Esd CS2 Uml
Esd CS2 Uml
ESZG512/MELZG526/SEZG516
Embedded System Design
Contact Session 2
CS2 : (Overview of UML)
2 Overview of UML
Static Behavior
Dynamic Behavior
Composite
Object Package Interaction
Structure
Deployment
Protocol State Machine Illustrate the dependencies among the Analysis, Design
different interfaces of a class
Use-Case Capture business requirements for the Analysis
system and illustrate the interaction
between the system and its
environment.
A use case:
Represents a major piece of system functionality.
Can extend another use case.
Can include another use case.
Is placed inside the system boundary.
Is labeled with a descriptive verb–noun phrase.
An actor:
Is a person or system that derives benefit from and is external to the
subject.
Is depicted as either a stick figure (default) or, if a non human actor is
involved, as a rectangle with <<actor>> in it (alternative).
It is labelled with its role.
Can be associated with other actors using a specialization/superclass
association, denoted by an arrow with a hollow arrowhead.
It is placed outside the subject boundary.
A subject boundary:
Includes the name of the subject inside or on top.
Represents the scope of the subject, e.g., a system or an
individual business process.
An association relationship:
Links an actor with the use case(s) with which it interacts.
An include relationship:
Represents the inclusion of the functionality of one use case within
another.
Has an arrow drawn from the base use case to the used use case.
An extend relationship:
Represents the extension of the use case to include optional behavior.
Has an arrow drawn from the extension use case to the base use case.
A generalization relationship:
Represents a specialized use case to a more generalized one.
Has an arrow drawn from the specialized use case to the base use case.
BITS Pilani, Pilani Campus
Use-Case Diagram for the Appointment System
An action:
Is a simple, non decomposable piece of behavior.
Is labeled by its name.
An activity:
Is used to represent a set of actions.
Is labeled by its name.
An object node:
Is used to represent an object that is connected to a set of object flows.
Is labeled by its class name.
A control flow:
Shows the sequence of execution.
An object flow:
Shows the flow of an object from one activity (or action) to another activity
(or action).
An initial node:
Portrays the beginning of a set of actions or activities.
A final-activity node:
Is used to stop all control flows and object flows in an activity (or action).
A final-flow node:
Is used to stop a specific control flow or object flow.
A decision node:
Is used to represent a test condition to ensure that the control flow or object
flow only goes down one path.
Is labeled with the decision criteria to continue down the specific path.
A merge node:
Is used to bring back together different decision paths that were created using
a decision node.
A fork node:
Is used to split behavior into a set of parallel or concurrent flows of activities
(or actions)
A join node:
Is used to bring back together a set of parallel or concurrent flows of activities
(or actions)
A swimlane:
Is used to break up an activity diagram into rows and columns to assign the
individual activities (or actions) to the individuals or objects that are
responsible for executing the activity (or action)
Is labeled with the name of the individual or object responsible
A state:
Is shown as a rectangle with rounded corners.
Has a name that represents the state of an object.
An initial state:
Is shown as a small, filled-in circle.
Represents the point at which an object begins to exist.
A final state:
Is shown as a circle surrounding a small, filled-in circle (bull's-eye).
Represents the completion of activity.
An event:
Is a noteworthy occurrence that triggers a change in state.
Can be a designated condition becoming true, the receipt of an explicit signal
from one object to another, or the passage of a designated period of time.
Is used to label a transition.
A transition:
Indicates that an object in the first state will enter the second state.
Is triggered by the occurrence of the event labeling the transition.
Is shown as a solid arrow from one state to another, labeled by the event name.
A frame:
Indicates the context of the behavioral state machine.
An actor:
Is a person or system that derives benefit from and is external to the
system.
Participates in a sequence by sending and/or receiving messages.
Is placed across the top of the diagram.
Is depicted either as a stick figure (default) or, if a nonhuman actor is
involved, as a rectangle with <<actor>> in it (alternative).
An object:
Participates in a sequence by sending and/or receiving messages.
Is placed across the top of the diagram.
BITS Pilani, Pilani Campus
Sequence Diagram Syntax
A lifeline:
Denotes the life of an object during a sequence.
Contains an X at the point at which the class no longer interacts.
An execution occurrence:
Is a long narrow rectangle placed atop a lifeline.
Denotes when an object is sending or receiving messages.
A message:
Conveys information from one object to another one.
A operation call is labeled with the message being sent and a solid arrow,
whereas a return is labeled with the value being returned and shown as a
dashed arrow.
A guard condition:
Represents a test that must be met for the message to be sent.
A frame:
Indicates the context of the sequence diagram.