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Index
Learning UML 2.0
Preface
Audience About This Book Assumptions This Book Makes Conventions Used in This Book Using Code Examples Safari® Enabled How to Contact Us Acknowledgments
From the Authors From Russ Miles From Kim Hamilton
1. Introduction
1.1. What's in a Modeling Language?
1.1.1. Detail Overload: Modeling with Code 1.1.2. Verbosity, Ambiguity, Confusion: Modeling with Informal Languages 1.1.3. Getting the Balance Right: Formal Languages
1.2. Why UML 2.0? 1.3. Models and Diagrams 1.4. "Degrees" of UML 1.5. UML and the Software Development Process 1.6. Views of Your Model 1.7. A First Taste of UML
1.7.1. Notes 1.7.2. Stereotypes
1.7.2.1. Stereotype applied to classes (see Chapter 4 and Chapter 5) 1.7.2.2. Stereotypes applied to components (see Chapter 12) 1.7.2.3. Stereotypes applied to artifacts (see Chapter 15) 1.7.2.4. Tagged values
1.8. Want More Information?
2. Modeling Requirements: Use Cases
2.1. Capturing a System Requirement
2.1.1. Outside Your System: Actors
2.1.1.1. Tricky actors 2.1.1.2. Refining actors
2.1.2. Use Cases 2.1.3. Communication Lines 2.1.4. System Boundaries 2.1.5. Use Case Descriptions
2.2. Use Case Relationships
2.2.1. The <<include>> Relationship 2.2.2. Special Cases 2.2.3. The <<extend>> Relationship
2.3. Use Case Overview Diagrams 2.4. What's Next?
3. Modeling System Workflows: Activity Diagrams
3.1. Activity Diagram Essentials 3.2. Activities and Actions 3.3. Decisions and Merges 3.4. Doing Multiple Tasks at the Same Time 3.5. Time Events 3.6. Calling Other Activities 3.7. Objects
3.7.1. Showing Objects Passed Between Actions 3.7.2. Showing Action Inputs and Outputs 3.7.3. Showing How Objects Change State During an Activity 3.7.4. Showing Input to and Output from an Activity
3.8. Sending and Receiving Signals 3.9. Starting an Activity 3.10. Ending Activities and Flows
3.10.1. Interrupting an Activity 3.10.2. Ending a Flow
3.11. Partitions (or Swimlanes) 3.12. Managing Complex Activity Diagrams
3.12.1. Connectors 3.12.2. Expansion Regions
3.13. What's Next?
4. Modeling a System's Logical Structure: Introducing Classes and Class Diagrams
4.1. What Is a Class?
4.1.1. Abstraction 4.1.2. Encapsulation
4.2. Getting Started with Classes in UML 4.3. Visibility
4.3.1. Public Visibility 4.3.2. Protected Visibility 4.3.3. Package Visibility 4.3.4. Private Visibility
4.4. Class State: Attributes
4.4.1. Name and Type 4.4.2. Multiplicity 4.4.3. Attribute Properties 4.4.4. Inline Attributes Versus Attributes by Association
4.5. Class Behavior: Operations
4.5.1. Parameters 4.5.2. Return Types
4.6. Static Parts of Your Classes 4.7. What's Next
5. Modeling a System's Logical Structure: Advanced Class Diagrams
5.1. Class Relationships
5.1.1. Dependency 5.1.2. Association
5.1.2.1. Association classes
5.1.3. Aggregation 5.1.4. Composition 5.1.5. Generalization (Otherwise Known as Inheritance)
5.1.5.1. Generalization and implementation reuse 5.1.5.2. Multiple inheritance
5.2. Constraints 5.3. Abstract Classes 5.4. Interfaces 5.5. Templates 5.6. What's Next
6. Bringing Your Classes to Life: Object Diagrams
6.1. Object Instances 6.2. Links
6.2.1. Links and Constraints
6.3. Binding Class Templates 6.4. What's Next?
7. Modeling Ordered Interactions: Sequence Diagrams
7.1. Participants in a Sequence Diagram
7.1.1. Participant Names
7.2. Time 7.3. Events, Signals, and Messages
7.3.1. Message Signatures
7.4. Activation Bars 7.5. Nested Messages 7.6. Message Arrows
7.6.1. Synchronous Messages 7.6.2. Asynchronous Messages 7.6.3. The Return Message 7.6.4. Participant Creation and Destruction Messages
7.7. Bringing a Use Case to Life with a Sequence Diagram
7.7.1. A Top-Level Sequence Diagram 7.7.2. Breaking an Interaction into Separate Participants 7.7.3. Applying Participant Creation 7.7.4. Applying Participant Deletion 7.7.5. Applying Asynchronous Messages
7.8. Managing Complex Interactions with Sequence Fragments
7.8.1. Using a Sequence Fragment: The ref Fragment 7.8.2. A Brief Overview of UML 2.0's Fragment Types
7.9. What's Next?
8. Focusing on Interaction Links: Communication Diagrams
8.1. Participants, Links, and Messages
8.1.1. Messages Occurring at the Same Time 8.1.2. Invoking a Message Multiple Times 8.1.3. Sending a Message Based on a Condition 8.1.4. When a Participant Sends a Message to Itself
8.2. Fleshing out an Interaction with a Communication Diagram 8.3. Communication Diagrams Versus Sequence Diagrams
8.3.1. How the Fight Shapes Up 8.3.2. The Main Event
8.4. What's Next?
9. Focusing on Interaction Timing: Timing Diagrams
9.1. What Do Timing Diagrams Look Like? 9.2. Building a Timing Diagram from a Sequence Diagram
9.2.1. Timing Constraints in System Requirements
9.3. Applying Participants to a Timing Diagram 9.4. States 9.5. Time
9.5.1. Exact Time Measurements and Relative Time Indicators
9.6. A Participant's State-Line 9.7. Events and Messages 9.8. Timing Constraints
9.8.1. Timing Constraint Formats 9.8.2. Applying Timing Constraints to States and Events
9.9. Organizing Participants on a Timing Diagram 9.10. An Alternate Notation 9.11. What's Next?
10. Completing the Interaction Picture: Interaction Overview Diagrams
10.1. The Parts of an Interaction Overview Diagram 10.2. Modeling a Use Case Using an Interaction Overview
10.2.1. Pulling Together the Interactions 10.2.2. Gluing the Interactions Together
10.3. What's Next?
11. Modeling a Class's Internal Structure: Composite Structures
11.1. Internal Structure
11.1.1. When Class Diagrams Won't Work 11.1.2. Parts of a Class 11.1.3. Connectors 11.1.4. Alternate Multiplicity Notations 11.1.5. Properties 11.1.6. Showing Complex Relationships Between Contained Items 11.1.7. Internal Structure Instances
11.2. Showing How a Class Is Used 11.3. Showing Patterns with Collaborations 11.4. What's Next?
12. Managing and Reusing Your System's Parts: Component Diagrams
12.1. What Is a Component? 12.2. A Basic Component in UML 12.3. Provided and Required Interfaces of a Component
12.3.1. Ball and Socket Notation for Interfaces 12.3.2. Stereotype Notation for Interfaces 12.3.3. Listing Component Interfaces
12.4. Showing Components Working Together 12.5. Classes That Realize a Component 12.6. Ports and Internal Structure
12.6.1. Delegation Connectors 12.6.2. Assembly Connectors
12.7. Black-Box and White-Box Component Views 12.8. What's Next?
13. Organizing Your Model: Packages
13.1. Packages
13.1.1. Contents of a Package 13.1.2. UML Tool Variation
13.2. Namespaces and Classes Referring to Each Other 13.3. Element Visibility 13.4. Package Dependency 13.5. Importing and Accessing Packages 13.6. Managing Package Dependencies 13.7. Using Packages to Organize Use Cases 13.8. What's Next?
14. Modeling an Object's State: State Machine Diagrams
14.1. Essentials 14.2. States 14.3. Transitions
14.3.1. Transition Variations
14.4. States in Software 14.5. Advanced State Behavior
14.5.1. Internal Behavior 14.5.2. Internal Transitions
14.6. Composite States 14.7. Advanced Pseudostates 14.8. Signals 14.9. Protocol State Machines 14.10. What's Next?
15. Modeling Your Deployed System: Deployment Diagrams
15.1. Deploying a Simple System 15.2. Deployed Software: Artifacts
15.2.1. Deploying an Artifact to a Node 15.2.2. Tying Software to Artifacts
15.3. What Is a Node? 15.4. Hardware and Execution Environment Nodes
15.4.1. Showing Node Instances
15.5. Communication Between Nodes 15.6. Deployment Specifications 15.7. When to Use a Deployment Diagram 15.8. What's Next?
A. Object Constraint Language
A.1. Building OCL Expressions A.2. Types A.3. Operators A.4. Pulling It Together A.5. Context A.6. Types of Constraints A.7. OCL Automation
B. Adapting UML: Profiles
B.1. What Is a Profile? B.2. Stereotypes B.3. Tagged Values B.4. Constraints B.5. Creating a Profile B.6. Working with the Meta-Model B.7. Using a Profile B.8. Why Bother with Profiles?
C. A History of UML
C.1. Take One Part OOAD... C.2. ...with a Sprinkling of OOSE... C.3. ...Add a Dash of OMT... C.4. ...and Bake for 10 to 15 Years
About the Authors Colophon
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