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- Abstract - An indicator applied to a
classifier
(e.g., actor,
class,
use case)
or to some features of a classifier (e.g., a class's operations) showing that the feature is incomplete and is intended not to be instantiated, but to be specialized by other definitions.
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Abstract class
- A class that does not provide a
complete declaration, perhaps because it has no implementation method identified
for an operation. By declaring a class as abstract,
one intends to prohibit direct instantiation of the class. An abstract class
cannot directly instantiate objects; it must be inherited from
before it can be used.
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Abstract data type
- Abstract operation- Unlike attributes, class operations
can be abstract, meaning that there is no provided implementation. Generally, a
class containing an abstract operation should be marked as an abstract class. An
Operation must have a method supplied in some specialized Class before it can be
used.
- Abstractionis the process of picking out common
features and deriving essential characteristics from objectsand
procedure
entities that distinguish it from other kinds of entities.
- Action -
An action is the fundamental unit of behaviour specification and represents some
transformation or processing in the modeled system, such as invoking a method of
a class or a sub activity
- Activation- the time during which an object has
a method executing. It is often indicated by a thin box or bar superimposed on
the Object's lifeline in a Sequence Diagram
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Activity diagram- a diagram that describes procedural
logic, business process or work flow. An activity diagram contains a number of
Activities and connected by Control Flows and Object Flows.
- Active class- a classdefining active objects
- Active object- an objectrunning under its own thread
- Activity- carrying out behaviour in a State machine diagram
- Do -
a type of Activity which may be interrupted, as opposed to normal Activities
which may not be interrupted
- Internal - an Activity that is executed within
a State
- Entry -
an Activity that is executed when a State is entered
- Exit -
an Activity that is executed when a State is exited
- Activity final- the end point of an activity diagram. When a thread reaches an
Activity Final node, all the threads of the activity terminate. (Contrast with
Flow Final node, which marks the end of one thread.)
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Actor -
a role that a user takes
when invoking a use case. Also see actor modeling.
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Aggregation- a special type of association used
to represent a stronger relationship between two classes than a regular
association; typically read as "owns a", as in, "Class A owns a Class B". A hierarchy of classeswhere the child objectmay or may not continue to exist if
the parent object is destroyed; see 'composition'
- Artifact- items that model physical pieces of
information in your system, such as a user's manual, training material, or
password file
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Association- a relationship with 2 or more ends,
where each end is on a class (or other classifier). Each end is called a Role,
and may have a role name, Multiplicity, and may be Navigable.
- Association class- a classthat describes an association.
- Asynchronous- The sender of an asynchronous
message does not wait for a response.
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Attribute- a significant piece of data owned by
a Class, often containing values describing each instance of the class. Besides
the attribute name and a slot for the attribute value, an attribute may have
specified Visibility, Type, Multiplicity, Default value, and Property-string.
- Cardinality- the current number of occurrences of
a Property. The cardinality must be a value that is allowed by the multiplicity
- Child -
when mom and dad wants to have a baby
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Class- the primary declarative construct of Object-Oriented Programming; a
cohesive unit of Attributes and Operations; a compile-time template for an
Object
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Class diagram- a type of static structure diagram
that describes the structure of a system by showing the system's classes, their
attributes, and the relationships between the classes.
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Classifier- a category of UML elements that have
some common features, such as attributes or methods.
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Communication diagram
- Component- A component represents a software
module (source code, binary code, executable, DLL, etc.) with a well-defined
interface. The interface of a component is represented by one or several
interface elements that the component provides. Components are used to show
compiler and run-time dependencies, as well as interface and calling
dependencies among software modules. They also show which components implement a
specific class.
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Component diagram
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Composite structure diagram
-
Composition- a specific type of relationship
describing how one Object is composed
of another Object; a form of Aggregation where
the child objectis destroyed if the parent object is
destroyed.
- Constraint- natural language, programming
language or Object Constraint Language boolean condition which may not be false
if a Class is to be considered valid
- Containment- containment by value and containment
by reference. Containment by value implies that an object contains another
object; containment by reference implies that an object contains a pointer to
another object.
- Decision- a point in an Activity diagramwhere a Flow splits into several,
mutually exclusive, Guarded flows. A Merge marks the end of the optional
behaviour started by the Decision
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Dependency- a dependency exists between two
defined elements if a change to the definition of one would result in a change
to the other. In UML this is indicated by a line pointing from the dependent to
the independent element.
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Deployment diagram
- Derived property- a property that can be calculated or
inferred from other properties
- Diagram- a visual representation of a subset
of features of a UML Model
- Directed relationship-
- Domain -
a logical grouping that explicitly declares a rule which
defines ownership of objects based
upon some type or property.
- Edge -
a synonym for Flow
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Enumeration -
a set of constant values for a new data type
- Event -
when it occurs on an Object it may cause a Transition in a State machine diagram
- Expansion region- a set of Actions in an Activity diagramthat occur once for each of a
collection of input Tokens to the Expansion Region
- Final state- the stateat which an objectceases to exist
- Flow -
a navigational connection between two Actions
- Flow Final- the point at which a Flow ends
without ending the complete Activity
- Fork -
a point in an Activity diagramwhere a Flow of logic splits into
several concurrent Flows (Threads)
- Found Message- starting point for a Sequence diagram
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Generalization- a relationship between aspecific classifier(typically a class) to a moregeneral classifierasserting that thegeneral classifercontains common features among both
the specific classifierand thegeneral classifier.
Features include, for example, properties, and constraints. The use of
generalization is often logically restricted to cases where the specific
classifier is a "kind-of" or "sort-of" the general classifier: for example, a
Boxer is a "kind-of" Dog. When the classifiers involved are software engineeringclasses, generalization usually
involves reusing code; it is often implemented using inheritance, where the more
specific code reuses the more general code.
- Generalization Tree- Several specialized classifiers may
point to the same general classifier, forming a generalization tree, where the
general classifer contains common features shared by all the specialized
versions. As generalization is a relationship, it is possible for a classifer to
participate in several generalizations, often being on the specific end or on
the general end, forming a directed acyclic graph(DAG) (i.e., no loops).
- Guard -
a boolean test
that must be satisfied for a Flow of an activity diagramor a Transition of a state machine diagramto be allowed to start
- History pseudostate- points to the initial stateof an objectwhere no previous state history was
saved
- Inheritance- where a new more specific Class
derives part of its definition from an existing more general Class
- Initial node- the start point of an Activity diagram
- Initial pseudostate- points to the initial State of an
Object
- Interaction diagram
-
Interaction overview diagram
- Interaction Frame- a section of a Sequence diagram, divided into fragments, which
is subject to an algorithmic Operator such as iteration, parallelism or
optionality.
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Interface- a defined communication boundary.
- Join -
a point in an activity diagramwhere several concurrent flows ( threads) synchronize, waiting until
all are complete before continuing with a single flow
- Lifeline- indicates a participating Object or
Part in a Sequence diagram. The Lifeline may show
activation, Object creation, and Object deletion.
- Link -
a relationship between objects. While an Object is an instantiation of a Class a
Link can be seen as an instantiation of an Association.
- Merge -
a point in an Activity diagrammarking the end of the optional
behavior started by a Decision
- Message- a signal from one object (or similar
entity) to another, often with parameters. Often implemented as a call to a
Method, including the Constructor and Destructor, of an Object in a Sequence diagram.
- Metadata -
- Metamodel -
- Metamodeling -
- Metamodeling technique-
-
Meta-Object Facility-
- Modeling-
- Domain -
the representation of real world conceptual entities
- Design -
the representation of software Classes and Interfaces
- Dynamic - use of Interaction diagrams to
describe collaborations and behavior
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Model-driven architecture(MDA) -
- Multiplicity- a specification of the number of
possible occurrences of a property, or the number of allowable elements that may
participate in a given relationship. In UML 1.x, it was also possible to have a
discrete list of values, but this was eliminated in UML 2.0.
- Mandatory - A required multiplicity, the lower
bound is at least one, usually 1..1 or 1
- Optional - The lower bound is at most zero,
usually, 0..1
- Many -
A multiplicity with no upper limit, either 0..* or *
- Forbidden - No elements allowed, 0..0 (in UML
2.2)
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Namespace- a context in which an identifier exists.
- Navigable- the ability for objects of a Class
at one end of an Association to retrieve Objects from the other end.
Associations need not be navigable.
- Node -
- Note -
It is an explanatory part of UML models. A note is a symbol for rendering
constraints and comments attached to an element.
- Object -
a runtime instance of a Class. Objects are rarely shown on diagrams (because
there are usually too many) unless they are used to illustrate some scenario,
test, etc. Such Objects are often shown with the Attributes of the Class
populated with sample data
-
Object Constraint Language(OCL)- a declarative language for
describing rules and constraints that apply to UML models
-
Object diagram
- Operation- the signature of a Method of a
Class; consists of the Operation Name, Visibility, Parameter list, Return Type,
and Property-string
- Operator- an algorithmic feature of
Interaction Frame that defines the behavior of that frame. Examples include:
- alt -
multiple alternatives each with a guard condition. Only one
alternative can be true.
- critical - a fragment within a larger parallel
Interaction Frame that when entered suspends the interleaving of events from the
other fragments.
- loop -
the fragment iterates according to a guard condition.
- neg -
an invalid interaction.
- opt -
single alternative with a guard condition.
- par -
each fragment is run in parallel.
- ref -
an interaction defined in another diagram.
- strict -
a fragment with the ordering of reception events across multiple lifelines
follow strictly their graphical arrangement.
- Package- A package is a collection or
grouping of related classes or of classes with related functionality.
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Package diagram
- Parameter- data passed in a Message to be used
within the Method
- Partition- section of an Activity diagramor Sequence diagramoccupied by a single Class or Object
- Pin -
a parameter of an Action
- Polymorphism- the ability of Objects belonging to
different Classes to respond to Operations of the same name, each one according
to the right Class-specific behaviour
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Profile -
Provides a generic extension mechanism for building UML models. Other extension
mechanisms include stereotypes.
- Property- an Attribute or an Association
- Property-string- a qualifier for Attributes and
Operations. Examples include {ordered}, {readonly}, {unique}.
- Qualified association- tightens the multiplicity or role of an associationbetween 2 classesby dividing the set of objects into
subsets based on a value of the qualifier—an attribute of the target objects,
association objects, or some a derived attribute of the target or association
objects.
- Realization- Realization shows the relationship
between an Interface and the class that provides the implementation for the
interface.
- Return -
a reply that may be issued from a Method following a Message
- Role -
description of the part played in an Association by one of the Classes in the
Association
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Scenario- a narrative describing foreseeable
interactions
- Self-call- a Message from an Object to one of
its own Methods
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Sequence diagram- describes the Messages sent between
a number of participating Objects in a Scenario
- Signal -
an Event which can occur in an Activity diagramin three different ways: as a Time
Signal, as a signal which an Activity can listen for and a signal which an
Activity can send
- State -
an Object exists at one of the Statesdescribed in a State machine diagram
- State diagram- synonym for State machine diagram
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State machine diagram- describes the lifetime behaviour of
a single Object in terms of in which State it exists and the Transition between
those States
- Static attribute- an attribute that
does not relate to a specific objectbut is at classlevel; that is, an attribute that is
common among all objects of that class
- Static modeling- use of class diagrams to
describe structure
- Static operation- an operationthat does not relate to a specific objectbut is at classlevel
- Stereotype- a notation allowing the extension of
UML symbols. Some are defined within Profiles. Common predefined UML stereotypes include:
- Structure diagram
- Superstate- construct allowing several States
which share common Transitions and Internal Activities
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Swim lane -
synonym for Partition
- System model- The logical UML model being
represented through one or more UML diagrams
- Tagged values- In extensibility
- Template- a Class that accepts a compile-time
parameter defining the Type to be used within the Class; often to implement
Collections of any Type
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Thread- a sequence of instructions whose
execution is being scheduled by the Operating System and may run in parallel
with other threads
- Timing Diagram
- Token -
symbolises the Thread of an Activity diagram
- Transition- movement from one State to another
in a State machine diagram. The transition is specified
by its Trigger-signature
[Guard]/Activity
- Type -
the options are: an elementary Value type such as integer, string, date, or
boolean or a Reference type defined in a Class
- Visibility- the availability for access of
elements in a model. Typically used to limit the visibility of features defined
by a Class (e.g., attributes, operations). When applied to features defined by a
class, the standard options are:
- private (-): available only within the Class in
which it was defined. This is the most limited visibility
- protected (#): available within the Class in
which it was defined, and within any subclass of this class
- package (~): available only within the Package
which directly contains the defining Class
- public (+): available to any Class that can see
the defining Class. The is the least limited visibility.
- Workflow- Set of sequential steps which must
be done to get a job done
- XMI - An OMG
standard for exchanging metadata information via Extensible Markup Language
(XML).