Dynamic Modeling Grady Booch, James Rumbaugh, and Ivar Jacobson, The Unified Modeling Language User...
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Transcript of Dynamic Modeling Grady Booch, James Rumbaugh, and Ivar Jacobson, The Unified Modeling Language User...
Dynamic Modeling
Grady Booch, James Rumbaugh, and Ivar Jacobson, The Unified Modeling Language User Guide, 2nd edition, Addison Wesley, 2005.
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Outline
• Dynamic models• State machine diagrams (a.k.a. statechart)
– Modeling object or system states
• Interaction diagrams– Sequence diagrams (a.k.a. message sequence)
• The time order of interactions between objects
– Communication diagrams (a.k.a. collaboration)• Messages passed between objects
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Dynamic Models
• Used to model control aspects (e.g., when)• Several different models possible, e.g.,
– Focusing on state changes– Focusing on interactions
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Dynamic Models
• Used to model control aspects (e.g., when)• Several different models possible, e.g.,
– Focusing on state changes• Used to show software control• Sequence of operations and events• Transitions between states• UML state machine diagrams
– Focusing on interactions
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Dynamic Models
• Used to model control aspects (e.g., when)• Several different models possible, e.g.,
– Focusing on state changes– Focusing on interactions
• Used to show dynamic relationships between objects • Messages, interfaces, and timings• UML interaction diagrams
– Sequence diagrams, focusing on ordered interactions
– Communication diagrams, focusing on interaction links
– Timing diagrams, focusing on interaction timings
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Outline
Dynamic models• State machine diagrams• Interaction diagrams
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Modeling State Changes
• Modeling object/system states– UML state machine diagram– Depicts the flow of control using states and
transitions by describing• How an object or system changes over time• Event (e.g., operation calls) it may respond to• How it respond to them
– Generalization of finite state machines
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Modeling Object States
• Network of states and transitions• One diagram for each object with important
dynamic behavior• Independent timing of state machines for
different objects (asynchronous)
On Off
switch pushed
switch pushed
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Elements of State Machine Diagrams
Idle
Initial State
Running
Final State
State
Transition
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Initial and Final States
White’s turn
Black’s turn
blackmoved
whitemoved
start
Blackwin
Draw
Whitewin
checkmate
checkmate
stalemate
stalemate
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States
• Some phase during the lifetime of an object that is significant of its behavior (e.g., observable or different behavior)
• Condition or situation in the life of a system (or object) during which it:– Satisfies some condition (i.e., state invariant),
– Performs some activity, or
– Waits for some events.• Set of values of properties that affect the behavior of the system
(or object).– Determines response to an event
– Thus, different states may produce different responses to the same event
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States (Cont.)
• All objects have states.• A state is an abstraction of the values
maintained by the object that determine behavior.
• Examples:– The invoice is paid.– The car is parked.– The engine is running.– Kate is working.– Jim is playing.
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State Corresponds to Interval of Time between Events
• Events: points in time• State: interval of time; may correspond
to a continuous activity– E.g., waiting, ringing, and flying
• State may be associated with value of object satisfying some condition.– E.g., automobile transmission is in reverse.– E.g., balance of account is negative
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Identifying States
• Ignore attributes that don't affect behavior
• Combine set of attributes that form a parameter of the control– E.g., the control is not changed by
changing the digits in the phone call.
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Specifying States• Name (optional)• Internal activities (optional)
– Actions and activities performed while in the state– Predefined: entry, exit, do
• Internal transitions (optional)– Reaction within a state but without changing state
Brewing
do / brew coffee
pot removed/ suspendpot replaced/ resume
Name
Internal activities
Internal transitions
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Internal Activities and Transitions
• Actions and activities performed while in the state– Action: atomic– Activity: more complex behavior
• Action/activity label, specifying triggering conditions– Entry: performed on entry to state– Exit: performed on exit from state– Do: performed while in the state
• Internal transitions– Reactions to events that doesn’t
cause state changes (see transitions)
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Attacking
entry/unsheathe sworddo/chargeexit/sheathe sword
enemy swings[distance<3 ft]/dodge
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Example
Starting
entry / start dial toneexit / end dial tone
Dialing
entry / number.append(n)
dialed (n)
dialed (n)
[number.isValid()]
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Events
• Something that happens at a point in time– No duration: instantaneous– At least we think of it this way when we model
(abstraction)
• Stimulus from one object to another• May result in a change of state• May result in event being sent to another
object
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Two Events:
• May be unrelated (concurrent)– E.g., flight 123 departs El Paso and flight
555 departs Las Vegas.
• May depend on each other (sequential)– E.g., flight 123 departs El Paso and flight
123 arrives Las Vegas.
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Transitions
• Relationship between two states indicating that a system (or object) in the first state will:– Perform certain actions and– Enter the second state when specified event
occurs and specified condition is satisfied.• Consists of:
– Source and target states– Optional event trigger, guard condition, and action
Sourcetrigger [guard] / action
Target
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Transitions (Cont.)
• Source state– State affected by transition
• Event trigger– Triggering the transition
• Guard condition– Boolean evaluated after the
event trigger. Transition only occurs if guard is true
• Action– Atomic operation that occurs as
the transition occurs• Target state
– State active after transition
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Source
trigger [guard] / action
Target
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Example
keyPressed(key) [key == ENTER_KEY] / str := inputBuffer
Note that every transition should be labeled.
Sourcetrigger [guard] / action
Target
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Transitions (Cont.)
• Lead from one state to another• Instantaneous• Several types of events:
– A condition becomes true.– An explicit signal is received from an object.– An operation is called by an object.– A designated period of time passes.
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Phone Example
digit dialed (n)[incomplete]
Dialing Connecting
busy
connected
digit dialed (n)[valid] / connectdigit dialed (n)
[invalid]
Invalid
Ringing
Busy
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Protocol vs. Behavior Machines
• Protocol state machine– Specifies the intended pattern of calls on an object by specifying
• which operations of the object can be called in which state
• and under which condition, thus specifying the allowed call sequences on the object's operations.
– Describes an object's life cycle.
– Post-conditions are used instead of actions
• Behavior state machine– Expresses the behavior of part of a system, e.g., to define object
and operation behavior
– Actions are used instead of post-conditions
– States can have actions (entry, exit, do)
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Protocol State Machine
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Not Overdrawn[balance >= 0]
Overdrawn[balance < 0]
credit(x)
debit(x)[balance - x >= 0]
credit(x)[balance + x >= 0]
credit(x)[balance + x >= 0]
debit(x)[balance - x < 0]
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Protocol State Machine
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Not Overdrawn[balance >= 0]
Overdrawn[balance < 0]
credit(x)
debit(x)[balance - x >= 0]
credit(x)[balance + x >= 0]
credit(x)[balance + x >= 0]
debit(x)[balance - x < 0]
Account
-balance: Integer
+ balance(): Integer+ credit(x:Integer): void+ debit(x:Integer): void
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In Class: Digital Watch
• (Pairs) Draw a state machine diagram
The watch has a single mode button and a single advance button. Pressing the mode button once and then pressing the advance button increments the hours by 1. Each press of the advance button increments the hour. Pressing the mode button the second time allows advancing the minutes by one. Pressing the mode button a third time displays the current time. While displaying the current time, the advance button is ignored. Pressing the mode button allows the user to set the hour again.
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In Class: Toy Train (Pairs) Draw a state machine diagram
Initially, headlight is off, and train is not moving. If power on, headlight shines, and train moves forward. If power off, headlight goes out, but train still moves forward. If power on, headlight comes on, and train does not move. If power off, headlight goes off, and train stays stopped. If power on, headlight comes on, and train moves backward. If power off, headlight goes off, but train still moves backward. If power on, headlight comes on, and train doesn’t move. If power off, headlight off, and train remains stopped. Repeats from step 2 above.
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Structuring State Machine Diagrams
anomalyNormal Recovery
Identification
PressureRecovery
TemperatureRecovery
recovery success
recovery success
recovery success
temperatureproblem
pressureproblem
recovery failure
recoveryfailure
recoveryfailure
Can this diagram be presented better?
Unstructured!
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Better Presented:
anomaly
Normal RecoveryIdentification
PressureRecovery
TemperatureRecovery
recoverysuccess temperature
problempressureproblem
Recovery
recoveryfailure
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Composite States (Cont.)
• States containing one or more state diagrams• Used to simplify diagrams• Inside, looks like state machine diagrams• May have composite transitions• May have transitions from substates• May have "history states" (H symbol)
denoting the most recently occupied state• Sequential (OR) and parallel (AND) states
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Composite States and Transitions
Idle
Maintenance
Printing
Selecting Processing
Validating
Transition from substate
Transition to/from composite state
Active
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H
Transition to history state
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Example of Composite State
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Including Composite States
Starting
entry / start dial toneexit / end dial tone
Partial Dialing
entry / number.append(n)
dialed(n)
dialedn)
[number.isValid()]
Dialing
Dialing Number
Include / Dialing
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Sequential (OR) and Parallel (AND) States
• States can be divided into concurrent parts, called “regions”.
• OR state: composite state with single region• AND state: composite state with multiple
regions– System is in all regions of the state, i.e., executes
concurrently.
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Example of AND State
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Synchronization
• Concurrency (split of control)
• Synchronization
substate1 substate2
Superstate
substate3 substate4
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Example
Idle
Command
Testing
Waiting
Diagnose
Join
ForkComposite state
Maintaining
Testing
Commanding
Concurrent regions
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Another Example
HW1 HW2
Incomplete
Project
Midterm Final
Passed
Failedfail
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Example of Synchronization
Remote Control
Off OnOn
Off
Play
Stop
On/Stop On/PlayOff
On
Off
Off/Stop
Play
Stop
MP3 Player
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In Class: Avoiding Combinatorial Explosion of States
(Pairs) A car can be in the state of moving or stop. It can also be clean or dirty. Model the states of a car:• without using parallel states• using parallel states
What will happen if we add a third property (say, Red vs. Blue) and a fourth property (say, Enclosed vs. Convertible)?
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In Class: Toy Train (Pairs) Draw a state machine diagram
Initially, headlight is off, and train is not moving. If power on, headlight shines, and train moves forward. If power off, headlight goes out, but train still moves forward. If power on, headlight comes on, and train does not move. If power off, headlight goes off, and train stays stopped. If power on, headlight comes on, and train moves backward. If power off, headlight goes off, but train still moves backward. If power on, headlight comes on, and train doesn’t move. If power off, headlight off, and train remains stopped. Repeats from step 2 above.
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In Class: Office Phone
• (Pairs) Draw a state machine diagram describing the operation of an office phone.
Assume that the phone has keys for the digits 0-9, #, and *. It can detect when the receiver is on-hook or off-hook. The phone is idle when the receiver is on-hook. Model phone calls.– making calls (e.g., dialing, connecting,
talking), – receiving calls (e.g., ringing, talking)
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Outline
Dynamic modelsState machine diagrams• Interaction diagrams
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Modeling Interactions
• Focus on communications among elements– Ordering of interactions– Messages and interfaces– Communication links– Timings of messages (between when
message sent and received)
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UML Interaction Diagrams
• Whole class of diagrams including– Sequence Diagrams
• The time order of interactions between objects
– Communication Diagrams• Messages passed between objects
– Interaction Overview Diagram• Overview diagram that hides much of the detail
– Timing Diagram • Interactions with precise time axis (for real-time or time-
sensitive systems)
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Sequence Diagrams
• Depicts object interaction by highlighting the time ordering of method invocations
• Describes a sequence of method calls among objects
• (This is the only interaction diagram we’ll look at.)
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Example
: Customer : Order : Payment : Product : Supplier
place an order
process
validate
deliver
if ( payment ok )
back order
if ( not in stock )
get address
mail to address
message
lifetimecontrol
object
sdPlaceOrder
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Example (Cont.)
: Customer : Order : Payment : Product : Supplier
place an order
process
validate
deliver
if ( payment ok )
back order
if ( not in stock )
get address
mail to address
Sequence of message sending
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Different Types of Messages
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o: Class
Synchronous message
Asynchronous message
Return message
Creation message
Destruction message
<<create>>
<<destroy>>
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Return MessagessdPlaceOrder
:CustomerWIndow :Customer
ChangeUpdate
Return(dashed line,open arrow)
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Creation and Destruction
sdPlaceOrder
:CustomerWIndow
:CustomerChange<<create>>
getRating()
<<destroy>>
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In Class: Weblog Content Management System (CMS)
• (Pairs) Draw a sequence diagram for creating a new blog account.
The content management system allows an administrator to create a new blog account, provided the personal details of the new blogger are verified using the author credential database. A summary of the new blog account’s details should be mailed to the author.
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