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UNDERSTANDING
UNIFIED MODELLING
    LANGUAGE


             EMMANUEL F. KUMAH
            DREAM OVAL LIMITED
          (mailkumah@gmail.com)
   Introduction to Modelling
   What is UML?
   Building Blocks for UML
     ◦ Things, Relationships
   Types of UML Diagrams
   Identifying the Problem Domain
   References




OUTLINES
 Because there is a limit to how much a person can
  understand at any one time, every complex system
  can be modelled
 Modelling is basically a way of expressing
  information or knowledge of a system by
  concentrating on the essentials
 Models help get an abstract idea of the object the
  software product consists of and their interactions
 Models are also:
    ◦ A means of understanding the problem involved in building
      something
    ◦ An aid in communication between those involved in the
      project(requirement analyst and the user)
   Modelling therefore provide these key benefits
    ◦ Visualization
    ◦ Complexity management
    ◦ And clear communication

What is Modelling?
   Because models are constructed to express your
    understanding of a particular system in expectation that
    the model will help you pass the understanding to others
   Choose a modelling language that is:
    ◦ Sufficiently expressive
    ◦ Easy enough to use
   In developing a software application according to the
    object oriented principles,UML has become an industry
    standard
   What is UML?
    ◦ UML stands for Unified Modelling Language and is a pictorial
      language use to make software blue prints
    ◦ UML can also be seen as a general purpose visual modelling
      language that helps you to :
         Visualize
         Specify
         Construct
         And document the artefacts of software system




What is UML?
   The basic building blocks of UML are
    ◦ Things and Relationships
   These are combined in different ways
    following different rules to create different
    types of diagrams
   Things are used to describe the different
    parts of a system. They can be:
    ◦   Structural
    ◦   Behavioural
    ◦   Annotational
    ◦   Grouping




Basic Building Blocks
 Structural Things: These defines the
  static part of the model and represents
  the physical and conceptual elements
 Brief description of Structural Things
    ◦ Class: A set of objects that share the same
      attributes, operations, relationships and
      semantics.              class
      Symbol for a Class:   Attributes

    ◦ Node: It describes a physical resource that
      exits in run time
      Symbol :
                             Node


Structural Things
   Interface: A set of operations which specify the
    responsibility of the class
    ◦ Symbol :       Interface


   Collaboration: It defines the interaction between
    elements
    ◦ Symbol:
   Use Case: It describes a set of action a system
    performs that produces an observable result of value
    to a particular actor
    ◦ Symbol:           usecase


   Component: It describes the physical and
    replaceable part that conforms to and provides
    realisation of a set if interface
    ◦ Symbol:
 Behavioural Things: These consist of
  the dynamic part of the UML model.
 They include:
    ◦ Interaction: It describes a set of messages
      exchanged among a set of objects within a
      particular context to accomplish a specific
      purpose
      Symbol:
    ◦ State Machine: It specifies the sequence of
      state an object goes or interaction goes
      through during its lifetime in response to an
      event
      Symbol:    state


Behavioural Things
   Grouping Things can be defined as a
    mechanism to group elements of a UML
    model together
    ◦ Packages: Is a mechanism for organising
      elements into groups
      Symbol:
                 Package




Grouping Things
   Annotational Things can be defined as a
    mechanism to capture
    remarks, description and comments of a
    UML model elements
    ◦ Note: Is used to render comments,constraits
      etc of a UML element
      Symbol :




Annotational Things
   Relationship shows how the elements are
    associated with each other
   Relationship are used to connect things into
    well defined models (UML diagrams)
    ◦ TYPES OF RELATIONSHIPS
   Dependency: A semantic relationship
    between two things in which a change to one
    thing may affect the semantics of the
    dependent thing
    ◦ Symbol : -----
   Association: A set of links that connects
    elements of an UML model
    ◦ Two Types : Aggregation and Composition
    ◦ Symbol:

RELATIONSHIP
   Generalization: It is a relationship which
    connects a specialized element with a
    generalized element. It basically describes
    the inheritance relationship in the world of
    objects
    ◦ Symbol:
   Realization: It is a relationship in which
    two elements are connected. One element
    describes some responsibility which is not
    implemented and the other one
    implement them
    ◦ Symbol : --------

Cont’d
   The output of all the above is a UML diagram
   All the Things and Relationships are used
    to make a complete UML diagram and the
    diagram represents the system.
   The various types of UML diagrams :
        Class Diagram
        Object Diagram
        Use case Diagram
        Sequence Diagram
        Collaboration Diagram
        Activity Diagram
        Statechart Diagram
        Deployment Diagram
        Component Diagram



UML DIAGRAMS
 Class Diagram : Static relationship between class; it
  shows how different entities ( people, things and
  data) relate to each other; in other words it shows
  the classes of the system, their interrelationship, and
  the attributes and operations of the classes
 Component Diagram: This provides a physical view
  of the system. Its purpose is to show the
  dependencies that the software has on other
  software components(e.g. software libraries) in the
  system
 Deployment Diagram: This shows the hardware
  for the system, the software that is installed on
  that hardware, and the middleware used to connect
  the disparate machines to one another




USES of UML DIAGRAMS
 Package Diagram: Simplify complex class diagrams
  by grouping them into packages( a collection of
  logically related UML elements)
 Use case Diagram: It helps you clarify what
  exactly the system is supposed to do. The main
  purpose of a use case diagram is to help development
  team visualize the functional requirements of the
  system, including the relationship of actors(human
  beings who will interact with the system) to essential
  processes, as well as relationship among different
  use cases
 State machine: It displays sequence of states
  that an object of an interaction goes through
  during its life in response to received stimuli, together
  with its responses and actions



Diagram cont’
   Activity Diagram: It shows the
    procedural flow of control between two or
    more class objects while processing an
    activity
   Object Diagram: It can be described as an
    instance of class diagram, and are useful
    for exploring real world examples of objects
    and the relationship between them
   Sequence Diagram: It shows how the
    object interacts with others in a particular
    scenario of a use case

   It should be pointed out that, in developing a system;
    there is a need to focus on the Problem Domain
   Problem Domain is simply looking at the topics you
    are interested in and excluding everything else.
   Hence each model will have their own problem
    domain
   For instance in coming up with a Class diagram, you
    need to write a problem domain class definition
   This will help you define all the possible
    Classes, attributes, methods and instances and their
    relationship
   Doing all this will enable you come out with a
    complete Class Diagram
   The same approached applies to other UML diagrams



Conclusion-Problem Domain
 Introduction UML,Mikael Akerholm,Ivica
  Crnkovic,Goran Mustapic
 http://www.tutorialspoint.com/uml/uml_o
  verview.htm
 UML basic: An introduction to Unified
  Modelling language by Donald Bell




References

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Understanding unified modelling language

  • 1. UNDERSTANDING UNIFIED MODELLING LANGUAGE EMMANUEL F. KUMAH DREAM OVAL LIMITED (mailkumah@gmail.com)
  • 2. Introduction to Modelling  What is UML?  Building Blocks for UML ◦ Things, Relationships  Types of UML Diagrams  Identifying the Problem Domain  References OUTLINES
  • 3.  Because there is a limit to how much a person can understand at any one time, every complex system can be modelled  Modelling is basically a way of expressing information or knowledge of a system by concentrating on the essentials  Models help get an abstract idea of the object the software product consists of and their interactions  Models are also: ◦ A means of understanding the problem involved in building something ◦ An aid in communication between those involved in the project(requirement analyst and the user)  Modelling therefore provide these key benefits ◦ Visualization ◦ Complexity management ◦ And clear communication What is Modelling?
  • 4. Because models are constructed to express your understanding of a particular system in expectation that the model will help you pass the understanding to others  Choose a modelling language that is: ◦ Sufficiently expressive ◦ Easy enough to use  In developing a software application according to the object oriented principles,UML has become an industry standard  What is UML? ◦ UML stands for Unified Modelling Language and is a pictorial language use to make software blue prints ◦ UML can also be seen as a general purpose visual modelling language that helps you to :  Visualize  Specify  Construct  And document the artefacts of software system What is UML?
  • 5. The basic building blocks of UML are ◦ Things and Relationships  These are combined in different ways following different rules to create different types of diagrams  Things are used to describe the different parts of a system. They can be: ◦ Structural ◦ Behavioural ◦ Annotational ◦ Grouping Basic Building Blocks
  • 6.  Structural Things: These defines the static part of the model and represents the physical and conceptual elements  Brief description of Structural Things ◦ Class: A set of objects that share the same attributes, operations, relationships and semantics. class  Symbol for a Class: Attributes ◦ Node: It describes a physical resource that exits in run time  Symbol : Node Structural Things
  • 7. Interface: A set of operations which specify the responsibility of the class ◦ Symbol : Interface  Collaboration: It defines the interaction between elements ◦ Symbol:  Use Case: It describes a set of action a system performs that produces an observable result of value to a particular actor ◦ Symbol: usecase  Component: It describes the physical and replaceable part that conforms to and provides realisation of a set if interface ◦ Symbol:
  • 8.  Behavioural Things: These consist of the dynamic part of the UML model.  They include: ◦ Interaction: It describes a set of messages exchanged among a set of objects within a particular context to accomplish a specific purpose  Symbol: ◦ State Machine: It specifies the sequence of state an object goes or interaction goes through during its lifetime in response to an event  Symbol: state Behavioural Things
  • 9. Grouping Things can be defined as a mechanism to group elements of a UML model together ◦ Packages: Is a mechanism for organising elements into groups  Symbol: Package Grouping Things
  • 10. Annotational Things can be defined as a mechanism to capture remarks, description and comments of a UML model elements ◦ Note: Is used to render comments,constraits etc of a UML element  Symbol : Annotational Things
  • 11. Relationship shows how the elements are associated with each other  Relationship are used to connect things into well defined models (UML diagrams) ◦ TYPES OF RELATIONSHIPS  Dependency: A semantic relationship between two things in which a change to one thing may affect the semantics of the dependent thing ◦ Symbol : -----  Association: A set of links that connects elements of an UML model ◦ Two Types : Aggregation and Composition ◦ Symbol: RELATIONSHIP
  • 12. Generalization: It is a relationship which connects a specialized element with a generalized element. It basically describes the inheritance relationship in the world of objects ◦ Symbol:  Realization: It is a relationship in which two elements are connected. One element describes some responsibility which is not implemented and the other one implement them ◦ Symbol : -------- Cont’d
  • 13. The output of all the above is a UML diagram  All the Things and Relationships are used to make a complete UML diagram and the diagram represents the system.  The various types of UML diagrams :  Class Diagram  Object Diagram  Use case Diagram  Sequence Diagram  Collaboration Diagram  Activity Diagram  Statechart Diagram  Deployment Diagram  Component Diagram UML DIAGRAMS
  • 14.  Class Diagram : Static relationship between class; it shows how different entities ( people, things and data) relate to each other; in other words it shows the classes of the system, their interrelationship, and the attributes and operations of the classes  Component Diagram: This provides a physical view of the system. Its purpose is to show the dependencies that the software has on other software components(e.g. software libraries) in the system  Deployment Diagram: This shows the hardware for the system, the software that is installed on that hardware, and the middleware used to connect the disparate machines to one another USES of UML DIAGRAMS
  • 15.  Package Diagram: Simplify complex class diagrams by grouping them into packages( a collection of logically related UML elements)  Use case Diagram: It helps you clarify what exactly the system is supposed to do. The main purpose of a use case diagram is to help development team visualize the functional requirements of the system, including the relationship of actors(human beings who will interact with the system) to essential processes, as well as relationship among different use cases  State machine: It displays sequence of states that an object of an interaction goes through during its life in response to received stimuli, together with its responses and actions Diagram cont’
  • 16. Activity Diagram: It shows the procedural flow of control between two or more class objects while processing an activity  Object Diagram: It can be described as an instance of class diagram, and are useful for exploring real world examples of objects and the relationship between them  Sequence Diagram: It shows how the object interacts with others in a particular scenario of a use case 
  • 17. It should be pointed out that, in developing a system; there is a need to focus on the Problem Domain  Problem Domain is simply looking at the topics you are interested in and excluding everything else.  Hence each model will have their own problem domain  For instance in coming up with a Class diagram, you need to write a problem domain class definition  This will help you define all the possible Classes, attributes, methods and instances and their relationship  Doing all this will enable you come out with a complete Class Diagram  The same approached applies to other UML diagrams Conclusion-Problem Domain
  • 18.  Introduction UML,Mikael Akerholm,Ivica Crnkovic,Goran Mustapic  http://www.tutorialspoint.com/uml/uml_o verview.htm  UML basic: An introduction to Unified Modelling language by Donald Bell References