SOFTWARE ENGINEERING UML FUNDAMENTALS. Saulius Ragaišis.

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1 SOFTWARE ENGINEERING UML FUNDAMENTALS Saulius Ragaišis

2 Information source Slides are prepared on the basis of Bernd Oestereich, Developing Software with UML: Object- Oriented Analysis and Design in Practice (2 nd edition). Addison-Wesley Professional, ISBN X

3 UML The Unified Modeling Language (UML) is a language and notation for specification, construction, visualization, and documentation of models of software systems. The Object Management Group (OMG) has declared UML as its standard. UML is a language and notation for modeling, but it is intentionally not a method.

4 What is UML? A language for capturing and expressing knowledge A tool for system discovery and development A tool for visual development modeling A set of well-founded guidelines A milestone generator A popular (therefore supported) tool

5 What UML is not! A visual programming language or environment A database specification tool A development process A panacea A quality guarantee

6 Types of diagrams Use case diagram: shows actors, use cases, and their relationships. Class diagram: shows classes and their relationships with each other. Implementation diagrams: Component diagram: shows components and their relationships. Deployment diagram: shows components, nodes, and their relationships.

7 Types of diagrams (2) Behavior diagrams: Activity diagram, object flow diagram: shows activities, object states, states, state transitions, and events. Collaboration diagram: shows objects and their relationships, including their spatially structured message exchange. Sequence diagram: shows objects and their relationships, including their chronologically structured message exchange. State diagram: shows states, state transitions, and events.

8 UML diagram philosophy Any UML diagram: Depicts concepts as symbols Depicts relationships between concepts as directed or undirected arcs (lines) Depicts names as labels within or next to symbols and lines

9 UML relationships

10 USE CASE DIAGRAMS

11 Use case diagram Definition: A use case diagram shows the relationships between actors and use cases. Example:

12 Notation A use case diagram includes: diagram name; a set of use cases which are represented as individual ellipses; a set of actors and events that are involved (actors). The use cases are joined by straight lines with the classes involved. A frame around the use cases symbolizes the system boundaries. The names of the use cases can either be placed within the ellipse or underneath it.

13 Use case. Definition A use case describes a set of activities of a system from the point of view of its actors which lead to a perceptible outcome for the actors. A use case is always initiated by an actor. In all other respects, a use case is a complete, indivisible description. Related terms: scenario, script.

14 Use case. Rules At least one actor is involved in each use case. Each use case has a domain-specific trigger. Each use case produces a relevant domain specific result for the actors, i.e. a result of commercial value.

15 Use case. Types Essential use case: is described in an abstract, generalized, simplified, implementation-independent, and technology-neutral manner. It concentrates on the actual domain-specific intention and therefore represents the shortest and most abstract form of use case description. Normal (pragmatic) use case: is a standard use case that, in contrast to an essential use case, may also contain non-domain-specific basic conditions and assumptions. Secondary use cases: are use cases that do not possess the aforementioned required properties of a domain trigger and a domain result but which have been produced by a functional subdivision of existing use cases, i.e. for example by the application of include and extend relationships.

16 Actor. Definition An actor is an entity located outside the system that is involved in the interaction with the system described in a use case. An actor may be a person (e.g. a user) but may also be another technical system (e.g. SAP), the operating system, etc. Related terms: stakeholder, event, external system, dialog, boundary, control, entity.

17 Actor. Description An actor is not the person involved but his role in the context of the use case. Actors possess associations to use cases if they are involved in the processes described in the use cases. Actors can also have relationships to each other. Relationships could be generalization/specialization, in order to represent a hierarchical structure and abstraction between them. Actors do not have to be people, e.g.: other (technical) systems involved in the use case; external system involved in the use case that triggers a time event.

18 Actor. Notation textual stereotype visual stereotype mixed representation

19 Use case description A use case is graphically represented by an ellipsis that bears the name of the use case. Each use case has a unique name. Use cases may additionally be numbered for quick identification. For each ellipse, there is a text that describes the use case in more detail. Such texts may be informal, but some content-related structuring is recommended.

20 Use case description. Example

21 Use case relationships «include» The «include» relationship is used to denote that another use case occurs inside a use case. «extend» The «extend» relationship, on the other hand, is used to show that in certain circumstances or at a specific point (the so-called extension point) a use case is extended with another use case. Specialization/generalization Generalization allows sub use cases to inherit behavior and semantics from super use cases, in analogy with the generalization relationship between classes.

22 Use case relationships. Notation

23 CLASS DIAGRAMS

24 Classes. Definition A class is the definition of the attributes, the operations, and the semantics of a set of objects. All objects in a class correspond to that definition. Related terms: type, object factory.

25 Classes. Notation

26 Template classes

27 Abstract classes

28 Example of class hierarchy with abstract superclass

29 Responsibilities

30 Interface classes

31 Constraints-Object Constraint Language (OCL)

32 Subsystems

33 Packages

34 Generalization, Specialization

35 Example of inheritance

36 Multiple inheritance

37 Association

38 Aggregation A diamond symbolizes an aggregation

39 Composition

40 Dependency relations

41 Refinement/Realization relations

42 BEHAVIORAL DIAGRAMS

43 Activity diagram. Definition Activity diagrams describe the procedural possibilities of a system with the aid of activities. An activity diagram is a special form of a state diagram, which mostly or exclusively contains activities. An activity is a state with an internal action and one (or more) outgoing transition which automatically follows the termination of the internal activity. An activity is a single step in a procedure. Activity diagrams can be subdivided into responsibility domains, the so called swim lanes, which allow activities to be assigned to elements or structures.

44 Activity diagram. Notation

45 Activity diagram. Notation (2)

46 Activity diagram. Notation (3)

47 Activity diagram. Example

48 Collaboration diagram. Definition A collaboration diagram shows a set of interactions between selected objects in a specific, limited situation (context), focusing on the relations between the objects and their topography. Basically, a collaboration diagram shows the same facts as a sequence diagram but from another perspective. The collaboration diagram emphasizes the objects and their cooperation with each other; between them, selected messages are shown.

49 Collaboration diagram. Notation Between the objects, association lines are drawn on which the messages are noted. A small arrow indicates the direction of the message from sender to receiver. If arguments are passed together with the message, they are listed too. Possible responses can be shown as well; they are put in front of the actual message in the form response:= message().

50 Collaboration diagram. Notation (2)

51 Collaboration diagram. Notation (3) The chronological sequence of the messages is indicated by sequence number. The individual elements have the following meaning: Predecessor condition: This is an enumeration of the sequence numbers of other messages that need to have been sent before this message may be sent. This allows synchronization to be achieved. The sequence numbers are listed separated by commas and terminated with a slash /.

52 Collaboration diagram. Notation (4) Sequence expression: To show the sequence of messages, they are numbered in ascending order. If new messages are sent within an operation which interprets a received message, they are given a new subsequence number separated by a dot. Example: message follows message Both were sent during interpretation of message 2.1. Iterations, i.e. repeated sending of a message: are marked with an asterisk *. To describe the iteration in more detail an appropriate indication in pseudo-code can be added in square brackets. Example: 1.2.*[i := 1..n]:

53 Collaboration diagram. Notation (5) Response: The response supplied by a message can be given a name. This name can then be used as an argument in other messages. Its scope is the same as that of local variables inside the message to be sent and may indeed be such a variable. It may also be the name of an object attribute. Message name (parameter list): Name of the message, usually homonymous with a corresponding operation that interprets the message. The signature of the operation is specified.

54 Collaboration diagram. Notation (6) The following stereotypes can be indicated: «association» The object relation is based on an association, aggregation, or composition. This is the default; the specification can therefore be omitted. «global» The receiving object is global. «local» The receiving object is local in the sending operation (and thus «new» or «transient»). «parameter» The receiving object is a parameter in the sending operation. «self» The receiving object is the sending object.

55 Collaboration diagram. Notation (7) Various arrow shapes have been defined for specifying particular synchronization conditions: With a synchronous message, the sender waits until the receiver has accepted the message. Asynchronous messages end up in the waiting queue of the receiver. The sender is not interested in when the receiver accepts the message.

56 Collaboration diagram. Example

57 Sequence diagram. Definition A sequence shows a series of messages exchanged by a selected set of objects in a temporally limited situation, with an emphasis on the chronological course of events. Objects are merely shown by vertical lifelines. This highlights the chronological sequence of the messages. Time runs from top to bottom.

58 Sequence diagram. Notation

59 Sequence diagram. Notation (2)

60 Sequence diagram. Example

61 State diagram. Definition A state diagram shows a sequence of states an object can assume during its lifetime, together with the stimuli that cause changes of state. A state diagram describes a hypothetical machine (finite automaton) which at any given time is found in a set of finite states. It consists of: a finite, non-empty set of states; a finite, non-empty set of events; state transitions; an initial state; a set of final states.

62 State diagram. States

63 State diagram. Substates

64 State diagram. Events and transitions

65 State diagram. Example

66 IMPLEMENTATION DIAGRAMS

67 Component diagram. Definition A component is an executable piece of software with its own identity and well defined interfaces. A distinction should be made between component definitions (e.g. person ) and component instances (e.g. Gabby Goldsmith ). Component diagrams show the interrelations between components.

68 Component diagram. Definition (2) In practice, UML components are very similar to packages: they define boundaries, and group and structure a set of individual elements. Components may have interfaces. Packages and components can be used for very similar purposes. While packages represent a more logical view, components emphasize the physical perspective.

69 Deployment diagram. Definition A node is an object which is physically present at runtime and has computing power or memory, such as computers (processors), devices, and the like. Deployment diagrams show which components and objects run on which node (processes, computers) how they are configured and which communication relations exist between them.

70 Deployment diagram. Notation Components are represented by bricks. Nodes that communicate with each other, i.e. have the appropriate relations, are connected by association lines. Optionally, components or runtime objects (processes) may be placed inside the bricks. Interfaces and dependency relations between these elements are also allowed. Nodes are identified either by their name alone or by a name followed by a specification of the node type. Instead of ordinary bricks, more colorful clip-art could be used.

71 Deployment diagram. Example

72 QUESTIONS?

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