Duration Message A note (comment) gives the ability to attach various remarks to elements. Destroy Message A duration message defines a particular communication between lifelines of an interaction, which shows the distance between two time instants for a message invocation. Create Message A destroy message defines a particular communication between lifelines of an interaction, which represents the request of destroying the lifecycle of target lifeline. Recursive Message A create message defines a particular communication between lifelines of an interaction, which represents the instantiation of (target) lifeline. It's target points to an activation on top of the activation where the message was invoked from. Self Message A recursive message defines a particular communication between lifelines of an interaction, which represents the invocation of message of the same lifeline. Return Message A self message defines a particular communication between lifelines of an interaction, which represents the invocation of message of the same lifeline. Call Message A return message defines a particular communication between lifelines of an interaction, which represents the pass of information back to the caller of a corresponded former message. Different types of messages A call message defines a particular communication between lifelines of an interaction, which represents an invocation of operation of target lifeline. Return message: dashed arrow with stick head.Asynchronous message: solid arrow with a stick head.Synchronous message: solid arrow with a solid head.Representing messages between objects Type of arrow indicates types of messages: Write message name and arguments above the arrow.A message (method call): horizontal arrow to the receiving object. Activation An activation is represented by a thin rectangle on a lifeline) represents the period during which an element is performing an operation. A lifeline represents an individual participant in the Interaction.Lifeline An object's "life line" is represented by a dashed vertical line. Write the object's name if it clarifies the diagram. Syntax and semantics Representing objects An object: a box with an underlined label that specifies the object type, and optionally the object name. Represent objects interact in (Model, View / Controller) MVC pattern of software framework 3. The interaction that takes place in a collaboration that either realizes a use case or an operation (instance diagrams or generic diagrams) 2. vertical: time (↓ forward in time) Sequence Diagrams captures interaction in different level of granularity: High-level interactions between the user of the system and the system, between the system and other systems, or between subsystems (sometimes known as system sequence diagrams) 1.horizontal: which participant is acting.sequence diagram starts with an unattached "found message" arrow Message: communication between objects Axes in a sequence diagram:.Key parts of a sequence diagram Key parts of a sequence diagram Participant: an object or an entity the sequence diagram actor Transcript: Whorkshop Sequence Diagrams Overview of an UML sequence diagram Overview Definition Definition Sequence diagram: an “interaction diagram” that models a single scenario executing in a system Describes an interaction among a set of objects participated in collaboration (or scenario), arranged in chronological order it shows the objects that participating in the interaction by their "lifelines" and the messages that they send to each other.
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