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5764-Learning UML 2.0000

Learning UML 2.0 is a comprehensive guide published by O'Reilly in April 2006, authored by Kim Hamilton and Russell Miles. The book spans 286 pages and covers various aspects of UML 2.0, including modeling requirements, system workflows, class structures, interactions, and deployment diagrams. It serves as a resource for understanding and applying UML in software development processes.

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0% found this document useful (0 votes)
28 views4 pages

5764-Learning UML 2.0000

Learning UML 2.0 is a comprehensive guide published by O'Reilly in April 2006, authored by Kim Hamilton and Russell Miles. The book spans 286 pages and covers various aspects of UML 2.0, including modeling requirements, system workflows, class structures, interactions, and deployment diagrams. It serves as a resource for understanding and applying UML in software development processes.

Uploaded by

warkiryon
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 PDF, TXT or read online on Scribd
You are on page 1/ 4

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
U U

Preface
U U

Chapter 1. Introduction
U U

Section 1.1. What's in a Modeling Language?


U U

Section 1.2. Why UML 2.0?


U U

Section 1.3. Models and Diagrams


U U

Section 1.4. "Degrees" of UML


U U

Section 1.5. UML and the Software Development Process


U U

Section 1.6. Views of Your Model


U U

Section 1.7. A First Taste of UML


U U

Section 1.8. Want More Information?


U U

Chapter 2. Modeling Requirements: Use Cases


U U

Section 2.1. Capturing a System Requirement


U U

Section 2.2. Use Case Relationships


U U

Section 2.3. Use Case Overview Diagrams


U U

Section 2.4. What's Next?


U U

Chapter 3. Modeling System Workflows: Activity Diagrams


U U

Section 3.1. Activity Diagram Essentials


U U

Section 3.2. Activities and Actions


U U

Section 3.3. Decisions and Merges


U U

Section 3.4. Doing Multiple Tasks at the Same Time


U U

Section 3.5. Time Events


U U

Section 3.6. Calling Other Activities


U U

Section 3.7. Objects


U U

Section 3.8. Sending and Receiving Signals


U U

Section 3.9. Starting an Activity


U U

Section 3.10. Ending Activities and Flows


U U

Section 3.11. Partitions (or Swimlanes)


U U

Section 3.12. Managing Complex Activity Diagrams


U U

Section 3.13. What's Next?


U U

Chapter 4. Modeling a System's Logical Structure: Introducing Classes and Class


U

Diagrams U

Section 4.1. What Is a Class?


U U
Section 4.2. Getting Started with Classes in UML
U U

Section 4.3. Visibility


U U

Section 4.4. Class State: Attributes


U U

Section 4.5. Class Behavior: Operations


U U

Section 4.6. Static Parts of Your Classes


U U

Section 4.7. What's Next


U U

U Chapter 5. Modeling a System's Logical Structure: Advanced Class Diagrams U

Section 5.1. Class Relationships


U U

Section 5.2. Constraints


U U

Section 5.3. Abstract Classes


U U

Section 5.4. Interfaces


U U

Section 5.5. Templates


U U

Section 5.6. What's Next


U U

U Chapter 6. Bringing Your Classes to Life: Object Diagrams U

Section 6.1. Object Instances


U U

Section 6.2. Links


U U

Section 6.3. Binding Class Templates


U U

Section 6.4. What's Next?


U U

U Chapter 7. Modeling Ordered Interactions: Sequence Diagrams U

Section 7.1. Participants in a Sequence Diagram


U U

Section 7.2. Time


U U

Section 7.3. Events, Signals, and Messages


U U

Section 7.4. Activation Bars


U U

Section 7.5. Nested Messages


U U

Section 7.6. Message Arrows


U U

Section 7.7. Bringing a Use Case to Life with a Sequence Diagram


U U

Section 7.8. Managing Complex Interactions with Sequence Fragments


U U

Section 7.9. What's Next?


U U

U Chapter 8. Focusing on Interaction Links: Communication Diagrams U

Section 8.1. Participants, Links, and Messages


U U

Section 8.2. Fleshing out an Interaction with a Communication Diagram


U U

Section 8.3. Communication Diagrams Versus Sequence Diagrams


U U

Section 8.4. What's Next?


U U

U Chapter 9. Focusing on Interaction Timing: Timing Diagrams U

Section 9.1. What Do Timing Diagrams Look Like?


U U

Section 9.2. Building a Timing Diagram from a Sequence Diagram


U U

Section 9.3. Applying Participants to a Timing Diagram


U U

Section 9.4. States


U U

Section 9.5. Time


U U

Section 9.6. A Participant's State-Line


U U

Section 9.7. Events and Messages


U U

Section 9.8. Timing Constraints


U U

Section 9.9. Organizing Participants on a Timing Diagram


U U

Section 9.10. An Alternate Notation


U U

Section 9.11. What's Next?


U U

U Chapter 10. Completing the Interaction Picture: Interaction Overview Diagrams U

Section 10.1. The Parts of an Interaction Overview Diagram


U U
Section 10.2. Modeling a Use Case Using an Interaction Overview
U U

Section 10.3. What's Next?


U U

U Chapter 11. Modeling a Class's Internal Structure: Composite Structures U

Section 11.1. Internal Structure


U U

Section 11.2. Showing How a Class Is Used


U U

Section 11.3. Showing Patterns with Collaborations


U U

Section 11.4. What's Next?


U U

U Chapter 12. Managing and Reusing Your System's Parts: Component Diagrams U

Section 12.1. What Is a Component?


U U

Section 12.2. A Basic Component in UML


U U

Section 12.3. Provided and Required Interfaces of a Component


U U

Section 12.4. Showing Components Working Together


U U

Section 12.5. Classes That Realize a Component


U U

Section 12.6. Ports and Internal Structure


U U

Section 12.7. Black-Box and White-Box Component Views


U U

Section 12.8. What's Next?


U U

U Chapter 13. Organizing Your Model: Packages U

Section 13.1. Packages


U U

Section 13.2. Namespaces and Classes Referring to Each Other


U U

Section 13.3. Element Visibility


U U

Section 13.4. Package Dependency


U U

Section 13.5. Importing and Accessing Packages


U U

Section 13.6. Managing Package Dependencies


U U

Section 13.7. Using Packages to Organize Use Cases


U U

Section 13.8. What's Next?


U U

U Chapter 14. Modeling an Object's State: State Machine Diagrams U

Section 14.1. Essentials


U U

Section 14.2. States


U U

Section 14.3. Transitions


U U

Section 14.4. States in Software


U U

Section 14.5. Advanced State Behavior


U U

Section 14.6. Composite States


U U

Section 14.7. Advanced Pseudostates


U U

Section 14.8. Signals


U U

Section 14.9. Protocol State Machines


U U

Section 14.10. What's Next?


U U

U Chapter 15. Modeling Your Deployed System: Deployment Diagrams U

Section 15.1. Deploying a Simple System


U U

Section 15.2. Deployed Software: Artifacts


U U

Section 15.3. What Is a Node?


U U

Section 15.4. Hardware and Execution Environment Nodes


U U

Section 15.5. Communication Between Nodes


U U

Section 15.6. Deployment Specifications


U U

Section 15.7. When to Use a Deployment Diagram


U U

Section 15.8. What's Next?


U U

U Appendix A. Object Constraint Language U

Section A.1. Building OCL Expressions


U U
Section A.2. Types
U U

Section A.3. Operators


U U

Section A.4. Pulling It Together


U U

Section A.5. Context


U U

Section A.6. Types of Constraints


U U

Section A.7. OCL Automation


U U

UAppendix B. Adapting UML: Profiles U

Section B.1. What Is a Profile?


U U

Section B.2. Stereotypes


U U

Section B.3. Tagged Values


U U

Section B.4. Constraints


U U

Section B.5. Creating a Profile


U U

Section B.6. Working with the Meta-Model


U U

Section B.7. Using a Profile


U U

Section B.8. Why Bother with Profiles?


U U

UAppendix C. A History of UML U

Section C.1. Take One Part OOAD...


U U

Section C.2. ...with a Sprinkling of OOSE...


U U

Section C.3. ...Add a Dash of OMT...


U U

Section C.4. ...and Bake for 10 to 15 Years


U U

U About the Authors U

U Colophon U

U Index U

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