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Using
UML,
Patterns,
and
Java
Object-Oriented
Software
Engineering Chapter 2,
Modeling with UML
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 2
Overview: modeling with UML
 What is modeling?
 What is UML?
 Use case diagrams
 Class diagrams
Next lecture
 Sequence diagrams
 Activity diagrams
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 3
What is modeling?
 Modeling consists of building an abstraction of reality.
 Abstractions are simplifications because:
 They ignore irrelevant details and
 They only represent the relevant details.
 What is relevant or irrelevant depends on the purpose of the
model.
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 4
Example: street map
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 5
Why model software?
Why model software?
 Software is getting increasingly more complex
 Windows XP > 40 mio lines of code
 A single programmer cannot manage this amount of code in its
entirety.
 Code is not easily understandable by developers who did not
write it
 We need simpler representations for complex systems
 Modeling is a mean for dealing with complexity
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 6
Systems, Models and Views
 A model is an abstraction describing a subset of a system
 A view depicts selected aspects of a model
 A notation is a set of graphical or textual rules for depicting views
 Views and models of a single system may overlap each other
Examples:
 System: Aircraft
 Models: Flight simulator, scale model
 Views: All blueprints, electrical wiring, fuel system
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 7
Systems, Models and Views
System
View 1
Model 2
View 2
View 3
Model 1
Aircraft
Flightsimulator
Scale Model
Blueprints
Electrical
Wiring
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 8
Models, Views and Systems (UML)
System Model View
*
*
Depicted by
Described by
Airplane: System
Blueprints: View Fuel System: View Electrical Wiring: View
Scale Model: Model Flight Simulator: Model
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 9
Concepts and Phenomena
Phenomenon
 An object in the world of a domain as you perceive it
 Example: The lecture you are attending
 Example: My black watch
Concept
 Describes the properties of phenomena that are common.
 Example: Lectures on software engineering
 Example: Black watches
Concept is a 3-tuple:
 Name (To distinguish it from other concepts)
 Purpose (Properties that determine if a phenomenon is a member of
a concept)
 Members (The set of phenomena which are part of the concept)
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 10
 Abstraction
 Classification of phenomena into concepts
 Modeling
 Development of abstractions to answer specific questions about a set of
phenomena while ignoring irrelevant details.
Members
Name
Clock
Purpose
A device that
measures time.
Concepts and phenomena
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 11
Concepts in software: Type and Instance
 Type:
 An abstraction in the context of programming languages
 Name: int, Purpose: integral number, Members: 0, -1, 1, 2,
-2, . . .
 Instance:
 Member of a specific type
 The type of a variable represents all possible instances the
variable can take
The following relationships are similar:
 “type” <–> “instance”
 “concept” <–> “phenomenon”
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 12
Abstract Data Types & Classes
 Abstract data type
 Special type whose implementation is hidden
from the rest of the system.
 Class:
 An abstraction in the context of object-
oriented languages
 Like an abstract data type, a class
encapsulates both state (variables) and
behavior (methods)
 Class Vector
 Unlike abstract data types, classes can be
defined in terms of other classes using
inheritance
Watch
time
date
CalculatorWatch
SetDate(d)
EnterCalcMode()
InputNumber(n)
calculatorState
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 13
Application and Solution Domain
 Application Domain (Requirements Analysis):
 The environment in which the system is operating
 Solution Domain (System Design, Object Design):
 The available technologies to build the system
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 14
Object-oriented modeling
Application Domain Solution Domain
Application Domain Model System Model
Aircraft
TrafficController
FlightPlan Airport
MapDisplay
FlightPlanDatabase
SummaryDisplay
TrafficControl
TrafficControl
UML Package
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 15
What is UML?
 UML (Unified Modeling Language)
 An emerging standard for modeling object-oriented software.
 Resulted from the convergence of notations from three leading
object-oriented methods:
 OMT (James Rumbaugh)
 OOSE (Ivar Jacobson)
 Booch (Grady Booch)
 Reference: “The Unified Modeling Language User Guide”,
Addison Wesley, 1999.
 Supported by several CASE tools
 Rational ROSE
 TogetherJ
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 16
UML: First Pass
 You can model 80% of most problems by using about 20 %
UML
 We teach you those 20%
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 17
UML First Pass
 Use case Diagrams
 Describe the functional behavior of the system as seen by the user.
 Class diagrams
 Describe the static structure of the system: Objects, Attributes,
Associations
 Sequence diagrams
 Describe the dynamic behavior between actors and the system and
between objects of the system
 Statechart diagrams
 Describe the dynamic behavior of an individual object (essentially a
finite state automaton)
 Activity Diagrams
 Model the dynamic behavior of a system, in particular the workflow
(essentially a flowchart)
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 18
UML first pass: Use case diagrams
WatchUser WatchRepairPerson
ReadTime
SetTime
ChangeBattery
Actor
Use case
Package
Watch
Use case diagrams represent the functionality of the system
from user’s point of view
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 19
UML first pass: Class diagrams
1
2
push()
release()
1
1
blinkIdx
blinkSeconds()
blinkMinutes()
blinkHours()
stopBlinking()
referesh()
LCDDisplay Battery
load
1
2
1
Time
now
1
Watch
Class
Association
Multiplicity
Attribute
Operations
Class diagrams represent the structure of the system
state
PushButton
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 20
UML first pass: Sequence diagram
:LCDDisplay
blinkHours()
blinkMinutes()
refresh()
commitNewTime()
:Time
incrementMinutes()
stopBlinking()
:Watch
pressButton1()
pressButton2()
pressButtons1And2()
pressButton1()
:WatchUser
Object
Message
Activation
Sequence diagrams represent the behavior as interactions
Actor
Lifeline
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 21
UML first pass: Statechart diagrams for objects
with interesting dynamic behavior
BlinkHours
BlinkMinutes
IncrementHrs
IncrementMin.
BlinkSeconds IncrementSec.
StopBlinking
[button1&2Pressed]
[button1Pressed]
[button2Pressed]
[button2Pressed]
[button2Pressed]
[button1Pressed]
[button1&2Pressed]
[button1&2Pressed]
State
Initial state
Final state
Transition
Event
Represent behavior as states and transitions
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 22
Other UML Notations
UML provide other notations that we will be introduced in
subsequent lectures, as needed.
 Implementation diagrams
 Component diagrams
 Deployment diagrams
 Introduced in lecture on System Design
 Object constraint language
 Introduced in lecture on Object Design
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 23
UML Core Conventions
 Rectangles are classes or instances
 Ovals are functions or use cases
 Instances are denoted with an underlined names
 myWatch:SimpleWatch
 Joe:Firefighter
 Types are denoted with non underlined names
 SimpleWatch
 Firefighter
 Diagrams are graphs
 Nodes are entities
 Arcs are relationships between entities
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 24
Use Case Diagrams
 Used during requirements
elicitation to represent external
behavior
 Actors represent roles, that is, a
type of user of the system
 Use cases represent a sequence of
interaction for a type of
functionality
 The use case model is the set of
all use cases. It is a complete
description of the functionality of
the system and its environment
Passenger
PurchaseTicket
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 25
Actors
 An actor models an external entity which
communicates with the system:
 User
 External system
 Physical environment
 An actor has a unique name and an optional
description.
 Examples:
 Passenger: A person in the train
 GPS satellite: Provides the system with GPS
coordinates
Passenger
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 26
Use Case
A use case represents a class of
functionality provided by the system as
an event flow.
A use case consists of:
 Unique name
 Participating actors
 Entry conditions
 Flow of events
 Exit conditions
 Special requirements
PurchaseTicket
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 27
Use Case Diagram: Example
Name: Purchase ticket
Participating actor: Passenger
Entry condition:
 Passenger standing in front of
ticket distributor.
 Passenger has sufficient money
to purchase ticket.
Exit condition:
 Passenger has ticket.
Event flow:
1. Passenger selects the number of
zones to be traveled.
2. Distributor displays the amount
due.
3. Passenger inserts money, of at
least the amount due.
4. Distributor returns change.
5. Distributor issues ticket.
Anything missing?
Exceptional cases!
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 28
The <<extends>> Relationship
 <<extends>> relationships
represent exceptional or seldom
invoked cases.
 The exceptional event flows are
factored out of the main event flow
for clarity.
 Use cases representing exceptional
flows can extend more than one
use case.
 The direction of a <<extends>>
relationship is to the extended use
case
Passenger
PurchaseTicket
TimeOut
<<extends>>
NoChange
<<extends>>
OutOfOrder
<<extends>>
Cancel
<<extends>>
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 29
The <<includes>> Relationship
 <<includes>> relationship
represents behavior that is factored
out of the use case.
 <<includes>> behavior is
factored out for reuse, not because
it is an exception.
 The direction of a <<includes>>
relationship is to the using use case
(unlike <<extends>>
relationships).
Passenger
PurchaseSingleTicket
PurchaseMultiCard
NoChange
<<extends>>
Cancel
<<extends>>
<<includes>>
CollectMoney
<<includes>>
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 30
Use Case Diagrams: Summary
 Use case diagrams represent external behavior
 Use case diagrams are useful as an index into the use cases
 Use case descriptions provide meat of model, not the use case
diagrams.
 All use cases need to be described for the model to be useful.
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 31
Class Diagrams
 Class diagrams represent the structure of the system.
 Used
 during requirements analysis to model problem domain concepts
 during system design to model subsystems and interfaces
 during object design to model classes.
Enumeration getZones()
Price getPrice(Zone)
TarifSchedule
* *
Trip
zone:Zone
Price: Price
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 32
Classes
 A class represent a concept
 A class encapsulates state (attributes) and behavior (operations).
 Each attribute has a type.
 Each operation has a signature.
 The class name is the only mandatory information.
zone2price
getZones()
getPrice()
TarifSchedule
Table zone2price
Enumeration getZones()
Price getPrice(Zone)
TarifSchedule
Name
Attributes
Operations
Signature
TarifSchedule
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 33
Instances
 An instance represents a phenomenon.
 The name of an instance is underlined and can contain the class of the
instance.
 The attributes are represented with their values.
zone2price = {
{‘1’, .20},
{‘2’, .40},
{‘3’, .60}}
tarif_1974:TarifSchedule
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 34
Actor vs Instances
 What is the difference between an actor , a class and an
instance?
 Actor:
 An entity outside the system to be modeled, interacting with the
system (“Passenger”)
 Class:
 An abstraction modeling an entity in the problem domain, must be
modeled inside the system (“User”)
 Object:
 A specific instance of a class (“Joe, the passenger who is purchasing
a ticket from the ticket distributor”).
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 35
Price
Zone
Associations
 Associations denote relationships between classes.
 The multiplicity of an association end denotes how many objects the source
object can legitimately reference.
Enumeration getZones()
Price getPrice(Zone)
TarifSchedule TripLeg
* *
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 36
1-to-1 and 1-to-many Associations
Country
name:String
City
name:String
Has-capital
Polygon
draw()
Point
x: Integer
y: Integer
One-to-one association
One-to-many association
*
*
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 37
Many-to-Many Associations
StockExchange Company
tickerSymbol
Lists
*
*
StockExchange Company
Lists 1
*
tickerSymbol SX_ID
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 38
From Problem Statement To Object Model
Problem Statement: A stock exchange lists many companies. Each
company is uniquely identified by a ticker symbol
Class Diagram:
StockExchange Company
tickerSymbol
Lists
*
*
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 39
From Problem Statement to Code
public class StockExchange
{
private Vector m_Company = new Vector();
};
public class Company
{
public int m_tickerSymbol;
private Vector m_StockExchange = new Vector();
};
Problem Statement : A stock exchange lists many companies.
Each company is identified by a ticker Symbol
Class Diagram:
Java Code
StockExchange Company
tickerSymbol
Lists
*
*
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 40
Aggregation
 An aggregation is a special case of association denoting a “consists of”
hierarchy.
 The aggregate is the parent class, the components are the children class.
 A solid diamond denotes composition, a strong form of aggregation where
components cannot exist without the aggregate. (Bill of Material)
TicketMachine
ZoneButton
3
Exhaust system
Muffler
diameter
Tailpipe
diameter
1 0..2
Exhaust system
Muffler
diameter
Tailpipe
diameter
1 0..2
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 41
Qualifiers
 Qualifiers can be used to reduce the multiplicity of an
association.
Directory
File
filename
Without qualification
1 *
With qualification
Directory File
0…1
1
filename
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 42
Inheritance
 The children classes inherit the attributes and operations of the
parent class.
 Inheritance simplifies the model by eliminating redundancy.
Button
ZoneButton
CancelButton
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 43
Object Modeling in Practice: Class Identification
Foo
Betrag
CustomerId
Deposit()
Withdraw()
GetBalance()
Class Identification: Name of Class, Attributes and Methods
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 44
Object Modeling in Practice:
Encourage Brainstorming
Foo
Betrag
CustomerId
Deposit()
Withdraw()
GetBalance()
Account
Betrag
CustomerId
Deposit()
Withdraw()
GetBalance()
Naming is important!
Is Foo the right name?
“Dada”
Betrag
CustomerId
Deposit()
Withdraw()
GetBalance()
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 45
Object Modeling in Practice ctd
Account
Betrag
Deposit()
Withdraw()
GetBalance()
Customer
Name
CustomerId
1) Find New Objects
CustomerId
AccountId
2) Iterate on Names, Attributes and Methods
Bank
Name
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 46
Object Modeling in Practice: A Banking System
Account
Betrag
Deposit()
Withdraw()
GetBalance()
Customer
Name
CustomerId
CustomerId
AccountI
d
AccountId
Bank
Name
1) Find New Objects
2) Iterate on Names, Attributes and Methods
3) Find Associations between Objects
Has
4) Label the assocations
5) Determine the multiplicity of the assocations
*
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 47
Practice Object Modeling: Iterate, Categorize!
Customer
Name
CustomerId()
Account
Amount
Deposit()
Withdraw()
GetBalance()
CustomerId
AccountI
d
AccountId
Bank
Name Has
*
*
Savings
Account
Withdraw()
Checking
Account
Withdraw()
Mortgage
Account
Withdraw()
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 48
Packages
 A package is a UML mechanism for organizing elements into
groups (usually not an application domain concept)
 Packages are the basic grouping construct with which you may
organize UML models to increase their readability.
 A complex system can be decomposed into subsystems, where
each subsystem is modeled as a package
DispatcherInterface
Notification IncidentManagement
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 49
UML sequence diagrams
 Used during requirements analysis
 To refine use case descriptions
 to find additional objects
(“participating objects”)
 Used during system design
 to refine subsystem interfaces
 Classes are represented by
columns
 Messages are represented by
arrows
 Activations are represented by
narrow rectangles
 Lifelines are represented by
dashed lines
selectZone()
pickupChange()
pickUpTicket()
insertCoins()
Passenger
TicketMachine
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 50
Nested messages
 The source of an arrow indicates the activation which sent the message
 An activation is as long as all nested activations
 Horizontal dashed arrows indicate data flow
 Vertical dashed lines indicate lifelines
selectZone()
Passenger
ZoneButton TarifSchedule Display
lookupPrice(selection)
displayPrice(price)
price
Dataflow
…to be continued...
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 51
Iteration & condition
 Iteration is denoted by a * preceding the message name
 Condition is denoted by boolean expression in [ ] before the message
name
Passenger
ChangeProcessor
insertChange(coin)
CoinIdentifier Display CoinDrop
displayPrice(owedAmount)
lookupCoin(coin)
price
[owedAmount<0] returnChange(-owedAmount)
Iteration
Condition
…to be continued...
…continued from previous slide...
*
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 52
Creation and destruction
 Creation is denoted by a message arrow pointing to the object.
 Destruction is denoted by an X mark at the end of the destruction activation.
 In garbage collection environments, destruction can be used to denote the
end of the useful life of an object.
Passenger
ChangeProcessor
…continued from previous slide...
Ticket
createTicket(selection)
free()
Creation
Destruction
print()
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 53
Sequence Diagram Summary
 UML sequence diagram represent behavior in terms of
interactions.
 Useful to find missing objects.
 Time consuming to build but worth the investment.
 Complement the class diagrams (which represent structure).
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 54
State Chart Diagrams
BlinkHours
BlinkMinutes
IncrementHrs
IncrementMin.
BlinkSeconds IncrementSec.
StopBlinking
[button1&2Pressed]
[button1Pressed]
[button2Pressed]
[button2Pressed]
[button2Pressed]
[button1Pressed]
[button1&2Pressed]
[button1&2Pressed]
State
Initial state
Final state
Transition
Event
Represent behavior as states and transitions
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 55
Activity Diagrams
 An activity diagram shows flow control within a system
 An activity diagram is a special case of a state chart diagram in
which states are activities (“functions”)
 Two types of states:
 Action state:
 Cannot be decomposed any further
 Happens “instantaneously” with respect to the level of abstraction
used in the model
 Activity state:
 Can be decomposed further
 The activity is modeled by another activity diagram
Handle
Incident
Document
Incident
Archive
Incident
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 56
Statechart Diagram vs. Activity Diagram
Handle
Incident
Document
Incident
Archive
Incident
Active Inactive Closed Archived
Incident-
Handled
Incident-
Documented
Incident-
Archived
Statechart Diagram for Incident (similar to Mealy Automaton)
(State: Attribute or Collection of Attributes of object of type Incident)
Activity Diagram for Incident (similar to Moore
(State: Operation or Collection of Operations)
Triggerless
Transition
Completion of activity
causes state transition
Event causes
State transition
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 57
Activity Diagram: Modeling Decisions
Open
Incident
Notify
Police Chief
Notify
Fire Chief
Allocate
Resources
[fire & highPriority]
[not fire & highPriority]
[lowPriority]
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 58
Activity Diagrams: Modeling Concurrency
 Synchronization of multiple activities
 Splitting the flow of control into multiple threads
Open
Incident
Allocate
Resources
Coordinate
Resources
Document
Incident
Archive
Incident
Synchronization
Splitting
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 59
Activity Diagrams: Swimlanes
 Actions may be grouped into swimlanes to denote the object or
subsystem that implements the actions.
Open
Incident
Allocate
Resources
Coordinate
Resources
Document
Incident
Archive
Incident
Dispatcher
FieldOfficer
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 60
What should be done first? Coding or Modeling?
 It all depends….
 Forward Engineering:
 Creation of code from a model
 Greenfield projects
 Reverse Engineering:
 Creation of a model from code
 Interface or reengineering projects
 Roundtrip Engineering:
 Move constantly between forward and reverse engineering
 Useful when requirements, technology and schedule are changing
frequently
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 61
UML Summary
 UML provides a wide variety of notations for representing
many aspects of software development
 Powerful, but complex language
 Can be misused to generate unreadable models
 Can be misunderstood when using too many exotic features
 For now we concentrate on a few notations:
 Functional model: Use case diagram
 Object model: class diagram
 Dynamic model: sequence diagrams, statechart and activity
diagrams
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 62
Additional Slides
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 63
Models for Plato’s and Aristotle’s Views of Reality
Plato
 Material reality is a second-class
subordinate type of reality.
 The first-class type is a “form”
Forms lie behind every thing or in
the world. Forms can be abstract
nouns like “beauty” or “mammal”
or concrete nouns like “tree” or
“horse”.
 There is an important difference
between the world of forms and
particulars. Forms are nonmaterial,
particulars are material. Forms are
permanent and changeless.
Particulars are changing.
 Forms can be acquired
intellectually through a “dialectic”
process that moves toward the
highest understanding of reality
through the interaction of questions
and answers.
 Aristotle accepted the reality of Forms as
nonmaterial entities.
 However, he could not accept Plato’s idea,
that these Forms were not real.
 Instead of two separate worlds, one for
Forms and one for Particulars, Aristotle
had only one world, a world of particular
things.
 Particular things according to Aristotle
have a certain permance about them, even
while they are subject to change: A tree
changes colors without ceasing to be a
tree. A horse grows in size without ceasing
to be a horse.
 What is the root of this permancence? It is
the thing’s internal form, which minds
detect, when they penetrate beyond the
thing’s changing attributes. So for
Aristotle, reality is thus made up of
particular things that are each composed of
form antdn matter..
Aristotle
Using UML, we can illustrate Platon’s and Aristotle’s viewpoints very easily
and see their differences as well
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 64
Model for Plato’s View of Reality
Plato
Thing
Form
Reality
Particular
*
 Material reality is a second-
class subordinate type of
reality.
 The first-class type is a “form”
Forms lie behind every thing or
in the world. Forms can be
abstract nouns like “beauty” or
“mammal” or concrete nouns
like “tree” or “horse”.
 There is an important difference
between the world of forms and
particulars. Forms are
nonmaterial, particulars are
material. Forms are permanent
and changeless. Particulars are
changing.
 Forms can be acquired
intellectually through a
“dialectic” process that moves
toward the highest
understanding of reality
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 65
Model Aristotle’s Views of Reality
Aristotle
Matter
Reality
Substance
*
Form
 Aristotle accepted the reality of
Forms as nonmaterial entities.
 However, he could not accept
Plato’s idea, that these Forms were
not real.
 Instead of two separate worlds, one
for Forms and one for Particulars,
Aristotle had only one world, a
world of particular things.
 Particular things according to
Aristotle have a certain permance
about them, even while they are
subject to change: A tree changes
colors without ceasing to be a tree.
A horse grows in size without
ceasing to be a horse.
 What is the root of this
permancence? It is the thing’s
internal form, which minds detect,
when they penetrate beyond the
thing’s changing attributes. So for
Aristotle, reality is thus made up of
particular things that are each
composed of form antdn matter..
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 66
Comparison of Plato’s and Aristotle’s Views
Plato Aristotle
Matter
Reality
Substance
*
Form
Thing
Form
Reality
Particular
*

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ch02lect1.ppt

  • 2. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 2 Overview: modeling with UML  What is modeling?  What is UML?  Use case diagrams  Class diagrams Next lecture  Sequence diagrams  Activity diagrams
  • 3. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 3 What is modeling?  Modeling consists of building an abstraction of reality.  Abstractions are simplifications because:  They ignore irrelevant details and  They only represent the relevant details.  What is relevant or irrelevant depends on the purpose of the model.
  • 4. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 4 Example: street map
  • 5. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 5 Why model software? Why model software?  Software is getting increasingly more complex  Windows XP > 40 mio lines of code  A single programmer cannot manage this amount of code in its entirety.  Code is not easily understandable by developers who did not write it  We need simpler representations for complex systems  Modeling is a mean for dealing with complexity
  • 6. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 6 Systems, Models and Views  A model is an abstraction describing a subset of a system  A view depicts selected aspects of a model  A notation is a set of graphical or textual rules for depicting views  Views and models of a single system may overlap each other Examples:  System: Aircraft  Models: Flight simulator, scale model  Views: All blueprints, electrical wiring, fuel system
  • 7. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 7 Systems, Models and Views System View 1 Model 2 View 2 View 3 Model 1 Aircraft Flightsimulator Scale Model Blueprints Electrical Wiring
  • 8. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 8 Models, Views and Systems (UML) System Model View * * Depicted by Described by Airplane: System Blueprints: View Fuel System: View Electrical Wiring: View Scale Model: Model Flight Simulator: Model
  • 9. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 9 Concepts and Phenomena Phenomenon  An object in the world of a domain as you perceive it  Example: The lecture you are attending  Example: My black watch Concept  Describes the properties of phenomena that are common.  Example: Lectures on software engineering  Example: Black watches Concept is a 3-tuple:  Name (To distinguish it from other concepts)  Purpose (Properties that determine if a phenomenon is a member of a concept)  Members (The set of phenomena which are part of the concept)
  • 10. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 10  Abstraction  Classification of phenomena into concepts  Modeling  Development of abstractions to answer specific questions about a set of phenomena while ignoring irrelevant details. Members Name Clock Purpose A device that measures time. Concepts and phenomena
  • 11. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 11 Concepts in software: Type and Instance  Type:  An abstraction in the context of programming languages  Name: int, Purpose: integral number, Members: 0, -1, 1, 2, -2, . . .  Instance:  Member of a specific type  The type of a variable represents all possible instances the variable can take The following relationships are similar:  “type” <–> “instance”  “concept” <–> “phenomenon”
  • 12. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 12 Abstract Data Types & Classes  Abstract data type  Special type whose implementation is hidden from the rest of the system.  Class:  An abstraction in the context of object- oriented languages  Like an abstract data type, a class encapsulates both state (variables) and behavior (methods)  Class Vector  Unlike abstract data types, classes can be defined in terms of other classes using inheritance Watch time date CalculatorWatch SetDate(d) EnterCalcMode() InputNumber(n) calculatorState
  • 13. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 13 Application and Solution Domain  Application Domain (Requirements Analysis):  The environment in which the system is operating  Solution Domain (System Design, Object Design):  The available technologies to build the system
  • 14. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 14 Object-oriented modeling Application Domain Solution Domain Application Domain Model System Model Aircraft TrafficController FlightPlan Airport MapDisplay FlightPlanDatabase SummaryDisplay TrafficControl TrafficControl UML Package
  • 15. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 15 What is UML?  UML (Unified Modeling Language)  An emerging standard for modeling object-oriented software.  Resulted from the convergence of notations from three leading object-oriented methods:  OMT (James Rumbaugh)  OOSE (Ivar Jacobson)  Booch (Grady Booch)  Reference: “The Unified Modeling Language User Guide”, Addison Wesley, 1999.  Supported by several CASE tools  Rational ROSE  TogetherJ
  • 16. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 16 UML: First Pass  You can model 80% of most problems by using about 20 % UML  We teach you those 20%
  • 17. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 17 UML First Pass  Use case Diagrams  Describe the functional behavior of the system as seen by the user.  Class diagrams  Describe the static structure of the system: Objects, Attributes, Associations  Sequence diagrams  Describe the dynamic behavior between actors and the system and between objects of the system  Statechart diagrams  Describe the dynamic behavior of an individual object (essentially a finite state automaton)  Activity Diagrams  Model the dynamic behavior of a system, in particular the workflow (essentially a flowchart)
  • 18. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 18 UML first pass: Use case diagrams WatchUser WatchRepairPerson ReadTime SetTime ChangeBattery Actor Use case Package Watch Use case diagrams represent the functionality of the system from user’s point of view
  • 19. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 19 UML first pass: Class diagrams 1 2 push() release() 1 1 blinkIdx blinkSeconds() blinkMinutes() blinkHours() stopBlinking() referesh() LCDDisplay Battery load 1 2 1 Time now 1 Watch Class Association Multiplicity Attribute Operations Class diagrams represent the structure of the system state PushButton
  • 20. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 20 UML first pass: Sequence diagram :LCDDisplay blinkHours() blinkMinutes() refresh() commitNewTime() :Time incrementMinutes() stopBlinking() :Watch pressButton1() pressButton2() pressButtons1And2() pressButton1() :WatchUser Object Message Activation Sequence diagrams represent the behavior as interactions Actor Lifeline
  • 21. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 21 UML first pass: Statechart diagrams for objects with interesting dynamic behavior BlinkHours BlinkMinutes IncrementHrs IncrementMin. BlinkSeconds IncrementSec. StopBlinking [button1&2Pressed] [button1Pressed] [button2Pressed] [button2Pressed] [button2Pressed] [button1Pressed] [button1&2Pressed] [button1&2Pressed] State Initial state Final state Transition Event Represent behavior as states and transitions
  • 22. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 22 Other UML Notations UML provide other notations that we will be introduced in subsequent lectures, as needed.  Implementation diagrams  Component diagrams  Deployment diagrams  Introduced in lecture on System Design  Object constraint language  Introduced in lecture on Object Design
  • 23. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 23 UML Core Conventions  Rectangles are classes or instances  Ovals are functions or use cases  Instances are denoted with an underlined names  myWatch:SimpleWatch  Joe:Firefighter  Types are denoted with non underlined names  SimpleWatch  Firefighter  Diagrams are graphs  Nodes are entities  Arcs are relationships between entities
  • 24. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 24 Use Case Diagrams  Used during requirements elicitation to represent external behavior  Actors represent roles, that is, a type of user of the system  Use cases represent a sequence of interaction for a type of functionality  The use case model is the set of all use cases. It is a complete description of the functionality of the system and its environment Passenger PurchaseTicket
  • 25. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 25 Actors  An actor models an external entity which communicates with the system:  User  External system  Physical environment  An actor has a unique name and an optional description.  Examples:  Passenger: A person in the train  GPS satellite: Provides the system with GPS coordinates Passenger
  • 26. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 26 Use Case A use case represents a class of functionality provided by the system as an event flow. A use case consists of:  Unique name  Participating actors  Entry conditions  Flow of events  Exit conditions  Special requirements PurchaseTicket
  • 27. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 27 Use Case Diagram: Example Name: Purchase ticket Participating actor: Passenger Entry condition:  Passenger standing in front of ticket distributor.  Passenger has sufficient money to purchase ticket. Exit condition:  Passenger has ticket. Event flow: 1. Passenger selects the number of zones to be traveled. 2. Distributor displays the amount due. 3. Passenger inserts money, of at least the amount due. 4. Distributor returns change. 5. Distributor issues ticket. Anything missing? Exceptional cases!
  • 28. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 28 The <<extends>> Relationship  <<extends>> relationships represent exceptional or seldom invoked cases.  The exceptional event flows are factored out of the main event flow for clarity.  Use cases representing exceptional flows can extend more than one use case.  The direction of a <<extends>> relationship is to the extended use case Passenger PurchaseTicket TimeOut <<extends>> NoChange <<extends>> OutOfOrder <<extends>> Cancel <<extends>>
  • 29. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 29 The <<includes>> Relationship  <<includes>> relationship represents behavior that is factored out of the use case.  <<includes>> behavior is factored out for reuse, not because it is an exception.  The direction of a <<includes>> relationship is to the using use case (unlike <<extends>> relationships). Passenger PurchaseSingleTicket PurchaseMultiCard NoChange <<extends>> Cancel <<extends>> <<includes>> CollectMoney <<includes>>
  • 30. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 30 Use Case Diagrams: Summary  Use case diagrams represent external behavior  Use case diagrams are useful as an index into the use cases  Use case descriptions provide meat of model, not the use case diagrams.  All use cases need to be described for the model to be useful.
  • 31. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 31 Class Diagrams  Class diagrams represent the structure of the system.  Used  during requirements analysis to model problem domain concepts  during system design to model subsystems and interfaces  during object design to model classes. Enumeration getZones() Price getPrice(Zone) TarifSchedule * * Trip zone:Zone Price: Price
  • 32. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 32 Classes  A class represent a concept  A class encapsulates state (attributes) and behavior (operations).  Each attribute has a type.  Each operation has a signature.  The class name is the only mandatory information. zone2price getZones() getPrice() TarifSchedule Table zone2price Enumeration getZones() Price getPrice(Zone) TarifSchedule Name Attributes Operations Signature TarifSchedule
  • 33. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 33 Instances  An instance represents a phenomenon.  The name of an instance is underlined and can contain the class of the instance.  The attributes are represented with their values. zone2price = { {‘1’, .20}, {‘2’, .40}, {‘3’, .60}} tarif_1974:TarifSchedule
  • 34. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 34 Actor vs Instances  What is the difference between an actor , a class and an instance?  Actor:  An entity outside the system to be modeled, interacting with the system (“Passenger”)  Class:  An abstraction modeling an entity in the problem domain, must be modeled inside the system (“User”)  Object:  A specific instance of a class (“Joe, the passenger who is purchasing a ticket from the ticket distributor”).
  • 35. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 35 Price Zone Associations  Associations denote relationships between classes.  The multiplicity of an association end denotes how many objects the source object can legitimately reference. Enumeration getZones() Price getPrice(Zone) TarifSchedule TripLeg * *
  • 36. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 36 1-to-1 and 1-to-many Associations Country name:String City name:String Has-capital Polygon draw() Point x: Integer y: Integer One-to-one association One-to-many association * *
  • 37. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 37 Many-to-Many Associations StockExchange Company tickerSymbol Lists * * StockExchange Company Lists 1 * tickerSymbol SX_ID
  • 38. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 38 From Problem Statement To Object Model Problem Statement: A stock exchange lists many companies. Each company is uniquely identified by a ticker symbol Class Diagram: StockExchange Company tickerSymbol Lists * *
  • 39. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 39 From Problem Statement to Code public class StockExchange { private Vector m_Company = new Vector(); }; public class Company { public int m_tickerSymbol; private Vector m_StockExchange = new Vector(); }; Problem Statement : A stock exchange lists many companies. Each company is identified by a ticker Symbol Class Diagram: Java Code StockExchange Company tickerSymbol Lists * *
  • 40. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 40 Aggregation  An aggregation is a special case of association denoting a “consists of” hierarchy.  The aggregate is the parent class, the components are the children class.  A solid diamond denotes composition, a strong form of aggregation where components cannot exist without the aggregate. (Bill of Material) TicketMachine ZoneButton 3 Exhaust system Muffler diameter Tailpipe diameter 1 0..2 Exhaust system Muffler diameter Tailpipe diameter 1 0..2
  • 41. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 41 Qualifiers  Qualifiers can be used to reduce the multiplicity of an association. Directory File filename Without qualification 1 * With qualification Directory File 0…1 1 filename
  • 42. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 42 Inheritance  The children classes inherit the attributes and operations of the parent class.  Inheritance simplifies the model by eliminating redundancy. Button ZoneButton CancelButton
  • 43. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 43 Object Modeling in Practice: Class Identification Foo Betrag CustomerId Deposit() Withdraw() GetBalance() Class Identification: Name of Class, Attributes and Methods
  • 44. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 44 Object Modeling in Practice: Encourage Brainstorming Foo Betrag CustomerId Deposit() Withdraw() GetBalance() Account Betrag CustomerId Deposit() Withdraw() GetBalance() Naming is important! Is Foo the right name? “Dada” Betrag CustomerId Deposit() Withdraw() GetBalance()
  • 45. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 45 Object Modeling in Practice ctd Account Betrag Deposit() Withdraw() GetBalance() Customer Name CustomerId 1) Find New Objects CustomerId AccountId 2) Iterate on Names, Attributes and Methods Bank Name
  • 46. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 46 Object Modeling in Practice: A Banking System Account Betrag Deposit() Withdraw() GetBalance() Customer Name CustomerId CustomerId AccountI d AccountId Bank Name 1) Find New Objects 2) Iterate on Names, Attributes and Methods 3) Find Associations between Objects Has 4) Label the assocations 5) Determine the multiplicity of the assocations *
  • 47. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 47 Practice Object Modeling: Iterate, Categorize! Customer Name CustomerId() Account Amount Deposit() Withdraw() GetBalance() CustomerId AccountI d AccountId Bank Name Has * * Savings Account Withdraw() Checking Account Withdraw() Mortgage Account Withdraw()
  • 48. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 48 Packages  A package is a UML mechanism for organizing elements into groups (usually not an application domain concept)  Packages are the basic grouping construct with which you may organize UML models to increase their readability.  A complex system can be decomposed into subsystems, where each subsystem is modeled as a package DispatcherInterface Notification IncidentManagement
  • 49. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 49 UML sequence diagrams  Used during requirements analysis  To refine use case descriptions  to find additional objects (“participating objects”)  Used during system design  to refine subsystem interfaces  Classes are represented by columns  Messages are represented by arrows  Activations are represented by narrow rectangles  Lifelines are represented by dashed lines selectZone() pickupChange() pickUpTicket() insertCoins() Passenger TicketMachine
  • 50. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 50 Nested messages  The source of an arrow indicates the activation which sent the message  An activation is as long as all nested activations  Horizontal dashed arrows indicate data flow  Vertical dashed lines indicate lifelines selectZone() Passenger ZoneButton TarifSchedule Display lookupPrice(selection) displayPrice(price) price Dataflow …to be continued...
  • 51. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 51 Iteration & condition  Iteration is denoted by a * preceding the message name  Condition is denoted by boolean expression in [ ] before the message name Passenger ChangeProcessor insertChange(coin) CoinIdentifier Display CoinDrop displayPrice(owedAmount) lookupCoin(coin) price [owedAmount<0] returnChange(-owedAmount) Iteration Condition …to be continued... …continued from previous slide... *
  • 52. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 52 Creation and destruction  Creation is denoted by a message arrow pointing to the object.  Destruction is denoted by an X mark at the end of the destruction activation.  In garbage collection environments, destruction can be used to denote the end of the useful life of an object. Passenger ChangeProcessor …continued from previous slide... Ticket createTicket(selection) free() Creation Destruction print()
  • 53. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 53 Sequence Diagram Summary  UML sequence diagram represent behavior in terms of interactions.  Useful to find missing objects.  Time consuming to build but worth the investment.  Complement the class diagrams (which represent structure).
  • 54. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 54 State Chart Diagrams BlinkHours BlinkMinutes IncrementHrs IncrementMin. BlinkSeconds IncrementSec. StopBlinking [button1&2Pressed] [button1Pressed] [button2Pressed] [button2Pressed] [button2Pressed] [button1Pressed] [button1&2Pressed] [button1&2Pressed] State Initial state Final state Transition Event Represent behavior as states and transitions
  • 55. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 55 Activity Diagrams  An activity diagram shows flow control within a system  An activity diagram is a special case of a state chart diagram in which states are activities (“functions”)  Two types of states:  Action state:  Cannot be decomposed any further  Happens “instantaneously” with respect to the level of abstraction used in the model  Activity state:  Can be decomposed further  The activity is modeled by another activity diagram Handle Incident Document Incident Archive Incident
  • 56. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 56 Statechart Diagram vs. Activity Diagram Handle Incident Document Incident Archive Incident Active Inactive Closed Archived Incident- Handled Incident- Documented Incident- Archived Statechart Diagram for Incident (similar to Mealy Automaton) (State: Attribute or Collection of Attributes of object of type Incident) Activity Diagram for Incident (similar to Moore (State: Operation or Collection of Operations) Triggerless Transition Completion of activity causes state transition Event causes State transition
  • 57. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 57 Activity Diagram: Modeling Decisions Open Incident Notify Police Chief Notify Fire Chief Allocate Resources [fire & highPriority] [not fire & highPriority] [lowPriority]
  • 58. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 58 Activity Diagrams: Modeling Concurrency  Synchronization of multiple activities  Splitting the flow of control into multiple threads Open Incident Allocate Resources Coordinate Resources Document Incident Archive Incident Synchronization Splitting
  • 59. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 59 Activity Diagrams: Swimlanes  Actions may be grouped into swimlanes to denote the object or subsystem that implements the actions. Open Incident Allocate Resources Coordinate Resources Document Incident Archive Incident Dispatcher FieldOfficer
  • 60. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 60 What should be done first? Coding or Modeling?  It all depends….  Forward Engineering:  Creation of code from a model  Greenfield projects  Reverse Engineering:  Creation of a model from code  Interface or reengineering projects  Roundtrip Engineering:  Move constantly between forward and reverse engineering  Useful when requirements, technology and schedule are changing frequently
  • 61. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 61 UML Summary  UML provides a wide variety of notations for representing many aspects of software development  Powerful, but complex language  Can be misused to generate unreadable models  Can be misunderstood when using too many exotic features  For now we concentrate on a few notations:  Functional model: Use case diagram  Object model: class diagram  Dynamic model: sequence diagrams, statechart and activity diagrams
  • 62. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 62 Additional Slides
  • 63. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 63 Models for Plato’s and Aristotle’s Views of Reality Plato  Material reality is a second-class subordinate type of reality.  The first-class type is a “form” Forms lie behind every thing or in the world. Forms can be abstract nouns like “beauty” or “mammal” or concrete nouns like “tree” or “horse”.  There is an important difference between the world of forms and particulars. Forms are nonmaterial, particulars are material. Forms are permanent and changeless. Particulars are changing.  Forms can be acquired intellectually through a “dialectic” process that moves toward the highest understanding of reality through the interaction of questions and answers.  Aristotle accepted the reality of Forms as nonmaterial entities.  However, he could not accept Plato’s idea, that these Forms were not real.  Instead of two separate worlds, one for Forms and one for Particulars, Aristotle had only one world, a world of particular things.  Particular things according to Aristotle have a certain permance about them, even while they are subject to change: A tree changes colors without ceasing to be a tree. A horse grows in size without ceasing to be a horse.  What is the root of this permancence? It is the thing’s internal form, which minds detect, when they penetrate beyond the thing’s changing attributes. So for Aristotle, reality is thus made up of particular things that are each composed of form antdn matter.. Aristotle Using UML, we can illustrate Platon’s and Aristotle’s viewpoints very easily and see their differences as well
  • 64. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 64 Model for Plato’s View of Reality Plato Thing Form Reality Particular *  Material reality is a second- class subordinate type of reality.  The first-class type is a “form” Forms lie behind every thing or in the world. Forms can be abstract nouns like “beauty” or “mammal” or concrete nouns like “tree” or “horse”.  There is an important difference between the world of forms and particulars. Forms are nonmaterial, particulars are material. Forms are permanent and changeless. Particulars are changing.  Forms can be acquired intellectually through a “dialectic” process that moves toward the highest understanding of reality
  • 65. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 65 Model Aristotle’s Views of Reality Aristotle Matter Reality Substance * Form  Aristotle accepted the reality of Forms as nonmaterial entities.  However, he could not accept Plato’s idea, that these Forms were not real.  Instead of two separate worlds, one for Forms and one for Particulars, Aristotle had only one world, a world of particular things.  Particular things according to Aristotle have a certain permance about them, even while they are subject to change: A tree changes colors without ceasing to be a tree. A horse grows in size without ceasing to be a horse.  What is the root of this permancence? It is the thing’s internal form, which minds detect, when they penetrate beyond the thing’s changing attributes. So for Aristotle, reality is thus made up of particular things that are each composed of form antdn matter..
  • 66. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 66 Comparison of Plato’s and Aristotle’s Views Plato Aristotle Matter Reality Substance * Form Thing Form Reality Particular *