The document discusses several modeling techniques used in software development including the Unified Modeling Language (UML), Entity-Relationship (ER) modeling, and dimensional modeling. It provides an overview of UML diagrams including use case, class, sequence, activity, and other diagrams. It also explains the basic concepts of ER modeling such as entities, attributes, relationships, and cardinalities. Finally, it gives an example of modeling a company database using ER diagrams with entities for departments, projects, employees, and their attributes and relationships.
The document discusses various aspects of the design phase of software development including:
1. The design phase builds upon artifacts created in the analysis phase like use cases and conceptual models. Interaction diagrams are created to show how objects communicate and collaborate.
2. Real use cases describe detailed interface designs. Class diagrams summarize class definitions and relationships. Responsibilities are assigned to classes using patterns like expert, controller, and others.
3. Interaction diagrams illustrate object interactions and are dependent on prior artifacts. Collaboration and sequence diagrams represent different notation for the same interactions. Guidelines are provided for creating interaction diagrams.
The document discusses using UML (Unified Modeling Language) diagrams to aid in database design specification. It provides an overview of UML, describes common UML diagrams like use case diagrams, class diagrams, sequence diagrams, and state diagrams. An example of modeling a hotel reservation system is also presented to demonstrate how to implement UML diagrams.
The document discusses various modeling techniques used to model complex software systems, including UML diagrams. It describes different types of UML diagrams like class diagrams, object diagrams, sequence diagrams, and collaboration diagrams. It explains concepts like classes, associations, generalizations, aggregations, and interfaces. It provides examples of how these diagrams can be used to model different types of relationships between classes and objects.
This document provides an overview of UML (Unified Modeling Language) presented by Yi Luo. It begins with introductions to the presenter and their background. It then discusses what UML is, why we use it, and the history and development of UML over time. The main part of the document outlines several important UML diagrams - use case diagrams, class diagrams, sequence diagrams, collaboration diagrams, and state diagrams - and provides examples to illustrate how each is used. It concludes by mentioning some popular UML modeling tools that are available today.
The document provides an overview of the Unified Modeling Language (UML) including what UML is, why it is used, common UML diagrams, and tools for UML modeling. UML is a standard modeling language used to visualize, specify, construct and document artifacts of a software system. Common UML diagrams include use case diagrams, class diagrams, sequence diagrams, state diagrams and collaboration diagrams. Popular UML modeling tools mentioned are ArgoUML, Rational Rose, UML Studio and TogetherSoft Control Center.
The document discusses interaction diagrams, which illustrate how objects interact via messages. It describes collaboration diagrams and sequence diagrams. Collaboration diagrams show object interactions in a graph format and demonstrate static connections, while sequence diagrams show interaction in a timeline format generally illustrating the sequence of events. The document provides examples and descriptions of collaboration diagrams, sequence diagrams, use case diagrams, and activity diagrams. It discusses their notation, how to construct them, strengths and weaknesses.
This document provides an overview of the Unified Modeling Language (UML) and how it can be used to design software systems. It discusses what UML is, why we use UML, and the main types of UML diagrams including use case diagrams, class diagrams, sequence diagrams, collaboration diagrams, and state diagrams. It also briefly mentions some popular UML modeling tools. The document aims to introduce students to UML and illustrate how different diagram types can be applied at different stages of the software design process.
This document discusses basic behavioral modeling using interaction diagrams. It defines key terms like interaction, context, objects and roles, links and connectors, messages, and sequencing. It explains the difference between sequence diagrams, which emphasize time ordering of messages, and collaboration diagrams, which emphasize the structural organization of roles. Both diagram types are semantically equivalent but show information differently. Interaction diagrams are commonly used to model dynamic system behavior by showing message flow between roles.
This document introduces object-oriented design concepts. It discusses how software design can be represented using interacting objects that manage their own state and operations. Various models for describing object-oriented design are introduced, including class diagrams, sequence diagrams, and state machine diagrams. Design patterns are also introduced as a way to reuse knowledge about solving common design problems.
The objective is to explain how a software design may be represented as a set of interacting objects that manage their own state and operations and to introduce various models that describe an object-oriented design.
The document describes Unified Modeling Language (UML) interaction diagrams and use cases. It discusses the different types of interaction diagrams including sequence diagrams, communication diagrams, timing diagrams, and interaction overview diagrams. It also covers use case concepts such as actors, associations between actors and use cases, and extensions/includes relationships between use cases.
This document discusses UML interaction diagrams, specifically sequence diagrams and collaboration diagrams. It defines that interaction diagrams visualize interactive system behavior and consist of sequence diagrams and collaboration diagrams. Sequence diagrams represent message flow and lifelines, while collaboration diagrams depict object relationships and architecture. Notations for both include objects, links, and messages. Sequence diagrams show messages sequentially on lifelines, while collaboration diagrams attach messages to links between objects.
This document discusses UML interaction diagrams, specifically sequence diagrams and collaboration diagrams. It defines that interaction diagrams visualize interactive system behavior and consist of sequence diagrams and collaboration diagrams. Sequence diagrams represent message flow and lifelines, while collaboration diagrams depict object relationships and architecture. Notations for both include objects, links, and messages. Sequence diagrams show messages sequentially on lifelines, while collaboration diagrams attach messages to links between objects.
The document discusses various types of UML diagrams including use case diagrams, class diagrams, interaction diagrams (sequence and collaboration diagrams), state diagrams, and activity diagrams. It provides details on when each diagram should be used and includes examples to illustrate how to draw each type of diagram. The key points covered are that UML diagrams allow viewing a software system from different perspectives and varying degrees of abstraction, and each diagram type has a specific purpose to model different aspects of a system.
This document discusses various UML diagrams including class diagrams, domain models, associations, attributes, and sequence diagrams. It provides guidance on how to draw class diagrams from different perspectives (conceptual, specification, implementation). It also covers how to create domain models by finding conceptual classes, description classes, and relationships. Sequence diagrams and their relationship to use cases is explained, specifically how system sequence diagrams show the system events for a use case scenario.
The document discusses the Unified Modeling Language (UML) which is a general-purpose modeling language used to visualize, specify, construct, and document software systems. UML uses graphical notation to represent the design of software projects including concepts like use case diagrams, class diagrams, sequence diagrams, and more. It provides a standard way to visualize a system from different perspectives including structural and behavioral views.
This document provides an outline for a lecture on software design and architecture. It discusses key concepts like classes and objects, visibility, class diagrams, sequence diagrams, and design patterns. The document also includes disclaimers about the source of the material and its intended educational use.
CS8592 Object Oriented Analysis & Design - UNIT III pkaviya
油
This document discusses various UML diagrams used for dynamic and implementation modeling in object-oriented analysis and design. It describes sequence diagrams, communication diagrams, system sequence diagrams, state machine diagrams, activity diagrams, package diagrams, component diagrams, and deployment diagrams. For each diagram type, it provides details on their purpose, notation, guidelines for use, and examples. The key diagrams covered are sequence diagrams, state machine diagrams, and activity diagrams. It also discusses when to apply different dynamic and implementation diagrams and how to construct them.
Here are the steps to model an ATM using responsibility-driven design:
1. Identify the major objects involved in an ATM transaction:
- ATM
- Card
- User
- Bank Database
2. For each object, list its key attributes and responsibilities on a note card. For example:
- ATM card: card number, pin, balance
- Responsibilities: authenticate user, dispense cash
3. Arrange the note cards on a surface to show which objects collaborate by sending messages. For example,
- The ATM sends messages to the bank database to check balances and authorize transactions.
- The user sends messages to the ATM card to input their pin and request cash
The document provides an overview of object-oriented analysis and design concepts including: objects, classes, encapsulation, inheritance, polymorphism, and messaging. Classes define objects that have attributes and behaviors. Encapsulation involves collecting attributes into classes and hiding some attributes. Inheritance allows subclasses to inherit attributes and methods from parent classes. Polymorphism enables the same message to have different behaviors depending on the receiving object's class.
Master sequence diagrams with this sequence diagram guide. It describes everything you need to know on sequence diagram notations, best practices as well as common mistakes. It also explains how to draw a sequence diagram step by step. Plus it offers Creately sequence diagram templates you can click and edit right away.
UML (Unified Modeling Language) is a standard language for modeling software systems using mainly graphical diagrams. It includes diagrams for use cases, class structure, object interaction, state machines, activities, components and deployment. UML aims to provide a standard way to visualize a system's architectural design which can be understood by all stakeholders and serves as input for the implementation.
This document provides an introduction to key concepts in object-oriented programming, including classes, objects, encapsulation, inheritance, and polymorphism. Classes define the attributes and behaviors of objects. Objects are instantiated from classes and have their own distinct attribute values. Encapsulation involves collecting attributes and behaviors within a class and allowing some to remain hidden. Inheritance allows new classes to extend existing classes and reuse attributes and methods. Polymorphism enables the same message to produce different behaviors depending on the receiving object's class.
The document provides an introduction to the Unified Modeling Language (UML). It discusses what modeling is and defines UML as an industry-standard graphical language used to specify, visualize, construct and document the artifacts of software systems. The document outlines the basic concepts of UML including UML diagrams, history and modeling tools. It describes common UML diagram types such as use case diagrams, class diagrams and sequence diagrams.
Mate, a short story by Kate Grenvile.pptxLiny Jenifer
油
A powerpoint presentation on the short story Mate by Kate Greenville. This presentation provides information on Kate Greenville, a character list, plot summary and critical analysis of the short story.
This document provides an overview of the Unified Modeling Language (UML) and how it can be used to design software systems. It discusses what UML is, why we use UML, and the main types of UML diagrams including use case diagrams, class diagrams, sequence diagrams, collaboration diagrams, and state diagrams. It also briefly mentions some popular UML modeling tools. The document aims to introduce students to UML and illustrate how different diagram types can be applied at different stages of the software design process.
This document discusses basic behavioral modeling using interaction diagrams. It defines key terms like interaction, context, objects and roles, links and connectors, messages, and sequencing. It explains the difference between sequence diagrams, which emphasize time ordering of messages, and collaboration diagrams, which emphasize the structural organization of roles. Both diagram types are semantically equivalent but show information differently. Interaction diagrams are commonly used to model dynamic system behavior by showing message flow between roles.
This document introduces object-oriented design concepts. It discusses how software design can be represented using interacting objects that manage their own state and operations. Various models for describing object-oriented design are introduced, including class diagrams, sequence diagrams, and state machine diagrams. Design patterns are also introduced as a way to reuse knowledge about solving common design problems.
The objective is to explain how a software design may be represented as a set of interacting objects that manage their own state and operations and to introduce various models that describe an object-oriented design.
The document describes Unified Modeling Language (UML) interaction diagrams and use cases. It discusses the different types of interaction diagrams including sequence diagrams, communication diagrams, timing diagrams, and interaction overview diagrams. It also covers use case concepts such as actors, associations between actors and use cases, and extensions/includes relationships between use cases.
This document discusses UML interaction diagrams, specifically sequence diagrams and collaboration diagrams. It defines that interaction diagrams visualize interactive system behavior and consist of sequence diagrams and collaboration diagrams. Sequence diagrams represent message flow and lifelines, while collaboration diagrams depict object relationships and architecture. Notations for both include objects, links, and messages. Sequence diagrams show messages sequentially on lifelines, while collaboration diagrams attach messages to links between objects.
This document discusses UML interaction diagrams, specifically sequence diagrams and collaboration diagrams. It defines that interaction diagrams visualize interactive system behavior and consist of sequence diagrams and collaboration diagrams. Sequence diagrams represent message flow and lifelines, while collaboration diagrams depict object relationships and architecture. Notations for both include objects, links, and messages. Sequence diagrams show messages sequentially on lifelines, while collaboration diagrams attach messages to links between objects.
The document discusses various types of UML diagrams including use case diagrams, class diagrams, interaction diagrams (sequence and collaboration diagrams), state diagrams, and activity diagrams. It provides details on when each diagram should be used and includes examples to illustrate how to draw each type of diagram. The key points covered are that UML diagrams allow viewing a software system from different perspectives and varying degrees of abstraction, and each diagram type has a specific purpose to model different aspects of a system.
This document discusses various UML diagrams including class diagrams, domain models, associations, attributes, and sequence diagrams. It provides guidance on how to draw class diagrams from different perspectives (conceptual, specification, implementation). It also covers how to create domain models by finding conceptual classes, description classes, and relationships. Sequence diagrams and their relationship to use cases is explained, specifically how system sequence diagrams show the system events for a use case scenario.
The document discusses the Unified Modeling Language (UML) which is a general-purpose modeling language used to visualize, specify, construct, and document software systems. UML uses graphical notation to represent the design of software projects including concepts like use case diagrams, class diagrams, sequence diagrams, and more. It provides a standard way to visualize a system from different perspectives including structural and behavioral views.
This document provides an outline for a lecture on software design and architecture. It discusses key concepts like classes and objects, visibility, class diagrams, sequence diagrams, and design patterns. The document also includes disclaimers about the source of the material and its intended educational use.
CS8592 Object Oriented Analysis & Design - UNIT III pkaviya
油
This document discusses various UML diagrams used for dynamic and implementation modeling in object-oriented analysis and design. It describes sequence diagrams, communication diagrams, system sequence diagrams, state machine diagrams, activity diagrams, package diagrams, component diagrams, and deployment diagrams. For each diagram type, it provides details on their purpose, notation, guidelines for use, and examples. The key diagrams covered are sequence diagrams, state machine diagrams, and activity diagrams. It also discusses when to apply different dynamic and implementation diagrams and how to construct them.
Here are the steps to model an ATM using responsibility-driven design:
1. Identify the major objects involved in an ATM transaction:
- ATM
- Card
- User
- Bank Database
2. For each object, list its key attributes and responsibilities on a note card. For example:
- ATM card: card number, pin, balance
- Responsibilities: authenticate user, dispense cash
3. Arrange the note cards on a surface to show which objects collaborate by sending messages. For example,
- The ATM sends messages to the bank database to check balances and authorize transactions.
- The user sends messages to the ATM card to input their pin and request cash
The document provides an overview of object-oriented analysis and design concepts including: objects, classes, encapsulation, inheritance, polymorphism, and messaging. Classes define objects that have attributes and behaviors. Encapsulation involves collecting attributes into classes and hiding some attributes. Inheritance allows subclasses to inherit attributes and methods from parent classes. Polymorphism enables the same message to have different behaviors depending on the receiving object's class.
Master sequence diagrams with this sequence diagram guide. It describes everything you need to know on sequence diagram notations, best practices as well as common mistakes. It also explains how to draw a sequence diagram step by step. Plus it offers Creately sequence diagram templates you can click and edit right away.
UML (Unified Modeling Language) is a standard language for modeling software systems using mainly graphical diagrams. It includes diagrams for use cases, class structure, object interaction, state machines, activities, components and deployment. UML aims to provide a standard way to visualize a system's architectural design which can be understood by all stakeholders and serves as input for the implementation.
This document provides an introduction to key concepts in object-oriented programming, including classes, objects, encapsulation, inheritance, and polymorphism. Classes define the attributes and behaviors of objects. Objects are instantiated from classes and have their own distinct attribute values. Encapsulation involves collecting attributes and behaviors within a class and allowing some to remain hidden. Inheritance allows new classes to extend existing classes and reuse attributes and methods. Polymorphism enables the same message to produce different behaviors depending on the receiving object's class.
The document provides an introduction to the Unified Modeling Language (UML). It discusses what modeling is and defines UML as an industry-standard graphical language used to specify, visualize, construct and document the artifacts of software systems. The document outlines the basic concepts of UML including UML diagrams, history and modeling tools. It describes common UML diagram types such as use case diagrams, class diagrams and sequence diagrams.
Mate, a short story by Kate Grenvile.pptxLiny Jenifer
油
A powerpoint presentation on the short story Mate by Kate Greenville. This presentation provides information on Kate Greenville, a character list, plot summary and critical analysis of the short story.
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Computer Network Unit IV - Lecture Notes - Network LayerMurugan146644
油
Title:
Lecture Notes - Unit IV - The Network Layer
Description:
Welcome to the comprehensive guide on Computer Network concepts, tailored for final year B.Sc. Computer Science students affiliated with Alagappa University. This document covers fundamental principles and advanced topics in Computer Network. PDF content is prepared from the text book Computer Network by Andrew S. Tenanbaum
Key Topics Covered:
Main Topic : The Network Layer
Sub-Topic : Network Layer Design Issues (Store and forward packet switching , service provided to the transport layer, implementation of connection less service, implementation of connection oriented service, Comparision of virtual circuit and datagram subnet), Routing algorithms (Shortest path routing, Flooding , Distance Vector routing algorithm, Link state routing algorithm , hierarchical routing algorithm, broadcast routing, multicast routing algorithm)
Other Link :
1.Introduction to computer network - /slideshow/lecture-notes-introduction-to-computer-network/274183454
2. Physical Layer - /slideshow/lecture-notes-unit-ii-the-physical-layer/274747125
3. Data Link Layer Part 1 : /slideshow/lecture-notes-unit-iii-the-datalink-layer/275288798
Target Audience:
Final year B.Sc. Computer Science students at Alagappa University seeking a solid foundation in Computer Network principles for academic.
About the Author:
Dr. S. Murugan is Associate Professor at Alagappa Government Arts College, Karaikudi. With 23 years of teaching experience in the field of Computer Science, Dr. S. Murugan has a passion for simplifying complex concepts in Computer Network
Disclaimer:
This document is intended for educational purposes only. The content presented here reflects the authors understanding in the field of Computer Network
Useful environment methods in Odoo 18 - Odoo 際際滷sCeline George
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How to Manage Putaway Rule in Odoo 17 InventoryCeline George
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Inventory management is a critical aspect of any business involved in manufacturing or selling products.
Odoo 17 offers a robust inventory management system that can handle complex operations and optimize warehouse efficiency.
Research & Research Methods: Basic Concepts and Types.pptxDr. Sarita Anand
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This ppt has been made for the students pursuing PG in social science and humanities like M.Ed., M.A. (Education), Ph.D. Scholars. It will be also beneficial for the teachers and other faculty members interested in research and teaching research concepts.
How to Modify Existing Web Pages in Odoo 18Celine George
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In this slide, well discuss on how to modify existing web pages in Odoo 18. Web pages in Odoo 18 can also gather user data through user-friendly forms, encourage interaction through engaging features.
Prelims of Rass MELAI : a Music, Entertainment, Literature, Arts and Internet Culture Quiz organized by Conquiztadors, the Quiz society of Sri Venkateswara College under their annual quizzing fest El Dorado 2025.
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3. Sequence Diagrams
A sequence diagram shows the sequence of interactions
that take place during a particular use case.
You read them from top to bottom to see the order of
the actions that take place.
Issue an e-book from a library
Lookup a catalog
Request for issue
Download the ebook
5. Sequence Diagram Elements: Targets
Targets: Objects as well as classes can be
targets on a sequence diagram, which means
that messages can be sent to them. A target is
displayed as a rectangle with some text in it.
Below the target, its lifeline extends for as long
as the target exists. The lifeline is displayed as a
vertical dashed line.
8. Targets: Objects
An object should be named only if at least one of the following
applies
You want to refer to it during the interaction as a message
parameter or return value
You don't mention its type
There are other anonymous objects of the same type and giving
them names is the only way to differentiate them
9. Targets: MultiObjects
When you want to show how a client interacts with the
elements of a collection, you can use a multiobject. Its
basic notation is
Again, a name and/or type can be specified. Note however
that the 'Type' part designates the type of the elements
and not the type of the collection itself.
10. Targets: Class
A basic notation for class is:
Only class messages (e.g. shared or static methods in
some programming languages) can be sent to a class.
Note that the text of a class is not underlined, which is
how you can distinguish it from an object.
11. Sequence Diagram Elements:
Messages
When a target sends a message to another target, it is
shown as an arrow between their lifelines. The arrow
originates at the sender and ends at the receiver. Near
the arrow, the name and parameters of the message are
shown.
Messages can be of two types
Synchronous Messages
Asynchronous Messages
12. Messages: Synchronous Messages
A synchronous message is used when the sender waits until the
receiver has finished processing the message, only then does the
caller continue (i.e. a blocking call). Most method calls in object-
oriented programming languages are synchronous. A closed and
filled arrowhead signifies that the message is sent
synchronously.
13. Messages: Synchronous Messages
The white rectangles on a lifeline are called activations and
indicate that an object is responding to a message. It starts
when the message is received and ends when the object is
done handling the message.
If you want to show that the receiver has finished processing
the message and returns control to the sender, draw a dashed
arrow from receiver to sender. Optionally, a value that the
receiver returns to the sender can be placed near the return
arrow.
14. Messages: Asynchronous Messages
With an asynchronous message, the sender does not wait for the
receiver to finish processing the message, it continues immediately.
Messages sent to a receiver in another process or calls that start a
new thread are examples of asynchronous messages. An open
arrowhead is used to indicate that a message is sent asynchrously.
15. Targets Creation and Destruction
Targets that exist at the start of an interaction are placed at the top of
the diagram. Any targets that are created during the interaction are
placed further down the diagram, at their time of creation.
16. Conditional Interaction
A message can include a guard, which signifies that the message is only sent if a certain
condition is met. The guard is simply that condition between brackets.
Sending out several messages on the same condition:
17. Alternative Interaction
If you want to show several alternative interactions, use an 'alt' combined fragment. The
combined fragment contains an operand for each alternative. Each alternative has a guard and
contains the interaction that occurs when the condition for that guard is met.
18. Repeated Interaction
When a message is prefixed with an asterisk (the '*'-symbol), it means that the message is sent
repeatedly. A guard indicates the condition that determines whether or not the message should
be sent (again). As long as the condition holds, the message is repeated.
19. Repeated Interaction
A more common use of repetition is sending the same message to
different elements in a collection. In such a scenario, the receiver of
the repeated message is a multiobject and the guard indicates the
condition that controls the repetition.
20. Example
To give an exam, an instructor first notifies the students of the exam date
and the material to be covered. She then prepares the exam paper (with
sample solutions), gets it copied to produce enough copies for the class,
and hands it out to students on the designated time and location. The
students write their answers to exam questions and hand in their papers to
the instructor. The instructor then gives the exam papers to the TAs, along
with sample solutions to each question, and gets them to mark it. She then
records all marks and returns the papers to the students.
Draw a sequence diagram that represents this process. Make sure to show
when is each actor participating in the process. Also, show the operation
that is carried out during each interaction, and what its arguments are
23. Structural Models
Structural models of software display the organization of a
system in terms of components that make up the system
and their relationship
Structural models may be
Static Modelsstructure of the system
Dynamic Models-- structure of the system when executing
Today's focus will be on class diagrams for modelling the
static structure of the program
24. Class Diagrams
Class diagrams are used when developing an object-oriented system model to
show the classes in a system and the associations between these classes.
An association is a link between classes that indicates that there is some
relationship between these classes.
When you are developing models during the early stages of the software
engineering process, objects represent something in the real world, such as a
patient, a prescription, doctor, etc.
A implementation is developed you usually need to define additional
implementation objects
Today we will focus on modeling real world objects as part of the requirement
or early stage software design.
25. UML Class Diagrams
Class diagrams in UML can be expressed at different level of
detail.
At the first stage of developing a model, look at the world and
identify the essential objects and represent them as class.
The simplest way is to write the name of the class in a box
Patient
26. UML Class Diagrams (cont)
You can also note the existence of an association by drawing a
line between the classes
You can annotate the relationship to show how many objects
are involved in the association
Patient PatientRecord
Patient PatientRecord
1 1
27. Class Associations
You can name the relationships and other multiplicities of
objects in any association are also possible as shown here:
Patient Doctor
* 1
ReferredBy
Patient
Medical
Condition
1..* 1..*
Diagnosed With
28. Adding Details to class diagrams
When showing the association between the classes it is convenient to
represent these classes in the simplest possible way.
To define them in more detail you add information about their attributes
and operations
Patient
Name
Registration Number
Blood Group
medicines
getPatientName()
addMedicine()
RemoveMedicine()
...
40. Key points
A model is an abstract view of a system that ignores system details. Complementary system
models can be developed to show the systems context, interactions, structure and behavior.
Context models show how a system that is being modeled is positioned in an environment with
other systems and processes.
Use case diagrams and sequence diagrams are used to describe the interactions between users
and systems in the system being designed. Use cases describe interactions between a system
and external actors; sequence diagrams add more information to these by showing interactions
between system objects.
Structural models show the organization and architecture of a system. Class diagrams are used
to define the static structure of classes in a system and their associations.
CHAPTER 5 SYSTEM MODELING 40
41. Key points
Behavioral models are used to describe the dynamic behavior of an executing system.
This behavior can be modeled from the perspective of the data processed by the
system, or by the events that stimulate responses from a system.
Activity diagrams may be used to model the processing of data, where each activity
represents one process step.
CHAPTER 5 SYSTEM MODELING 41