UML For Java Programmers
UML For Java Programmers
www.objectmentor.com
fitnesse.org
www.xprogramming.com
www.junit.org
Specification
A description of source code yet to be written.
Implementation
A description of source code that already exists.
Conceptual
Tied to human language:
Animal
Hmmm
Lounge Chair
SitsInA Dog
DrinksA Martini
Led Zepplin
GroovesTo {WayLoud}
SmokesA Cigar
Now its time for: Uncle Bobs rant. Human language is not the best foundation for software structure.
A Circle ISA Ellipse.
User
Ellipse
Circle
Example:
public class TreeMap { TreeMapNode topNode = null; public void add(Comparable key, Object value) {} public Object get(Comparable key) {} } class TreeMapNode { private Comparable itsKey; private Object itsValue; private TreeMapNode nodes[] = new TreeMapNode[2]; public TreeMapNode(Comparable key, Object value) {} public Object find(Comparable key) {} public void add(Comparable key, Object value) {} }
itsValue Object
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nodes
itsValue Object
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Associations.
In this diagram all the relationships are associations. Associations are simple data relationships in which one object holds a reference to, and invokes methods upon, the other.
nodes
itsValue Object
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Relationship Names.
The name on an association maps to the name of the variable that holds the reference.
itsValue Object
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Multiplicity.
A number next to an arrowhead typically shows the number of instances held by the relationship. If that number is greater than one then some kind of container, like an array, is implied. class TreeMapNode { private TreeMapNode nodes[] = new TreeMapNode[2]; }
2 TreeMap + add(key, value) + get(key) topNode nodes TreeMapNode + add(key, value) + find(key) itsKey interface Comparable
itsValue Object
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Class Icons.
Class icons can have more than one compartment. The top compartment always holds the name of the class. The other compartments describe functions and variables.
nodes
itsValue Object
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Interface.
The interface notation means that Comparable is an interface.
nodes
itsValue Object
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Optional.
Most of the notations shown are optional
itsValue Object
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<<Grimace>>.
But Uncle Bob, you didnt talk about Aggregation or Composition.
Rant.
Car Steering Wheel
Engine
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Object Diagrams.
:TreeMap topNode :TreeMapNode - itsKey = "Martin"
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Freeze Frame.
It shows a set of objects and relationships at a particular moment in the execution of the system. You can view it as a snapshot of memory.
:TreeMap
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:TreeMap
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Object : Class
The name after the colon is the name of the class that the object belongs to.
:TreeMap topNode :TreeMapNode - itsKey = "Martin"
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Values.
Note that the lower compartment of each object shows the value of that objects itsKey variable.
:TreeMap topNode :TreeMapNode - itsKey = "Martin"
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Links.
The relationships between the objects are called links, and are derived from the associations.
:TreeMap
2 TreeMap + add(key, value) + get(key) topNode nodes
itsValue Object
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Sequence Diagrams.
public void add(Comparable key,Object value){ if (topNode == null) topNode = new TreeMapNode(key, value); else topNode.add(key, value); }
[topNode == null]
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Actor.
The stick figure (actor) represents an unknown caller.
[topNode == null]
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Lifelines.
The dashed lines are lifelines, they show the lifetime of the objects they descend from.
:TreeMap add(key, value) value key topNode: TreeMapNode
[topNode == null]
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Messages.
The long arrows are messages sent between the objects.
[topNode == null]
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Guards.
The boolean expressions inside square brackets are called guards. They show which path is taken.
[topNode == null]
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Construction.
The message arrow that terminates on the TreeMapNode icon represents construction.
[topNode == null]
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Data Tokens
The little arrows with circles are called data tokens. They show any arguments or return values.
[topNode == null]
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Activations.
The skinny rectangle below TreeMap is called an activation. It depicts how much time the add method executes.
[topNode == null]
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Collaboration Diagrams.
1: add(key, value) :TreeMap
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Links (again).
The objects are connected by relationships called links. A link exists wherever one object can send a message to another.
1: add(key, value) :TreeMap
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Messages.
Traveling over those links are the messages themselves. They are depicted as the smaller arrows.
1: add(key, value) :TreeMap
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Message Labels.
The messages are labeled with the name of the message, its sequence number, and any guards that apply.
1: add(key, value) :TreeMap
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Sequence Numbers.
The dot structure of the sequence number shows the calling hierarchy.
1: add(key, value) :TreeMap
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State Diagrams.
A Subway Turnstile.
coin / Thankyou
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States.
There are two states named Locked and Unlocked.
coin / Thankyou
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Events.
Two events may be sent to the machine. The coin event means that the user has dropped a coin into the turnstile. The pass event means that the user has passed through the turnstile.
coin / Thankyou
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Transitions.
The arrows are called transitions. They are labeled with the event that triggers the transition and the action that the transition performs.
coin / Thankyou
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Interpretation.
If we are in the Locked state and we get a coin event, then we transition to the Unlocked state and we invoke the Unlock function. If we are in the Unlocked state and we get a pass event, then we transition to the Locked state and we invoke the Lock function. If we are in the Unlocked state and we get a coin event, then we stay in the Unlocked state and we call the Thankyou function. If we are in the Locked state and we get a pass event, then we stay in the Locked state and we call the Alarm function.
coin / Unlock pass / Alarm Locked
coin / Thankyou
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Sufficiency.
The diagrams shown in this chapter are enough for most purposes.
Most programmers could live without any more knowledge of UML that what is shown here.
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Tools.
Now ask me what I think about tools..
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Documentation.
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