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What Is Visual Modelling?: Computer System Business Process

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6 views

What Is Visual Modelling?: Computer System Business Process

111

Uploaded by

morganletov
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 44

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Slide 1

What is Visual Modelling?


“Modelling captures essential
parts of the system.”
Dr. James Rumbaugh

Order

Item

Ship via Computer System


Business Process

Slide 2
What is UML?
! UML stands for Unified Modeling Language
! The UML combines the best from
• Data Modelling concepts (Entity Relationship Diagrams)
• Business Modelling (work flow)
• Object Modelling
• Component Modelling
! The UML is the standard language for visualizing,
specifying, constructing, and documenting the artefacts of
a software-intensive system (based on object concepts)
! It can be used with all processes, throughout the
development life cycle, and across different
implementation technologies
! An OMG (Object Management Group) standard
Slide 3

History of UML
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Slide 4
… UML Is Not Enough

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! Most methods consist of both a modeling language and a process


• The modeling language is the (mainly graphical) notation that methods
use to express designs.
• The key part for communication
• The process concerns advices on what steps to take in doing a design.
Slide 5

The Classical “Waterfall” Process


! The phases of software development:
• Independent of programming paradigm;
• Methodologies are typically organized around
this classical process.
• Inputs, outputs, internal activities of “phases”

ANALYSIS

DESIGN

DEVELOPMENT

TEST

MAINTENANCE

Slide 6
Rational Unified Process (RUP)

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1 2 3 …

! It is an iterative and incremental development


process.
• Inception business rationale for the project and the scope of the
Inception:
project.
• Elaboration: more detailed requirements, high-level analysis and
Elaboration
design to establish a baseline architecture, and the plan for
construction
• The construction phase consists of many iterations. Each
iteration is a mini-project: analysis, design, coding, testing, and
integration for the use cases assigned to each iteration.
• Transition phase can include beta testing, performance tuning, and
user training.
Slide 7

Phases and Workflows

Slide 8
Phases and Iterations

Slide 9

Notation and Metamodels


! UML defines a notation and a meta-model.
! The notation is the graphical stuff used in models; it is the syntax
of the modelling language.
• For instance, class diagram notation defines how items and
concepts such as class, association, and multiplicity are
represented.
• But …
this leads to the question of what exactly is meant by an association
or multiplicity or even a class. Common usage suggests some
informal definitions, but more rigor is needed
! One way to improve the rigor of models without sacrificing their
usefulness is to define a meta-model: a diagram, usually a class
diagram, that defines the notation
• it defines what is a well-formed model - that is, one that is
syntactically correct
Slide 10
UML 2.0 -
Four-Layer Metamodel Hierarchy

Source : 3rd revised submission to OMG RFP ad/00-09-01

Slide 11

Why Do Analysis and Design?


“Diagrams are, after all, just pretty pictures. No user is going to thank
you for pretty pictures; what a user wants is software thatDistilled
M. Fowler - UML
executes”

! … some motivations:
• Communication
in particular communication with Domain Experts
• Natural language is too imprecise
• Code is precise but too detailed
• UML allows to achieve a certain amount of precision without get lost in
details (to highlight important details)
• Learning OO
“Object languages allow advantages but don't provide them. To use
these advantages, you have to make the infamous paradigm shift”
Tom Hadfield
• The techniques define in UML were to some degree designed to
help people do good OO Slide 12
Putting the UML to Work
! The case study is a point-of-sale terminal* system.
POST is a Web-based system used to allow customers
to browse through products, record sales and handle
payments (used in online-shops)
! We have been requested to create the software to run a
POST
! We will use an iterative-incremental development
strategy
• Requirements
• Object-oriented analysis
• Object-oriented design
• Implementation *Source : Craig Larman, “Applying UML and Patterns”

Slide 13

ANALYSIS PHASE

Slide 14
Requirements
! Unambiguous description of needs or desires for a product.
• Goals
• System functions (functional requirements) - what system is
supposed to do (e.g. system should do credit payment
authorization)
• System attributes (non-functional requirements) -
characteristics or dimensions of the system (e.g. fault tolerance,
response time, …)
• Use cases (narrative descriptions, stories or cases of using a
system)
• Analysis of risks
• Requirements risks
• Technological risks
• Skills risks
• …
! The artefacts produced in this phase are not UML-specific
Slide 15

Use Case
! A use case is a pattern of behaviour the system
exhibits
• It is a relatively large end-to-end process description that
typically include many steps and transactions
! A flow of events document is created for each use
case
• Written from an actor point of view
• Specification of the interactions of an actor with the system
• None of the inner workings of the system is discussed, nor is
the user interface described in any detail
! Typical contents
• How the use case starts and ends
• Normal flow of events
• Alternate flow of events
• Exceptional flow of events Slide 18
Talking with the customer
! Azienda: mi spieghi come si usa il servizio?
! Cliente: Il cliente naviga nel catalogo e raccoglie gli
articoli in un carrello della spesa. Quando il cliente
desidera pagare, descrive la modalità di spedizione
e fornisce le informazioni relative alla carta di credito
per confermare l’acquisto.
! Azienda: l’acquisto va sempre a buon fine?
! Cliente: No, il sistema controlla se la carta di credito
è valida e conferma l’acquisto sia immediatamente
che con un successivo messaggio e-mail

Slide 19

Use Case - Example


" A simple format for
capturing a use case
involves describing
# Its primary scenario
as a sequence of
numbered steps
# The alternatives as
variations on that
sequence
# The amount of detail
you need depends on
the risk in the use
case: the more risk,
the more detail you
need Source : Fowler, Martin - UML Distilled - Addison Wesley

Slide 20
Actors
! An actor is an entity external to the system who
participate in the story of the use case
• Actors don't need to be human
! An actor typically stimulate the system with input
events or receives something from it.
! Actors are represented by the role they play in the
use case.

Customer

! A single actor may perform many use cases;


conversely, a use case may have several actors
performing it
• There is one initiator actor and other participating
actors Slide 21

Identifying Use Cases


! Actor-based
• Identify the actors related to a system or organization
• For each actor identify the processes they initiate or
participate in
! Event-based
• Identify the external events that a system must
respond to
• Relate events to actors and use cases
• e.g. Cashier Log In Cash Out
Customer Buy Items Refund Items

! The system functions should all be allocated to


use cases Slide 22
Use Case Diagram
! Captures system functionality as seen by
users
! Built in early stages of development
! Purpose
• Specify the context of a system
• Capture the requirements of a system
• Validate a system’s architecture
• Drive implementation and generate test cases
! Developed by analysts and domain experts
! The use case diagram is now part of the
UML Slide 23

Example
Use Case Diagrams

Slide 24
Include and Extend Use Cases
! <<include>> relationship is used to make the
structure of the use cases more efficient by
collapsing repeated operation in smaller use cases
that can be shared among many other use cases
! <<extend>> relationship is used when there are
many alternatives or options within a use case.
• Separation of the invariant part of the use case from
the variable parts
• The invariant part becomes the use case that is
extended
• The variable parts become the extending use cases
• A use case may have many extension points, and an
extending use case may extend one or more of these
extension points Slide 25

<<include>> Relationship -
Notation
! The “Buy Items” use case is bound to the “View
Price List” use case by an oriented dashed line.
The arrowhead points to the included use case
and has the stereotype <<include>>
• The description of the “View Price List” use case is
inserted in the appropriate location of the “Buy Items”
use case

View
Price List <<include>>

Buy Items
Source : Craig Larman, “Applying UML and Patterns”

Slide 26
<<extend>> Relationship - Notation

! The “Check out” use case has an extension point.


The descriptions of the extending use cases are
inserted in the “Checkout” use case at the
extension point
• They describe the optional data that need to be
entered depending on the selected payment method

Checkout

<<extend>>

Pay by Pay by Pay in


Check Card Cash
Source : Craig Larman, “Applying UML and Patterns”

Slide 27

Terminology
! Scenario
• A specific sequence of actions that illustrates
behaviors (a sequence of steps describing an
interaction between a user and a system)
• A use case is a set of scenarios tied together by a
common user goal
! Business vs. system use case
• The general usage is that a system use case is an
interaction with the software, whereas a business use
case discusses how a business responds to a
customer or an event
• The focus is first on business use cases, and then to
the system use cases that satisfy them. At least one
set of system use cases is expected for each business
use case identified Slide 28
When to Use “Use Cases”
“I can't imagine a situation now in which I would not use use
cases. They are an essential tool in requirements capture and
in planning and controlling an iterative project. Capturing use
cases is one of the primary tasks of the elaboration phase”

! Use cases represent an external view of the system. There are no


correlations between use cases and the classes inside the system
! How many use cases should a project have?
• During an OOPSLA panel discussion, several use case
experts said that for a 10-person-year project, they would
expect around a dozen use cases (base use cases; each use
case would have many scenarios and many variant use
cases).
“As ever, use what works for you”
Slide 29

What Do We Use these Diagrams


for?

! These diagrams are used for human


communication, primarily between the
analysts and stakeholders
• Use cases and use case diagrams are not
software-structure diagrams, they do not give
any information about partitioning of the
software elements of the system to be created
! These diagrams can be useful, but they are
often unnecessary
$ Produce no document unless its need is
immediate and significant
Source : R. Martin, “Agile Software Development”

Slide 30
Ranking Use Cases
! Development cycles are organized around use
case requirements; a development cycle is
assigned to implement one or more use cases, or
simplified versions of use cases.
! Ranking use cases
• High ranking need to be tackled in early development
cycles.
• Qualities affecting the ranking
• Significant impact on the architectural design
• Significant information
• Include risk, time-critical or complex function
• Involve significant research and/or new and risky technology
• Represent primary line-of-business processes
• …
Slide 31

The Domain Model


! Is a set of diagrams that helps to define the terms
appearing in the use cases
• shows the key objects within the problem and their
interrelationship
! Is a descriptive tool that is used to help humans
record their decisions and communicate with each
other
• does not represent an element of software and it does not
map directly to code
• The objects in the domain model do not necessarily
correspond to the object-oriented design of the software

Slide 32
Conceptual Model
! The most important artefact to create during
object-oriented analysis. It may show:
• Concepts (a concept has a symbol, intension and
extension)
• Associations between concepts
• Attributes of concepts
! Representation of real-word things, not of
software components
• It is better to over specify a conceptual model with a
lots of fine-grained concepts, than to under specify it
• Finding concepts
• The concept category list
• Identifying nouns and noun phrases in textual descriptions of
a problem domain Slide 33

Conceptual Model
! Central distinction between object-oriented
and structured analysis
• Division by concepts (objects) rather than
division by functions
! A conceptual model is not absolutely correct
or wrong, but more or less useful
• It is a tool of communication (with
Stakeholders).
! Developers tend to do use cases and
conceptual modeling at the same time

Slide 34
POST – Conceptual Model

Source : Craig Larman, “Applying UML and Patterns”

Slide 35

DESIGN PHASE

Slide 36
The Architecture
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Slide 37

The Architecture (II)


! Represents the skeleton of the application
! Choosing the software platform
• A Web-based application, would be accessed by a
Web browser, the data would reside at the Web server
• A database application, using a relational database.
The forms package and the proprietary language to
write the application
• A stand alone application, using a visual object-
oriented programming language. User interfaces could
be created by using visual construction tools, invoking
software functions needed to store, retrieve and
manipulate data
Slide 38
Layering
! To break apart a complicated software system
• Benefits:
• A single layer can be understood as a coherent whole
without knowing much about the other layers
• Layers can be substituted with alternative implementations
• Minimize dependencies between layer
• Layers make good places for standardization
• A single layer can be used for many higher-level services
• Downsides:
• Layers encapsulate some, but not all, things well.
Sometimes cascading changes
• Extra layers can harm performance. Transformation from
one representation to another
But the hardest issue is deciding what layers to have and
what the responsibility of each layer should be
Slide 39

Evolution of Layers in EA
! In the '90s client
client––server systems
• Two-layer systems: the client held the user interface and other
application code; the server was usually a relational database
• Generally a screen was built by dragging controls onto a design area and
then using property sheets to connect the controls to the database
! Problems came with domain logic:
logic business rules, validations,
calculations, …
• Usually written on the client, by embedding the logic directly into the UI
• As the domain logic got more complex, this code became very difficult to
work with
• Simple changes resulted in hunting down similar code in many screens
• Alternative: put the domain logic in the database as stored procedures
• Stored procedures gave limited structuring mechanisms
• SQL as a standard would allow changing the database vendor (few people
actually did this). Stored procedures removed that option. since they are all
proprietary,

Slide 40
Evolution of Layers in EA (II)
! The object oriented community had an answer to
the problem of domain logic:
• Move to a three
three--layer system
• A presentation layer for the UI, a domain layer for the domain
logic, and a data source layer
• Issues
% Many systems were simple
• Although the three-layer approach had many benefits, the tooling for
client–server was compelling if the problem was simple
% The client–server tools were difficult, or even
impossible, to use in a three-layer configuration

Slide 41

Evolution of Layers in EA (III)


! With the rise of the Web …
• Need to deploy client–server applications with a
Web browser
• A business logic embedded in a rich client needed to
be redone to have a Web interface
• A well-designed three-layer system could just add a
new presentation layer
• Java, an object-oriented language, hits the
mainstream
• The tools that appeared to build Web pages were
much less tied to SQL and thus more open to a third
layer

Slide 42
The Three Principal Layers
! Presentation logic - handles the interaction between the
user and the software
• Can be as simple as a command-line or text-based menu
system, or a rich-client graphics UI or an HTML-based browser
UI
• Responsibilities: to display information to the user and to
interpret commands from the user invoking the corresponding
actions
! Domain logic,
logic aka business logic
• Involves calculations based on inputs and stored data, validation
of any data, and choosing the right data source logic
! Data source logic - communicates with other systems
• e.g. transaction monitors, other applications, messaging systems
• Generally a database, responsible for storing persistent data
Slide 43

Choosing Where to Run Layers


! Running everything on servers. An HTML front end that uses a Web browser
• Everything is easy to upgrade and fix
• No deployment to many desktops and keeping them all in sync with the server
• No problems of compatibilities with other desktop software
! Running code on a client improves responsiveness

! The data source generally runs only on servers


• Exception: duplication of the server functionality onto a powerful client, usually
for disconnected operation
! Where to run the presentation depends mostly on the kind of user interface
• Running a rich client means running the presentation on the client
• Running a Web interface means running on the server
• B2C system, all processing is on the server
• Alternative: use of scripting and downloadable applets, but this reduces the browser
compatibility
• Web presentation if you can, the rich client if you must
! Domain logic: all on the server or all on the client, or split it
Slide 44
Class Diagram – Structural Modelling

! The class diagram technique has become truly central


within object-oriented methods
• Every method has included some variation on this technique.
! A class diagram describes the types of objects in the
system and the various kinds of static relationships that
exist among them. There are two principal kinds of static
relationships:
• associations (e.g., a product catalog contains a product
specification)
• subtypes (a paper is a kind of document)
! Class diagrams also show the attributes and operations
of a class and the constraints that apply to the way
objects are connected Slide 45

Class Diagram - Perspectives


! There are three perspectives one can use in
drawing class diagrams
• Conceptual
• Conceptual model
• Specification
• Focus on the interfaces of the software, not the
implementation
• Implementation
• This is probably the perspective used most often, but
in many ways the specification perspective is often a
better one to take.

Slide 46
Typical Class Diagram

Source :
Fowler, Martin
UML Distilled
Addison Wesley

Slide 47

Class Diagram -
Notation and Semantics
! In UML, a class is drawn as a rectangle with three
compartments

Name
attribute:type
operation():type

! Properties are primarily structured comments


! Attributes and operations (the body is called method) can be
adorned with encapsulation specifiers
(+, -, #) = (public,private,protected)
Slide 48
Associations
! Represent relationships between instances of classes (e.g. a person
works for a company). Instances pass messages
• Each association has two association ends. An end can be explicitly
named with a label, called a role name
• The multiplicity indicates lower and upper bounds for the participating
objects
! Within the specification perspective, associations represent
responsibilities
$ There are methods within the class providing the corresponding
information
• E.g. there are methods in Order that will let us know which Customer placed
a given Order and what Line Items are on an Order
• If there are standard conventions for naming these methods, one can
probably infer the class interface. For instance in Java one can infer :
class Order {
public Customer getCustomer();
public Set getOrderLines(); Slide 49

… more on Associations
! Within the implementation perspective one can
deduce information about data structure
• Associations are most often implemented as instance
variables (attribute visibility) in one class that point or
refer to the other
! The navigability of an association can be
restricted by adding arrowheads
• When an arrowhead is present, the association can
only be navigated in the direction of the arrow. This
means that the class to which the arrow points does
not know about its associate

Order Customer

Slide 50
Aggregation and Composition
! Aggregation is a special form of association
• Is denoted with a white diamond on the aggregate class
• Implies a “whole/part” relationship
• The “whole/part” relationship is purely connotative
connotative; there is no
semantic difference from association

Studente Esame

! Composition is a special (stronger) form of aggregation


• Is denoted with a black diamond
• Implies that the “whole” is responsible for the lifetime of its
“part” (directly or indirectly), when the whole is
created/destroyed all components are created/destroyed
Receiver Msg-Buffer
Slide 51

Constraints
! The basic constructs of association, attribute,
and generalization can be used to specify
important constraints
• But … they cannot indicate every constraint
! The UML allows to use anything to describe
further constraints
• The only rule is to put them inside braces “{}”.
• One can use an informal English, emphasizing
readability
• The UML also provides a formal Object Constraint
Language (OCL)

Slide 52
Making a Class Diagram
! Identify all the classes participating in the software solution. Do this by
analysing the conceptual model
• It is not usually useful to show container/collection classes explicitly in
the class diagram
! Draw them in a class diagram
! Add methods names by analysing the interaction in the conceptual
model
• Do not add accessing methods
! Add type information to the attributes and methods
• Too many details may adversely effect the noise-to-value ratio
! Add the associations necessary to support the required attribute
visibility
! Add navigability arrows to the associations to indicate the direction of
the attribute visibility
! Add dependency relationship lines to indicate non-attribute visibility
Slide 53

POST – Conceptual Model

Source : Craig Larman, “Applying UML and Patterns”

Slide 54
POST – Class Diagram

Source : Craig Larman, “Applying UML and Patterns”

Slide 55

Generalization
! The activity of identifying commonality
among concepts and defining supertype
(general concept) and subtype (specialized
concept) relationship
! Create a subtype of a supertype when either:
• The subtype has additional attributes of interest
• The subtype has additional associations of
interest
• The subtype concept is operated upon, handled
or behaves differently than the supertype or
other subtypes, in ways that are of interest
Slide 56
Generalization
! Create a supertype in a generalization
relationship to subtypes when:
• The potential subtypes represent variations on a
similar concept
• The subtypes will conform to the is-a rule
• All subtypes have the same attribute which can
be factored out and expressed in the supertype
• All subtypes have the same association which
can be factored out and related to the supertype

Slide 57

POST – Generalization
! Type hierarchy of various kind of payments

Source : Craig Larman, “Applying UML and Patterns”

Slide 58
Interaction Diagram

Slide 59

Interaction Diagrams –
Behavioural Modelling
! One of the most important artefacts created in
object-oriented design
• Typically, an interaction diagram captures the behavior of a
single use case
• Illustrate the message interactions between instances. UML
defines two kinds:
• Collaboration diagram
% The layout indicates how objects are statically connected
% The sequence is indicated by numbering the messages
• Sequence diagram
% Emphasizes the time ordering of messages
% Two features distinguish it from collaboration diagram:
• There is the object lifeline
• There is the focus of control (period of time during which an object is
performing an action)
Slide 60
Interaction Diagrams –
Behavioural Modelling
! The skilful assignment of responsibilities that occurs
while creating interaction diagrams is very important
• The amount of time and effort spent on their generation and the
careful considerations of responsibility assignment, should
absorb a significant percentage of the design phase of a project
• Codified patterns and principles can be applied to improve the
quality of the design
! Interaction diagrams are good at showing collaborations
among the objects; they are not so good at precise
definition of the behavior.
• If one want to look at the behavior of a single object across
many use cases, one should use a state diagram
• If one want to look at behaviors across many use cases or many
threads, one should consider an activity diagram
Slide 61

Collaboration Diagram –
UML Notation

! Message syntax:

return:= message(parameter: parameterType): returnType

! Illustrating iteration

Source : Craig Larman, “Applying UML and Patterns”

Slide 62
Collaboration Diagram –
UML Notation

! Illustrating message number sequencing

Source : Craig Larman, “Applying UML and Patterns”

Slide 63

Collaboration Diagram –
UML Notation

! Illustrating mutually exclusive conditional


paths

Source : Craig Larman, “Applying UML and Patterns”

Slide 64
Collaboration Diagram –
UML Notation

! Illustrating message to multiple objects

Source : Craig Larman, “Applying UML and Patterns”

Slide 65

Typical Collaboration Diagram

Source :
Fowler, Martin
UML Distilled
Addison Wesley

Slide 66
Sequence Diagram
! Within a sequence diagram, an object is shown as a box at the top of
a dashed vertical line, called the object's lifeline
• The lifeline represents the object's life during the interaction
• Each message is represented by an arrow between the lifelines of two
objects
• The order in which these messages occur is shown top to bottom on the
page
• To show when an object is active one can include an activation box
• Control markers
• Condition, which indicates when a message is sent (for example,
[needsReorder]). The message is sent only if the condition is true
• Iteration marker, which shows that a message is sent many times to
multiple receiver objects. One can show the basis of the iteration within
brackets, such as *[for all order lines]
• Return indicates a return from a message, not a new message

Slide 67

Typical Sequence Diagram

Source :
Fowler, Martin
UML Distilled
Addison Wesley

Slide 68
Sequence Diagram

! Sequence diagrams are also valuable for concurrent


processes
• The messages exchanged are asynchronous messages
represented by means of half-arrowheads
• An asynchronous message does not block the caller, so it
can carry on with its own processing.
• An asynchronous message can do one of three things:
% Create a new thread, in which case it links to the
top of an activation
% Create a new object

% Communicate with a thread that is already running

• Object deletion is shown with a large X. Objects can self-


destruct, or they can be destroyed by another message

Slide 69

Sequence Diagram -
Concurrent Processes

Source :
Fowler, Martin
UML Distilled
Addison Wesley

Slide 70
Sequence Diagram -
Concurrent Processes (cont’d)

Source :
Fowler, Martin
UML Distilled
Addison Wesley

Slide 71

State Diagrams

Slide 72
State Diagrams
! A familiar technique to describe the behavior of a
system
! They describe all the possible states that a particular
object can get into and how the object's state
changes as a result of events that reach the object.
! In most OO techniques, state diagrams are drawn
for a single class to show the lifetime behavior of a
single object across several use cases
! When to use
• Use state diagrams only for those classes that exhibit
interesting behavior
• Many people find that UI and control objects have the
kind of behavior that is useful to depict with a state
diagram. Slide 73

A Typical State Diagram

- A UML state diagram for an order, indicating the various states of


the order Slide 74
State Diagrams - Semantics
! The syntax for a transition label has three parts, all of which are optional:
Event [Guard] / Action
• A guard is a logical condition that will return only "true" or "false." A guarded
transition occurs only if the guard resolves to "true."
! A state can have an activity associated with it, indicated by a label with the
syntax
do/activity
! Note: the term "action" is used for the transition whereas the term "activity" is
used for the state.
• They are both processes, typically implemented by some method, but they are
treated differently.
• Actions are associated with transitions and are considered to be processes that occur
quickly and are not interruptible
• Activities are associated with states and can take longer. An activity may be interrupted by
some event
! When a transition has no event within its label, it means that the transition occurs
as soon as any activity associated with the given state is completed
• Only one transition can be taken out of a given state, so the guards must be
mutually exclusive for any event Slide 75

Example

Source :
Fowler, Martin UML Distilled
Addison Wesley

Slide 76
Activity Diagrams
! These diagrams are particularly useful in
connection with workflow and in describing
behavior that has a lot of parallel processing
! The activity diagram describes the sequencing of
activities, with support for both conditional and
parallel behavior
• An activity diagram is a variant of a state diagram in
which most, if not all, the states are activity states
! The core symbol is the activity state, or simply
activity.
• An activity is a state of doing something: either a real-
world process, such as typing a letter, or the execution
of a software routine, such as a method on a class
Slide 77

A Typical Activity Diagram

Source :
Fowler, Martin UML Distilled
Addison Wesley

Slide 78
Activity Diagrams - Semantics
! Conditional behavior is delineated by branches and
merges.
• A branch has a single incoming transition and several guarded
outgoing transitions, mutually exclusive.
• The [else] guard indicates that the transition should be used if all the
other guards on the branch are false.
• A merge has multiple input transitions and a single output. A
merge marks the end of conditional behavior
! Parallel behavior is indicated by forks and joins.
• A fork has one incoming transition and several outgoing
transitions. When the incoming transition is triggered, all of the
outgoing transitions are taken in parallel.
• join is used to synchronize parallel behaviors. With a join, the
outgoing transition is taken only when all the states on the
incoming transitions have completed their activities. Slide 79

Activity Diagrams

Source : Fowler, Martin UML Distilled Addison Wesley

Slide 80
Swimlanes

! To indicate which class is


responsible for each activity
• Activity diagrams are arranged
into vertical zones separated
by lines
• Each zone represents the
responsibilities of a
particular class or a
particular department
• They combine the activity
diagram's depiction of logic
with the interaction diagram's
depiction of responsibility
• They can be difficult to draw
on a complex diagram
“”Sometimes one have to stop
trying to say too much in one
diagram”
Slide 81

Use Activity Diagrams - Pros


! Activity diagrams offer a suitable support for the
representation of parallel behaviors
! One can use activity diagrams in the following situations:
• Understanding workflow
• Useful for understanding a business process.
• Can easily be drawn together with business experts to understand
how a business operates and how it may change.
• Analyzing a use case
• At this stage (conceptual modeling ), one is not interested in
allocating actions to objects, instead one just need to understand
what actions need to take place and what the behavioral
dependencies are.
• Describing a complicated sequential algorithm
• In this case, an activity diagram is just a UML-compliant flowchart
• Dealing with multithreaded applications
Slide 82
Use Activity Diagrams - Cons
! Their great disadvantage is that they do not
make the links among actions and objects
very clear
! One should not use activity diagrams in the
following situations:
• Trying to see how objects collaborate
• An interaction diagram is simpler and gives a clearer
picture of collaborations
• Trying to see how an object behaves over its
lifetime
• Use a state diagram for that
• Representing complex conditional logic
• Use a truth table Slide 83

Packages and Deployment

Slide 84
Package
! One of the oldest questions in software methods is:
“How do you break down a large system into
smaller systems?”

! Structured methods used functional decomposition


• The overall system was mapped as a function and broken
down into sub-functions, …
! OO methods promote the idea to group the classes
together into higher-level units
• In the UML, this grouping mechanism is called the package
• The idea of a package can be applied to any model element, not
just classes
• A package is a namespace for its members, and may contain
other packages Slide 85

Packages
! Group elements that provide
common service (or family of
related services), with relatively
high coupling and collaboration
(dependency)
• At some level of abstraction the
package will be view as highly
cohesive – it has strongly related
responsibility
! A package is shown as a large
rectangle with a small rectangle
(a “tab”) attached to the left side
of the top
• The members of the package
may be shown within the large
rectangle
! A dependency between two
Source :
packages exists if any - A diagram representing relations among packages Fowler, Martin
UML Distilled
dependency exists between any Addison Wesley

two classes in the packages Slide 86


When to Use Package
! Packages are a vital tool for large projects.
• The suggestion is to use packages whenever a
class diagram that encompasses the whole
system is no longer legible on a single A4-size
sheet of paper.
! Packages are particularly useful for testing
• One can do unit testing on a package-by-
package basis.

Slide 87

Deployment and Component


Diagrams
! A deployment diagram shows the physical relationships
among software and hardware components in the
delivered system.
• Each node on a deployment diagram represents some kind of
computational unit - in most cases, a piece of hardware.
• The hardware may be a simple device, or a mainframe.
! A component diagram shows the various components in
a system and their dependencies.
• A component represents a physical module of code.
• A component is often the same as a package, but it may be
different, since components represent the physical packaging of
code.
! One can place the component diagram on the deployment
diagram to show which components run on which nodes.
Slide 88
Deployment
Diagram
" One can draw separate
component and deployment
diagrams, or can place the
component diagram on the
deployment diagram
" A component may have more
than one interface, in which
case one can see which
components communicate with
each interface
" One should draw these
diagrams when there is the
need to show physical
information

Slide 89

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