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�Modeling with UML

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Overview: modeling with UML

  • What is modeling?
  • What is UML?
  • Use case diagrams
  • Class diagrams

Next lecture

  • Sequence diagrams
  • Activity diagrams

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What is modeling?

  • Modeling consists of building an abstraction of reality.
  • Abstractions are simplifications because:
    • They ignore irrelevant details and
    • They only represent the relevant details.
  • What is relevant or irrelevant depends on the purpose of the model.

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Example: street map

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Why model CPS?

Why model CPS?

  • CPSis getting increasingly more complex
    • heterogeneous with huge cluster of devices
    • A single programmer cannot manage this amount of code in its entirety.
  • Code is not easily understandable by developers who did not write it
  • We need simpler representations for complex systems
    • Modeling is a mean for dealing with complexity

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Systems, Models and Views

  • A model is an abstraction describing a subset of a system
  • A view depicts selected aspects of a model
  • A notation is a set of graphical or textual rules for depicting views
  • Views and models of a single system may overlap each other

Examples:

  • System: Aircraft
  • Models: Flight simulator, scale model
  • Views: All blueprints, electrical wiring, fuel system

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Systems, Models and Views

Aircraft

Flightsimulator

Scale Model

Blueprints

Electrical

Wiring

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Models, Views and Systems (UML)

System

Model

View

*

*

Depicted by

Described by

Airplane: System

Blueprints: View

Fuel System: View

Electrical Wiring: View

Scale Model: Model

Flight Simulator: Model

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Concepts and Phenomena

Phenomenon

    • An object in the world of a domain as you perceive it
    • Example: The lecture you are attending
    • Example: My black watch

Concept

    • Describes the properties of phenomena that are common.
    • Example: Lectures on software engineering
    • Example: Black watches

Concept is a 3-tuple:

    • Name (To distinguish it from other concepts)
    • Purpose (Properties that determine if a phenomenon is a member of a concept)
    • Members (The set of phenomena which are part of the concept)

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Concepts and phenomena

  • Abstraction
    • Classification of phenomena into concepts
  • Modeling
    • Development of abstractions to answer specific questions about a set of phenomena while ignoring irrelevant details.

Members

Name

Clock

Purpose

A device that

measures time.

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Concepts in software: Type and Instance

  • Type:
    • An abstraction in the context of programming languages
    • Name: int, Purpose: integral number, Members: 0, -1, 1, 2, -2, . . .
  • Instance:
    • Member of a specific type
  • The type of a variable represents all possible instances the variable can take

The following relationships are similar:

    • “type” <–> “instance”
    • “concept” <–> “phenomenon”

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Abstract Data Types & Classes

  • Abstract data type
    • Special type whose implementation is hidden from the rest of the system.
  • Class:
    • An abstraction in the context of object-oriented languages
  • Like an abstract data type, a class encapsulates both state (variables) and behavior (methods)
    • Class Vector
  • Unlike abstract data types, classes can be defined in terms of other classes using inheritance

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Application and Solution Domain

  • Application Domain (Requirements Analysis):
    • The environment in which the system is operating

  • Solution Domain (System Design, Object Design):
    • The available technologies to build the system

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Object-oriented modeling

Application Domain

Solution Domain

Application Domain Model

System Model

Aircraft

TrafficController

FlightPlan

Airport

MapDisplay

FlightPlanDatabase

SummaryDisplay

TrafficControl

TrafficControl

UML Package

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What is UML?

  • UML (Unified Modeling Language)
    • An emerging standard for modeling object-oriented software.
    • Resulted from the convergence of notations from three leading object-oriented methods:
      • OMT (James Rumbaugh)
      • OOSE (Ivar Jacobson)
      • Booch (Grady Booch)
  • Reference: “The Unified Modeling Language User Guide”, Addison Wesley, 1999.
  • Supported by several CASE tools
    • Rational ROSE
    • TogetherJ

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UML: First Pass

  • You can model 80% of most problems by using about 20 % UML
  • We teach you those 20%

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UML First Pass

  • Use case Diagrams
    • Describe the functional behavior of the system as seen by the user.
  • Class diagrams
    • Describe the static structure of the system: Objects, Attributes, Associations
  • Sequence diagrams
    • Describe the dynamic behavior between actors and the system and between objects of the system
  • Statechart diagrams
    • Describe the dynamic behavior of an individual object (essentially a finite state automaton)
  • Activity Diagrams
    • Model the dynamic behavior of a system, in particular the workflow (essentially a flowchart)

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UML first pass: Use case diagrams

WatchUser

WatchRepairPerson

ReadTime

SetTime

ChangeBattery

Actor

Use case

Package

Watch

Use case diagrams represent the functionality of the system

from user’s point of view

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UML first pass: Class diagrams

1

2

push()�release()

1

1

blinkIdx

blinkSeconds()

blinkMinutes()

blinkHours()

stopBlinking()

referesh()

LCDDisplay

Battery

load

1

2

1

Time

now

1

Watch

Class

Association

Multiplicity

Attribute

Operations

Class diagrams represent the structure of the system

state

PushButton

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UML first pass: Sequence diagram

:LCDDisplay

blinkHours()

blinkMinutes()

refresh()

commitNewTime()

:Time

incrementMinutes()

stopBlinking()

:Watch

pressButton1()

pressButton2()

pressButtons1And2()

pressButton1()

:WatchUser

Object

Message

Activation

Sequence diagrams represent the behavior as interactions

Actor

Lifeline

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UML first pass: Statechart diagrams for objects with interesting dynamic behavior

State

Initial state

Final state

Transition

Event

Represent behavior as states and transitions

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Other UML Notations

UML provide other notations that we will be introduced in subsequent lectures, as needed.

  • Implementation diagrams
    • Component diagrams
    • Deployment diagrams
    • Introduced in lecture on System Design
  • Object constraint language
    • Introduced in lecture on Object Design

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UML Core Conventions

  • Rectangles are classes or instances
  • Ovals are functions or use cases
  • Instances are denoted with an underlined names
    • myWatch:SimpleWatch
    • Joe:Firefighter
  • Types are denoted with non underlined names
    • SimpleWatch
    • Firefighter
  • Diagrams are graphs
    • Nodes are entities
    • Arcs are relationships between entities

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Use Case Diagrams

  • Used during requirements elicitation to represent external behavior

  • Actors represent roles, that is, a type of user of the system
  • Use cases represent a sequence of interaction for a type of functionality
  • The use case model is the set of all use cases. It is a complete description of the functionality of the system and its environment

Passenger

PurchaseTicket

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Actors

  • An actor models an external entity which communicates with the system:
    • User
    • External system
    • Physical environment
  • An actor has a unique name and an optional description.
  • Examples:
    • Passenger: A person in the train
    • GPS satellite: Provides the system with GPS coordinates

Passenger

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Use Case

A use case represents a class of functionality provided by the system as an event flow.

A use case consists of:

  • Unique name
  • Participating actors
  • Entry conditions
  • Flow of events
  • Exit conditions
  • Special requirements

PurchaseTicket

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Use Case Diagram: Example

Name: Purchase ticket

Participating actor: Passenger

Entry condition:

  • Passenger standing in front of ticket distributor.
  • Passenger has sufficient money to purchase ticket.

Exit condition:

  • Passenger has ticket.

Event flow:

1. Passenger selects the number of zones to be traveled.

2. Distributor displays the amount due.

3. Passenger inserts money, of at least the amount due.

4. Distributor returns change.

5. Distributor issues ticket.

Anything missing?

Exceptional cases!

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The <<extends>> Relationship

  • <<extends>> relationships represent exceptional or seldom invoked cases.
  • The exceptional event flows are factored out of the main event flow for clarity.
  • Use cases representing exceptional flows can extend more than one use case.
  • The direction of a <<extends>> relationship is to the extended use case

Passenger

PurchaseTicket

TimeOut

<<extends>>

NoChange

<<extends>>

OutOfOrder

<<extends>>

Cancel

<<extends>>

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The <<includes>> Relationship

  • <<includes>> relationship represents behavior that is factored out of the use case.
  • <<includes>> behavior is factored out for reuse, not because it is an exception.
  • The direction of a <<includes>> relationship is to the using use case (unlike <<extends>> relationships).

Passenger

PurchaseSingleTicket

PurchaseMultiCard

NoChange

<<extends>>

Cancel

<<extends>>

<<includes>>

CollectMoney

<<includes>>

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Use Case Diagrams: Summary

  • Use case diagrams represent external behavior
  • Use case diagrams are useful as an index into the use cases
  • Use case descriptions provide meat of model, not the use case diagrams.
  • All use cases need to be described for the model to be useful.

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Class Diagrams

  • Class diagrams represent the structure of the system.
  • Used
    • during requirements analysis to model problem domain concepts
    • during system design to model subsystems and interfaces
    • during object design to model classes.

Enumeration getZones()

Price getPrice(Zone)

TarifSchedule

*

*

Trip

zone:Zone

Price: Price

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Classes

  • A class represent a concept
  • A class encapsulates state (attributes) and behavior (operations).
  • Each attribute has a type.
  • Each operation has a signature.
  • The class name is the only mandatory information.

zone2price

getZones()

getPrice()

TarifSchedule

Table zone2price

Enumeration getZones()

Price getPrice(Zone)

TarifSchedule

Name

Attributes

Operations

Signature

TarifSchedule

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Instances

  • An instance represents a phenomenon.
  • The name of an instance is underlined and can contain the class of the instance.
  • The attributes are represented with their values.

zone2price = {

{‘1’, .20},�{‘2’, .40},

{‘3’, .60}}

tarif_1974:TarifSchedule

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Actor vs Instances

  • What is the difference between an actor , a class and an instance?
  • Actor:
    • An entity outside the system to be modeled, interacting with the system (“Passenger”)
  • Class:
    • An abstraction modeling an entity in the problem domain, must be modeled inside the system (“User”)
  • Object:
    • A specific instance of a class (“Joe, the passenger who is purchasing a ticket from the ticket distributor”).

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Associations

  • Associations denote relationships between classes.
  • The multiplicity of an association end denotes how many objects the source object can legitimately reference.

Price�Zone

Enumeration getZones()

Price getPrice(Zone)

TarifSchedule

TripLeg

*

*

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1-to-1 and 1-to-many Associations

Country

name:String

City

name:String

Has-capital

Polygon

draw()

Point

x: Integer

y: Integer

One-to-one association

One-to-many association

*

*

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Many-to-Many Associations

StockExchange

Company

tickerSymbol

Lists

*

*

StockExchange

Company

Lists

1

*

tickerSymbol

SX_ID

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From Problem Statement To Object Model

Pr

oblem Statement: A stock exchange lists many companies. Each

company is uniquely identified by a ticker symbol

Class Diagram:

StockExchange

Company

tickerSymbol

Lists

*

*

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From Problem Statement to Code

public class StockExchange

{

private Vector m_Company = new Vector();

};

public class Company

{

public int m_tickerSymbol;

private Vector m_StockExchange = new Vector();

};

Pr

oblem Statement

:

A

stock exchange lists many companies.

Each company is identified by a ticker Symbol

Class Diagram:

Java Code

StockExchange

Company

tickerSymbol

Lists

*

*

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Aggregation

  • An aggregation is a special case of association denoting a “consists of” hierarchy.
  • The aggregate is the parent class, the components are the children class.

  • A solid diamond denotes composition, a strong form of aggregation where components cannot exist without the aggregate. (Bill of Material)

TicketMachine

ZoneButton

3

Exhaust system

Muffler

diameter

Tailpipe

diameter

1

0..2

Exhaust system

Muffler

diameter

Tailpipe

diameter

1

0..2

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Qualifiers

  • Qualifiers can be used to reduce the multiplicity of an association.

Directory

File

filename

Without qualification

1

*

With qualification

Directory

File

0…1

1

filename

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Inheritance

  • The children classes inherit the attributes and operations of the parent class.
  • Inheritance simplifies the model by eliminating redundancy.

Button

ZoneButton

CancelButton

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Object Modeling in Practice: Class Identification

Foo

Betrag

CustomerId

Deposit()

Withdraw()

GetBalance()

Class Identification: Name of Class, Attributes and Methods

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Object Modeling in Practice: �Encourage Brainstorming

Foo

Betrag

CustomerId

Deposit()

Withdraw()

GetBalance()

Account

Betrag

CustomerId

Deposit()

Withdraw()

GetBalance()

Naming is important!

Is Foo the right name?

“Dada”

Betrag

CustomerId

Deposit()

Withdraw()

GetBalance()

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Object Modeling in Practice ctd

Account

Betrag

Deposit()

Withdraw()

GetBalance()

Customer

Name

CustomerId

1) Find New Objects

CustomerId

AccountId

2) Iterate on Names, Attributes and Methods

Bank

Name

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Object Modeling in Practice: A Banking System

Account

Betrag

Deposit()

Withdraw()

GetBalance()

Customer

Name

CustomerId

CustomerId

AccountId

AccountId

Bank

Name

1) Find New Objects

2) Iterate on Names, Attributes and Methods

3) Find Associations between Objects

Has

4) Label the assocations

5) Determine the multiplicity of the assocations

*

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Practice Object Modeling: Iterate, Categorize!

Customer

Name

CustomerId()

Account

Amount

Deposit()

Withdraw()

GetBalance()

CustomerId

AccountId

AccountId

Bank

Name

Has

*

*

Savings

Account

Withdraw()

Checking

Account

Withdraw()

Mortgage

Account

Withdraw()

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Packages

  • A package is a UML mechanism for organizing elements into groups (usually not an application domain concept)
  • Packages are the basic grouping construct with which you may organize UML models to increase their readability.

  • A complex system can be decomposed into subsystems, where each subsystem is modeled as a package

DispatcherInterface

Notification

IncidentManagement

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UML sequence diagrams

  • Used during requirements analysis
    • To refine use case descriptions
    • to find additional objects (“participating objects”)
  • Used during system design
    • to refine subsystem interfaces
  • Classes are represented by columns
  • Messages are represented by arrows
  • Activations are represented by narrow rectangles
  • Lifelines are represented by dashed lines

selectZone()

pickupChange()

pickUpTicket()

insertCoins()

Passenger

TicketMachine

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Nested messages

  • The source of an arrow indicates the activation which sent the message
  • An activation is as long as all nested activations
  • Horizontal dashed arrows indicate data flow
  • Vertical dashed lines indicate lifelines

selectZone()

Passenger

ZoneButton

TarifSchedule

Display

lookupPrice(selection)

displayPrice(price)

price

Dataflow

…to be continued...

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Iteration & condition

  • Iteration is denoted by a * preceding the message name
  • Condition is denoted by boolean expression in [ ] before the message name

Passenger

ChangeProcessor

insertChange(coin)

CoinIdentifier

Display

CoinDrop

displayPrice(owedAmount)

lookupCoin(coin)

price

[owedAmount<0] returnChange(-owedAmount)

Iteration

Condition

…to be continued...

…continued from previous slide...

*

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Creation and destruction

  • Creation is denoted by a message arrow pointing to the object.
  • Destruction is denoted by an X mark at the end of the destruction activation.
  • In garbage collection environments, destruction can be used to denote the end of the useful life of an object.

Passenger

ChangeProcessor

…continued from previous slide...

Ticket

createTicket(selection)

free()

Creation

Destruction

print()

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Sequence Diagram Summary

  • UML sequence diagram represent behavior in terms of interactions.
  • Useful to find missing objects.
  • Time consuming to build but worth the investment.
  • Complement the class diagrams (which represent structure).

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State Chart Diagrams

State

Initial state

Final state

Transition

Event

Represent behavior as states and transitions

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Activity Diagrams

  • An activity diagram shows flow control within a system

  • An activity diagram is a special case of a state chart diagram in which states are activities (“functions”)
  • Two types of states:
    • Action state:
      • Cannot be decomposed any further
      • Happens “instantaneously” with respect to the level of abstraction used in the model
    • Activity state:
      • Can be decomposed further
      • The activity is modeled by another activity diagram

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Statechart Diagram vs. Activity Diagram

Active

Inactive

Closed

Archived

Incident-

Handled

Incident-

Documented

Incident-

Archived

Statechart Diagram for Incident (similar to Mealy Automaton)

(State: Attribute or Collection of Attributes of object of type Incident)

Activity Diagram for Incident (similar to Moore

(State: Operation or Collection of Operations)

Triggerless

Transition

Completion of activity

causes state transition

Event causes

State transition

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Activity Diagram: Modeling Decisions

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Activity Diagrams: Modeling Concurrency

  • Synchronization of multiple activities
  • Splitting the flow of control into multiple threads

Synchronization

Splitting

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Activity Diagrams: Swimlanes

  • Actions may be grouped into swimlanes to denote the object or subsystem that implements the actions.

Open

Incident

Allocate

Resources

Coordinate

Resources

Document

Incident

Archive

Incident

Dispatcher

FieldOfficer

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What should be done first? Coding or Modeling?

  • It all depends….

  • Forward Engineering:
    • Creation of code from a model
    • Greenfield projects
  • Reverse Engineering:
    • Creation of a model from code
    • Interface or reengineering projects
  • Roundtrip Engineering:
    • Move constantly between forward and reverse engineering
    • Useful when requirements, technology and schedule are changing frequently

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UML Summary

  • UML provides a wide variety of notations for representing many aspects of software development
    • Powerful, but complex language
    • Can be misused to generate unreadable models
    • Can be misunderstood when using too many exotic features

  • For now we concentrate on a few notations:
    • Functional model: Use case diagram
    • Object model: class diagram
    • Dynamic model: sequence diagrams, statechart and activity diagrams

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Additional Slides

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Models for Plato’s and Aristotle’s Views of Reality

  • Material reality is a second-class subordinate type of reality.
  • The first-class type is a “form” Forms lie behind every thing or in the world. Forms can be abstract nouns like “beauty” or “mammal” or concrete nouns like “tree” or “horse”.
  • There is an important difference between the world of forms and particulars. Forms are nonmaterial, particulars are material. Forms are permanent and changeless. Particulars are changing.
  • Forms can be acquired intellectually through a “dialectic” process that moves toward the highest understanding of reality through the interaction of questions and answers.

Plato

  • Aristotle accepted the reality of Forms as nonmaterial entities.
  • However, he could not accept Plato’s idea, that these Forms were not real.
  • Instead of two separate worlds, one for Forms and one for Particulars, Aristotle had only one world, a world of particular things.
  • Particular things according to Aristotle have a certain permance about them, even while they are subject to change: A tree changes colors without ceasing to be a tree. A horse grows in size without ceasing to be a horse.
  • What is the root of this permancence? It is the thing’s internal form, which minds detect, when they penetrate beyond the thing’s changing attributes. So for Aristotle, reality is thus made up of particular things that are each composed of form antdn matter..

Aristotle

Using UML, we can illustrate Platon’s and Aristotle’s viewpoints very easily

and see their differences as well

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Model for Plato’s View of Reality

  • Material reality is a second-class subordinate type of reality.
  • The first-class type is a “form” Forms lie behind every thing or in the world. Forms can be abstract nouns like “beauty” or “mammal” or concrete nouns like “tree” or “horse”.
  • There is an important difference between the world of forms and particulars. Forms are nonmaterial, particulars are material. Forms are permanent and changeless. Particulars are changing.
  • Forms can be acquired intellectually through a “dialectic” process that moves toward the highest understanding of reality through the interaction of questions and answers.

Plato

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Model Aristotle’s Views of Reality

  • Aristotle accepted the reality of Forms as nonmaterial entities.
  • However, he could not accept Plato’s idea, that these Forms were not real.
  • Instead of two separate worlds, one for Forms and one for Particulars, Aristotle had only one world, a world of particular things.
  • Particular things according to Aristotle have a certain permance about them, even while they are subject to change: A tree changes colors without ceasing to be a tree. A horse grows in size without ceasing to be a horse.
  • What is the root of this permancence? It is the thing’s internal form, which minds detect, when they penetrate beyond the thing’s changing attributes. So for Aristotle, reality is thus made up of particular things that are each composed of form antdn matter..

Aristotle

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Comparison of Plato’s and Aristotle’s Views

Plato

Aristotle

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