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UNIT-IV

UNIT-IV. Syllabus Behavioral Diagrams (08 Hrs, 16 Marks) a. Use case Diagram Names, Use Cases and Actors, Use Cases and Flow of Events, Use Cases and Scenarios, Use Cases and Collaborations, Organizing Use Cases, Common Properties, Contents, Common Uses b. Sequence Diagram

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UNIT-IV

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  1. UNIT-IV

  2. Syllabus Behavioral Diagrams (08 Hrs, 16 Marks) a. Use case Diagram • Names, Use Cases and Actors, Use Cases and Flow of Events, Use Cases and Scenarios, • Use Cases and Collaborations, Organizing Use Cases, Common Properties, Contents, • Common Uses b. Sequence Diagram c. Communication Diagram d. Timing Diagram e. State chart Diagram: • Behavioral State Machines, States, Composite States, Submachine States, Transitions, • Activities, Protocol State Machines ,Pseudo States , Event Processing f. Activity Diagram: • Common Properties, Contents, Action States and Activity States, Transitions, • Branching, Forking and Joining, Swimlanes, Object Flow, Common Uses

  3. Use case • You apply use cases to capture the intended behavior of the system you are developing, without having to specify how that behavior is implemented. • Use cases provide a way for your developers to come to a common understanding with your system's end users and domain experts. • In addition, use cases serve to help validate your architecture and to verify your system as it evolves during development.

  4. A use case describes a set of sequences, in which each sequence represents the interaction of the things outside the system (its actors) with the system itself (and its key abstractions). • These behaviors are in effect system-level functions that you use to visualize, specify, construct, and document the intended behavior of your system during requirements capture and analysis • A use case involves the interaction of actors and the system. An actor represents a coherent set of roles that users of use cases play when interacting with these use cases. • Actors can be human or they can be automated systems. For example, in modeling a bank, processing a loan involves, among other things, the interaction between a customer and a loan officer.

  5. Terms and Concepts • A use case is a description of a set of sequences of actions, including variants, that a system performs to yield an observable result of value to an actor. • Graphically, a use case is rendered as an ellipse. • Names • A use case name must be unique within its enclosing package • Every use case must have a name that distinguishes it from other use cases. A name is a textual string. That name alone is known as a simple name; a path name is the use case name prefixed by the name of the package in which that use case lives. A use case is typically drawn showing only its name,

  6. Use Cases and Actors • An actor represents a coherent set of roles that users of use cases play when interacting with these use cases. • Typically, an actor represents a role that a human, a hardware device, or even another system plays with a system. For example, if you work for a bank, you might be a LoanOfficer.If you do your personal banking there, as well, you'll also play the role of Customer. • An instance of an actor, therefore, represents an individual interacting with the system in a specific way. Although you'll use actors in your models, actors are not actually part of the system. They live outside the system. • actors are rendered as stick figures.

  7. Use Cases and Flow of Events • A use case describes what a system (or a subsystem, class, or interface) does but it does not specify how it does it. When you model, it's important that you keep clear the separation of concerns between this outside and inside view. • specify the behavior of a use case by describing a flow of events in text clearly enough for an outsider to understand it easily. • When you write this flow of events, you should include how and when the use case starts and ends, when the use case interacts with the actors and what objects are exchanged, and the basic flow and alternative flows of the behavior. • For example, in the context of an ATM system, you might describe the use case ValidateUser in the following way: • Main flow of events: The use case starts when the system prompts the Customer for a PIN number. The Customer can now enter a PIN number via the keypad. The Customercommits the entry by pressing the Enter button. The system then checks this PIN number to see if it is valid. If the PIN number is valid, the system acknowledges the entry, thus ending the use case.

  8. Exceptional flow of events: • The Customer can cancel a transaction at any time by pressing the Cancel button, thus restarting the use case. No changes are made to the Customer's account. • Exceptional flow of events: • The Customer can clear a PIN number anytime before committing it and reenter a new PIN number. • Exceptional flow of events: • If the Customer enters an invalid PIN number, the use case restarts. If this happens three times in a row, the system cancels the entire transaction, preventing the Customer from interacting with the ATM for 60 seconds.

  9. Use Cases and Scenarios • describe the flow of events for a use case in text. As you refine your understanding of your system's requirements, however, you'll want to also use interaction diagrams to specify these flows graphically. Typically, you'll use one sequence diagram to specify a use case's main flow, and variations of that diagram to specify a use case's exceptional flows. • It is desirable to separate main versus alternative flows because a use case describes a set of sequences, not just a single sequence, and it would be impossible to express all the details of an interesting use case in just one sequence. For example, in a human resources system, you might find the use case Hire employee.

  10. This general business function might have many possible variations. You might hire a person from another company (the most common scenario); you might transfer a person from one division to another (common in international companies); or you might hire a foreign national (which involves its own special rules). Each of these variants can be expressed in a different sequence. • Each sequence is called a scenario. A scenario is a specific sequence of actions that illustrates behavior. Scenarios are to use cases as instances are to classes, meaning that a scenario is basically one instance of a use case.

  11. Use Cases and Collaborations • implement your use cases, by creating a society of classes and other elements that work together to implement the behavior of use case. This society of elements, including both its static and dynamic structure, is modeled in the UML as a collaboration. • As shows, you can explicitly specify the realization of a use case by a collaboration. • Most of the time, though, a given use case is realized by exactly one collaboration, so you will not need to model this relationship explicitly.

  12. Organizing Use Cases • You can organize use cases by grouping them in packages in the same manner in which you can organize classes. • You can also organize use cases by specifying generalization, include, and extend relationships among them. • You apply these relationships in order to factor common behavior (by pulling such behavior from other use cases that it includes) and in order to factor variants (by pushing such behavior into other use cases that extend it). For example, in a banking system, • you might have the use case Validate User, which is responsible for verifying the identify of the user. You might then have two specialized children of this use case (Check password and Retinal scan), both of which behave just like Validate User and may be applied anywhere Validate User appears, yet both of which add their own behavior (the former by checking a textual password, the latter by checking the unique retina patterns of the user). • As shown in Figure , generalization among use cases is rendered as a solid directed line with a large open arrowhead, just like generalization among classes

  13. Fig.Generalization, Include, and Extend

  14. You render an include relationship as a dependency, stereotyped as include. • To specify the location in a flow of events in which the base use case includes the behavior of another, you simply write include followed by the name of the use case you want to include, as in the following flow for Track order. • You use an extend relationship to model the part of a use case the user may see as optional system behavior. In this way, you separate optional behavior from mandatory behavior. • You render an extend relationship as a dependency, stereotyped as extend. You may list the extension points of the base use case in an extra compartment. These extension points are just labels that may appear in the flow of the base use case

  15. USE CASE DIAGRAM • Use case diagrams are one of the five diagrams in the UML for modeling the dynamic aspects of systems (activity diagrams, statechart diagrams, sequence diagrams, and collaboration diagrams are four other kinds of diagrams in the UML for modeling the dynamic aspects of systems). • Usecase diagrams are central to modeling the behavior of a system, a subsystem, or a class. Each one shows a set of use cases and actors and their relationships. • apply use case diagrams to model the use case view of a system. For the most part, this involves modeling the context of a system, subsystem, or class, or modeling the requirements of the behavior of these elements. • Use case diagrams are important for visualizing, specifying, and documenting the behavior of an element. They make systems, subsystems, and classes approachable and understandable by presenting an outside view of how those elements may be used in context. • Use case diagrams are also important for testing executable systems through forward engineering and for comprehending executable systems through reverse engineering.

  16. Use case Diagram

  17. Terms and Concepts • A use case diagram is a diagram that shows a set of use cases and actors and their relationships. • Common Properties • A use case diagram is just a special kind of diagram and shares the same common properties as do all other diagrams • a name and graphical contents that are a projection into a model. • What distinguishes a use case diagram from all other kinds of diagrams is its particular content. • Contents Use case diagrams commonly contain • Use cases • Actors • Dependency, generalization, and association relationships Like all other diagrams, use case diagrams may contain notes and constraints.

  18. Common Uses When you model the static use case view of a system, you'll typically apply use case diagrams in one of two ways. • To model the context of a system • Modeling the context of a system involves drawing a line around the whole system and asserting which actors lie outside the system and interact with it. • Here, you'll apply use case diagrams to specify the actors and the meaning of their roles. 2. To model the requirements of a system • Modeling the requirements of a system involves specifying what that system should do (from a point of view of outside the system), independent of how that system should do it. • Here, you'll apply use case diagrams to specify the desired behavior of the system

  19. Fig. Model the requirements of a system

  20. Interaction diagrams • sequence & collaboration are call interaction diagram ,used for modeling dynamic aspect of system • It represent interaction ,consist of set of objects & their relationships including message • Sequence diagram is an interaction diagram that shows time ordering of messages • Collaboration diag. is an interaction diagram that shows structural organization of object that send & receive message • Model particular flow of control of use case

  21. Graphically sequence diagram is table that shows objects arranged in x-axis &messages ordered in increasing time ,along y-axis • Graphically collaboration diagram is collection of vertices & arcs • Common properties of interaction diagram : - Share common properties such as name & graphical content • Content of interaction diagram : • Object • Link • Messages - Also contains notes & constraints

  22. sequence diagram :- • Shows time ordering • Formed by placing objects that participate in interaction at top of diagram • Place object that initiate interaction at the left & increasingly more subordinate objects to right • Place message that these object send & receive along y-axis in order of increasing time from top to bottom • 2 feature that distinguish from collaboration • There is object life line: • It is vertical dashed line that represent existence of an object over a period of time • Object are aliened at top with their life line dawn from top to bottom

  23. 2. There is focus of control - it is tall ,thin, rectangular that shows period of time in which an object perform an action - Top of rectangle is aliened with start of action ,bottom with completion

  24. 2. collaboration Diagram • It shows structural organization of object that participate in interaction • It formed by placing object that participate in interaction as vertices in graph • show link that connect these object as arc • Show message that object send & receive

  25. 2 features • There is a path :- • Indicate how one object linked to another • path of link explicitly render for local (<<local >>),global ,self 2. There is sequence no.:- • for indicating time order of message ,you prefix message with number incrementing for each new message in flow of control • To show nesting use decimal no. (1.1,1.2..) • Common uses of interaction diagram :- • Model dynamic aspect of system • To model flow of control of time ordering • Use sequence diag. 2. To model flow of control of organization - Use collaboration diag.

  26. Interaction Overview diagrams • Represent interaction using simplification of activity diagram notation • Help to visualize overall flow of control through a diagram ,they don’t show detail message information • several sequence diagram concept are supported in IOD • Show combined fragment using decision node & merge node • Show parallel interaction by using fork node & join node • Show loop as cycles in activity diag. • Show name of lifeline involved in interaction using keyword lifeline after name of IOD

  27. Content of interaction overview diagram • Interactions • Signals • Exceptions • Regions • Partitions 1 .Interactions • It is a behavior that comprises a set of messages among a set of object to complete a purpose • Interaction to model flow of control within operation of class, component, use case or system as a while • Focus on how messages dispatched across time sequence diag. • Focus on structural relationship among objects in interaction

  28. Signals • signal represents a named object that is dispatched (thrown) asynchronously by one object and then received (caught) by another. • Exceptions are supported by most programming languages and are the most common kind of internal signal that you will need to model. - A signal may be sent as the action of a state transition in a state machine or the sending of a message in an interaction. The execution of an operation can also send signals - model signals (and exceptions) as stereotyped classes, You can use dependency, stereotyped as send, to indicate that an operation sends a particular signal.

  29. 3. Exceptions - exception is an error condition that occur during execution of an activity • It is thrown by source of error & caught when it is handled • Action can catch exception by defining exception handler • exception handler define type of exception & behavior to execute when that particular exception is caught • Show exception handler as regular node with small square on it’s boundary

  30. 4. Regions • Show that an action, or set of action execute over a collection of i/p data by placing action in an exception region Ex:- if you had action named checkoutBook that check each of provided book out of library ,we can model checkoutBook action using expansion region with a collection of book as i/p • An expansion region is a structured activity region that executes multiple times. Input and output expansion nodes are drawn as a group of three boxes representing a multiple selection of items. The keyword iterative, parallel or stream is shown in the top left corner of the region.

  31. 5.Partitions • Helpful to indicate who is responsible for a set of actions in activity diagrams • An activity partition is shown as either a horizontal or vertical swim lane • In the following diagram, the partitions are used to separate actions within an activity into those performed by the accounting department and those performed by the customer.

  32. Communication diagrams • In UML 2.0 communication diag. is a simplified version of UML 1.x collaboration diag. • 4 –type of interaction diag.: • Sequence diagram • Communication diagram • interaction overview diagram • timing diagram • model interaction between object • communication diag. represent combination of info. Taken from class, sequence ,use case diag. describing both static & dynamic behavior of system • it shows message flow between objects in OO application & also imply basic association between classes

  33. State chart diagram • Model dynamic aspect of system, represent state machine • Activity diag. is a special case of state chart diag. • Activity diagram shows flow of control from activity to activity, a statechart diagram shows flow of control from state to state. • model the dynamic aspects of a system. • involves modeling the behavior of reactive objects. • A reactive object is one whose behavior is best characterized by its response to events dispatched from outside its context. • A reactive object has a clear lifetime whose current behavior is affected by its past. • Statechart diagrams may be attached to classes, use cases, or entire systems in order to visualize, specify, construct, and document the dynamics of an individual object.

  34. In the UML, you model the event-ordered behavior of an object by using statechart diagrams. • As Figure shows, a statechart diagram is simply a presentation of a state machine, emphasizing the flow of control from state to state.

  35. Terms and Concepts • A statechart diagram shows a state machine, emphasizing the flow of control from state to state. • A state machine is a behavior that specifies the sequences of states an object goes through during its lifetime in response to events, together with its responses to those events. • A state is a condition or situation in the life of an object during which it satisfies some condition, performs some activity, or waits for some event. • An event is the specification of a significant occurrence that has a location in time and space. In the context of state machines, an event is an occurrence of a stimulus that can trigger a state transition. • A transition is a relationship between two states indicating that an object in the first state will perform certain actions and enter the second state when a specified event occurs and specified conditions are satisfied. • An activity is ongoing nonatomic execution within a state machine. An action is an executable atomic computation that results in a change in state of the model or the return of a value. • Graphically, a statechart diagram is a collection of vertices and arcs.

  36. UML has two types of statemachines: 1.Behavioral state machine - Show the behavior of model element such as objects. Behavioral state machine represents a specific implementation of elements 2.Protocol State Machine - Show the behavior of protocol. It shows how participant may trigger change in protocols state & corresponding changes in system. it's not typically tied to a particular implementation. & they show the required protocol behavior.

  37. 1.Behavioral State Machine •State machines represent the behavior of a piece of a system using graph notation. A state machine is shown using the basic rectangle notation, with the name of the state machine shown in the top compartment. •The outside rectangle is often omitted on state machine diagrams that show only a single state machine. The metaclass is simply state machine •Figure shows a simple state machine modeling a soda machine.

  38. UML defines three types of states: 1.Simple states • -Simplest of all states, they have no substates. All the example states used so far in this section are simple states. 2. Composite states • -Have one or more regions for substates. A composite state with two or more regions is called orthogonal . 3. Submachine states • -Semantically equivalent to composite states, submachine states have substates that are contained within a substate machine . • -Unlike composite states, submachine states are intended to group states, so you can reuse them

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