chapter 5 implementing uml specification (part ii) object-oriented technology from diagram to code...

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Chapter 5Implementing UML

Specification (Part II)

Object-Oriented TechnologyFrom Diagram to Code with Visual Paradigm for

UML

Curtis H.K. Tsang, Clarence S.W. Lau and Y.K. Leung

McGraw-Hill Education (Asia), 2005Dr. Hussein Al-Zoubi

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Activity Diagrams An activity diagram is used to represent a

sequence of actions performed in an activity or a procedure.

It can also be used to model an algorithm, the computation flow of a control object or a subsystem.

In general, there are two approaches for implementing an activity diagram:

Implementing the control flow using the location within a program to hold the state of an object. Control statements, such as if-then-else statement and while statement, are used to implement the necessary branching and looping of the control flow of the activity diagram.

Implementing the control flow as a state machine.

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Activity Diagrams (cont’d) The following are the general rules for

translating the elements of an activity diagram into program code: Action state. It is translated to statements of

actions, such as method calls, computational statements.

Conditional branch. It is translated to an if-then-else statement.

Concurrent branch. It is translated to threads for each additional control flow.

Loop. A loop in the activity diagram is translated to a while-loop statement.

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Activity Diagrams (cont’d)

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Example – Control Object of the Simplified Vending Machine

while (true) { amount = 0.0; while (amount < price) { wait for a coin; add coin value to amount; } show all available soft drink; while (selection is not done) { wait for selection from user; if selection is “eject coins” { dispense coins; set selection to “done”; } else if selection is a valid soft drink { dispense change & soft drink concurrently; set selection to “done” } }}

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State Diagrams A state diagram is typically used to

model the dynamic behavior of a subsystem, a control object or even an entity object. Like activity diagrams, there are two approaches to implement a state diagram: Using the location within a program to hold

the state (for implementing active object or entity).

Using an explicit attribute to hold the state (for implementing inactive object or entity).

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State Diagrams (cont’d) The second approach is suitable for

implementing the state diagram of an inactive entity. We can implement the state diagram by applying the techniques below: Map the state diagram on to a class. Add a state attribute for storing the state

information. Map an event to a method and embed all

required state transitions and actions of the event in the method.

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State Diagrams (cont’d)public void event_n(….) { switch (state) { case state_k: if (guard_condition_w) { state = state_m; perform actions of the transition; } break; case state_v: … … }}

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State Diagrams (cont’d) For a composite state with sequential

substates, a nested (inner) class for implementing the

sequential substates. The parent state machine can then invoke

the method of the nested class for handling transitions within the nested state diagram.

Another way to implement the composite state is to transform the parent state diagram to eliminate the composite state so that it becomes a flat level state diagram.

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State Diagrams (cont’d) Another way to implement the composite

state is to transform the parent state diagram to eliminate the composite state

For a composite state with concurrent substates, create a nested class for implementing each

substate. The composite state is exited when all the

concurrent substates reach their final states.

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Example – Control Object of Vending Machine

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Example – Control Object of Vending Machine (cont’d)

class VendingMachineControl{ int _state; float _amount, _price; static final int WaitingCoin = 1; static final int WaitingSelection = 2; static final int DispensingSoftDrink = 3; static final int DispensingChange = 4; static final int EjectingCoins = 5;

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Example – Control Object of Vending Machine (cont’d)

public VendingMachineControl(float price) { _amount = 0; _state = WaitingCoin; _price = price; }

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Example – Control Object of Vending Machine (cont’d)

public void insertedCoin(float coinValue) { if (state == WaitingCoin) { amount += coinValue; if (amount >= price) { // fire transition state = WaitingSelection; show available soft drinks; } } } // insertedCoin

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Example – Implementing a State Diagram with Sequential Substates

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Example – Implementing a State Diagram with Sequential Substates (cont’d)

class dispenseControl { int _state; static final int DispensingSoftDrink = 1; static final int DispensingChange = 2; static final int Complete = 3; public dispenseControl() { _state = DispensingSoftDrink; }

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Example – Implementing a State Diagram with Sequential Substates (cont’d)

public boolean dispensedSoftDrink() { if (_state == DispensingSoftDrink) { _state = DispensingChange; dispense change; } return false; }

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Example – Implementing a State Diagram with Sequential Substates (cont’d)

public boolean dispensedChange() { if (_state == DispensingChange) { _state = Complete; return true; } return false; }

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Example – Implementing a State Diagram with Sequential Substates (cont’d)

class VendingMachineControl{..declaration of state attribute, constants, other attributes; declaration of inner class dispenseControl;..public VendingMachineControl(float price) { _amount = 0; _state = WaitingCoin; _price = price; _substate = new DispenseControl(); }

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Example – Implementing a State Diagram with Sequential Substates (cont’d)

public void dispensedSoftDrink() // VendingMachineControl { if (_state == Dispensing) { boolean isComplete = _substate.dispensedSoftDrink(); } }

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Example – Implementing a State Diagram with Sequential Substates (cont’d)

// VendingMachineControlpublic boolean dispensedChange() { if (_state == Dispensing) { boolean isComplete = _substate.dispensedChange(); if (isComplete) { amount = 0; _state = WaitingCoin; } } }

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Sequence Diagrams In a sequence diagram, the

collaborating objects communicate with each other through messages.

A message can be an invocation of a method or an actual message sent from the originating object to the target object.

When an object receives a message, it may in turn send out one or more messages to other objects.

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Sequence Diagrams (cont’d) We can translate a sequence diagram into

code by using the following techniques: Translate a message to an appropriate method call.

For example, a creation message is translated to a call to the constructor of the target object’s class,

Implement methods for handling incoming messages in the target object’s class

Map conditional branchings to conditional statements, such as if-else statement.

Implement active objects using threads. Map concurrent branching using concurrent threads.

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Sequence Diagrams (cont’d)

ClassB

{ ClassC o3; ClassD o4; method1(…) { o3.method2(..); o4.method3(..); }}

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