UML Intro
UML Intro
Principles of Modeling
1. The choice of what models to create has a profound influence on how a
problem is attacked and how a solution is shaped.
2. Every model may be expressed at different levels of precision
3. The best models are connected to reality
4. No single model is sufficient. Every nontrivial system is best approached
through a small set of nearly independent models.
Object-Oriented Modeling
In software, there are several ways to approach a model.
The two most common ways are from
o An algorithmic perspective
o An object-oriented perspective
An algorithmic perspective
The traditional view of software development takes an algorithmic
perspective.
In this approach, the main building block of all software is the procedure or
function.
This view leads developers to focus on issues of control and the
decomposition of larger algorithms into smaller ones.
As requirements change and the system grows , systems built with an
algorithmic focus turn out to be very hard to maintain.
An object-oriented perspective
In this approach, the main building block of all software systems is the
object or class.
Simply put, an object is a thing, generally drawn from the vocabulary of the
problem space or the solution space;
a class is a description of a set of common objects. Every object has identity,
state, and behavior
Unified Modeling Language (UML)
The Unified Modeling Language is a standard language for writing software
blueprints.
The UML is only a language and is one part of a software development
method.
The UML is process independent, although optimally it should be used in a
process that is use case driven, architecture-centric, iterative, and
incremental.
The UML is a language for
o Visualizing
o Specifying
o Constructing
o Documenting
the artifacts of a software-intensive system.
A modeling language is a language whose vocabulary and rules focus on the
conceptual and physical representation of a system.
Structural things are the nouns of UML models. These are the mostly static
parts of a model, representing elements that are either conceptual or physical
Behavioral things are the dynamic parts of UML models. These are the
verbs of a model, representing behavior over time and space.
Grouping things are the organizational parts of UML models. These are the
boxes into which a model can be decomposed.
Annotational things are the explanatory parts of UML models. These are the
comments you may apply to describe, illuminate, and remark about any
element in a model.
There is one primary kind of annotational thing, called a note. A note is
simply a symbol for rendering constraints and comments attached to an
element or a collection of elements.
Graphically, a note is rendered as a rectangle with a dog-eared corner,
together with a textual or graphical comment.