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Unit 4 Ch 1 Ooad Uml

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Unit 4 Ch 1 Ooad Uml

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UNIT-4

CHAPTER-1
Use cases
 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.
 The UML provides a graphical representation of a use case and an actor, shown in
figure.

Fig: Actors and Use Cases

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

 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

Fig: Simple and Path Names

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 another
system plays with a system.
 An instance of an actor, therefore, represents an individual interacting with the
system in a specific way
Object Oriented Analysis and design
 Actors may be connected to use cases only by association
 An association between an actor and a use case indicates that the actor and the use
case communicate with one another, each one possibly sending and receiving
messages.

Fig: Actors

Use Cases and Flow of Events


 A use case describes what a system does but it does not specify how it does it.
 You can 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 Validate
User 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 Customer commits 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.

 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

Use Cases and Scenarios

 Typically, we'll first describe the flow of events for a use case in text.
 Typically, we'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.
 Use case describes a set of sequences, not just a single sequence, and it would be
Object Oriented Analysis and design
impossible to express all the details of an interesting use case in just one 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.

Use Cases and Collaborations

 A use case captures the intended behavior of the system you are developing, without
having to specify how that behavior is implemented.
 however, you have to implement your use cases, and you do so by creating a society
of classes and other elements that work together to implement the behavior of this
use case
 This society of elements, including both its static and dynamic structure, is modeled
in the UML as a collaboration.
 you can explicitly specify the realization of a use case by a collaboration.

Fig: Use Cases and Collaborations


Organizing Use Cases

 We 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.
 generalization among use cases is rendered as a solid directed line with a large open
arrowhead, just like generalization among classes.

 An include relationship between use cases means that the base use case explicitly
incorporates the behavior of another use case at a location specified in the base.
 You use an include relationship to avoid describing the same flow of events several
times, by putting the common behavior in a use case of its own
 The include relationship is essentially an example of delegation—you take a set of
responsibilities of the system and capture it in one place (the included use case), then
let all other parts of the system (other use cases) include the new aggregation of
responsibilities whenever they need to use that functionality.
 include followed by the name of the use case you want to include
 You render an include relationship as a dependency, stereotyped as include.

 An extend relationship between use cases means that the base use case implicitly
incorporates the behavior of another use case at a location specified indirectly by the
extending use case.
 This base use case may be extended only at certain points called, not surprisingly, its
extension points
 We use an extend relationship to model the part of a use case the user may see as
optional system behavior.
 We may also use an extend relationship to model a separate subflow that is executed
Object Oriented Analysis and design
only under given conditions.
 Finally, we may use an extend relationship to model several flows that may be
inserted at a certain point, governed by explicit interaction with an actor.
 We render an extend relationship as a dependency, stereotyped as extend.

Fig: Generalization, Include, and Extend


Other Features

 Use cases are classifiers, so they may have attributes and operations that you may
render just as for classes.
 You can think of these attributes as the objects inside the use case that you need to
describe its outside behavior. Similarly, you can think of these operations as the
actions of the system you need to describe a flow of events.
 These objects and operations may be used in your interaction diagrams to specify the
behavior of the use case
 As classifiers, you can also attach state machines to use cases
 We can use state machines as yet another way to describe the behavior represented
by a use case.

Common Modeling Techniques

Modeling the Behavior of an Element

 The most common thing for which you'll apply use cases is to model the behavior of
an element, whether it is the system as a whole, a subsystem, or a class.

To model the behavior of an element

 Identify the actors that interact with the element. Candidate actors include groups that
require certain behavior to perform their tasks or that are needed directly or indirectly
to perform the element's functions.
 Organize actors by identifying general and more specialized roles.
 For each actor, consider the primary ways in which that actor interacts with the
Object Oriented Analysis and design
element. Consider also interactions that change the state of the element or its
environment or that involve a response to some event.
 Consider also the exceptional ways in which each actor interacts with the element.
 Organize these behaviors as use cases, applying include and extend relationships to
factor common behavior and distinguish exceptional behavior.

Fig: Modeling the Behavior of an Element


Use Case Diagrams

 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).

 Use case 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.

 A use case diagram is a diagram that shows a set of use cases and actors and their
relationships.

 You apply use case diagrams to model the use case view of a system.

 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.

Object Oriented Analysis and design


Fig: A Use Case Diagram

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.
 Use case diagrams may also contain packages
 Occasionally, you'll want to place instances of use cases in your diagrams, as well,
especially when you want to visualize a specific executing system.

Common Uses

 We apply use case diagrams to model the static use case view of a system. This view
primarily supports the behavior of a system
 When you model the static use case view of a system, you'll typically apply use case
diagrams in one of two ways.

o To model the context of a system


o To model the requirements of a system

Modeling the context of a system

Object Oriented Analysis and design


 It 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.

Modeling the requirements of a system

 It 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.

Common Modeling Techniques

Modeling the Context of a System

 Given a system—any system—some things will live inside the system, some things
will live outside it. For example, in a credit card validation system, you'll find such
things as accounts, transactions, and fraud detection agents inside the system.
Similarly, you'll find such things as credit card customers and retail institutions
outside the system. The things that live inside the system are responsible for carrying
out the behavior that those on the outside expect the system to provide. All those
things on the outside that interact with the system constitute the system's context.
This context defines the environment in which that system lives.
 In the UML, you can model the context of a system with a use case diagram,
emphasizing the actors that surround the system.

To model the context of a system

 Identify the actors that surround the system by considering which groups require help
from the system to perform their tasks; which groups are needed to execute the
system's functions; which groups interact with external hardware or other software
systems; and which groups perform secondary functions for administration and
maintenance.
 Organize actors that are similar to one another in a generalization/specialization
hierarchy.
 Where it aids understandability, provide a stereotype for each such actor.
 Populate a use case diagram with these actors and specify the paths of
communication from each actor to the system's use cases.
 This same technique applies to modeling the context of a subsystem. A system at one
level of abstraction is often a subsystem of a larger system at a higher level of
abstraction. Modeling the context of a subsystem is therefore useful when you are
building systems of interconnected systems.

Object Oriented Analysis and design


Fig: Modeling the Context of a System

Modeling the Requirements of a System

 A requirement is a design feature, property, or behavior of a system. When you state


a system's requirements, you are asserting a contract, established between those
things that lie outside the system and the system itself, which declares what you
expect that system to do.
 Requirements can be expressed in various forms, from unstructured text to
expressions in a formal language, and everything in between.
 Most, if not all, of a system's functional requirements can be expressed as use cases,
and the UML's use case diagrams are essential for managing these requirements.

To model the requirements of a system

 Establish the context of the system by identifying the actors that surround it.
 For each actor, consider the behavior that each expects or requires the system to
provide.
 Name these common behaviors as use cases.
 Factor common behavior into new use cases that are used by others; factor variant
behavior into new use cases that extend more main line flows.
 Model these use cases, actors, and their relationships in a use case diagram.
 Adorn these use cases with notes that assert nonfunctional requirements; you may
have to attach some of these to the whole system.
 This same technique applies to modeling the requirements of a subsystem

Fig: Modeling the Requirements of a System

Forward and Reverse Engineering

 Forward engineering is the process of transforming a model into code through a


mapping to an implementation language.
 A use case diagram can be forward engineered to form tests for the element to which
it applies.
 Each use case in a use case diagram specifies a flow of events and these flows
specify how the element is expected to behave.
To forward engineer a use case diagram

 For each use case in the diagram, identify its flow of events and its exceptional flow
of events.
Object Oriented Analysis and design
 Depending on how deeply you choose to test, generate a test script for each flow,
using the flow's preconditions as the test's initial state and its postconditions as its
success criteria.

 As necessary, generate test scaffolding to represent each actor that interacts with the
use case. Actors that push information to the element or are acted on by the element
may either be simulated or substituted by its real-world equivalent.

 Use tools to run these tests each time you release the element to which the use case
diagram applies.

Reverse engineering is the process of transforming code into a model through a


mapping from a specific implementation language.

 The UML's use case diagrams simply give you a standard and expressive language in
which to state what you discover.

To reverse engineer a use case diagram

 Identify each actor that interacts with the system.

 For each actor, consider the manner in which that actor interacts with the system,
changes the state of the system or its environment, or responds to some event.

 Trace the flow of events in the executable system relative to each actor. Start with
primary flows and only later consider alternative paths.

 Cluster related flows by declaring a corresponding use case. Consider modeling


variants using extend relationships, and consider modeling common flows by
applying include relationships.

 Render these actors and use cases in a use case diagram, and establish their
relationships.

Activity Diagrams

 Activity diagrams are one of the five diagrams in the UML for modeling the dynamic
aspects of systems. An activity diagram is essentially a flowchart, showing flow of
control from activity to activity.
 You use activity diagrams to model the dynamic aspects of a system.
 An activity diagram shows the flow from activity to activity. An activity is an
ongoing nonatomic execution within a state machine.
 Activities ultimately result in some action, which is made up of executable atomic
computations that result in a change in state of the system or the return of a value.
 Actions encompass calling another operation, sending a signal, creating or destroying
an object, or some pure computation, such as evaluating an expression.
 Graphically, an activity diagram is a collection of vertices and arcs.
 Activity diagrams may stand alone to visualize, specify, construct, and document the
dynamics of a society of objects, or they may be used to model the flow of control of
an operation.
 Whereas interaction diagrams emphasize the flow of control from object to object,
activity diagrams emphasize the flow of control from activity to activity.
Object Oriented Analysis and design
Fig: Activity Diagrams

Terms and Concepts

 An activity diagram shows the flow from activity to activity.

 An activity is an ongoing nonatomic execution within a state machine.

 Activities ultimately result in some action, which is made up of executable atomic


computations that result in a change in state of the system or the return of a value.
Actions encompass calling another operation, sending a signal, creating or destroying
an object, or some pure computation, such as evaluating an expression.

 Graphically, an activity diagram is a collection of vertices and arcs.


Common Properties

 An activity 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 an interaction diagram from all other
kinds of diagrams is its content.
Contents
 Activity diagrams commonly contain
o Activity states and action states
o Transitions
o Objects

 Like all other diagrams, activity diagrams may contain notes and constraints.

Action States and Activity States


Object Oriented Analysis and design
 Executable, atomic computations are called action states because they are states of
the system, each representing the execution of an action.
 We represent an action state using a lozenge shape (a symbol with horizontal top and
bottom and convex sides). Inside that shape, you may write any expression.
 Action states can't be decomposed. Furthermore, action states are atomic, meaning
that events may occur, but the work of the action state is not interrupted.
 Finally, the work of an action state is generally considered to take insignificant
execution time.

Fig: Action States

 Activity states can be further decomposed, their activity being represented by other
activity diagrams
 Furthermore, activity states are not atomic, meaning that they may be interrupted
and, in general, are considered to take some duration to complete.
 An action state is an activity state that cannot be further decomposed.
 We can think of an activity state as a composite, whose flow of control is made up of
other activity states and action states.

Fig: Activity States


Transitions
 When the action or activity of a state completes, flow of control passes immediately
to the next action or activity state.
 We specify this flow by using transitions to show the path from one action or activity
state to the next action or activity state.
 In the UML, you represent a transition as a simple directed line

Fig: Trigger less Transitions


Object Oriented Analysis and design
Branching
 As in a flowchart, you can include a branch, which specifies alternate paths taken
based on some Boolean expression.
 We represent a branch as a diamond. A branch may have one incoming transition and
two or more outgoing ones.
 On each outgoing transition, you place a Boolean expression, which is evalu ated only
once on entering the branch.
 On each outgoing transition, you place a Boolean expression, which is evaluated only
once on entering the branch. Across all these outgoing transitions, guards should not
overlap (otherwise, the flow of control would be ambiguous), but they should cover
all possibilities (otherwise, the flow of control would freeze).
 As a convenience, you can use the keyword else to mark one outgoing transition,
representing the path taken if no other guard expression evaluates to true.

Fig: Branching

Forking and Joining


 When we are modeling workflows of business processes—we might encounter flows
that are concurrent.
 In the UML, you use a synchronization bar to specify the forking and joining of these
parallel flows of control. A synchronization bar is rendered as a thick horizontal or
vertical line.

 Fork represents the splitting of a single flow of control into two or more concurrent
flows of control
 A fork may have one incoming transition and two or more outgoing transitions, each
of which represents an independent flow of control.
 Below the fork, the activities associated with each of these paths continues in
parallel.
 Conceptually, the activities of each of these flows are truly concurrent, although, in a
running system, these flows may be either truly concurrent or sequential yet
interleaved, thus giving only the illusion of true concurrency.

Object Oriented Analysis and design


Fig: Forking and Joining

 A Join represents the synchronization of two or more concurrent flows of control.


 A join may have two or more incoming transitions and one outgoing transition.
 Above the join, the activities associated with each of these paths continues in
parallel.
 At the join, the concurrent flows synchronize, meaning that each waits until all
incoming flows have reached the join, at which point one flow of control continues
on below the join.

Swimlanes

 We'll find it useful, especially when you are modeling workflows of business
processes, to partition the activity states on an activity diagram into groups, each
group representing the business organization responsible for those activities.
 In the UML, each group is called a swimlane because, visually, each group is divided
from its neighbor by a vertical solid line
 A swimlane specifies a locus of activities
 Each swimlane has a name unique within its diagram.
 Each swimlane represents a high-level responsibility for part of the overall activity of
an activity diagram, and each swimlane may eventually be implemented by one or
more classes.
 In an activity diagram partitioned into swimlanes, every activity belongs to exactly
one swimlane, but transitions may cross lanes.

Object Oriented Analysis and design


Fig: Swimlanes
Object Flow

 Objects may be involved in the flow of control associated with an activity diagram.
 We can specify the things that are involved in an activity diagram by placing these
objects in the diagram, connected using a dependency to the activity or transition that
creates, destroys, or modifies them.
 This use of dependency relationships and objects is called an object flow because it
represents the participation of an object in a flow of control.
 We can also show how its role, state and attribute values change.
 We represent the state of an object by naming its state in brackets below the object's
name.
 Similarly, We can represent the value of an object's attributes by rendering them in a
compartment below the object's name.

Fig: Object Flow

Object Oriented Analysis and design


Common Uses

 We use activity diagrams to model the dynamic aspects of a system


 These dynamic aspects may involve the activity of any kind of abstraction in any
view of a system's architecture, including classes, interfaces, components, and nodes.
 When you model the dynamic aspects of a system, we'll typically use activity
diagrams in two ways.

 To model a workflow
 To model an operation

1. To model a workflow

 Here you'll focus on activities as viewed by the actors that collaborate with the
system. Workflows often lie on the fringe of software-intensive systems and are used
to visualize, specify, construct, and document business processes that involve the
system you are developing. In this use of activity diagrams, modeling object flow is
particularly important.
2. To model an operation

 Here you'll use activity diagrams as flowcharts, to model the details of a


computation. In this use of activity diagrams, the modeling of branch, fork, and join
states is particularly important. The context of an activity diagram used in this way
involves the parameters of the operation and its local objects.

Common Modeling Techniques

Modeling a Workflow

 No software-intensive system exists in isolation; there's always some context in


which a system lives, and that context always encompasses actors that interact with
the system.
 Especially for mission critical, enterprise software, you'll find automated systems
working in the context of higher-level business processes.
 These business processes are kinds of workflows because they represent the flow of
work and objects through the business.

To model a workflow

 Establish a focus for the workflow. For nontrivial systems, it's impossible to show all
interesting workflows in one diagram.

 Select the business objects that have the high-level responsibilities for parts of the
overall workflow. These may be real things from the vocabulary of the system, or
they may be more abstract. In either case, create a swimlane for each important
business object.

 Identify the preconditions of the workflow's initial state and the postconditions of the
workflow's final state. This is important in helping you model the boundaries of the
workflow.

 Beginning at the workflow's initial state, specify the activities and actions that take
Object Oriented Analysis and design
place over time and render them in the activity diagram as either activity states or
action states.

 For complicated actions, or for sets of actions that appear multiple times, collapse
these into activity states, and provide a separate activity diagram that expands on
each.

 Render the transitions that connect these activity and action states. Start with the
sequential flows in the workflow first, next consider branching, and only then
consider forking and joining.

 If there are important objects that are involved in the workflow, render them in the
activity diagram, as well. Show their changing values and state as necessary to
communicate the intent of the object flow.

Fig: Modeling a Workflow

 The above figure shows an activity diagram for a retail business, which specifies the
Workflow involved when a customer returns an item from a mail order. Work starts
with the Customer action Request return and then flows through Telesales (Get return
number), back to the Customer (Ship item), then to the Warehouse (Receive item
then Restock item), finally ending in Accounting (Credit account). As the diagram
indicates, one significant object (i, an instance of Item) also flows the process,
changing from the returned to the available state.

Modeling an Operation
 An activity diagram can be attached to any modeling element for the purpose of
visualizing, specifying, constructing, and documenting that element's behavior.
 You can attach activity diagrams to classes, interfaces, components, nodes, use cases,
and collaborations.
 The most common element to which you'll attach an activity diagram is an operation.
 An activity diagram is simply a flowchart of an operation's actions.
 An activity diagram's primary advantage is that all the elements in the diagram are
semantically tied to a rich underlying model.

Object Oriented Analysis and design


To model an operation

 Collect the abstractions that are involved in this operation. This includes the
operation's parameters (including its return type, if any), the attributes of the
enclosing class, and certain neighboring classes.

 Identify the preconditions at the operation's initial state and the postconditions at the
operation's final state. Also identify any invariants of the enclosing class that must
hold during the execution of the operation.
 Beginning at the operation's initial state, specify the activities and actions that take
place over time and render them in the activity diagram as either activity states or
action states.

 Use branching as necessary to specify conditional paths and iteration.

 Only if this operation is owned by an active class, use forking and joining as
necessary to specify parallel flows of control.

Fig: Modeling an Operation

Forward and Reverse Engineering


 Forward engineering (the creation of code from a model) is possible for activity
diagrams, especially if the context of the diagram is an operation.
 For example, using the previous activity diagram, a forward engineering tool could
generate the following C++ code for the operation intersection.

Point Line::intersection (l : Line) {


if (slope == l.slope) return Point(0,0);
int x = (l.delta - delta) / (slope - l.slope);
int y = (slope * x) + delta;
return Point(x, y);
}

 Reverse engineering (the creation of a model from code) is also possible for activity
diagrams, especially if the context of the code is the body of an operation.
 In particular, the previous diagram could have been generated from the
implementation of the class Line.

Object Oriented Analysis and design

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