All models are wrong, but some models are useful. So the question you need to ask is not
Is the model true?(it never is) butIs the model good enough for this particular application?– George Box
This chapter starts with a presentation about software models (Section 4.1). Then, we provide an overview of UML, which is the most widely used graphical notation for building software models (Section 4.2). We also make it clear that we will study UML for creating software sketches, rather than detailed technical blueprints. Afterwards, we explore four UML diagrams: Class Diagrams (Section 4.3), Package Diagrams (Section 4.4), Sequence Diagrams (Section 4.5), and Activity Diagrams (Section 4.6).
As we discussed in the previous chapter, requirements document
what
a system should do, using a level of abstraction close to
the problem and to the users. Conversely, the source code offers a
concrete, low-level, and executable representation of the system’s
behavior. Thus, there is a gap between these two worlds: requirements
and source code. Software engineers have attempted to bridge this gap
since the inception of the field by creating models. Essentially,
software models aim to simplify the understanding and analysis of a
system. For this reason, they offer more details than requirement
specifications but are also less complex than the system’s code.
Models are also instrumental in other engineering fields. For example, a civil engineer might create a scale model to demonstrate how the bridge she was hired to build will look like. She could then simulate and verify properties of the bridge, such as maximum load, resistance to wind, waves, earthquakes, etc., by creating a mathematical and physical model of it.
Unfortunately, software models—at least until today—have had less impact than the mathematical models widely used in other engineering fields. The reason is that by discarding crucial details, they also eliminate part of the complexity that is essential to the system being modeled. Frederick Brooks comments on this issue in his seminal essay No Silver Bullet (link):
The complexity of software is an essential property, not an accidental one. Hence, descriptions of a software entity that abstract away its complexity often abstract away its essence. For three centuries, mathematics and the physical sciences made great strides by constructing simplified models of complex phenomena, deriving properties from the models, and verifying those properties by experiment. This paradigm worked because the complexities ignored in the models were not the essential properties of the phenomena. It does not work when the complexities are the essence.
The quote that opens this chapter from British statistician George Box is also a reflection on the practical use of models. Although he was probably referring to mathematical models, his insight applies to all forms of models, including software models. According to Box, all models are wrong because they are simplifications or approximations of reality. Therefore, the main issue is assessing whether, despite these simplifications, a model retains its value for studying properties of the object or phenomenon it mimics.
Thus, our first goal in this chapter is to set accurate expectations regarding the study of software models. In particular, models can play a significant role in software design. During requirements specification, the focus is primarily on defining the problem the system will solve. When we move to design activities, attention shifts towards modeling a solution capable of solving it. After this solution is designed, it must be implemented using programming languages, libraries, frameworks, databases, etc.
Specifically, in this chapter, we will study a subset of the diagrams proposed by UML (Unified Modeling Language). We will begin by describing the history and context that led to the creation of this modeling language. Next, we will study some of the most important UML diagrams.
In-Depth: Since the 1970s, researchers have investigated the use of mathematical models in Software Engineering through so-called Formal Methods. These methods use a mathematical notation—based on logic, set theory, or Petri Nets, for example—to derive formal specifications for software systems. These specifications are precise and unambiguous, and can be used to demonstrate properties of a system before it is implemented. For example, it is possible to prove that a concurrent system doesn’t have deadlocks or race conditions. This may seem ambitious, but it is common in other engineering fields. For example, civil engineers have for centuries used mathematical models to assure, before construction, that a bridge will support a certain load and resist specific weather conditions. However, the use of mathematical specifications in Software Engineering has not advanced as in other Engineering fields. Consequently, their use today is primarily restricted to critical mission systems.
The Unified Modeling Language (UML) is a graphical notation for software modeling. The language defines a collection of diagrams to assist in the design of software systems, particularly object-oriented ones. The origins of UML date back to the 1980s, when the object-oriented paradigm was maturing and evolving rapidly. At this time, several object-oriented languages emerged, such as C++, as well as notations for software modeling. The Waterfall was the dominant process at this time, requiring a big and upfront design phase and the creation of several documents and models, which would be passed on to the programmers to be converted into code.
UML is the result of a combined effort to unify the graphical notations that developers used in the early 1990s. Specifically, the first version of UML was proposed in 1995 to unify notations being developed independently by three software engineers: Grady Booch, Jim Rumbaugh, and Ivar Jacobson. Simultaneously, tools emerged to create and edit UML diagrams, which we referred to as CASE tools (Computer-Aided Software Engineering). The name is inspired by CAD tools (Computer-Aided Design), widely used in traditional engineering fields. The standardization proposed by UML was important to ensure developers could create, access, and edit their models using various CASE tools. Indeed, in 1997, UML became a standard managed by OMG, which is an organization funded by software industries.
Martin Fowler classifies three ways to use UML: as blueprint, as programming language, or as sketch (link). Let’s take a look at each.
UML as blueprint corresponds to the use of UML envisioned by its creators back in the 1990s. In this context, after the requirements specification phase, a set of models—or blueprints—used to be produced to document various aspects of a system. Typically, these models were created by analysts using CASE tools and then handed over to programmers for coding. Thus, UML as blueprint is recommended when using processes like the Rational Unified Process (RUP). Actually, RUP was proposed by software engineers with a strong connection to UML. However, as we discussed in Chapter 2, the use of UML to construct detailed and complete models is increasingly rare. For example, with agile methods, we do not have an upfront and long design phase. Instead, design decisions are proposed and implemented throughout the sprints. Consequently, we will not focus here on using UML as blueprint.
UML as programming language corresponds to the use of UML advocated by OMG after the standardization of the language. Essentially, the goal was to automatically generate code from UML models. This approach is also known as Model-Driven Development (MDD). In an attempt to make MDD viable, UML was expanded and new features and diagrams were introduced in the language. Consequently, the language gained a reputation for being heavy and complex. However, even after the addition of this extra complexity, the use of UML for code generation is not common, at least in the vast majority of systems.
Then we have the third usage scenario, UML as sketch, which corresponds to the scenario we will study in this book. In this case, we use UML to build light and informal diagrams of parts of a system, hence the name sketch. These diagrams are used for communication between developers, in two main situations:
Forward Engineering: in this case, developers use UML to discuss design alternatives before any code is written. For example, consider a user story allocated for the current sprint of a project. Before implementing this story, developers can meet and sketch out the classes they will have to implement, as well as the relationships between them. Thus, the goal is to validate the design before starting to code.
Reverse Engineering: in this case, developers use UML to analyze
and discuss a feature that is already implemented in the code. For
example, a senior developer might draw some UML diagrams to explain to a
newly hired developer how a given feature is implemented. It is usually
easier to conduct this explanation using models and graphical diagrams
than by explaining each line of code. That is, here applies the saying
a picture is worth a thousand words.
In both situations, the aim is not to produce detailed and complete models. Thus, there is no need for expensive tools, such as CASE tools. Moreover, the sketches are not used as input for code generation tools. Most of the time, the diagrams are drawn on a board and, later, photographed and erased. Additionally, only a small subset of UML diagrams is used.
As sketches are small and informal, one may question the need for a modeling language in this case. However, it is better to use a notation that has existed for years and that many developers known than to invent one’s own notation.
Specifically, using UML as sketch avoids two extremes. On the one hand, it avoids the rigid, detailed, and systematic use of UML. On the other hand, it avoids the use of an informal notation, whose semantics may not be clear to the team members. Additionally, UML is often used in books, tutorials, and documents to explain design techniques. For example, in Chapter 6, we will use UML to illustrate the mechanics of some design patterns. Thus, if the reader has never had contact with UML, they may have difficulty understanding such diagrams.
To conclude, software models and UML diagrams are used for communication among developers. They are written by developers and for developers. This is distinct from the goal of requirement documents, such as use cases, which are written by developers but they also can be read and verified by the users of the system under development.
Real World: In late 2013, Sebastian Baltes and Stephan Diehl—both researchers at the University of Trier, in Germany—asked 394 developers to complete a survey on the usage of sketches in software design activities (link). The developers were spread over 32 countries, though the majority were from Germany (54%). The analysis of their responses provides interesting results about the use of sketches in software projects, as described below:
24% of participants created a sketch on the day they answered the survey, and 39% within the previous week.
58% of these sketches were archived (digitally: 42%, on paper: 6%, both: 10%).
40% of the sketches were created on paper, 18% on boards, and 39% on computers.
52% of the sketches were created to assist in architecture design, 48% to help in the design of new features, 46% to explain a task to another developer, 45% to analyze requirements, and 44% to assist in understanding a task. The sum exceeds 100% because participants could select multiple answers.
48% of the sketches included UML elements, with 9% based entirely on UML.
These results highlight the common use of sketches by developers, with nearly half including UML elements, which also reinforces the relevance of studying UML.
UML diagrams are divided into two major categories:
Static (or Structural) Diagrams model the structure and organization of a system, including information about classes, attributes, methods, packages, and more. In this chapter, we will study two static diagrams: Class Diagrams and Package Diagrams.
Dynamic (or Behavioral) Diagrams model events that occur during a system’s execution. For example, they can model a sequence of method calls. In this chapter, we will study two dynamic diagrams: Sequence Diagrams and Activity Diagrams.
To better distinguish these categories, static diagrams deal with information that is directly available from the analysis of the code. This information is static because it does not change unless changes are made to the code. Dynamic diagrams, on the other hand, provide a runtime view. They are dynamic because it is common to have different execution flows of the same code. For example, users may run the program with different inputs, select different menu items, etc. In short, if you are interested in representing the structure of the code, you should use static diagrams. If you want to represent the behavior of a program—that is, what can happen during its execution, which methods are actually executed, etc.—you should use a UML dynamic diagram. Lastly, we would like to remind that we already studied Use Case Diagrams, which are considered a dynamic diagram, in Chapter 3 when we introduced techniques for requirements specification.
Notice: There are many versions of UML. For the rest of this chapter we will use the UML version described in the 3rd edition of the book UML Distilled, by Martin Fowler (link). This book was one of the first to discuss the use of UML as sketches. Specifically, we will study a subset of the diagrams from UML version 2.0. In addition to covering only four diagrams, we will not present every feature of each. Our challenge when writing this chapter was to select the 20% (or less) of UML features that represents 80% (or more) of its use today when drawing sketches. As an illustration of UML’s complexity, the specification of the version 2.5.1 of the language has 796 pages.
Class diagrams are the most common UML diagram. They provide a visual representation of a set of classes, offering information about attributes, methods, and relationships that exist among such classes.
A class diagram is drawn using rectangles and arrows. Each class is represented by a rectangle with three compartments, as shown in the following figure. These compartments contain the class name (usually in bold), attributes, and methods.
The following diagram presents a real example with classes
Person
and Phone
.
In this diagram, Person
is a class with three
attributes—firstName
, lastName
, and
phone
—and two methods—setPerson
and
toString
. The three attributes are private, as indicated by
the -
symbol before each one. We also inform the type of each
attribute. In turn, the two methods are public, as indicated by the
+
symbol. The diagram has a second class, called
Phone
, with three private attributes—code
,
number
, and mobile
—and three public
methods—setPhone
, toString
, and
isMobile
. In the case of the methods, we also provide the
name of their parameters and the return type.
However, this diagram leaves the impression that the classes are islands without communication among them. However, one of the main objectives of class diagrams is to visually show the relationships that exist among the classes of a system. Therefore, they can also include arrows to represent three types of relationships: association, inheritance, and dependency. We will describe each of them in the following sections.
When class A has an attribute b
of type B, we say there
is an association from A to B, which is represented by an arrow, also
from A to B. At the end of the arrow, we indicate the name of the
attribute responsible for the association—in our case, b
.
See the next example (in this example, we only show the information that
interests us; therefore, the compartments of attributes and methods are
empty):
To make the example clearer, we also show the code for classes A and B:
class A {
...
private B b;
...
}
class B {
...
}
Therefore, using associations, we can transform the diagram with the
isolated
classes Person
and Phone
into
the following one:
The two versions of the diagram are semantically identical. The
difference is that in the first version, the classes appear isolated. By
contrast, in the second version, it becomes visually clear that there is
an association from Person
to Phone
. To
further clarify, in both diagrams, Person
has an attribute
phone
of type Phone
. However, in the first
version, this attribute is represented in the attribute compartment of
the class Person
. In the second version, it is represented
outside of that compartment—specifically, at the end of the arrow
linking Person
to Phone
. The objective is to
emphasize that the attribute belongs to Person
, but it
points towards a Phone
.
Associations often include multiplicity information, which indicates how many objects can be associated with the attribute responsible for the association. The most common multiplicity includes the following: 1 (exactly one object), 0..1 (zero or one object), and * (zero or more objects).
In the following example, the multiplicity of the association between
Person
and Phone
is 0..1. This information is
indicated above the name of the attribute responsible for the
association, in this case, phone
. It means that a
Person
can have zero or only one phone. In programming
terms, the attribute phone
of Person
can have
the value null
, indicating that the Person
in
question might not have a Phone
. Alternatively, it can
refer to just one Phone
object.
In the next example, the semantics are different. In this case, a
Person
can be associated with multiple Phone
objects, even none. This multiplicity is represented by the * above the
arrow of the association.
Thus, in this last example, the attribute phone
is an
array, as illustrated in the following code:
class Person {
private Phone[] phone;
...
}
class Phone {
...
}
The reader might wonder whether a Person
should have a
maximum of one Phone
(0..1) or any number of
Phone
(*). The answer is simple: it depends on the
requirements of the system. Thus, the customers are the ones who should
answer this question. For us, what matters is that class diagrams can
model both scenarios.
In some cases, multiplicity is also shown at the opposite end of the arrow, as in the next example.
In this diagram, there is a second multiplicity at the opposite arrow
end, denoted by the symbol *, indicating that a Phone
can
be associated with more than one Person
. In other words,
two distinct people can share the same Phone
. However, the
association remains unidirectional, since Phone
does not
have an attribute storing the Person
instances it refers
to. For this reason, given a Person
, we can easily retrieve
their Phone
by accessing the attribute phone
.
However, given a Phone
, it is not possible to determine, by
directly accessing an attribute, which Person
instances it
refers to.
To conclude, suppose it is important to navigate both ways in the
association—from Person
to Phone
and also from
Phone
to Person
. The solution to this problem
is to use a bidirectional association by adding an
arrow at each end of the line connecting the classes, as illustrated in
the next diagram.
To clarify the semantics of bidirectional associations, we also show the code for both classes:
class Person {
private Phone phone;
...
}
class Phone {
private Person[] owner;
...
}
In this code, Person
has a private attribute
phone
of type Phone
, which could be
null
; thereby, we comply with the 0..1 end of the
bidirectional association. Furthermore, Phone
has a private
array, named owner
, that references Person
objects; thus, we also comply with the * end of the same
association.
In the last class diagram, we omitted all visibility symbols, both public (+) and private (-). This was done on purpose to emphasize that we are using UML for creating sketches. Therefore, the diagrams do not need to be syntactically perfect. Minor mistakes or omissions are tolerated, especially when they do not affect the purpose of the diagram.
In-Depth: UML—depending on the version in use–admits
different notations for associations. For example, sometimes, one
provides a name for the association, which is shown along the arrow that
connects the two classes. Other times, in the case of bidirectional
associations, the two arrows are omitted since UML standardization
defines the following: an association in which neither end is marked
with a navigability arrow is navigable in both directions.
However,
these alternative notations tend to be confusing or even ambiguous. For
instance, Gonzalo Génova and two researchers from the University of
Madrid, Spain, made the following observation about bidirectional
associations without arrows: Unfortunately, this leads to an
ambiguity in the graphical notation, because we cannot distinguish
between bidirectional associations and associations with unspecified
navigability. Or, worse, unspecified associations are assumed to be
bidirectional without further analysis
(link, Section 3,
fourth paragraph). There are two other concepts frequently mentioned
when we study associations in UML: composition and aggregation. In a
composition, the destination class cannot exist independently from the
source class. On the other hand, when the two classes have independent
life cycles, we have an aggregation. In practice, these concepts also
generate confusion, and that’s why we did not explore them in this
chapter. The same opinion is shared by other authors. For example,
Fowler states that aggregation is strictly meaningless; so, I
recommend that you ignore this concept in your diagrams
(link, page 68).
In class diagrams, inheritance is represented using arrows with an
unfilled end. These arrows connect subclasses to their base class. In
the following diagram, for example, Student
and
Teacher
are subclasses of Person
. As usual in
object-oriented programming, subclasses inherit all the attributes and
methods from the base class but can also add new ones. For example,
Student
has a course
attribute and
Teacher
has degree
.
There is a dependency from class A to class B, represented by a dashed line from A to B, when class A uses class B, but this use is not through an association (i.e., A does not have an attribute of type B) or inheritance (i.e., A is not a subclass of B). Dependencies occur, for example, when a method in A has a parameter or local variable of type B or when a method in A throws an exception of type B. A dependency is a weaker form of a relationship between classes than associations and inheritance.
To illustrate the use of dependencies, consider the following code:
import java.util.Stack;
class MyClass {
...
private void methodX() {
Stack stack = new Stack();
...
}
}
We can see that methodX
of MyClass
has a
local variable of type java.util.Stack
. In this case, we
say that there is a dependency from MyClass
to
java.util.Stack
, which is modeled in the following way:
Sometimes, along the dashed arrow, we provide information about the
type of the dependency, using terms such as create
(to indicate
that the source class creates objects of the target class) or
call
(to indicate that the source class calls methods from the
target class). These words are written between << and >>
signs. In the following diagram, for example, ShapeFactory
is a class that creates Shape
objects.
A class can have many dependencies. For this reason, it is uncommon to represent all of them in class diagrams. Instead, we only show the most important dependencies and those directly related to the design decisions we intend to model.
Package diagrams are recommended when we want to provide a higher-level view of a system, showing only groups of classes—that is, packages—and the relevant dependencies between them. For this purpose, UML defines a special rectangle to represent packages, as shown below:
Unlike class rectangles, the package rectangle includes only the package name (in bold). It also has a detail at the top, in the form of a trapezoid, to distinguish it from class rectangles.
The following figure shows an example of a package diagram. It refers
to a system with four main packages: MobileView
,
WebView
, BusinessLayer
, and
Persistence
. We can also see the dependencies—dashed
arrows—that exist between them. Both View
packages use
classes from BusinessLayer
. Classes from
BusinessLayer
also use classes from the View
,
for example, to notify them of some events. Therefore, the arrows
connecting MobileView
and WebView
to
BusinessLayer
are bidirectional. Finally, only
BusinessLayer
uses the Persistence
package.
To conclude, we would like to add two observations:
In package diagrams, dependencies do not include information about how many classes in the source package depend on classes in the destination package. For example, suppose two packages P1 and P2, each one with 100 classes. Suppose also that a single class from P1 uses a single class from P2. Even in this case, there is a dependency from P1 to P2.
In package diagrams, a single arrow type is used to represent any relationship. This is different from class diagrams, where associations and inheritance are represented by continuous arrows, and the other dependencies are represented by dashed arrows.
Sequence diagrams are dynamic diagrams, also known as behavioral diagrams. Therefore, instead of modeling classes, they model objects within a system. Additionally, they provide information about the methods that are executed in a specific usage scenario of a program. Thus, they are recommended when we have to explain the behavior of a system in a given situation. For example, at the end of this section, we will show a sequence diagram that illustrates the methods called when a client comes to an ATM and requests a deposit operation.
To kick off the presentation of sequence diagrams, let’s look at the
next diagram. Although simple, it illustrates the notation used in such
diagrams. As we mentioned, the diagrams model objects, which are
represented as rectangles arranged at the top row. In our example, two
objects are represented, named a1
and b1
.
Below each object, a vertical line is drawn in two forms: (1) when it is
a dashed line, the object is inactive, i.e., none of its methods are
being executed; (2) when the line changes to a rectangular shape, one of
the object’s methods has been called and is currently under execution.
When the execution ends, the line returns to the dashed form.
Furthermore, a horizontal arrow marks the execution start. The return of
the call is indicated by a dashed arrow, labeled with the name of the
returned object. However, occasionally this arrow is omitted, such as in
the case of the g
method call. Two reasons justify this
omission: the return type is void
; or the returned object
is not relevant to be represented.
In the previous example, only two objects (a1
and
b1
) are represented, but a sequence diagram can include
more objects. However, this number shouldn’t increase too much, as the
diagram would become complicated to understand. For instance, it might
not fit on a single page.
An object can be active and inactive multiple times within the same
diagram. In other words, it can execute a method, become inactive,
execute another method, go inactive again, and so on. There’s also a
special case when an object invokes a method on itself, i.e., when it
calls a method using this
. To illustrate this case,
consider the following program.
class A {
void g() {
...
}
void f() {
...
g();
...
}
main() {
A a = new A();
a.f();
}
}
The execution of this program is represented by the following
diagram. Notice how the call to g()
from f()
originates a new rectangle from the rectangle representing
f()
’s activation.
The next diagram shows a more realistic scenario, illustrating the methods called when a client at an ATM makes a deposit into their account.
Activity diagrams represent, at a high level, a business process flow. The main elements of these diagrams are actions, represented by rectangles. There are also control elements that define the execution order of the actions. The following figure shows an activity diagram that models the process followed after a user completes a purchase on an online store. For this, we are assuming that the products are already in the shopping cart.
To understand the semantics of an activity diagram, we should imagine that there is a token that moves through the nodes of the diagram. We will rely on this token to explain the semantics of each node of such diagrams.
Initial Node: This node creates a token to start the execution. Then, it passes the token to its output flow. By definition, the initial node does not have an input flow.
Actions: These nodes have a single input flow and a single output flow. For an action to be executed, a token needs to arrive at its input flow. After the action is completed, the token is passed on to the output flow.
Decisions: These nodes have a single input flow and two or more output flows. Each output flow has an associated boolean variable, called a guard. To make a decision, a token must be received on the input flow. When this happens, the token is passed to the output flow whose condition is true. Thus, the conditions should be mutually exclusive.
Merges: These nodes can have multiple input flows but a single output flow. When a token arrives at a input flow, it is immediately passed to the output flow. Merges are used to join the flows from decision nodes.
Forks: These nodes have a single input flow and one or more output flows. They act as token multipliers: when they receive a token at the input flow, they create and pass identical tokens to each output flow. As a result, multiple parallel processes start to execute.
Joins: These nodes have multiple input flows but a single output flow. They act as token sinks: they wait for tokens to arrive at all input flows. When this happens, they pass a single token to the output. Hence, joins are used to synchronize processes. In other words, to convert multiple execution flows into a single flow.
Final Node: This node can have multiple input flows but they have no output flows. When a token arrives at one of the input flows, the execution of the activity diagram is terminated.
In-Depth: There are at least three other alternatives for modeling processes:
Flowcharts, which were proposed as soon as the first programs for modern computers started to be developed. Activity diagrams are similar to flowcharts; however, they include support for concurrency, via forks and joins.
Petri Nets are a graphical notation, proposed by German mathematician Carl Adam Petri in 1962, for modeling concurrent systems. Petri nets have a graphical representation and also use tokens to mark the current state of the system. They also have a formal definition. However, when compared with Activity Diagrams, they tend to offer a more complex notation.
BPMN (Business Process Model and Notation) is a more recent effort, which started in the 2000s, to provide a user-friendly graphical notation for modeling business processes than that offered by activity diagrams. One of the objectives is to ensure that business analysts can read, interpret, and validate such diagrams.
Martin Fowler. UML Distilled: A Brief Guide to the Standard Object Modeling Language. Addison-Wesley, 2003.
Grady Booch, James Rumbaugh, Ivar Jacobson. The Unified Modeling Language User Guide. Addison-Wesley, 2005.
Craig Larman. Applying UML and Patterns: An Introduction to Object-Oriented Analysis and Design and Iterative Development. Prentice-Hall, 2004.
1. Explain and discuss the three possible uses of UML: (a) as blueprint; (b) as sketches; (c) as programming language.
2. Describe scenarios where class diagrams can help with (a) reverse engineering tasks; (b) forward engineering tasks.
3. Model the following scenarios using class diagrams. The classes are written in a different font.
A BankAccount
has exactly one Customer
.
A Customer
, in turn, may have several
BankAccount
. Navigation is possible in both
directions.
SavingsAccount
and SalaryAccount
are
subclasses of BankAccount
.
BankAccount
has a local variable of type
Database
.
OrderLine
refers to a single Order
(without navigation). But an Order
can have several
OrderLine
(with navigation).
Student
has attributes name
,
course
, GPA
(all private); and methods
getCourse()
and cancelEnrollment()
, both
public.
4. Draw a class diagram to represent the following scenario about scientific journals:
A Journal
has a title
,
ISSN
, and publisher
.
A Journal
has several Edition
, which
have the following attributes: number
, volume
,
and date
.
An Article
has a title
and
author
. An Article
is published in a
Edition
, which must have at least 10 and at most 15
Article
.
5. Draw a class diagram for the following class.
public class HelloWorldGUI {
public static void main(String[] args) {
JFrame frame = new JFrame("Hello world!");
frame.setVisible(true);
}
}
6. Draw a class diagram for the following class.
class HelloWorldGUI extends JFrame {
public HelloWorldGUI() {
super("Hello world!");
}
public static void main(String[] args) {
HelloWorldSwing frame = new HelloWorldGUI();
frame.setVisible(true);
}
}
6. Draw a sequence diagram for the following code. The diagram should
start with the call a.m5()
.
A a = new A(); // global variables
B b = new B();
C c = new C();
class C {
void m1() { ... }
}
class B {
void m2() { ... c.m1(); ... this.m3(); ... }
void m3() { ... c.m1(); ... }
void m4() { ... }
}
class A {
void m5() { ... b.m2(); ... b.m3(); ... b.m4(); ... }
}
7. In activity diagrams, explain the difference between merges and joins.
8. What is the error in the following activity diagram? Change the diagram to fix this error and therefore to reflect the intention of the software designer.