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Learn when to create Sequence Diagrams, identify classes/instances, use UML notations, understand dynamic modeling, and view interaction diagram examples. Explore the concepts of time ordering, object interactions, lifelines, and message passing between objects with engaging examples. This comprehensive guide covers Sequence Diagrams, Collaboration Diagrams, and their essential components like participants, messages, lifelines, and object life spans. Improve your understanding of UML diagramming for system design and development.
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Recap • When to create SSD? • How to identify classes/instances? • Use case descriptions • UML notations for SSD
Contents • Interaction diagrams • UML notation • Examples
Interaction Diagrams • Show how objects interact with one another • UML supports two types of interaction diagrams • Sequence diagrams • Collaboration diagrams
Sequence Diagrams • AKA Interaction Diagrams – Semantically equivalent to Collaboration Diagrams • Dynamic Model relating use cases and class diagrams • Illustrates how objects interacts with each other • Shows time ordering of interactions • Generally a set of messages between collaborating objects • Ordering of objects not significant
Sequence Diagrams • Show only one flow of control • Can model simple sequential flow, branching, iteration, recursion and concurrency • May need multiple diagrams • Primary • Variant • Exceptions
UML sequence diagrams • sequence diagram: an "interaction diagram" that models a single scenario executing in the system • perhaps 2nd most used UML diagram (behind class diagram) • relation of UML diagrams to other exercises: • CRC cards -> class diagram • use cases -> sequence diagrams
Key parts of a sequence diag. • participant: an object or entity that acts in the sequence diagram • sequence diagram starts with an unattached "found message" arrow • message: communication between participant objects • the axes in a sequence diagram: • horizontal: which object/participant is acting • vertical: time (down -> forward in time)
Lifeline Sequence Diagram (Basic) Object : Class or Actor name Focus of Control/ Activation message Object Destruction/ Termination X <<create>> <<destroy>>
:Scheduler Student Sequence Diagram (Basic) aClass: Class Register adjustRoom checkRooms
*[Iteration Condition] recursion Sequence Diagrams (Advanced) Seq# [Guard] *[Iteration] Return-List := Operation-Name (Argument-List) Conditional Lifeline {transient}
Sequence Diagram(make a phone call) Caller Phone Recipient Picks up Dial tone Dial Ring notification Ring Picks up Hello
A Create B X Return Deletion Lifeline Sequence Diagrams – Object Life Spans • Creation • Create message • Object life starts at that point • Activation • Symbolized by rectangular stripes • Place on the lifeline where object is activated. • Rectangle also denotes when object is deactivated. • Deletion • Placing an ‘X’ on lifeline • Object’s life ends at that point Activation bar
Lifetime of objects • creation: arrow with 'new' written above it • notice that an object created after the start of the scenario appears lower than the others • deletion: an X at bottom of object's lifeline • Java doesn't explicitly delete objects; they fall out of scope and are garbage-collected
Representing objects • squares with object type, optionally preceded by object name and colon • write object's name if it clarifies the diagram • object's "life line" represented by dashed vert. line
Messages between objects • message (method call) indicated by horizontal arrow to other object • write message name and arguments above arrow
Messages between objects • dashed arrow back indicates return • different arrowheads for normal / concurrent (asynchronous) methods
Summary • SSD revision • Loops • Conditions in SSD