IV TH Unit OOAD
IV TH Unit OOAD
IV TH Unit OOAD
not germane to the questions about the scenario you need answered. If your diagram
is too simplistic, expand the neighbors of certain interesting objects and expose each
object's state more deeply.
Interactions
Graphically, a message is rendered as a directed line and almost always includes the
name of its operation.
Context
We can use interactions to visualize, specify, construct, and document the semantics
of a class
We may find an interaction wherever objects are linked to one another.
We'll find interactions in the collaboration of objects that exist in the context of your
system or subsystem.
We will also find interactions in the context of an operation.
We might create interactions that show how the attributes of that class collaborate
with one another
Finally, you'll find interactions in the context of a class.
The objects that participate in an interaction are either concrete things or prototypical
things.
As a concrete thing, an object represents something in the real world. For example, p,
an instance of the class Person, might denote a particular human
As a prototypical thing, p might represent any instance of Person.
Although abstract classes and interfaces, by definition, may not have any direct
instances, you may find instances of these things in an interaction
Such instances do not represent direct instances of the abstract class or of the
interface, but may represent, respectively, indirect (or prototypical) instances of any
concrete children of the abstract class of some concrete class that realizes that
interface.
Links
A link is a semantic connection among objects. In general, a link is an instance of an
association
Wherever a class has an association to another class, there may be a link between the
instances of the two classes. Wherever there is a link between two objects, one object
can send a message to the other object
A link specifies a path along which one object can dispatch a message to another (or
the same) object.
We can adorn the appropriate end of the link with any of the following standard
stereotypes
Messages
The UML provides a visual distinction among these kinds of messages, as follows
Fig: Messages
When an object calls an operation or sends a signal to another object, you can
provide actual parameters to the message.
Similarly, when an object returns control to another object, you can model the return
value.
When an object passes a message to another object the receiving object might in turn
send a message to another object, which might send a message to yet a different
object, and so on. This stream of messages forms a sequence
Any sequence must have a beginning; the start of every sequence is rooted in some
process or thread.
Any sequence will continue as long as the process or thread that owns it lives.
Messages are ordered in sequence by time. To better visualize the sequence of a
message, you can explicitly model the order of the message relative to the start of the
sequence by prefixing the message with a sequence number set apart by a colon
separator
Most commonly, you can specify a procedural or nested flow of control, rendered
using a filled solid arrowhead
We can specify a flat flow of control, rendered using a stick arrowhead, to model the
nonprocedural progression of control from step to step.
Typically, you'll use flat sequences only when modeling interactions in the context of
use cases that involve the system as a whole, together with actors outside the system.
Such sequences are often flat because control simply progresses from step to step,
without any consideration for nested flows of control.
We'll want to use procedural sequences, because they represent ordinary, nested
operation calls of the type you find in most programming languages.
Most of the time, the objects you show participating in an interaction exist for the
entire duration of the interaction. However, in some interactions, objects may be
created (specified by a create message) and destroyed (specified by a destroy
message).
The same is true of links: the relationships among objects may come and go. To
specify if an object or link enters and/or leaves during an interaction, you can attach
one of the following constraints to the element:
new Specifies that the instance or link is created during execution of the enclosing
interaction
destroyed Specifies that the instance or link is destroyed prior to completion of
execution of the enclosing interaction
transient Specifies that the instance or link is created during execution of the enclosing
interaction but is destroyed before completion of execution
Specifies that the instance or link is created during execution of the enclosing
interaction but is destroyed before completion of execution
Specifies that the instance or link is created during execution of the enclosing
interaction but is destroyed before completion of execution
Representation
When you model an interaction, you typically include both objects and messages
We can visualize those objects and messages involved in an interaction in two ways
o By emphasizing the time ordering of its messages
o by emphasizing the structural organization of the objects that send and
receive messages.
In the UML, the first kind of representation is called a sequence diagram
The second kind of representation is called a collaboration diagram
Both sequence diagrams and collaboration diagrams are kinds of interaction diagrams
Sequence diagrams and collaboration diagrams are largely isomorphic
Sequence diagrams permit you to model the lifeline of an object.
Collaboration diagrams permit you to model the structural links that may exist among
the objects in an interaction.
The most common purpose for which you'll use interactions is to model the flow of
control that characterizes the behavior of a system as a whole, including use cases,
patterns, mechanisms, and frameworks, or the behavior of a class or an individual
operation.
classes, interfaces, components, nodes, and their relationships model the static
aspects of your system
Interactions model its dynamic aspects of your system.
Set the stage for the interaction by identifying which objects play a role; set their
initial properties, including their attribute values, state, and role.
If your model emphasizes the structural organization of these objects, identify the
links that connect them, relevant to the paths of communication that take place in this
interaction. Specify the nature of the links using the UML's standard stereotypes and
constraints, as necessary.
In time order, specify the messages that pass from object to object. As necessary,
distinguish the different kinds of messages; include parameters and return values to
convey the necessary detail of this interaction.
Also to convey the necessary detail of this interaction, adorn each object at every
moment in time with its state and role.
This figure is an example of a sequence diagram, which emphasizes the time order of
messages.
Interaction Diagrams
Sequence diagrams and collaboration diagrams• both of which are called interaction
diagrams are 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.
The below figure shows, you can build up these storyboards in two ways: by
emphasizing the time ordering of messages and by emphasizing the structural
relationships among the objects that interact. Either way, the diagrams are
semantically equivalent; you can convert one to the other without loss of information.
Common Properties
An interaction diagram is just a special kind of diagram and shares the same common
properties as do all other diagrams• a name and graphical contents that are a
projection into a model. What distinguishes an interaction diagram from all other
kinds of diagrams is its particular content.
Sequence Diagrams
A sequence diagram emphasizes the time ordering of messages.
As the below figure shows, you form a sequence diagram by first placing the objects
that participate in the interaction at the top of your diagram, across the X axis.
Typically, you place the object that initiates the interaction at the left, and
increasingly more subordinate objects to the right. Next, you place the messages that
these objects send and receive along the Y axis, in order of increasing time from top
to bottom.
This gives the reader a clear visual cue to the flow of control over time.
Sequence diagrams have two features that distinguish them from collaboration diagrams
Collaboration Diagrams
Semantic Equivalence
Common Uses
When you model the dynamic aspects of a system, you typically use interaction diagrams
in two ways.
Here you'll use sequence diagrams. Modeling a flow of control by time ordering
emphasizes the passing of messages as they unfold over time, which is a particularly
useful way to visualize dynamic behavior in the context of a use case scenario.
Sequence diagrams do a better job of visualizing simple iteration and branching than
do collaboration diagrams.
2. To model flows of control by organization
Set the context for the interaction, whether it is a system, subsystem, operation, or
class, or one scenario of a use case or collaboration.
Set the stage for the interaction by identifying which objects play a role in the
interaction. Lay them out on the sequence diagram from left to right, placing the
more important objects to the left and their neighboring objects to the right.
Set the lifeline for each object. In most cases, objects will persist through the entire
interaction. For those objects that are created and destroyed during the interaction, set
their lifelines, as appropriate, and explicitly indicate their birth and death with
appropriately stereotyped messages.
Starting with the message that initiates this interaction, lay out each subsequent
message from top to bottom between the lifelines, showing each message's properties
(such as its parameters), as necessary to explain the semantics of the interaction.
If you need to visualize the nesting of messages or the points in time when actual
computation is taking place, adorn each object's lifeline with its focus of control
If you need to specify time or space constraints, adorn each message with a timing
mark and attach suitable time or space constraints.
If you need to specify this flow of control more formally, attach pre- and post-
conditions to each message.
Set the context for the interaction, whether it is a system, subsystem, operation, or
class, or one scenario of a use case or collaboration.
Forward engineering (the creation of code from a model) is possible for both
sequence and collaboration diagrams, especially if the context of the diagram is an
operation.
For example, using the previous collaboration diagram, a reasonably clever forward
engineering tool could generate the following Java code for the operation register,
attached to the Student class.
Reverse engineering (the creation of a model from code) is also possible for both
sequence and collaboration diagrams, especially if the context of the code is the body
of an operation. Segments of the previous diagram could have been produced by a
tool from a prototypical execution of the register operation.
Usecases
Names
Every use case must have a name that distinguishes it from other use cases. A name
is a textual string.
That name alone is known as a simple name; a path name is the use case name
prefixed by the name of the package in which that use case lives.
A use case is typically drawn showing only its name
An actor represents a coherent set of roles that users of use cases play when
interacting with these
use cases.
Typically, an actor represents a role that a human, a hardware device, or another
system plays with a system.
An instance of an actor, therefore, represents an individual interacting with the
system in a specific way
Actors may be connected to use cases only by association
An association between an actor and a use case indicates that the actor and the use
case communicate with one another, each one possibly sending and receiving
messages.
Fig: Actors
For example, in the context of an ATM system, you might describe the use case
ValidateUser in the following way:
Typically, we'll first describe the flow of events for a use case in text.
Typically, we'll use one sequence diagram to specify a use case's main flow, and
variations of that diagram to specify a use case's exceptional flows.
Use case describes a set of sequences, not just a single sequence, and it would be
impossible to express all the details of an interesting use case in just one sequence.
Each sequence is called a scenario. A scenario is a specific sequence of actions that
illustrates behavior. Scenarios are to use cases as instances are to classes, meaning
that a scenario is basically one instance of a use case.
A use case captures the intended behavior of the system you are developing, without
having to specify how that behavior is implemented.
however, you have to implement your use cases, and you do so by creating a society
of classes and other elements that work together to implement the behavior of this
use case
This society of elements, including both its static and dynamic structure, is modeled
in the UML as a collaboration.
you can explicitly specify the realization of a use case by a collaboration.
We can organize use cases by grouping them in packages in the same manner in
which you can organize classes.
An include relationship between use cases means that the base use case explicitly
incorporates the behavior of another use case at a location specified in the base.
You use an include relationship to avoid describing the same flow of events several
times, by putting the common behavior in a use case of its own
The include relationship is essentially an example of delegation—you take a set of
responsibilities of the system and capture it in one place (the included use case), then
let all other parts of the system (other use cases) include the new aggregation of
responsibilities whenever they need to use that functionality.
include followed by the name of the use case you want to include
You render an include relationship as a dependency, stereotyped as include.
An extend relationship between use cases means that the base use case implicitly
incorporates the behavior of another use case at a location specified indirectly by the
extending use case.
This base use case may be extended only at certain points called, not surprisingly, its
extension points
We use an extend relationship to model the part of a use case the user may see as
optional system behavior.
We may also use an extend relationship to model a separate subflow that is executed
only under given conditions.
Finally, we may use an extend relationship to model several flows that may be
inserted at a certain point, governed by explicit interaction with an actor.
We render an extend relationship as a dependency, stereotyped as extend.
Use cases are classifiers, so they may have attributes and operations that you may
render just as for classes.
You can think of these attributes as the objects inside the use case that you need to
describe its outside behavior. Similarly, you can think of these operations as the
actions of the system you need to describe a flow of events.
These objects and operations may be used in your interaction diagrams to specify the
behavior of the use case
As classifiers, you can also attach state machines to use cases
We can use state machines as yet another way to describe the behavior represented
by a use case.
The most common thing for which you'll apply use cases is to model the behavior of
an element, whether it is the system as a whole, a subsystem, or a class.
Identify the actors that interact with the element. Candidate actors include groups that
require certain behavior to perform their tasks or that are needed directly or indirectly
to perform the element's functions.
Organize actors by identifying general and more specialized roles.
For each actor, consider the primary ways in which that actor interacts with the
element. Consider also interactions that change the state of the element or its
environment or that involve a response to some event.
Consider also the exceptional ways in which each actor interacts with the element.
Organize these behaviors as use cases, applying include and extend relationships to
factor common behavior and distinguish exceptional behavior.
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.
A use case diagram is a diagram that 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.
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.
A use case diagram is a diagram that shows a set of use cases and actors and their
relationships.
Contents
Common Uses
We apply use case diagrams to model the static use case view of a system. This view
primarily supports the behavior of a system
When you model the static use case view of a system, you'll typically apply use case
diagrams in one of two ways.
It involves drawing a line around the whole system and asserting which actors lie
outside the system and interact with it.Here, you'll apply use case diagrams to specify
the actors and the meaning of their roles.
It involves specifying what that system should do (from a point of view of outside the
system), independent of how that system should do it. Here, you'll apply use case
diagrams to specify the desired behavior of the system.
Given a system—any system—some things will live inside the system, some things
will live outside it. For example, in a credit card validation system, you'll find such
things as accounts, transactions, and fraud detection agents inside the system.
Similarly, you'll find such things as credit card customers and retail institutions
outside the system. The things that live inside the system are responsible for carrying
out the behavior that those on the outside expect the system to provide. All those
things on the outside that interact with the system constitute the system's context.
This context defines the environment in which that system lives.
Identify the actors that surround the system by considering which groups require help
from the system to perform their tasks; which groups are needed to execute the
system's functions; which groups interact with external hardware or other software
systems; and which groups perform secondary functions for administration and
maintenance.
Populate a use case diagram with these actors and specify the paths of
communication from each actor to the system's use cases.
This same technique applies to modeling the context of a subsystem. A system at one
level of abstraction is often a subsystem of a larger system at a higher level of
abstraction. Modeling the context of a subsystem is therefore useful when you are
building systems of interconnected systems.
Establish the context of the system by identifying the actors that surround it.
For each actor, consider the behavior that each expects or requires the system to
provide.
Factor common behavior into new use cases that are used by others; factor variant
behavior into new use cases that extend more main line flows.
Model these use cases, actors, and their relationships in a use case diagram.
Adorn these use cases with notes that assert nonfunctional requirements; you may
have to attach some of these to the whole system.
This same technique applies to modeling the requirements of a subsystem
For each use case in the diagram, identify its flow of events and its exceptional flow
of events.
Depending on how deeply you choose to test, generate a test script for each flow,
using the flow's preconditions as the test's initial state and its postconditions as its
success criteria.
As necessary, generate test scaffolding to represent each actor that interacts with the
use case. Actors that push information to the element or are acted on by the element
may either be simulated or substituted by its real-world equivalent.
Use tools to run these tests each time you release the element to which the use case
diagram applies.
The UML's use case diagrams simply give you a standard and expressive language in
which to state what you discover.
For each actor, consider the manner in which that actor interacts with the system,
changes the state of the system or its environment, or responds to some event.
Trace the flow of events in the executable system relative to each actor. Start with
primary flows and only later consider alternative paths.
Render these actors and use cases in a use case diagram, and establish their
relationships.
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.
You use activity diagrams to model the dynamic aspects of a system.
An activity diagram shows the flow 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 result in a change in state of the system or the return of a value.
An activity diagram is just a special kind of diagram and shares the same common
properties as do all other diagrams a name and graphical contents that are a
projection into a model. What distinguishes an interaction diagram from all other
kinds of diagrams is its content.
Contents
Activity diagrams commonly contain
o Activity states and action states
o Transitions
o Objects
Like all other diagrams, activity diagrams may contain notes and constraints.
Executable, atomic computations are called action states because they are states of
the system, each representing the execution of an action.
We represent an action state using a lozenge shape (a symbol with horizontal top and
bottom and convex sides). Inside that shape, you may write any expression.
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.
Finally, the work of an action state is generally considered to take insignificant
execution time.
Activity states can be further decomposed, their activity being represented by other
activity diagrams
Furthermore, activity states are not atomic, meaning that they may be interrupted
and, in general, are considered to take some duration to complete.
An action state is an activity state that cannot be further decomposed.
We can think of an activity state as a composite, whose flow of control is made up of
other activity states and action states.
Branching
As in a flowchart, you can include a branch, which specifies alternate paths taken
based on some Boolean expression.
We represent a branch as a diamond. A branch may have one incoming transition and
two or more outgoing ones.
On each outgoing transition, you place a Boolean expression, which is evaluated only
once on entering the branch.
On each outgoing transition, you place a Boolean expression, which is evaluated only
once on entering the branch. Across all these outgoing transitions, guards should not
overlap (otherwise, the flow of control would be ambiguous), but they should cover
all possibilities (otherwise, the flow of control would freeze).
As a convenience, you can use the keyword else to mark one outgoing transition,
representing the path taken if no other guard expression evaluates to true.
Fig: Branching
Fork represents the splitting of a single flow of control into two or more concurrent
flows of control
A fork may have one incoming transition and two or more outgoing transitions, each
of which represents an independent flow of control.
Below the fork, the activities associated with each of these paths continues in
parallel.
Conceptually, the activities of each of these flows are truly concurrent, although, in a
running system, these flows may be either truly concurrent or sequential yet
interleaved, thus giving only the illusion of true concurrency.
Swimlanes
We'll find it useful, especially when you are modeling workflows of business
processes, to partition the activity states on an activity diagram into groups, each
group representing the business organization responsible for those activities.
In the UML, each group is called a swimlane because, visually, each group is divided
from its neighbor by a vertical solid line
A swimlane specifies a locus of activities
Each swimlane has a name unique within its diagram.
Fig: Swimlanes
Object Flow
Objects may be involved in the flow of control associated with an activity diagram.
We can specify the things that are involved in an activity diagram by placing these
objects in the diagram, connected using a dependency to the activity or transition that
creates, destroys, or modifies them.
This use of dependency relationships and objects is called an object flow because it
represents the participation of an object in a flow of control.
We can also show how its role, state and attribute values change.
We represent the state of an object by naming its state in brackets below the object's
name.
Similarly, We can represent the value of an object's attributes by rendering them in a
compartment below the object's name.
Common Uses
To model a workflow
To model an operation
1. To model a workflow
Here you'll focus on activities as viewed by the actors that collaborate with the
system. Workflows often lie on the fringe of software-intensive systems and are used
to visualize, specify, construct, and document business processes that involve the
system you are developing. In this use of activity diagrams, modeling object flow is
particularly important.
Modeling a Workflow
To model a workflow
Establish a focus for the workflow. For nontrivial systems, it's impossible to show all
interesting workflows in one diagram.
Select the business objects that have the high-level responsibilities for parts of the
overall workflow. These may be real things from the vocabulary of the system, or
they may be more abstract. In either case, create a swimlane for each important
business object.
Identify the preconditions of the workflow's initial state and the postconditions of the
workflow's final state. This is important in helping you model the boundaries of the
workflow.
Beginning at the workflow's initial state, specify the activities and actions that take
place over time and render them in the activity diagram as either activity states or
action states.
For complicated actions, or for sets of actions that appear multiple times, collapse
these into activity states, and provide a separate activity diagram that expands on
each.
Render the transitions that connect these activity and action states. Start with the
sequential flows in the workflow first, next consider branching, and only then
consider forking and joining.
If there are important objects that are involved in the workflow, render them in the
activity diagram, as well. Show their changing values and state as necessary to
communicate the intent of the object flow.
The above figure shows an activity diagram for a retail business, which specifies the
Workflow involved when a customer returns an item from a mail order. Work starts
with the Customer action Request return and then flows through Telesales (Get return
number), back to the Customer (Ship item), then to the Warehouse (Receive item
then Restock item), finally ending in Accounting (Credit account). As the diagram
indicates, one significant object (i, an instance of Item) also flows the process,
changing from the returned to the available state.
Modeling an Operation
An activity diagram can be attached to any modeling element for the purpose of
visualizing, specifying, constructing, and documenting that element's behavior.
You can attach activity diagrams to classes, interfaces, components, nodes, use cases,
and collaborations.
The most common element to which you'll attach an activity diagram is an operation.
An activity diagram is simply a flowchart of an operation's actions.
An activity diagram's primary advantage is that all the elements in the diagram are
semantically tied to a rich underlying model.
To model an operation
Collect the abstractions that are involved in this operation. This includes the
operation's parameters (including its return type, if any), the attributes of the
enclosing class, and certain neighboring classes.
Identify the preconditions at the operation's initial state and the postconditions at the
operation's final state. Also identify any invariants of the enclosing class that must
hold during the execution of the operation.
Only if this operation is owned by an active class, use forking and joining as
necessary to specify parallel flows of control.
Reverse engineering (the creation of a model from code) is also possible for activity
diagrams, especially if the context of the code is the body of an operation.
In particular, the previous diagram could have been generated from the
implementation of the class Line.