Learning UML 2.0

""Since its original introduction in 1997, the Unified Modeling Language has revolutionized software development. Every integrated software development environment in the world--open-source, standards-based, and proprietary--now supports UML and, more importantly, the model-driven approac...

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Detalles Bibliográficos
Autor principal: Miles, Russ (-)
Otros Autores: Hamilton, Kim
Formato: Libro electrónico
Idioma:Inglés
Publicado: Beijing ; Sebastopol, California : O'Reilly 2006.
Edición:First edition
Materias:
Ver en Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009627182006719
Tabla de Contenidos:
  • Learning UML 2.0; About This Book; Assumptions This Book Makes; Conventions Used in This Book; Using Code Examples; Safari® Enabled; How to Contact Us; Acknowledgments; From Russ Miles; From Kim Hamilton; 1. Introduction; 1.1.2. Verbosity, Ambiguity, Confusion: Modeling with Informal Languages; 1.1.3. Getting the Balance Right: Formal Languages; 1.2. Why UML 2.0?; 1.3. Models and Diagrams; 1.4. ""Degrees"" of UML; 1.5. UML and the Software Development Process; 1.6. Views of Your Model; 1.7. A First Taste of UML; 1.7.2. Stereotypes; 1.7.2.2. Stereotypes applied to components (see Chapter 12)
  • 1.7.2.3. Stereotypes applied to artifacts (see Chapter 15)1.7.2.4. Tagged values; 1.8. Want More Information?; 2. Modeling Requirements: Use Cases; 2.1.1.2. Refining actors; 2.1.2. Use Cases; 2.1.3. Communication Lines; 2.1.4. System Boundaries; 2.1.5. Use Case Descriptions; 2.2. Use Case Relationships; 2.2.2. Special Cases; 2.2.3. The > Relationship; 2.3. Use Case Overview Diagrams; 2.4. What&s Next?; 3. Modeling System Workflows: Activity Diagrams; 3.2. Activities and Actions; 3.3. Decisions and Merges; 3.4. Doing Multiple Tasks at the Same Time; 3.5. Time Events
  • 3.6. Calling Other Activities3.7. Objects; 3.7.2. Showing Action Inputs and Outputs; 3.7.3. Showing How Objects Change State During an Activity; 3.7.4. Showing Input to and Output from an Activity; 3.8. Sending and Receiving Signals; 3.9. Starting an Activity; 3.10. Ending Activities and Flows; 3.10.2. Ending a Flow; 3.11. Partitions (or Swimlanes); 3.12. Managing Complex Activity Diagrams; 3.12.2. Expansion Regions; 3.13. What&s Next?; 4. Modeling a System&s Logical Structure: Introducing Classes and Class Diagrams; 4.1.2. Encapsulation; 4.2. Getting Started with Classes in UML
  • 4.3. Visibility4.3.2. Protected Visibility; 4.3.3. Package Visibility; 4.3.4. Private Visibility; 4.4. Class State: Attributes; 4.4.2. Multiplicity; 4.4.3. Attribute Properties; 4.4.4. Inline Attributes Versus Attributes by Association; 4.5. Class Behavior: Operations; 4.5.2. Return Types; 4.6. Static Parts of Your Classes; 4.7. What&s Next; 5. Modeling a System&s Logical Structure: Advanced Class Diagrams; 5.1.2. Association; 5.1.3. Aggregation; 5.1.4. Composition; 5.1.5. Generalization (Otherwise Known as Inheritance); 5.1.5.2. Multiple inheritance; 5.2. Constraints; 5.3. Abstract Classes
  • 5.4. Interfaces5.5. Templates; 5.6. What&s Next; 6. Bringing Your Classes to Life: Object Diagrams; 6.2. Links; 6.3. Binding Class Templates; 6.4. What&s Next?; 7. Modeling Ordered Interactions: Sequence Diagrams; 7.2. Time; 7.3. Events, Signals, and Messages; 7.4. Activation Bars; 7.5. Nested Messages; 7.6. Message Arrows; 7.6.2. Asynchronous Messages; 7.6.3. The Return Message; 7.6.4. Participant Creation and Destruction Messages; 7.7. Bringing a Use Case to Life with a Sequence Diagram; 7.7.2. Breaking an Interaction into Separate Participants; 7.7.3. Applying Participant Creation
  • 7.7.4. Applying Participant Deletion