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Language. Simply Put, UML Is A Modern Approach To Modeling: Business Processes Workflows

UML (Unified Modeling Language) is a modeling language used to visually represent software systems. It uses diagrams to depict software components and their relationships. Common UML diagrams include class diagrams, which show classes and their attributes/operations, and sequence diagrams, which illustrate the interactions between objects over time. UML has been widely adopted for software engineering and is also used to model business processes and workflows.

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0% found this document useful (0 votes)
67 views24 pages

Language. Simply Put, UML Is A Modern Approach To Modeling: Business Processes Workflows

UML (Unified Modeling Language) is a modeling language used to visually represent software systems. It uses diagrams to depict software components and their relationships. Common UML diagrams include class diagrams, which show classes and their attributes/operations, and sequence diagrams, which illustrate the interactions between objects over time. UML has been widely adopted for software engineering and is also used to model business processes and workflows.

Uploaded by

Naveen Kumar
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as DOCX, PDF, TXT or read online on Scribd
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UML is an acronym that stands for Unified Modeling

Language. Simply put, UML is a modern approach to modeling


and documenting software

It is based on diagrammatic representations of software


components. As the old proverb says: “a picture is worth a
thousand words”. By using visual representations, we are able to
better understand possible flaws or errors in software or business
processes

What is the use of UML

UML has been used as a general-purpose modeling language in


the field of software engineering. However, it has now found its
way into the documentation of several business
processes or workflows

 Forward Design – The design of the sketch is done before


coding the application. This is done to get a better view of the
system or workflow that you are trying to create. Many design
issues or flaws can be revealed, thus improving the overall
project health and well-being.
 Backward Design – After writing the code, the UML diagrams
are drawn as a form of documentation for the different activities,
roles, actors, and workflows
Class Diagram
Class diagrams are the main building block of any object-
oriented solution. It shows the classes in a system, attributes,
and operations of each class and the relationship between each
class
three parts. Name at the top, attributes in the middle and
operations or methods at the bottom.
Object Diagram
Object Diagrams, sometimes referred to as Instance diagrams
are very similar to class diagrams.
Like class diagrams, they also show the relationship between
objects but they use real-world examples
hey show how a system will look like at a given time.
Use Case Diagram
Use case diagrams give a graphic overview of the actors
involved in a system, different functions needed by those actors
and how these different functions interact
Sequence Diagram
Sequence diagrams in UML show how objects interact with
each other and the order those interactions occur.
It’s important to note that they show the interactions for a
particular scenario
The processes are represented vertically and interactions are
shown as arrows
it is clear that the diagram deals with some sequences, which are
the sequence of messages flowing from one object to another.
Interaction among the components of a system is very important
from implementation and execution perspective. Sequence
diagram is used to visualize the sequence of calls in a system to
perform a specific functionality.
Class Roles or Participants
Class roles describe the way an object will behave in context.
Use the UML object symbol to illustrate class roles, but don't
list object attributes.

Activation or Execution Occurrence


Activation boxes represent the time an object needs to complete
a task. When an object is busy executing a process or waiting for
a reply message, use a thin gray rectangle placed vertically on its
lifeline.

Messages
Messages are arrows that represent communication between
objects. Use half-arrowed lines to represent asynchronous
messages. Asynchronous messages are sent from an object that
will not wait for a response from the receiver before continuing
its tasks. For message types, see below.
Lifelines
Lifelines are vertical dashed lines that indicate the object's
presence over time.
Destroying Objects
Objects can be terminated early using an arrow labeled "<<
destroy >>" that points to an X. This object is removed from
memory. When that object's lifeline ends, you can place an X at
the end of its lifeline to denote a destruction occurrence.
Loops
A repetition or loop within a sequence diagram is depicted as a
rectangle. Place the condition for exiting the loop at the bottom
left corner in square brackets [ ].

Types of Messages in Sequence Diagrams


Synchronous Message
A synchronous message requires a response before the
interaction can continue. It's usually drawn using a line with a
solid arrowhead pointing from one object to another.
Asynchronous Message
Asynchronous messages don't need a reply for interaction to
continue. Like synchronous messages, they are drawn with an
arrow connecting two lifelines; however, the arrowhead is
usually open and there's no return message depicted.

Reply or Return Message


A reply message is drawn with a dotted line and an open
arrowhead pointing back to the original lifeline.

Self Message
A message an object sends to itself, usually shown as a U
shaped arrow pointing back to itself.

Create Message
This is a message that creates a new object. Similar to a return
message, it's depicted with a dashed line and an open arrowhead
that points to the rectangle representing the object created.
Delete Message
This is a message that destroys an object. It can be shown by an
arrow with an x at the end.

Found Message
A message sent from an unknown recipient, shown by an arrow
from an endpoint to a lifeline.

Lost Message
A message sent to an unknown recipient. It's shown by an arrow
going from a lifeline to an endpoint, a filled circle or an x.

A sequence diagram is a good way to visualize and validate


various runtime scenarios. These can help to predict how a
system will behave and to discover responsibilities a class may
need to have in the process of modeling a new system
 n the early system requirements phase, they are used for use case
description.
 In the implementation phase, they verify that all conditions are
met in terms of communication between classes.
 In the testing phase, they capture the actual system trace

The Collaboration Diagram


In the collaboration diagram, the method call sequence is
indicated by some numbering technique. The number indicates
how the methods are called one after another
difference being the sequence diagram does not describe the
object organization, whereas the collaboration diagram shows
the object organization.
A collaboration diagram describes interactions among objects in
terms of sequenced messages.
Activity Diagram
illustrate the dynamic nature of a system by modeling the flow
of control from activity to activity
An activity represents an operation on some class in the system
that results in a change in the state of the system
ctivity diagram is used to show message flow from one activity
to another.
The only missing thing in the activity diagram is the message
part.
 Draw the activity flow of a system.
 Describe the sequence from one activity to another.
 Describe the parallel, branched and concurrent flow of the
system
hey can be used to describe the business workflow or the
operational workflow of any component in a system. Sometimes
activity diagrams are used as an alternative to State machine
diagrams

 Activities
 Association
 Conditions
 Constraints
Activity diagram can be used for −
 Modeling work flow by using activities.
 Modeling business requirements.
 High level understanding of the system's functionalities.
 Investigating business requirements at a later stage.
Initial State or Start Point
A small filled circle followed by an arrow represents the initial
action state or the start point for any activity diagram. For
activity diagram using swimlanes, make sure the start point is
placed in the top left corner of the first column.
Activity or Action State
An action state represents the non-interruptible action of objects.
You can draw an action state in SmartDraw using a rectangle
with rounded corners.

Action Flow
Action flows, also called edges and paths, illustrate the
transitions from one action state to another. They are usually
drawn with an arrowed line.

Object Flow
Object flow refers to the creation and modification of objects by
activities. An object flow arrow from an action to an object
means that the action creates or influences the object. An object
flow arrow from an object to an action indicates that the action
state uses the object.
Decisions and Branching
A diamond represents a decision with alternate paths. When an
activity requires a decision prior to moving on to the next
activity, add a diamond between the two activities. The outgoing
alternates should be labeled with a condition or guard
expression. You can also label one of the paths "else."

Guards
In UML, guards are a statement written next to a decision
diamond that must be true before moving next to the next
activity. These are not essential, but are useful when a specific
answer, such as "Yes, three labels are printed," is needed before
moving forward.

Synchronization
A fork node is used to split a single incoming flow into multiple
concurrent flows. It is represented as a straight, slightly thicker
line in an activity diagram.
A join node joins multiple concurrent flows back into a single
outgoing flow.
A fork and join mode used together are often referred to as
synchronization.

Time Event
This refers to an event that stops the flow for a time; an
hourglass depicts it.

Merge Event
A merge event brings together multiple flows that are not
concurrent.
Sent and Received Signals
Signals represent how activities can be modified from outside
the system. They usually appear in pairs of sent and received
signals, because the state can't change until a response is
received, much like synchronous messages in a sequence
diagram. For example, an authorization of payment is needed
before an order can be completed.

Interrupting Edge
An event, such as a cancellation, that interrupts the flow denoted
with a lightning bolt.

Swimlanes
Swimlanes group related activities into one column.
Final State or End Point
An arrow pointing to a filled circle nested inside another circle
represents the final action state.
State Diagrams

It describes different states of a component in a system. The


states are specific to a component/object of a system.
They define different states of an object during its lifetime and
these states are changed by events. Statechart diagrams are
useful to model the reactive systems
Statechart diagram describes the flow of control from one state
to another
 o model the dynamic aspect of a system.
 To model the life time of a reactive system.
 To describe different states of an object during its life time.
 Define a state machine to model the states of an objec
The main usage can be described as −
 To model the object states of a system.
 To model the reactive system. Reactive system consists of
reactive objects.
 To identify the events responsible for state changes.
 Forward and reverse engineering.
A flowchart illustrates processes that are executed in the system
that change the state of objects.
A state diagram shows the actual changes in state, not the
processes or commands that created those changes

states
States represent situations during the life of an object. You can
easily illustrate a state in SmartDraw by using a rectangle with
rounded corners.

Transition
A solid arrow represents the path between different states of an
object. Label the transition with the event that triggered it and
the action that results from it. A state can have a transition that
points back to itself.

Initial State
A filled circle followed by an arrow represents the object's
initial state.
Final State
An arrow pointing to a filled circle nested inside another circle
represents the object's final state.

Synchronization and Splitting of Control


A short heavy bar with two transitions entering it represents a
synchronization of control. The first bar is often called a fork
where a single transition splits into concurrent multiple
transitions. The second bar is called a joi

n, where the
concurrent transitions reduce back to one.

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