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The output of the Code Generation is the completed
program. Depending on the contents of the design, we could also
generate Unit test cases.
To do the work we need the design model, containing both
static and dynamic descriptions of the program.
7.2.1. Generating Code from the Static Structure
It is rather straightforward to do this generation, at
least as long as we do it for an object-oriented language.
This is some of the basic rules:
A class will become a class.
In some target languages (like java, c++) they
also become files and compilation units.
A generalization will become an
If the target language does not support
inheritance and we didn't address this during the
design, some special conversions are required to solve
An attribute will become a member variable.
A navigable association will become a member
Depending on the target language, target
platform, and the association multiplicities this will
be a pointer, a reference, a collection class, an entry
in some table or map.
A non-abstract operation in a class will become a
An abstract operation in a class will become an
An in parameter in an operation will become a
parameter in the method.
For simple types (int, boolean), this is the
normal case. For C++, these will probably const
classes. For Java, this cannot be enforced for
An out or in/out parameter in an operation will
become a referenced parameter in the method.
For C++, these will be referenced non-const
parameters. For Java classes, this is the default.
Simple types (int, boolean) must, in java, be converted
to an object of a corresponding class (Integer,
The visibilities of the attributes, associations,
and operations will become visibilities on the member
variables or methods.
Packages will become directories, namespaces, or
7.2.2. Generating code from interactions and state
This conversion is not as straight-forward as the
conversion of the static structure. It is much more depending
on the target language and target platform.
In general it is only possible to say the following for
A message is converted into a function
The class of the recipient will have to have a
function with the correct name and signature.
The sender function in the class of the sender
will have a call to the function in the
An asynchronous message is converted to either
posting a message to be handled by some other thread or
a function call to a function that starts a new
The following describes one possible way to generate state
A State Machine is generated to a set of member
variables that each method in this class refer to when
A State is generated to a closed set of
combination of values on these member variables.
An Event is generated as a call to a member
method that can change the state.
These methods would then typically have one big
switch statement splitting on the current state.
A Guard is generated to an if
statement in the event member method in the branch for
the correct state.
A Transition is generated as an assignment of
some state variable.
An Action is generated as a function call.