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ARCHITECTURAL MODELING
OBJECT ORIENTED ANALYSIS AND DESIGN PATTERNS
ASHISH KUMAR THAKUR
16951A0522
Events and Signals
Events
1. An event is the specification of a significant occurrence
that has a location in time and space
2. Anything that happens is modeled as an event in UML
3. In the context of state machines, an event is an
occurrence of a stimulus that can trigger a state
transition
4. Four kinds of events :–
-> signals, calls, the passing of time, and a change in
state.
5. Events may be external or internal and asynchronous or
synchronous
kinds of events
Signal Event
A signal event represents a named object that is dispatched
(thrown) asynchronously by one object and then received
(caught) by another. Exceptions are an example of internal
signal
1. Signal events may have instances, generalization
relationships, attributes and operations. Attributes of a
signal serve as its parameters
Signal Event
A signal event may be sent
as the action of a state
transition in a state
machine or the sending of a
message in an interaction
A signal event is an
asynchronous event
SIGNAL EVENt
Call Event
1. A call event represents the
dispatch of an operation.
2. A call event is a synchronous
event
Time and Change Events
1. A time event is an event that represents the passage of
time
2. Modeled by using the keyword ‘after’ followed by some
expression that evaluates to a period of time which can
be simple or complex
3. A change event is an event that represents a change in
state or the satisfaction of some condition
4. Modeled by using the keyword ‘when’ followed by some
Boolean expression
Time and Change Events
Sending and Receiving Events
1. For synchronous events (Sending or Receiving) like call
event, the sender and the receiver are in a rendezvous
(the sender dispatches the signal and wait for a response
from the receiver) for the duration of the operation.
When an object calls an operation, the sender dispatches
the operation and then waits for the receiver
2. For asynchronous events (Sending or Receiving) like
signal event, the sender and receiver do not rendezvous
ie,the sender dispatches the signal but does not wait for
a response from the receiver. When an object sends a
signal, the sender dispatches the signal and then
continues along its flow of control, not waiting for any
return from the receiver
Signals and Active Classes
Signals
SIGNALS
1. Signals are model elements that are independent of the classifiers that
handle them. Signals specify one-way, asynchronous communications
between active objects.
2. Signals are often used in event-driven systems and distributed computing
environments
State Machine
State machine
1. A state machine is a behavior that specifies the
sequences of states an object goes through during its
lifetime in response to events.
2. Graphically, a state is rendered as a rectangle with
rounded corners. A transition is rendered as a solid
directed line
3. State machines are used to specify the behavior of
objects that must respond to asynchronous stimulus or
whose current behavior depends on their past
States
A state is a condition or situation during the life of an
object during which it satisfies some condition, performs
some activity, or waits for some event.
Processes and Threads
Processes and Threads
1. A process is a heavyweight flow that can execute
concurrently with other processes.
2. A thread is a lightweight flow that can execute
concurrently with other threads within the same process
3. An active object is an object that owns a process or
thread and can initiate control activity.
4. An active class is a class whose instances are active
objects
Time and Space

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Objec oriented Analysis and design Pattern

  • 1. ARCHITECTURAL MODELING OBJECT ORIENTED ANALYSIS AND DESIGN PATTERNS ASHISH KUMAR THAKUR 16951A0522
  • 3. Events 1. An event is the specification of a significant occurrence that has a location in time and space 2. Anything that happens is modeled as an event in UML 3. In the context of state machines, an event is an occurrence of a stimulus that can trigger a state transition 4. Four kinds of events :– -> signals, calls, the passing of time, and a change in state. 5. Events may be external or internal and asynchronous or synchronous
  • 4.
  • 6. Signal Event A signal event represents a named object that is dispatched (thrown) asynchronously by one object and then received (caught) by another. Exceptions are an example of internal signal 1. Signal events may have instances, generalization relationships, attributes and operations. Attributes of a signal serve as its parameters
  • 7. Signal Event A signal event may be sent as the action of a state transition in a state machine or the sending of a message in an interaction A signal event is an asynchronous event
  • 9. Call Event 1. A call event represents the dispatch of an operation. 2. A call event is a synchronous event
  • 10. Time and Change Events 1. A time event is an event that represents the passage of time 2. Modeled by using the keyword ‘after’ followed by some expression that evaluates to a period of time which can be simple or complex 3. A change event is an event that represents a change in state or the satisfaction of some condition 4. Modeled by using the keyword ‘when’ followed by some Boolean expression
  • 11. Time and Change Events
  • 12. Sending and Receiving Events 1. For synchronous events (Sending or Receiving) like call event, the sender and the receiver are in a rendezvous (the sender dispatches the signal and wait for a response from the receiver) for the duration of the operation. When an object calls an operation, the sender dispatches the operation and then waits for the receiver 2. For asynchronous events (Sending or Receiving) like signal event, the sender and receiver do not rendezvous ie,the sender dispatches the signal but does not wait for a response from the receiver. When an object sends a signal, the sender dispatches the signal and then continues along its flow of control, not waiting for any return from the receiver
  • 15. SIGNALS 1. Signals are model elements that are independent of the classifiers that handle them. Signals specify one-way, asynchronous communications between active objects. 2. Signals are often used in event-driven systems and distributed computing environments
  • 17. State machine 1. A state machine is a behavior that specifies the sequences of states an object goes through during its lifetime in response to events. 2. Graphically, a state is rendered as a rectangle with rounded corners. A transition is rendered as a solid directed line 3. State machines are used to specify the behavior of objects that must respond to asynchronous stimulus or whose current behavior depends on their past
  • 18. States A state is a condition or situation during the life of an object during which it satisfies some condition, performs some activity, or waits for some event.
  • 20. Processes and Threads 1. A process is a heavyweight flow that can execute concurrently with other processes. 2. A thread is a lightweight flow that can execute concurrently with other threads within the same process 3. An active object is an object that owns a process or thread and can initiate control activity. 4. An active class is a class whose instances are active objects