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01.About Programming /6.Modeling

astah uml - sequence diagram -

JamesK78 2012. 2. 17. 14:01







Notation

  Actor   Alternative Combined Fragment
  Call Message   Concurrent
  Constraint   Continuation
  Create Message   Destroy Message
  Duration Constraint   Duration Message
  Found Message   Frame
  Gate   Interaction Use
  LifeLine   LifeLine <<Boundary>>
  LifeLine <<Control>>   LifeLine <<Entity>>
  Loop Combined Fragment   Lost Message
  Message   Note
  Return Message   Send Message
  Sequence Message   Recursive Message
  Reentrant Message   Self Message
  Terminate Message   Time Constraint
  Uninterpreted Message

Definition

The Sequence Diagram models the collaboration of objects based on a time sequence. It shows how the objects interact with others in a particular scenario of a use case. With the advanced visual modeling capability, you can create complex sequence diagram in few clicks. Besides, VP-UML can generate sequence diagram from the flow of events which you have defined in the use case description.
 

 

 

 

Actor

Definition

An Actor models a type of role played by an entity that interacts with the subject (e.g., by exchanging signals and data), but which is external to the subject (i.e., in the sense that an instance of an actor is not a part of the instance of its corresponding subject). Actors may represent roles played by human users, external hardware, or other subjects. Note that an actor does not necessarily represent a specific physical entity but merely a particular facet (i.e., "role") of some entity that is relevant to the specification of its associated use cases. Thus, a single physical instance may play the role of several different actors and, conversely, a given actor may be played by multiple different instances.

Since an actor is external to the subject, it is typically defined in the same classifier or package that incorporates the subject classifier

Properties

Name The name of actor.
Documentation Description of actor.
Abstract If true, the actor does not provide a complete declaration and can typically not be instantiated. An abstract actor is intended to be used by other actors.
Leaf Indicates whether it is possible to further specialize an actor. If the value is true, then it is not possible to further specialize the actor.
Root Indicates whether the actor has no ancestors. (true for no ancestors)
Business model Set it to make the actor become a "business actor"
Attributes Refers to all of the Properties that are direct (i.e., not inherited or imported) attributes of the actor.
Operations An operation is a behavioral feature of an actor that specifies the name, type, parameters, and constraints for invoking an associated behavior. Operations here refers to the operations owned by the actor.
 

Alternative Combined Fragment

Definition

A combined fragment defines an expression of interaction fragments. A combined fragment is defined by an interaction operator and corresponding interaction operands. Through the use of CombinedFragments the user will be able to describe a number of traces in a compact and concise manner.

An alternative combined fragment represents a choice of behavior. At most one of the operands will be chosen.

Properties

Name The name of alternative combined fragment.
Operator Kind Specifies the operation that defines the semantics of this combination of InteractionFragments.
Documentation Description of alternative combined fragment.
Interaction Operands The set of operands of the combined fragment.
Covered LifeLines The set of lifelines contained by the combined fragment.
 

Call Message

Definition

A message defines a particular communication between Lifelines of an Interaction.

Call message is a kind of message that represents an invocation of operation of target lifeline.

Properties

Name The name of message.
Action Type Type action type of the message.
Return Value The information to return to caller.
Sequence No. The number of message indicates the order of message within an interaction.
Documentation Description of message.
Asynchronous Determines whether the message is an asynchronous or a synchronous message.
 

Concurrent

Definition

A concurrent represents a session of concurrent method invocation along an activation. It is placed on top of an activation.

Properties

Name The name of concurrent.
Base Classifier A classifier is a classification of instances.
Multiplicity Specifies the allowable cardinalities for an instantiation of concurrent.
Documentation Description of concurrent.
 

Constraint

Definition

A condition or restriction expressed in natural language text or in a machine readable language for the purpose of declaring some of the semantics of an element.

Properties

Name The name of constraint. It is optional and is commonly omitted.
Expression The condition that must be true when evaluated in order for the constraint to be satisfied.
Documentation Description of constraint.
 

Continuation

Definition

A Continuation is a syntactic way to define continuations of different branches of an Alternative CombinedFragment. Continuation is intuitively similar to labels representing intermediate points in a flow of control.

Properties

Name The name of continuation.
Documentation Description of continuation.
Setting True when the continuation is at the end of the enclosing interaction fragment and false when it is in the beginning.
Covered LifeLine The set of lifelines contained by the continuation.
 

Create Message

Definition

A message defines a particular communication between Lifelines of an Interaction.

Create message is a kind of message that represents the instantiation of (target) lifeline.

Properties

Name The name of message.
Sequence No. The number of message indicates the order of message within an interaction.
Documentation Description of message.
Asynchronous Determines whether the message is an asynchronous or a synchronous message.
 

Destroy Message

Definition

A message defines a particular communication between Lifelines of an Interaction.

Destroy message is a kind of message that represents the request of destroying the lifecycle of target lifeline.

Properties

Name The name of message.
Action Type Type action type of the message.
Return Value The information to return to caller.
Sequence No. The number of message indicates the order of message within an interaction.
Documentation Description of message.
Asynchronous Determines whether the message is an asynchronous or a synchronous message.
 

Duration Constraint

Definition

A DurationConstraint defines a Constraint that refers to a DurationInterval.

Properties

Name The name of constraint.
Specification A duration used to determine whether the constraint is satisfied.
Documentation Description of constraint.
 

Duration Message

Definition

A message defines a particular communication between Lifelines of an Interaction.

Duration message shows the distance between two time instants for a message invocation.

Properties

Name The name of message.
Action Type Type action type of the message.
Return Value The information to return to caller.
Sequence No. The number of message indicates the order of message within an interaction.
Documentation Description of message.
Asynchronous Determines whether the message is an asynchronous or a synchronous message.
 

Found Message

Definition

A found message is a message where the receiving event occurrence is known, but there is no (known) sending event occurrence. We interpret this to be because the origin of the message is outside the scope of the description. This may for example be noise or other activity that we do not want to describe in detail.

Properties

Name The name of found message.
Action Type Type action type of the message.
Return Value The information to return to caller.
Sequence No. The number of message indicates the order of message within an interaction.
Documentation Description of lost message.
Asynchronous Determines whether the message is an asynchronous or a synchronous message.
 

Frame

Definition

A frame represents an interaction, which is a unit of behavior that focuses on the observable exchange of information between ConnectableElements.

Properties

Name The name of frame.
Type The type of interaction. For example, sd for sequence diagram.
Documentation Description of lost message.
Children Specifies the participants in this Interaction.
Gates Specifies the gates that form the message interface between this Interaction and any InteractionUses that reference it.
 

Gate

Definition

A Gate is a connection point for relating a Message outside an InteractionFragment with a Message inside the InteractionFragment.

Properties

Name The name of gate.
Documentation Description of gate.
 

Interaction Use

Definition

An InteractionUse refers to an Interaction. The InteractionUse is a shorthand for copying the contents of the referred Interaction where the InteractionUse is. To be accurate the copying must take into account substituting parameters with arguments and connect the formal gates with the actual ones.

Properties

Name The name of interaction use.
Return Value The information to return to caller.
Refers To Refers to the Interaction that defines its meaning.
Documentation Description of interaction use.
Attribute Attribute refers to an attribute of one of the lifelines in the Interaction.
Arguments The actual arguments of the Interaction.
Duration Constraint A duration constraint defines a constraint that refers to a duration interval.
Covered LifeLines The set of lifelines contained by the continuation.
 

LifeLine

Definition

A lifeline represents an individual participant in the Interaction.

Properties

Name The name of lifeline.
Base Classifier A classifier is a classification of instances.
Multiplicity Specifies the allowable cardinalities for an instantiation of this lifeline.
Documentation Description of lifeline.
Active An active object is an object that, as a direct consequence of its creation, commences to execute its classifier behavior, and does not cease until either the complete behavior is executed or the object is terminated by some external object.
Stopped If a lifeline it stopped, this represents that the lifeline has received a destruction event.
Multi-Object A multiobject represents a set of lifeline instances.
Attribute Links A lifeline can be an instance that originates from a class. It is structured and behaves according to its class. An attribute link refers to an attribute, if any, defined in base classifier, with initial value specified.
 

LifeLine <<Boundary>>

Definition

A lifeline represents an individual participant in the Interaction.

Properties

Name The name of lifeline.
Base Classifier A classifier is a classification of instances.
Multiplicity Specifies the allowable cardinalities for an instantiation of this lifeline.
Documentation Description of lifeline.
Active An active object is an object that, as a direct consequence of its creation, commences to execute its classifier behavior, and does not cease until either the complete behavior is executed or the object is terminated by some external object.
Stopped If a lifeline it stopped, this represents that the lifeline has received a destruction event.
Multi-Object A multiobject represents a set of lifeline instances.
Attribute Links A lifeline can be an instance that originates from a class. It is structured and behaves according to its class. An attribute link refers to an attribute, if any, defined in base classifier, with initial value specified.
 

LifeLine <<Control>>

Definition

A lifeline represents an individual participant in the Interaction.

Properties

Name The name of lifeline.
Base Classifier A classifier is a classification of instances.
Multiplicity Specifies the allowable cardinalities for an instantiation of this lifeline.
Documentation Description of lifeline.
Active An active object is an object that, as a direct consequence of its creation, commences to execute its classifier behavior, and does not cease until either the complete behavior is executed or the object is terminated by some external object.
Stopped If a lifeline it stopped, this represents that the lifeline has received a destruction event.
Multi-Object A multiobject represents a set of lifeline instances.
Attribute Links A lifeline can be an instance that originates from a class. It is structured and behaves according to its class. An attribute link refers to an attribute, if any, defined in base classifier, with initial value specified.
 

LifeLine <<Entity>>

Definition

A lifeline represents an individual participant in the Interaction.

Properties

Name The name of lifeline.
Base Classifier A classifier is a classification of instances.
Multiplicity Specifies the allowable cardinalities for an instantiation of this lifeline.
Documentation Description of lifeline.
Active An active object is an object that, as a direct consequence of its creation, commences to execute its classifier behavior, and does not cease until either the complete behavior is executed or the object is terminated by some external object.
Stopped If a lifeline it stopped, this represents that the lifeline has received a destruction event.
Multi-Object A multiobject represents a set of lifeline instances.
Attribute Links A lifeline can be an instance that originates from a class. It is structured and behaves according to its class. An attribute link refers to an attribute, if any, defined in base classifier, with initial value specified.
 

Loop Combined Fragment

Definition

A combined fragment defines an expression of interaction fragments. A combined fragment is defined by an interaction operator and corresponding interaction operands. Through the use of CombinedFragments the user will be able to describe a number of traces in a compact and concise manner.

A loop combined fragment represents a loop. The loop operand will be repeated a number of times.

Properties

Name The name of loop combined fragment.
Operator Kind Specifies the operation that defines the semantics of this combination of InteractionFragments.
Documentation Description of loop combined fragment.
Interaction Operands The set of operands of the combined fragment.
Covered LifeLines The set of lifelines contained by the combined fragment.
 

Lost Message

Definition

A lost message is a message where the sending event occurrence is known, but there is no receiving event occurrence. We interpret this to be because the message never reached its destination.

Properties

Name The name of lost message.
Action Type Type action type of the message.
Return Value The information to return to caller.
Sequence No. The number of message indicates the order of message within an interaction.
Documentation Description of lost message.
Asynchronous Determines whether the message is an asynchronous or a synchronous message.
 

Message

Definition

A message defines a particular communication between Lifelines of an Interaction.

Properties

Name The name of message.
Action Type Type action type of the message.
Return Value The information to return to caller.
Sequence No. The number of message indicates the order of message within an interaction.
Documentation Description of message.
Asynchronous Determines whether the message is an asynchronous or a synchronous message.
 

Note

Definition

A note (comment) gives the ability to attach various remarks to elements. A comment carries no semantic force, but may contain information that is useful to a modeler.

Properties

Name The name of note.
Documentation Specifies a string that is the comment.
 

Return Message

Definition

A message defines a particular communication between Lifelines of an Interaction.

Return message is a kind of message that represents the pass of information back to the caller of a corresponded former message.

Properties

Name The name of message.
Action Type Type action type of the message.
Return Value The information to return to caller.
Sequence No. The number of message indicates the order of message within an interaction.
Documentation Description of message.
Asynchronous Determines whether the message is an asynchronous or a synchronous message.
 

Send Message

Definition

A message defines a particular communication between Lifelines of an Interaction.

Send message is a kind of message that represents the start of execution.

Properties

Name The name of message.
Action Type Type action type of the message.
Return Value The information to return to caller.
Sequence No. The number of message indicates the order of message within an interaction.
Documentation Description of message.
Asynchronous Determines whether the message is an asynchronous or a synchronous message.
 

Sequence Message

Definition

A message defines a particular communication between Lifelines of an Interaction.

Sequence message is a kind of message that represents the need of performing actions in sequence.

Properties

Name The name of message.
Action Type Type action type of the message.
Return Value The information to return to caller.
Sequence No. The number of message indicates the order of message within an interaction.
Documentation Description of message.
Asynchronous Determines whether the message is an asynchronous or a synchronous message.
 

Recursive Message

Definition

A message defines a particular communication between Lifelines of an Interaction.

Recursive message is a kind of message that represents the invocation of message of the same lifeline. It's target points to an activation on top of the activation where the message was invoked from.

Properties

Name The name of message.
Action Type Type action type of the message.
Return Value The information to return to caller.
Sequence No. The number of message indicates the order of message within an interaction.
Documentation Description of message.
Asynchronous Determines whether the message is an asynchronous or a synchronous message.
 

Reentrant Message

Definition

A message defines a particular communication between Lifelines of an Interaction.

A reentrant message points to an activation on top of another activation.

Properties

Name The name of message.
Action Type Type action type of the message.
Return Value The information to return to caller.
Sequence No. The number of message indicates the order of message within an interaction.
Documentation Description of message.
Asynchronous Determines whether the message is an asynchronous or a synchronous message.
 

Self Message

Definition

A message defines a particular communication between Lifelines of an Interaction.

Self message is a kind of message that represents the invocation of message of the same lifeline.

Properties

Name The name of message.
Action Type Type action type of the message.
Return Value The information to return to caller.
Sequence No. The number of message indicates the order of message within an interaction.
Documentation Description of message.
Asynchronous Determines whether the message is an asynchronous or a synchronous message.
 

Terminate Message

Definition

A message defines a particular communication between Lifelines of an Interaction.

Terminate message is a kind of message that represents the termination of execution.

Properties

Name The name of message.
Action Type Type action type of the message.
Return Value The information to return to caller.
Sequence No. The number of message indicates the order of message within an interaction.
Documentation Description of message.
Asynchronous Determines whether the message is an asynchronous or a synchronous message.
 

Time Constraint

Definition

A TimeConstraint defines a Constraint that refers to a TimeInterval.

Properties

Name The name of constraint.
Specification A time expression used to determine whether the constraint is satisfied.
Documentation Description of time constraint.
 

Uninterpreted Message

Definition

A message defines a particular communication between Lifelines of an Interaction.

Uninterpreted message is a kind of message that represents an uninterpreted call.

Properties

Name The name of message.
Action Type Type action type of the message.
Return Value The information to return to caller.
Sequence No. The number of message indicates the order of message within an interaction.
Documentation Description of message.
Asynchronous Determines whether the message is an asynchronous or a synchronous message.
 출처 : http://www.visual-paradigm.com/VPGallery/diagrams/Sequence.html
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