Four things of UML

Table of contents

Structural things

Behavioral things

Group things:

annotate things


Structural things

1. Class
   - A class is a description of a group of objects with the same attributes, methods, relationships and semantics. A class implements one or more interfaces

2. Interface
 - An interface describes a set of operations for a service of a class or component. The interface only defines the specification of a set of operations, it does not give the specific implementation of this set of operations.

3. Collaboration
   - Collaboration defines an interaction, which is a group of roles and other elements that work together to provide a collaboration that is greater than the sum of the individual behaviors of all elements. Collaboration therefore has structure, behavior and dimensions. A given class can participate in several collaborations.

4. Use Case
- A use case is a description of a sequence of actions. The system's execution of these actions will produce a valuable and observable result for a specific participant (actor).

5. Active class (active class)
   - is a class whose object owns at least one process or thread, so it can initiate control activities

6. Component
   - A component is a physical, replaceable part of the system that follows and provides the implementation of a set of interfaces.

7. Node (node)
   - A node is a physical factor that exists at runtime. It represents a computational resource that usually has at least some memory and processing capabilities. A build set can reside within a node or be migrated from one node to another.

Behavioral things

  -Behavioral things are the dynamic part of the UML model. They are verbs in the model that describe actions across time and space. There are two main categories of behavioral things.
1. Interaction
- Interaction is a behavior that consists of messages exchanged between a group of objects that jointly complete a specific task in a specific context. The behavior of a group of objects or the behavior of a single operation can be described by an interaction.
-Interaction involves some other elements, including messages, action sequences (behavior caused by a message), and Links (connections between objects)

2. State machine:
- A state machine is a behavior that describes the sequence of states that an object or an interaction goes through in response to events during its life cycle. The cooperative behavior of a single class or a group of classes can be described by a state machine. A state machine involves a number of other elements, including state transitions (the flow from one state to another), events (things that cause a transition), and activities (responses to a transition).

Group things:

-Grouping things is the organizational part of the UML model, and the most important grouping thing is the package (Package)
-Package is a mechanism for organizing elements into groups

1. Packages are the only organizational mechanism in UML
2. Packages can have other elements, which can be classes, interfaces, constructs, nodes, collaborations, use cases and diagrams, or even other packages.
3. A package forms a namespace. Names of elements of the same type must be unique within a package. Different kinds of elements can have the same name

annotate things

1. Annotation things are the interpretation part of the UML model. These annotation objects are used to describe, illustrate, and annotate any element of the model. There is a main annotation thing called a note.
A note is a simple symbol attached to an element or a group of elements to constrain or explain it.

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Origin blog.csdn.net/weixin_59272777/article/details/132217178