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A- Activity Diagram
A UML diagram capturing the dynamic behavior of a
system or sub-system. See
Section 6.10, “Activity Diagrams (To be written)” for more
information. - Action
Behavior associated with States or
Transitions in State
Diagram. These actions are invocations of
Methods and appear on
Sequence and Collaboration
Diagrams. - Actor
A representation of an agent (animate or inanimate) on
a Use Case Diagram external to the
system being designed. - Analysis
Analysis is the process of taking the
“customer” requirements and re-casting them in
the language of, and from the perspective of, a putative
solution. - Association Class
A class that characterizes the association between two
other classes. - Association
A relationship between two classes in a Class Diagram
or between Use Cases or Use Cases and Actors in a Use Case
Diagram. - Attribute (of a Class or Object)
An attribute of a class or object is a specification of
a data element encapsulated by that object.
C- CASE
Computer Aided Software Engineering. - Class
The encapsulation of the data associated with a
model element (its attributes) and the
actions associated with the model element (its
methods). A class specifies the characteristics of a model element.
An object represents an instance of the
model element. Classes and objects in UML are represented on
Activity Diagrams, Class
Diagrams, Collaboration
Diagrams and Sequence
Diagrams. - Class Diagram
A UML Diagram showing the structural relationship
between classes. See Section 5.2, “Class Diagrams (To be written)” for
more information. - Collaboration
The process whereby several objects cooperate to provide some
higher level behavior that is greater than the sum of the
behaviors of the objects.
- Collaboration Diagram
A UML Diagram showing the dynamic behavior as messages
are passed between objects. Equivalent to a
Sequence Diagram. Which representation
is appropriate depends on the problem under
consideration. - Collaborator
An object that participates in a Collaboration.
- Comprehension and Problem Solving
A design visualization theory within cognitive
psychology. The theory notes that designers must bridge a gap
between their mental model of the problem or situation and
the formal model of a solution or system. This theory suggests that programmers will benefit
from: Multiple representations such as program syntactic
decomposition, state transitions, control flow, and data
flow. These allow the programmer to better identify
elements and relationships in the problem and solution
and thus more readily create a mapping between their
situation models and working system models. Familiar aspects of a situation model, which
improve designers' abilities to formulate
solutions.
- Concept Class Diagram
A Class Diagram constructed during the Analysis Phase
to show the main structural components of the problem
identified in the Requirements Phase. See
Chapter 5, Analysis for more information. - Critic
A process within ArgoUML that provides suggestions as
to how the design might be improved. Suggestions are based on
principles within three theories of cognitive psychology,
reflection-in action,
opportunistic design and
comprehension and problem solving.
E- Extend Relationship
A relationship between two Use Cases, where the
extended Use Case describes a special
variant of the extending Use Case.
G- Generalization Relationship
A relationship between one
generalizing Use Cases and one or more
generalized Use Cases, where the
generalized Use Cases are particular
examples of the generalizing Use
Case. - GUI
Graphical User Interface.
H- Hierarchical Statechart Diagram
A Statechart Diagram that contains
subsidiary statechart diagrams within individual
States.
I- Include Relationship
A relationship between two Use Cases, where the
included Use Case describes part of the
functionality of the including Use
Case. - Iterative Design Process
A design process where each all phases (requirements,
analysis, design, build, test) are tackled partially in a
series of iterations. See Section 3.2.1, “Types of Process” for
more information.
J- Java
A fully object oriented programming language introduced
by Sun Microsystems. More strongly typed than C++, it
compiles to an interpreted code, the Java Virtual Machine
(JVM). The JVM means that Java code should run on any machine
that has implemented the JVM. The most significant component of Java was integration
of the JVM into web browsers, allowing code (Applets) to be
download and run over the web. ArgoUML is written in Java.
M- Mealy Machine
A Statechart Diagram where actions
are associated with States. - Method (of a Class or Object)
A method of a class or object is a specification of
behavior encapsulated by that object. - Moore Machine
A Statechart Diagram where actions
are associated with Transitions.
O- Object
An instance of a Class. Classes and objects in UML are represented on
Activity Diagrams, Class
Diagrams, Collaboration
Diagrams and Sequence
Diagrams. - OCL
Object Constraint Language. A language for describing
constraints within UML. - OMG
The Object Management Group. An international industry
standardization body. Best known for CORBA and UML. - OOA&D
Object Oriented Analysis and Design. An approach to
software problem analysis and design based on objects, which
encapsulate both data and code. See See
Section 1.1.1, “Object Oriented Analysis and Design” or any standard textbook on
Software Engineering. UML is a notation to support OOA&D. - Opportunistic Design
A theory within cognitive psychology suggesting that
although designers plan and describe their work in an
ordered, hierarchical fashion, in actuality, they choose
successive tasks based on the criteria of cognitive cost.
Simply stated, designers do not follow even their own plans
in order, but choose steps that are mentally least expensive
among alternatives.
P- Pane
A sub-window within the main window of the ArgoUML user
interface.
R- Realization Use Case
A Use Case where the Use
Case Diagram and Use Case
Specification are in the language of the solution
domain, rather than the problem domain. - Reflection-in-Action
A theory within cognitive psychology which observes
that designers of complex systems do not conceive a design
fully-formed. Instead, they must construct a partial design,
evaluate, reflect on, and revise it, until they are ready to
extend it further. As developers work hands-on with the
design, their mental model of the problem situation improves,
hence improving their design. - Requirement Capturing
Requirement capturing is the process of identifying
what the “customer” wants from the proposed
system. See Chapter 4, Requirements Capture for a fuller
description. - Responsibility
S
ome behavior for which an object is held accountable.
A responsibility denotes the obligation of an object to provide a
certain behavior.
S- Scenario
A specific sequence of actions that illustrates behavior.
- Sequence Diagram
A UML Diagram showing the dynamic behavior as messages
are passed between objects. Equivalent to a
Collaboration Diagram. Which
representation is appropriate depends on the problem under
consideration. See Section 5.4, “Sequence Diagrams (To be written)” for more
information. - SGML
Standard Graphical Markup Language. Defined by ISO
8879:1986. - Simula 67
A procedural programming language intended for
simulation. Noted for its introduction of
objects and
coroutines. - State
Within a Statechart Diagram a one
of the possible configurations of the machine. - Statechart Diagram
A UML Diagram showing the dynamic behavior of an active
Object. See
Section 5.6, “Statechart Diagrams (To be written)” for more
information. - Stereotypes and Stereotyping
Any model element within UML can be given a
stereotype to indicate its association
with a particular role in the design. A stereotype
spqr is generally indicated with the notation
<<spqr>>. A stereotype defines a Namespace within the design.
Examples of stereotypes are
<<business>> and
<<realization>> for Use Cases, used to
distinguish between Use Cases at the requirements phase
defined in terms of the problem domain, and Use Cases at the
analysis phase defined in terms of the solution domain. - Supplementary Requirement Specification
The document capturing non-functional requirements that
cannot be associated with Use Cases. - SVG
Scalable Vector Graphics format. A standard
representation of graphics diagrams that use vectors. ArgoUML
can export diagrams in SVG. - System Sequence Diagram
A Sequence Diagram used in the
Analysis Phase showing the dynamic
behavior of the overall system. See
Chapter 5, Analysis for more information. - System Statechart Diagram
A Statechart Diagram used in the
Analysis Phase showing the dynamic
behavior of an active top level system objects. See
Chapter 5, Analysis for more information.
T- To-Do List
A feature of ArgoUML allowing the user to record
activities that are yet to be completed. - Transition
The change between States in a
Statechart Diagram..
U- UML
Universal Modeling Language. A graphical notation for
OOA&D processes, standardized by the OMG. ArgoUML supports
UML 1.4. UML 2.0 is in the final stages of standardization
and should be complete during 2006. - Use Case
A UML notation for capturing requirements of a system
or sub-system. See Section 4.3, “Output of the Requirements Capture Process”
for more information. - Use Case Diagram
A UML diagram showing the relationships between Actors
and Use Cases. See Section 4.3, “Output of the Requirements Capture Process”
for more information. - Use Case Specification
The document capturing the detailed requirements behind
a Use Case.
V- Vision Document
The top level document describing what the system being
developed is to achieve.
W- W3C
The World Wide Web Consortium,
www.w3c.org. An
international standardization body for all things to do with
the World Wide Web. - Waterfall Design Process
A design process where each phase (requirements,
analysis, design, build, test) is completed before the next
starts. See Section 3.2.1, “Types of Process” for more
information.
X- XMI
XML Model Interchange format. A format for file storage
of UML models. Currently incomplete, since it does not carry
all graphical layout information, so must be supplemented by
files carrying that information. - XML
eXtensible Markup Language. A simplified derivative of
SGML defined by W3C
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