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Sequence diagram

Notation
Actor
Call Message
Constraint
Create
Message

Definition
The Sequence Diagram models the collaboration of
objects based on a time sequence. It shows how the
objects interact with others in a particular scenario of
a use case. With the advanced visual modeling
capability, you can create complex sequence diagram
Continuation
in few clicks. Besides, VP-UML can generate
Destroy Message sequence diagram from the flow of events which you
have defined in the use case description.
Alternative
Combined
Fragment
Concurrent

Duration
Constraint
Found
Message
Gate

Duration
Message
Frame

LifeLine

LifeLine
<<Boundary>>
LifeLine
<<Entity>>
Lost Message

LifeLine
<<Control>>
Loop
Combined
Fragment
Message
Return
Message
Sequence
Message
Reentrant
Message
Terminate
Message
Uninterpreted
Message

Interaction Use

Note
Send Message
Recursive
Message
Self Message
Time Constraint

Actor
Definition
An Actor models a type of role played by an entity
that interacts with the subject (e.g., by exchanging
signals and data), but which is external to the subject
(i.e., in the sense that an instance of an actor is not a
part of the instance of its corresponding subject).
Actors may represent roles played by human users,
external hardware, or other subjects. Note that an
actor does not necessarily represent a specific
physical entity but merely a particular facet (i.e.,
"role") of some entity that is relevant to the
specification of its associated use cases. Thus, a
single physical instance may play the role of several
different actors and, conversely, a given actor may be

played by multiple different instances.


Since an actor is external to the subject, it is typically
defined in the same classifier or package that
incorporates the subject classifier

Properties
Name

The name of actor.

Documentation Description of actor.


Abstract

If true, the actor does not provide


a complete declaration and can
typically not be instantiated. An
abstract actor is intended to be
used by other actors.

Leaf

Indicates whether it is possible to


further specialize an actor. If the
value is true, then it is not possible
to further specialize the actor.

Root

Indicates whether the actor has no


ancestors. (true for no ancestors)

Business modelSet it to make the actor become a


"business actor"
Attributes

Refers to all of the Properties that


are direct (i.e., not inherited or
imported) attributes of the actor.

Operations

An operation is a behavioral
feature of an actor that specifies
the name, type, parameters, and
constraints for invoking an
associated behavior. Operations
here refers to the operations
owned by the actor.

Alternative Combined Fragment

Definition
A combined fragment defines an expression of
interaction fragments. A combined fragment is
defined by an interaction operator and corresponding
interaction operands. Through the use of
CombinedFragments the user will be able to describe
a number of traces in a compact and concise manner.
An alternative combined fragment represents a
choice of behavior. At most one of the operands will
be chosen.

Properties
Name

The name of alternative combined


fragment.

Operator Kind Specifies the operation that


defines the semantics of this
combination of
InteractionFragments.
Documentation Description of alternative
combined fragment.
Interaction
Operands

The set of operands of the


combined fragment.

Covered
LifeLines

The set of lifelines contained by


the combined fragment.

Call Message
Definition
A message defines a particular communication
between Lifelines of an Interaction.
Call message is a kind of message that represents an

invocation of operation of target lifeline.

Properties
Name

The name of message.

Action Type

Type action type of the message.

Return Value

The information to return to caller.

Sequence No. The number of message indicates


the order of message within an
interaction.
Documentation Description of message.
Asynchronous Determines whether the message
is an asynchronous or a
synchronous message.

Concurrent
Definition
A concurrent represents a session of concurrent
method invocation along an activation. It is placed on
top of an activation.

Properties
Name

The name of concurrent.

Base Classifier A classifier is a classification of


instances.
Multiplicity

Specifies the allowable


cardinalities for an instantiation of
concurrent.

Documentation Description of concurrent.

Constraint
Definition
A condition or restriction expressed in natural
language text or in a machine readable language for
the purpose of declaring some of the semantics of an
element.

Properties
Name

The name of constraint. It is


optional and is commonly omitted.

Expression

The condition that must be true


when evaluated in order for the
constraint to be satisfied.

Documentation Description of constraint.

Continuation
Definition
A Continuation is a syntactic way to define
continuations of different branches of an Alternative
CombinedFragment. Continuation is intuitively
similar to labels representing intermediate points in a
flow of control.

Properties
Name

The name of continuation.

Documentation Description of continuation.


Setting

True when the continuation is at


the end of the enclosing
interaction fragment and false
when it is in the beginning.

Covered
LifeLine

The set of lifelines contained by


the continuation.

Create Message
Definition
A message defines a particular communication
between Lifelines of an Interaction.
Create message is a kind of message that represents
the instantiation of (target) lifeline.

Properties
Name

The name of message.

Sequence No. The number of message indicates


the order of message within an
interaction.
Documentation Description of message.
Asynchronous Determines whether the message
is an asynchronous or a
synchronous message.

Destroy Message

Definition
A message defines a particular communication
between Lifelines of an Interaction.
Destroy message is a kind of message that represents
the request of destroying the lifecycle of target
lifeline.

Properties
Name

The name of message.

Action Type

Type action type of the message.

Return Value

The information to return to caller.

Sequence No. The number of message indicates


the order of message within an
interaction.
Documentation Description of message.
Asynchronous Determines whether the message
is an asynchronous or a
synchronous message.

Duration Constraint
Definition
A DurationConstraint defines a Constraint that refers
to a DurationInterval.

Properties
Name

The name of constraint.

Specification

A duration used to determine

whether the constraint is satisfied.


Documentation Description of constraint.

Duration Message
Definition
A message defines a particular communication
between Lifelines of an Interaction.
Duration message shows the distance between two
time instants for a message invocation.

Properties
Name

The name of message.

Action Type

Type action type of the message.

Return Value

The information to return to caller.

Sequence No. The number of message indicates


the order of message within an
interaction.
Documentation Description of message.
Asynchronous Determines whether the message
is an asynchronous or a
synchronous message.

Found Message
Definition
A found message is a message where the receiving

event occurrence is known, but there is no (known)


sending event occurrence. We interpret this to be
because the origin of the message is outside the scope
of the description. This may for example be noise or
other activity that we do not want to describe in
detail.

Properties
Name

The name of found message.

Action Type

Type action type of the message.

Return Value

The information to return to caller.

Sequence No. The number of message indicates


the order of message within an
interaction.
Documentation Description of lost message.
Asynchronous Determines whether the message
is an asynchronous or a
synchronous message.

Frame
Definition
A frame represents an interaction, which is a unit of
behavior that focuses on the observable exchange of
information between ConnectableElements.

Properties
Name

The name of frame.

Type

The type of interaction. For


example, sd for sequence diagram.

Documentation Description of lost message.

Children

Specifies the participants in this


Interaction.

Gates

Specifies the gates that form the


message interface between this
Interaction and any
InteractionUses that reference it.

Gate
Definition
A Gate is a connection point for relating a Message
outside an InteractionFragment with a Message
inside the InteractionFragment.

Properties
Name

The name of gate.

Documentation Description of gate.

Interaction Use
Definition
An InteractionUse refers to an Interaction. The
InteractionUse is a shorthand for copying the
contents of the referred Interaction where the
InteractionUse is. To be accurate the copying must
take into account substituting parameters with
arguments and connect the formal gates with the
actual ones.

Properties
Name

The name of interaction use.

Return Value

The information to return to caller.

Refers To

Refers to the Interaction that


defines its meaning.

Documentation Description of interaction use.


Attribute

Attribute refers to an attribute of


one of the lifelines in the
Interaction.

Arguments

The actual arguments of the


Interaction.

Duration
Constraint

A duration constraint defines a


constraint that refers to a duration
interval.

Covered
LifeLines

The set of lifelines contained by


the continuation.

LifeLine
Definition
A lifeline represents an individual participant in the
Interaction.

Properties
Name

The name of lifeline.

Base Classifier A classifier is a classification of


instances.
Multiplicity

Specifies the allowable


cardinalities for an instantiation of

this lifeline.
Documentation Description of lifeline.
Active

An active object is an object that,


as a direct consequence of its
creation, commences to execute its
classifier behavior, and does not
cease until either the complete
behavior is executed or the object
is terminated by some external
object.

Stopped

If a lifeline it stopped, this


represents that the lifeline has
received a destruction event.

Multi-Object

A multiobject represents a set of


lifeline instances.

Attribute Links A lifeline can be an instance that


originates from a class. It is
structured and behaves according
to its class. An attribute link refers
to an attribute, if any, defined in
base classifier, with initial value
specified.

LifeLine <<Boundary>>
Definition
A lifeline represents an individual participant in the
Interaction.

Properties
Name

The name of lifeline.

Base Classifier A classifier is a classification of


instances.

Multiplicity

Specifies the allowable


cardinalities for an instantiation of
this lifeline.

Documentation Description of lifeline.


Active

An active object is an object that,


as a direct consequence of its
creation, commences to execute its
classifier behavior, and does not
cease until either the complete
behavior is executed or the object
is terminated by some external
object.

Stopped

If a lifeline it stopped, this


represents that the lifeline has
received a destruction event.

Multi-Object

A multiobject represents a set of


lifeline instances.

Attribute Links A lifeline can be an instance that


originates from a class. It is
structured and behaves according
to its class. An attribute link refers
to an attribute, if any, defined in
base classifier, with initial value
specified.

LifeLine <<Control>>
Definition
A lifeline represents an individual participant in the
Interaction.

Properties
Name

The name of lifeline.

Base Classifier A classifier is a classification of

instances.
Multiplicity

Specifies the allowable


cardinalities for an instantiation of
this lifeline.

Documentation Description of lifeline.


Active

An active object is an object that,


as a direct consequence of its
creation, commences to execute its
classifier behavior, and does not
cease until either the complete
behavior is executed or the object
is terminated by some external
object.

Stopped

If a lifeline it stopped, this


represents that the lifeline has
received a destruction event.

Multi-Object

A multiobject represents a set of


lifeline instances.

Attribute Links A lifeline can be an instance that


originates from a class. It is
structured and behaves according
to its class. An attribute link refers
to an attribute, if any, defined in
base classifier, with initial value
specified.

LifeLine <<Entity>>
Definition
A lifeline represents an individual participant in the
Interaction.

Properties
Name

The name of lifeline.

Base Classifier A classifier is a classification of


instances.
Multiplicity

Specifies the allowable


cardinalities for an instantiation of
this lifeline.

Documentation Description of lifeline.


Active

An active object is an object that,


as a direct consequence of its
creation, commences to execute its
classifier behavior, and does not
cease until either the complete
behavior is executed or the object
is terminated by some external
object.

Stopped

If a lifeline it stopped, this


represents that the lifeline has
received a destruction event.

Multi-Object

A multiobject represents a set of


lifeline instances.

Attribute Links A lifeline can be an instance that


originates from a class. It is
structured and behaves according
to its class. An attribute link refers
to an attribute, if any, defined in
base classifier, with initial value
specified.

Loop Combined Fragment


Definition
A combined fragment defines an expression of
interaction fragments. A combined fragment is
defined by an interaction operator and corresponding
interaction operands. Through the use of
CombinedFragments the user will be able to describe
a number of traces in a compact and concise manner.

A loop combined fragment represents a loop. The


loop operand will be repeated a number of times.

Properties
Name

The name of loop combined


fragment.

Operator Kind Specifies the operation that


defines the semantics of this
combination of
InteractionFragments.
Documentation Description of loop combined
fragment.
Interaction
Operands

The set of operands of the


combined fragment.

Covered
LifeLines

The set of lifelines contained by


the combined fragment.

Lost Message
Definition
A lost message is a message where the sending event
occurrence is known, but there is no receiving event
occurrence. We interpret this to be because the
message never reached its destination.

Properties
Name

The name of lost message.

Action Type

Type action type of the message.

Return Value

The information to return to caller.

Sequence No. The number of message indicates

the order of message within an


interaction.
Documentation Description of lost message.
Asynchronous Determines whether the message
is an asynchronous or a
synchronous message.

Message
Definition
A message defines a particular communication
between Lifelines of an Interaction.

Properties
Name

The name of message.

Action Type

Type action type of the message.

Return Value

The information to return to caller.

Sequence No. The number of message indicates


the order of message within an
interaction.
Documentation Description of message.
Asynchronous Determines whether the message
is an asynchronous or a
synchronous message.

Note
Definition
A note (comment) gives the ability to attach various

Return Message
Definition
A message defines a particular communication
between Lifelines of an Interaction.
Return message is a kind of message that represents
the pass of information back to the caller of a
corresponded former message.

Properties
Name

The name of message.

Action Type

Type action type of the message.

Return Value

The information to return to caller.

Sequence No. The number of message indicates


the order of message within an
interaction.
Documentation Description of message.
Asynchronous Determines whether the message
is an asynchronous or a
synchronous message.

Send Message
Definition
A message defines a particular communication
between Lifelines of an Interaction.

Send message is a kind of message that represents the


start of execution.

Properties
Name

The name of message.

Action Type

Type action type of the message.

Return Value

The information to return to caller.

Sequence No. The number of message indicates


the order of message within an
interaction.
Documentation Description of message.
Asynchronous Determines whether the message
is an asynchronous or a
synchronous message.

Sequence Message
Definition
A message defines a particular communication
between Lifelines of an Interaction.
Sequence message is a kind of message that
represents the need of performing actions in
sequence.

Properties
Name

The name of message.

Action Type

Type action type of the message.

Return Value

The information to return to caller.

Sequence No. The number of message indicates

the order of message within an


interaction.
Documentation Description of message.
Asynchronous Determines whether the message
is an asynchronous or a
synchronous message.

Recursive Message
Definition
A message defines a particular communication
between Lifelines of an Interaction.
Recursive message is a kind of message that
represents the invocation of message of the same
lifeline. It's target points to an activation on top of the
activation where the message was invoked from.

Properties
Name

The name of message.

Action Type

Type action type of the message.

Return Value

The information to return to caller.

Sequence No. The number of message indicates


the order of message within an
interaction.
Documentation Description of message.
Asynchronous Determines whether the message
is an asynchronous or a
synchronous message.

Reentrant Message
Definition
A message defines a particular communication
between Lifelines of an Interaction.
A reentrant message points to an activation on top of
another activation.

Properties
Name

The name of message.

Action Type

Type action type of the message.

Return Value

The information to return to caller.

Sequence No. The number of message indicates


the order of message within an
interaction.
Documentation Description of message.
Asynchronous Determines whether the message
is an asynchronous or a
synchronous message.

Self Message
Definition
A message defines a particular communication
between Lifelines of an Interaction.
Self message is a kind of message that represents the
invocation of message of the same lifeline.

Properties
Name

The name of message.

Action Type

Type action type of the message.

Return Value

The information to return to caller.

Sequence No. The number of message indicates


the order of message within an
interaction.
Documentation Description of message.
Asynchronous Determines whether the message
is an asynchronous or a
synchronous message.

Terminate Message
Definition
A message defines a particular communication
between Lifelines of an Interaction.
Terminate message is a kind of message that
represents the termination of execution.

Properties
Name

The name of message.

Action Type

Type action type of the message.

Return Value

The information to return to caller.

Sequence No. The number of message indicates


the order of message within an
interaction.
Documentation Description of message.

Asynchronous Determines whether the message


is an asynchronous or a
synchronous message.

Time Constraint
Definition
A TimeConstraint defines a Constraint that refers to a
TimeInterval.

Properties
Name

The name of constraint.

Specification

A time expression used to


determine whether the constraint
is satisfied.

Documentation Description of time constraint.

Uninterpreted Message
Definition
A message defines a particular communication
between Lifelines of an Interaction.
Uninterpreted message is a kind of message that
represents an uninterpreted call.

Properties
Name

The name of message.

Action Type

Type action type of the message.

Return Value

The information to return to caller.

Sequence No. The number of message indicates


the order of message within an
interaction.
Documentation Description of message.
Asynchronous Determines whether the message
is an asynchronous or a
synchronous message.