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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
Properties
Name
Leaf
Root
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.
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
Covered
LifeLines
Call Message
Definition
A message defines a particular communication
between Lifelines of an Interaction.
Call message is a kind of message that represents an
Properties
Name
Action Type
Return Value
Concurrent
Definition
A concurrent represents a session of concurrent
method invocation along an activation. It is placed on
top of an activation.
Properties
Name
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
Expression
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
Covered
LifeLine
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
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
Action Type
Return Value
Duration Constraint
Definition
A DurationConstraint defines a Constraint that refers
to a DurationInterval.
Properties
Name
Specification
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
Action Type
Return Value
Found Message
Definition
A found message is a message where the receiving
Properties
Name
Action Type
Return Value
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
Type
Children
Gates
Gate
Definition
A Gate is a connection point for relating a Message
outside an InteractionFragment with a Message
inside the InteractionFragment.
Properties
Name
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
Return Value
Refers To
Arguments
Duration
Constraint
Covered
LifeLines
LifeLine
Definition
A lifeline represents an individual participant in the
Interaction.
Properties
Name
this lifeline.
Documentation Description of lifeline.
Active
Stopped
Multi-Object
LifeLine <<Boundary>>
Definition
A lifeline represents an individual participant in the
Interaction.
Properties
Name
Multiplicity
Stopped
Multi-Object
LifeLine <<Control>>
Definition
A lifeline represents an individual participant in the
Interaction.
Properties
Name
instances.
Multiplicity
Stopped
Multi-Object
LifeLine <<Entity>>
Definition
A lifeline represents an individual participant in the
Interaction.
Properties
Name
Stopped
Multi-Object
Properties
Name
Covered
LifeLines
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
Action Type
Return Value
Message
Definition
A message defines a particular communication
between Lifelines of an Interaction.
Properties
Name
Action Type
Return Value
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
Action Type
Return Value
Send Message
Definition
A message defines a particular communication
between Lifelines of an Interaction.
Properties
Name
Action Type
Return Value
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
Action Type
Return Value
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
Action Type
Return Value
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
Action Type
Return Value
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
Action Type
Return Value
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
Action Type
Return Value
Time Constraint
Definition
A TimeConstraint defines a Constraint that refers to a
TimeInterval.
Properties
Name
Specification
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
Action Type
Return Value