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Object Oriented Analysis and Design Sequence Diagrams
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Contents 2 Sequence Diagrams
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Static vs. Dynamic Views of Software 3 Class diagrams show the classes which comprise a program It does nothing to show you how to use those classes You need Examples of how to use the classes to accomplish a task Examples of what methods to call Examples of how to combine classes to do something useful The sequence diagram accomplishes this by showing the software in a dynamic state
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Uses of Sequence Diagrams 4 Each sequence diagram shows how to perform one task Each message passed between objects is a real method call Sequence diagrams are examples of how to use the classes to perform tasks
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Sequence Diagrams 5 Sequence diagrams show how messages are sent from one object to another to accomplish a task The sequence diagram concentrates on the time at which messages are sent The sequence diagram makes it easier to see a sequence of interactions
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Sample Diagram 6
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Messages 7 The actions that objects perform on each other Major types of messages Flat flow of control Procedure call Return from a Procedure call May have optional guard conditions
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Sequence Diagrams 8 Uses rectangles to represent objects Uses a dashed vertical line to represent the lifetime of the object Uses a solid rectangle on top of the lifeline to represent when the object is active and has the flow of control This is called an activation bar
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Sequence Diagrams 9 Object names A fully qualified object Dan:Customer An anonymous object :Customer Return values Usually indicated by a dashed line going to the left
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Sequence Diagrams 10 If the same method is called multiple times in an iteration, this is indicated by a guard condition beside the method Other conditions can be placed before the method :Customer :Order [for each product] :addItem(product)
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Sequence Diagrams 11
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Timelines 12 A sequence diagram depicts time as increasing in the downward direction Each object is on a timeline and first appears when it is created Later on the timeline, it sends messages to and receives messages from other objects The timeline let’s you easily see the order in which the messages are sent and received
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Message Synchronization 13 Most messages are synchronous This means that the caller waits for the message to complete before it continues to the next operation If a message is asynchronous, the caller does not wait for the message to be completed before continuing to the next operation
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Message Synchronization 14 Synchronous message use a solid arrowhead Asynchronous messages use a stick arrowhead
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Object Creation 15 Shows that an object is created in the sequence diagram Known as a Constructor Message points directly to the object being created as opposed to the timeline
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Object Destruction 16 Shows that an object is destroyed in the sequence diagram Known as a Destructor Signified by an X at the end of the timeline
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Sequence Diagram Messages 17 Messages indicate method calls Can point to same object when it makes a recursive call Can have multiple recursive arrows stacked to indicate multiple recursion Can be slanted to indicate call takes time
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