Learning UML 2.
0
By Kim Hamilton, Russell Miles
...............................................
Publisher: O'Reilly
Pub Date: April 2006
Print ISBN-10: 0-596-00982-8
Print ISBN-13: 978-0-59-600982-3
Pages: 286
U Table of Contents | Index U U U
Copyright
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Preface
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Chapter 1. Introduction
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Section 1.1. What's in a Modeling Language?
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Section 1.2. Why UML 2.0?
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Section 1.3. Models and Diagrams
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Section 1.4. "Degrees" of UML
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Section 1.5. UML and the Software Development Process
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Section 1.6. Views of Your Model
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Section 1.7. A First Taste of UML
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Section 1.8. Want More Information?
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Chapter 2. Modeling Requirements: Use Cases
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Section 2.1. Capturing a System Requirement
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Section 2.2. Use Case Relationships
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Section 2.3. Use Case Overview Diagrams
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Section 2.4. What's Next?
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Chapter 3. Modeling System Workflows: Activity Diagrams
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Section 3.1. Activity Diagram Essentials
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Section 3.2. Activities and Actions
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Section 3.3. Decisions and Merges
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Section 3.4. Doing Multiple Tasks at the Same Time
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Section 3.5. Time Events
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Section 3.6. Calling Other Activities
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Section 3.7. Objects
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Section 3.8. Sending and Receiving Signals
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Section 3.9. Starting an Activity
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Section 3.10. Ending Activities and Flows
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Section 3.11. Partitions (or Swimlanes)
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Section 3.12. Managing Complex Activity Diagrams
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Section 3.13. What's Next?
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Chapter 4. Modeling a System's Logical Structure: Introducing Classes and Class
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Diagrams U
Section 4.1. What Is a Class?
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Section 4.2. Getting Started with Classes in UML
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Section 4.3. Visibility
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Section 4.4. Class State: Attributes
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Section 4.5. Class Behavior: Operations
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Section 4.6. Static Parts of Your Classes
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Section 4.7. What's Next
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U Chapter 5. Modeling a System's Logical Structure: Advanced Class Diagrams U
Section 5.1. Class Relationships
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Section 5.2. Constraints
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Section 5.3. Abstract Classes
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Section 5.4. Interfaces
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Section 5.5. Templates
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Section 5.6. What's Next
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U Chapter 6. Bringing Your Classes to Life: Object Diagrams U
Section 6.1. Object Instances
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Section 6.2. Links
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Section 6.3. Binding Class Templates
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Section 6.4. What's Next?
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U Chapter 7. Modeling Ordered Interactions: Sequence Diagrams U
Section 7.1. Participants in a Sequence Diagram
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Section 7.2. Time
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Section 7.3. Events, Signals, and Messages
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Section 7.4. Activation Bars
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Section 7.5. Nested Messages
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Section 7.6. Message Arrows
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Section 7.7. Bringing a Use Case to Life with a Sequence Diagram
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Section 7.8. Managing Complex Interactions with Sequence Fragments
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Section 7.9. What's Next?
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U Chapter 8. Focusing on Interaction Links: Communication Diagrams U
Section 8.1. Participants, Links, and Messages
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Section 8.2. Fleshing out an Interaction with a Communication Diagram
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Section 8.3. Communication Diagrams Versus Sequence Diagrams
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Section 8.4. What's Next?
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U Chapter 9. Focusing on Interaction Timing: Timing Diagrams U
Section 9.1. What Do Timing Diagrams Look Like?
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Section 9.2. Building a Timing Diagram from a Sequence Diagram
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Section 9.3. Applying Participants to a Timing Diagram
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Section 9.4. States
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Section 9.5. Time
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Section 9.6. A Participant's State-Line
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Section 9.7. Events and Messages
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Section 9.8. Timing Constraints
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Section 9.9. Organizing Participants on a Timing Diagram
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Section 9.10. An Alternate Notation
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Section 9.11. What's Next?
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U Chapter 10. Completing the Interaction Picture: Interaction Overview Diagrams U
Section 10.1. The Parts of an Interaction Overview Diagram
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Section 10.2. Modeling a Use Case Using an Interaction Overview
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Section 10.3. What's Next?
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U Chapter 11. Modeling a Class's Internal Structure: Composite Structures U
Section 11.1. Internal Structure
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Section 11.2. Showing How a Class Is Used
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Section 11.3. Showing Patterns with Collaborations
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Section 11.4. What's Next?
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U Chapter 12. Managing and Reusing Your System's Parts: Component Diagrams U
Section 12.1. What Is a Component?
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Section 12.2. A Basic Component in UML
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Section 12.3. Provided and Required Interfaces of a Component
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Section 12.4. Showing Components Working Together
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Section 12.5. Classes That Realize a Component
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Section 12.6. Ports and Internal Structure
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Section 12.7. Black-Box and White-Box Component Views
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Section 12.8. What's Next?
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U Chapter 13. Organizing Your Model: Packages U
Section 13.1. Packages
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Section 13.2. Namespaces and Classes Referring to Each Other
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Section 13.3. Element Visibility
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Section 13.4. Package Dependency
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Section 13.5. Importing and Accessing Packages
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Section 13.6. Managing Package Dependencies
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Section 13.7. Using Packages to Organize Use Cases
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Section 13.8. What's Next?
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U Chapter 14. Modeling an Object's State: State Machine Diagrams U
Section 14.1. Essentials
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Section 14.2. States
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Section 14.3. Transitions
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Section 14.4. States in Software
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Section 14.5. Advanced State Behavior
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Section 14.6. Composite States
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Section 14.7. Advanced Pseudostates
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Section 14.8. Signals
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Section 14.9. Protocol State Machines
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Section 14.10. What's Next?
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U Chapter 15. Modeling Your Deployed System: Deployment Diagrams U
Section 15.1. Deploying a Simple System
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Section 15.2. Deployed Software: Artifacts
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Section 15.3. What Is a Node?
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Section 15.4. Hardware and Execution Environment Nodes
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Section 15.5. Communication Between Nodes
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Section 15.6. Deployment Specifications
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Section 15.7. When to Use a Deployment Diagram
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Section 15.8. What's Next?
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U Appendix A. Object Constraint Language U
Section A.1. Building OCL Expressions
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Section A.2. Types
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Section A.3. Operators
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Section A.4. Pulling It Together
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Section A.5. Context
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Section A.6. Types of Constraints
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Section A.7. OCL Automation
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UAppendix B. Adapting UML: Profiles U
Section B.1. What Is a Profile?
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Section B.2. Stereotypes
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Section B.3. Tagged Values
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Section B.4. Constraints
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Section B.5. Creating a Profile
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Section B.6. Working with the Meta-Model
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Section B.7. Using a Profile
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Section B.8. Why Bother with Profiles?
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UAppendix C. A History of UML U
Section C.1. Take One Part OOAD...
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Section C.2. ...with a Sprinkling of OOSE...
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Section C.3. ...Add a Dash of OMT...
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Section C.4. ...and Bake for 10 to 15 Years
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U About the Authors U
U Colophon U
U Index U