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Not A Process But A Language

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Unified Modeling Language (UML)

 An effort by Rational to standardize OOA&D notation


 UML attempts to combine the best of the best from
Data Modeling concepts (Entity Relationship Diagrams)
Business Modeling (work flow)
Object Modeling
Component Modeling

“A graphical language for visualizing, specifying, constructing, and documenting the artifacts of a software intensive system” [Booch]

 Offers vocabulary and rules for communication


 Focus on conceptual and physical representations of a system
 Not a process but a language

UML History

 OO languages appear mid 70’s to late 80’s


 Between ’89 and ’94, OO methods increased from 10 to 50.
 Unification of ideas began in mid 90’s.
✔ Rumbaugh joins Booch at Rational ’94
✔ v0.8 draft Unified Method ’95
✔ Jacobson joins Rational ’95
✔ UML v0.9 in June ’96
✔ UML 1.0 offered to OMG in January ’97
✔ UML 1.1 offered to OMG in July ’97
✔ Maintenance through OMG RTF
✔ UML 1.2 in June ’98
✔ UML 1.3 in fall ’99

Goals:
The primary goals in the design of the UML were:
1. Provide users with a ready-to-use, expressive visual modeling language so they can develop and exchange meaningful models.
2. Provide extensibility and specialization mechanisms to extend the core concepts.
3. Be independent of particular programming languages and development processes.
4. Provide a formal basis for understanding the modeling language.
5. Encourage the growth of the OO tools market.
6. Support higher-level development concepts such as collaborations, frameworks, patterns and components.

7. Integrate best practices that have proved successful in s/w engg..


 Rational now has
○ Grady Booch - Fusion
○ James Rumbaugh – Object Modeling Technique (OMT)
○ Ivar Jacobson – Object-oriented Software Engineering: A Use Case Approach (Objectory)

Why Build Models?


✔ To understand the problem better
✔ To communicate with stakeholders
✔ To find errors or omissions
✔ To plan out the design
✔ To generate code

Diagrams

 A diagram is a view into a model


✔ Presented from the aspect of a particular stakeholder
✔ Provides a partial representation of the system
✔ Is semantically consistent with other views

UML is for :
1) Visual Modeling

- Uses standard graphical notations


- Semi-formal
- Captures Business Process from enterprise information systems to distributed Web-based applications and even to hard real time embedded
systems
A picture is worth a thousand words!

2) Specifying

 building models that are: Precise, Unambiguous, Complete


 UML symbols are based on well-defined syntax and semantics.
 UML addresses the specification of all important analysis, design, and implementation decisions.

3) Constructing
 Models are related to OO programming languages.
 Round-trip engineering requires tool and human intervention to avoid information loss
 Forward engineering — direct mapping of a UML model into code.
 Reverse engineering — reconstruction of a UML model from an implementation.

4)

Documenting
 Architecture, Requirements, Tests, Activities (Project planning, Release management)

Architecture & Views

UML is for visualizing, specifying, constructing, and documenting with emphasis on system architectures (things in the system and relationships
among the things) from five different views

Architecture - set of significant decisions regarding:


 Organization of a software system.
 Selection of structural elements & interfaces from which a system is composed.
 Behavior or collaboration of elements.
 Composition of structural and behavioral elements.
 Architectural style guiding the system.

Five VIEWS of UML


vocabulary
functionality system assembly
Design View configuration
Implementation Viewmgmt.
Analysts/ behavior Programmers
Designers
Use Case View
Process View Deployment View
Use Case View performance
System Integrators system topology
System Engineering


scalability distribution
Use Case Analysis is a technique to capture business process from user’s perspective.
 Encompasses thethroughput
behavior as seen by users, analysts and testers. delivery
 Specifies forces that shape the architecture.
 Static aspects captured in use case diagrams. installation
 Dynamic aspects captured in interaction diagrams, statechart diagrams, and activity diagrams.

Design View

 Encompasses classes, interfaces, and collaborations that define the vocabulary of a system.
 Supports functional requirements of the system.
 Static aspects captured in class diagrams and object diagrams.
 Dynamic aspects captured in interaction, statechart, and activity diagrams.

Process View

 Encompasses the threads and processes defining concurrency and synchronization.


 Addresses performance, scalability, and throughput.
 Static and dynamic aspects captured as in design view; emphasis on active classes.

Implementation View

 Encompasses components and files used to assemble and release a physical system.
 Addresses configuration management.
 Static aspects captured in component diagrams.
 Dynamic aspects captured in interaction, statechart, & activity diagrams.

Deployment View
 Encompasses the nodes that form the system hardware topology.
 Addresses distribution, delivery, and installation.
 Static aspects captured in deployment diagrams.
 Dynamic aspects captured in interaction, statechart, & activity diagrams.

Three (3) basic building blocks of UML

 Things
Important modeling concepts (individual ones as the primitive kinds)
 Relationships
Tying individual things (i.e., their concepts)
 Diagrams
Grouping interrelated collections of things and relationships

Things

 Structural — nouns of UML models.


 Behavioral — dynamic (verbal) parts of UML models.
 Grouping — organizational parts of UML models.
 Annotational — explanatory parts of UML models.

Structural Things
 Nouns of UML models.
 Conceptual or physical elements.

1. Class
A description of a set of objects that share the same attributes, operations, relationships, and semantics.
Usually implements one or more interfaces.
Cf. Active Class
2. Interface
A collection of operations that specify a service (for a resource or an action) of a class or component. It describes the externally visible
behavior of that element.
3. Collaboration

Define an interaction among a web of objects.


Define a society of roles and other elements.
Provide cooperative behavior.
Capture structural and behavioral dimensions.

4. Use Case

A sequence of actions that produce an observable result for a specific actor.


Provides a structure for behavioral things.
Realized through a collaboration (usually realized by a set of actors and the system to be built).

5. Active Class

Special class whose objects own one or more processes or threads.


Can initiate control activity

6. Component

Replaceable part of a system.


Components can be packaged logically.
Conforms to a set of interfaces.
Provides the realization of an interface.
7. Node

Element that exists at run time.


Represents a computational resource.
Generally has memory and processing power.

Behavioral Things in UML

 Verbs of UML models.


 Dynamic parts of UML models: “behavior over time and space”
 Usually connected to structural things in UML.
Two primary kinds of behavioral things:

Interaction
behavior of a set of objects comprising of a set of message exchanges within a particular context to accomplish a specific purpose.

State Machine

behavior that specifies the sequences of states an object or an interaction goes through during its lifetime in response to events, together with its
responses to those events.

Grouping Things in UML

Packages - one primary kind of grouping.

- General purpose mechanism for organizing elements into groups.


- Purely conceptual; only exists at development time.
- Contains behavioral and structural things.
- Can be nested.
- Variations of packages are: Frameworks, models, & subsystems.

Annotational Things in UML

 Explanatory parts of UML models


 Comments regarding other UML elements (usually called adornments in UML)

 Note is one primary annotational thing in UML


best expressed in informal or formal text.

Relationships in UML
4 Kinds

 Dependency
 Association
 Generalization
 Realization

Relationships in UML
1. Dependency
a semantic relationship between two things in which a change to one thing (independent) may affect the semantics of the other thing
(dependent).

2. Associations
a structural relationship that describes a set of links, a link being a connection between objects.

Can be directed labels


Can have multiplicity & role names

Aggregation
a special kind of association. It represents a structural relationship between the whole and its parts.
Represented by a black diamond.
3. Generalization
a specialization/generalization relationship in which objects of the specialized element (the child) are more specific than the objects of
the generalized element.
4. Realization
a semantic relationship between two elements, wherein one element guarantees to carry out what is expected by the other element.
Where?
Between interfaces and classes that realize them…
Between use cases and the collaborations that realize them...
Diagrams in UML

 Graphical representation of a set of elements.


 Represented by a connected graph: Vertices are things; Arcs are behaviors.
 5 most common views built from 9 diagram types.
• Static views: use case, class, object, component, deployment
• Dynamic views: sequence, collaboration, statechart, activity

✔ Class Diagram; Object Diagram


 A class diagram shows the existence of classes and their relationships in the logical view of a system
 UML modeling elements in class diagrams
 Classes and their structure and behavior
 Association, aggregation, dependency, and inheritance relationships
 Multiplicity and navigation indicators
 Role names

 Object Diagrams: Shows a set of objects and their relationships And a static snapshot of instances

✔ Use case Diagram


 Use case diagrams are created to visualize the relationships between actors and use cases
 A use case diagram presents an outside view of the system.

✔ Interaction Diagram :
 describe how use cases are realized as interactions among societies of objects, including the messages that may be dispatched among
them. They address the dynamic view of the system. 2 Types are:
Sequence Diagram :
• A sequence diagram displays object interactions arranged in a time sequence

Collaboration Diagram :
• Displays object interactions organized around objects and their direct links to one another.
• Emphasizes the structural organization of objects that send and receive messages

✔ Statechart Diagram
• The life history of a given class
• The events that cause a transition from one state to another
• The actions that result from a state change
• shows a state machine, consisting of states, transitions, events and activities

✔ Activity Diagram
• A special kind of statechart diagram that shows the flow from activity to activity.

✔ Component Diagram
• Shows the organizations and dependencies among a set of components.

✔ Deployment Diagram
• The deployment diagram shows the configuration of run-time processing elements and the software processes living on them.
• The deployment diagram visualizes the distribution of components across the enterprise

Using UML Concepts in a Nutshell

 Display the boundary of a system & its major functions using use cases and actors
 Illustrate use case realizations with interaction diagrams
 Represent a static structure of a system using class diagrams
 Model the behavior of objects with state transition diagrams
 Reveal the physical implementation architecture with component & deployment diagrams
 Extend your functionality with stereotypes

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