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starUML study notes

2013年03月27日 ⁄ 综合 ⁄ 共 5681字 ⁄ 字号 评论关闭

basic

1.appoaches

Ways or purpose for modoling.
Application domains, programming languages, platform configuration.
StartUML provide 5 approaches
4+1 View Model, Default Approach method, Ratioan Approach, UML Component, Empty
Project

We can configurate it with "File->New Project By Approach"

2.basic concepts in StartUML's model
a.Model, element contains information for a software model
b.View, visual expression of the information contained in a model.
c.Diagram, is a collection of view elements that represent the user's specific
design thoughts.

//Diagram orgnizate the Model into a logic system.

3. Project and Units
Project's sub-Element
Model, Element manages one soft model
Subsystem, Element manages models that express one subsystem.
Package, Element for managing elements.
Project is saved in XML format with extension ".UML"
b.Units

Project can have many Units for a number of developer to work on.

4.Manage Units
a.create a new unit
Select an element (package,model or subsystem) to make into a unit

b.right click and save

5.create Diagram
in the Main view, right click-> Add Diagram
Diagrame type: Class Diagram, User Case Diagram, Sequence Diagram,
Collaborate Diagram, Statechart Diagram, Activity Diagram, Comment Diagram,
Deployment Diagram, Composite Structure Diagram.
Add element to the Diagram from the left Pallet.

Modeling with UseCase Diagram
1.Association / Directed Association
A association is an association among exactly two classifiers (including the possibility of an association from a classifier to itself).
2.Generaliztion
Generalization is the taxonomic relationship between a more genreal element(parent) and a more specific element (the child) that is fully consistent with the first element.
3.Dependency
Dependency is a type of relationship that signifies that one element, or group of elements, acting as the client depends on another element of group of elements
who ast as a supplier. It's a weak relationship. It's a unidirectional relationship.
4.include
a user case's behavior defined in another user case.
5.Extend
instances of a use cas may be augmented with some additional behavior defined in an extending use case.

Modeling with Class Diagram
1.Subsystem
a subsystem represents a behavioral unit in the physical system, it's unit so in the model.
2.Class
A class is the descriptor for a set of objects with similar structure, behavior and relationships.
3. Interface
An Interface is a specifier for the externally-visible operations of a class, component, or other classifier(including sybsystems) without specification of
internal structure.
4.Signal
A signal is a specification of an asynchronous stimulus communicated between instances. The signal is a child to Classifier
5.Exception
is a signal raised by behavioral featues typically in case of execution faults.
6.Port
A port is a structural feature of a classifier taht specifies a distinct interation point between the classifier and it's environment or between the
classifier and it's internal parts.
7.Aggregation
An aggregation is a more specific type of association. Aggregate adds the concept of whole and part to association. The classifier at the hollow diamond end is the whole.
//Association ,A include B, classifier A is equal to B, no whole or part.
8.Composition
A composition is a more specific type of association. Composite adds the concept of whole and part to the "vanilla" association and responsibility for the lifetime of the parts.
//vanilla means common.
9.dependency
It indicates a situation in which a change to the target element may require a change to the source element in the dependency. The classifier at the arrow end is the source.
10. AssociationClass
An association class is an association that is also a class. It not only connects a set of classifiers but also defines a set of features that belong to the relationship itself an not any of the classifiers.

State Modeling

1.State

A state is a condition during the life of an object or an interation during which it satisfies some condition, or waits for some events.

2.Submachine state
syntatical convenience that facilitates reuse and modularity.It is a shorthand that implies a macro-like expansion by another state machine and is semantically equivalent to a composite state.
3.initialState
Pseudo state that represents the starting point in a region of a state machine. It has a single outgoing transition to the default state, and no incoming state transitions. The can be one initial state.
4.FinalState
Last or final state of teh enclosing composite state. There may be more than one final state at any level.
5.JuctionPoint
A JunctioPoint chains together transitions into a single run-to-completion path.Single path.
6.ChoicePoint
ChoicePoint splits an incoming transition into several disjoint outgoing transitions.
7.ShallowHistory
When reached as the target of transition, ShallowHistory restore the state within teh enclosing composite state that was active just before the enclosing state.
8.DeepHistory

When reached as the target of a transition, deep history resores the full state configuration just before teh enclosing composite state.

Modeling with Sequence Diagram

1.Stimulus
A Stimulus is a communication between two Instances that conveys information with the expectation that action will ensue.

2.ActionKind

Modeling with Activity Diagram
1.An action state represents teh execution of an atomaic action. usually the invocation of an operation. An action state is an entry action, and will only exit after completing the execution of teh entry action. The state corresponds to the execution of the
entry.
2.A subactivity state, is also a action state, but non-static. it may have a sequence of steps or have some duration. it consists of a set oa actions or waiting for events
3.Object Flow
One of the two types of activity edges, the other is the control flow.
It carry data token at the source to the target of the flow.

Modeling with Component
1.Package
A package is a grouping of model elements.
2.Component
A component represents a modular, deployable, and replaceable part of a system that encapsulates implementation and exposes a set of interfaces.
3.Artiface
An Artifact represents a physical piece of information that is used or produced by a software development process. Examples of Artifacts include models, source files, scripts, and binary executable files. An Artifact may constitute the implementation of a deployable
component

Modeling with Deployment Diagram
1.Node
A node is a run-time physical object that represents a computational resource, generally having at least a memory and often processing capability as well, and upon which components may be deployed.

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