechart) are also
having the same purpose. So we will look into some specific purpose which will distinguish it from
other four diagrams.
Use case diagrams are used to gather the requirements of a system including internal and
external influences. These requirements are mostly design requirements. So when a system is
analyzed to gather its functionalities use cases are prepared and actors are identified.
Now when the initial task is complete use case diagrams are modelled to present the outside
view. So in brief, the purposes of use case diagrams can be as follows:
Used to gather requirements of a system.
Used to get an outside view of a system.
Identify external and internal factors influencing the system.
Show the interacting among the requirements are actors.
So we can say that uses cases are nothing but the system functionalities written in an
organized manner. Now the second things which are relevant to the use cases are the actors. Actors
can be defined as something that interacts with the system.
The actors can be human user, some internal applications or may be some external
applications. So in a brief when we are planning to draw an use case diagram we should have the
following items identified.
Functionalities to be represented as an use case
Actors
Relationships among the use cases and actors.
Use case diagrams are drawn to capture the functional requirements of a system. So after
identifying the above items we have to follow the following guidelines to draw an efficient use case
diagram.
The name of a use case is very important. So the name should be chosen in such a way so
that it can identify the functionalities performed.
Give a suitable name for actors.
Show relationships and dependencies clearly in the diagram.
Do not try to include all types of relationships. Because the main purpose of the diagram is
to identify requirements.
Use note when ever required to clarify some important points.
The following is a sample use case diagram representing the order management system. So
if we look into the diagram then we will find three use cases (Order, SpecialOrder and NormalOrder)
and one actor which is customer.
The SpecialOrder and NormalOrder use cases are extended from Order use case. So they
have extends relationship. Another important point is to identify the system boundary which is
shown in the picture. The actor Customer lies outside the system as it is an external user of the
system.
Purpose:
The purposes of interaction diagrams are to visualize the interactive behaviour of the
system. Now visualizing interaction is a difficult task. So the solution is to use different types of
models to capture the different aspects of the interaction.
That is why sequence and collaboration diagrams are used to capture dynamic nature but
from a different angle.
We have two types of interaction diagrams in UML. One is sequence diagram and the other
is a collaboration diagram. The sequence diagram captures the time sequence of message flow from
one object to another and the collaboration diagram describes the organization of objects in a
system taking part in the message flow.
So the following things are to identified clearly before drawing the interaction diagram:
Objects taking part in the interaction.
Message flows among the objects.
The sequence in which the messages are flowing.
Object organization.
Following are two interaction diagrams modelling order management system. The first
diagram is a sequence diagram and the second is a collaboration diagram.
The following diagram has shown the message sequence for SpecialOrder object and the
same can be used in case of NormalOrder object. Now it is important to understand the time
sequence of message flows. The message flow is nothing but a method call of an object.
The first call is sendOrder () which is a method of Order object. The next call is confirm ()
which is a method of SpecialOrder object and the last call is Dispatch () which is a method of
SpecialOrder object. So here the diagram is mainly describing the method calls from one object to
another and this is also the actual scenario when the system is running.
The method calls are similar to that of a sequence diagram. But the difference is that the
sequence diagram does not describe the object organization where as the collaboration diagram
shows the object organization.
Now to choose between these two diagrams the main emphasis is given on the type of
requirement. If the time sequence is important then sequence diagram is used and if organization is
required then collaboration diagram is used.
A Statechart diagram describes a state machine. Now to clarify it state machine can be
defined as a machine which defines different states of an object and these states are controlled by
external or internal events.
Purpose:
Statechart diagram is one of the five UML diagrams used to model dynamic nature of a
system. They define different states of an object during its lifetime. And these states are changed by
events. So Statechart diagrams are useful to model reactive systems. Reactive systems can be
defined as a system that responds to external or internal events.
Statechart diagram describes the flow of control from one state to another state. States are
defined as a condition in which an object exists and it changes when some event is triggered. So the
most important purpose of Statechart diagram is to model life time of an object from creation to
termination.
Statechart diagrams are also used for forward and reverse engineering of a system. But the
main purpose is to model reactive system.
Statechart diagrams are very important for describing the states. States can be identified as
the condition of objects when a particular event occurs.
Before drawing a Statechart diagram we must have clarified the following points:
Identify important objects to be analyzed.
Identify the states.
Identify the events.
The following is an example of a Statechart diagram where the state of Order object is
analyzed.
The first state is an idle state from where the process starts. The next states are arrived for
events like send request, confirm request, and dispatch order. These events are responsible for state
changes of order object.
During the life cycle of an object (here order object) it goes through the following states and
there may be some abnormal exists also. This abnormal exit may occur due to some problem in the
system. When the entire life cycle is complete it is considered as the complete transaction as
mentioned below.
Activity diagram is basically a flow chart to represent the flow form one activity to another
activity. The activity can be described as an operation of the system.
So the control flow is drawn from one operation to another. This flow can be sequential,
branched or concurrent. Activity diagrams deals with all type of flow control by using different
elements like fork, join etc.
Purpose:
The basic purposes of activity diagrams are similar to other four diagrams. It captures the
dynamic behaviour of the system. Other four diagrams are used to show the message flow from one
object to another but activity diagram is used to show message flow from one activity to another.
Activity is a particular operation of the system. Activity diagrams are not only used for
visualizing dynamic nature of a system but they are also used to construct the executable system by
using forward and reverse engineering techniques. The only missing thing in activity diagram is the
message part.
It does not show any message flow from one activity to another. Activity diagram is some
time considered as the flow chart. Although the diagrams looks like a flow chart but it is not. It
shows different flow like parallel, branched, concurrent and single.
Before drawing an activity diagram we must have a clear understanding about the elements
used in activity diagram. The main element of an activity diagram is the activity itself. An activity is a
function performed by the system. After identifying the activities we need to understand how they
are associated with constraints and conditions.
Once the above mentioned parameters are identified we need to make a mental layout of
the entire flow. This mental layout is then transformed into an activity diagram.
The following is an example of an activity diagram for order management system. In the
diagram four activities are identified which are associated with conditions. One important point
should be clearly understood that an activity diagram cannot be exactly matched with the code. The
activity diagram is made to understand the flow of activities and mainly used by the business users.
After receiving the order request condition checks are performed to check if it is normal or special
order. After the type of order is identified dispatch activity is performed and that is marked as the
termination of the process.
Experiments
ATM Application (ATM)
Bank officer
Deposit funds
Customer Make payment
Client
Transfer funds
Insert
card
Enter
PIN
Enter transition
Any more transaction
No more transaction
Remove
card
A : Atm ac : B:
machine account Bank
1: Insert card
Insert PIN
3 : Enter PIN
4 : Verification
5 : PIN ok
7 : Process transaction
8 : Enter amount
9 : Amount entered
10 : Withdrawal
: Terminate
: Print slip
16 : Eject card
ATM.exe
Card Reader
Cash Dispenser
Card Reader
ATM Screen Card dispenser
ATM Screen
Banking System
Design Patterns
Introduction
The first rule of design patterns is the same as the first rule of optimization: delay. Just as
you shouldn’t optimize prematurely, don’t use design patterns prematurely. It may be best to first
implement something and ensure that it works, then use the design pattern to improve weaknesses;
this is especially true if you do not yet grasp all the details of the design. (If you fully understand the
domain and problem, it may make sense to use design patterns from the start, just as it makes sense
to use a more efficient rather than a less efficient algorithm from the very beginning in some
applications.)
Most people use design patterns when they notice a problem with their design — something
that ought to be easy isn’t — or their implementation — such as performance. Examine the
offending design or code. What are its problems, and what compromises does it make? What would
you like to do that is presently too hard? Then, check a design pattern reference. Look for patterns
that address the issues you are concerned with.
Examples
Here are some examples of design patterns which you have already seen. For each design
pattern, this list notes the problem it is trying to solve, the solution that the design pattern supplies,
and any disadvantages associated with the design pattern. A software designer must trade off the
advantages against the disadvantages when deciding whether to use a design pattern. Tradeoffs
between flexibility and performance are common, as you will often discover in computer science
(and other fields).
Solution: Hide some components, permitting only stylized access to the object.
Disadvantages: The interface may not (efficiently) provide all desired operations. Indirection may
reduce performance.
Subclassing (inheritance)
Problem: Similar abstractions have similar members (fields and methods). Repeating these is
tedious, error-prone, and a maintenance headache.
Solution: Inherit default members from a superclass; select the correct implementation via run-time
dispatching.
Disadvantages: Code for a class is spread out, potentially reducing understandability. Run-time
dispatching introduces overhead.
Iteration
Problem: Clients that wish to access all members of a collection must perform a specialized traversal
for each data structure. This introduces undesirable dependences and does not extend to other
collections.
Solution: Implementations, which have knowledge of the representation, perform traversals and do
bookkeeping. The results are communicated to clients via a standard interface.
Disadvantages: Iteration order is fixed by the implementation and not under the control of the
client.
Exceptions
Problem: Errors occurring in one part of the code should often be handled elsewhere. Code should
not be cluttered with error-handling code, nor return values preempted by error codes.
Disadvantages: Code may still be cluttered. It can be hard to know where an exception will be
handled. Programmers may be tempted to use exceptions for normal control flow, which is
confusing and usually inefficient.
These particular design patterns are so important that they are built into Java. Other design
patterns are so important that they are built into other languages. Some design patterns may never
be built into languages, but are still useful in their place.
Classification of Patterns
Patterns are classified by purpose and scope:
• Creational Patterns:
Creational patterns deal with the creation of objects and help to make a system
independent of howobjects are created, composed and represented. They also enable flexibility in
what gets created,who creates it, how it gets created and when it gets created.
• Structural Patterns:
Structural patterns deal with how objects are arranged to form larger structures
• Behavioral Patterns:
Behavioural patterns deal with how objects interact, the ownership of responsibility and factoring
code in variant and non-variant components.
Patterns Summary
There are 5 creational patterns, 7 structural patterns and 11 behavioural patterns :
Cons:
Complexity
Design Patterns require a reasonable degree of study and can be difficult for some designers
to grasp. Junior designers/developers may not have encountered Design Patterns and have
to learn them before they can be productive on a project.
Experiments
UML design for Abstract Factory design pattern