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Lecture 02: UML


Objectives
Upon completion of this lecture, students will:
1. be able to draw an use case diagram
2. be able to draw a class diagram
3. be able to draw a sequence diagram
4. be able to draw an activity diagram
5. be able to draw a state diagram


Agenda




Engineering Design Cycles
Structured Design
Unified Modeling Language (UML)


The Development Stages










Requirements analysis and specs
Conceptual design
Detailed program design
Implementation
Unit and integration testing
System testing
System delivery
Maintenance


Example Development Life
Cycle Models






R The Waterfall Model
V cycle
Spiral
Rapid Prototyping
Agile Methods


Waterfall Model


V Cycle



Spiral


Rapid Prototyping



Break the problem into little pieces
Get a front-end implementation out quick


Agile Methods


Extreme Programming





Sprints




Focus on small increments
Pair-wise or team programming
Well defined quick tasks to get something out


Scrum


Quick meetings daily and/or weekly


The Actual Design Process


Key steps for success:






Requirement definitions
System specification
Functional design
Architectural design
Prototyping and Test


Structured Design




Breaking down a problem and

systematically deriving a solution
How do you represent this?


Unified Modeling Language
(UML)


A “language” for specifying various
aspects of the product during the design
process


Universal way of sharing ideas


What is UML?
The Unified Modeling Language (UML) is a standard  language for

Specifying

Visualizing

Business Modeling
14

Constructing

Documenting


Communications


Different Views (Diagrams)

Users

15

Designers

Analyzers


Summary of UML Diagrams


Summary of UML Diagrams

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Use Case Diagram





Gives us an outside view of the system
Describes the public interface for the
module or system

Answers the questions:





What is the behavior that the user sees?
What is the behavior the user expects?

Repeatedly poses the question


“What?” until the external view of the system
has been satisfactorily captured


Use case datagram


presents the main components (use
cases) of the system




How the user interacts with those components

Like many of the diagrams we’ll work with





Use case diagram can be hierarchical in
nature
From top level drawing, one can expand each
use case into subuse cases as necessary


Components of an use case diagram


This diagram comprises three components






The system
The actor(s)
The use case(s)

And relationships:



Association: between actor and use case,
Generalization, include, extend: between one
use case and another



System



Meaning of system is self evident
It’s expressed in the diagram as a box



System boundary
We’ll often leave this off the diagram


Actors




An actor represents : “A coherent set of roles
users of use cases play when interacting
with these use cases.“
Represent any one or any thing that might
be using the system








Human
Hardware device
Another system

Drawn as simple stick figures
Viewed as being outside of the system


Use Cases – Graphical view





Use cases represented as a solid oval
Identify the various behaviors of the system or
ways that it might be used
They encapsulate the events or actions








That must occur to implement the intended behavior
of the system


Are stated or expressed from the point of view of
the user
Accompanying each use case is a textual
component fully describing it
A very powerful tool during the early stages of a
project (Requirements definition)


As we construct the diagram








We place the actor that executes the use case on
the left hand side
Supporting actors appear on the right hand side
 Not restricted to human users
 Actor can be a computer or other system as well
Set of use cases appears in the center of the
drawing
 With arrows indicating the actors involved in the
use case (?)
Actor0UseCase1UseCase2UseCase3Actor1


A generic Use Case Diagram



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