Provides you with ebooks download links of various Unified Modeling Language topics such as UML diagrams, UML specifications, UML 2.0, UML 2.1, UML process, UML design patterns, UML class diagrams, UML activity diagrams, etc and more.

Practical UML: A Hands-On Introduction for Developers

By Randy Miller

This tutorial provides a quick introduction to the Unified Modeling Language. The heart of object-oriented problem solving is the construction of a model. The model abstracts the essential details of the underlying problem from its usually complicated real world. Several modeling tools are wrapped under the heading of the UML™, which stands for Unified Modeling Language™. The purpose of this course is to present important highlights of the UML.

At the center of the UML are its nine kinds of modeling diagrams, which we describe here.
  • Use case diagrams
  • Class diagrams
  • Object diagrams
  • Sequence diagrams
  • Collaboration diagrams
  • Statechart diagrams
  • Activity diagrams
  • Component diagrams
  • Deployment diagrams

Why is UML important?
Let's look at this question from the point of view of the construction trade. Architects design buildings. Builders use the designs to create buildings. The more complicated the building, the more critical the communication between architect and builder. Blueprints are the standard graphical language that both architects and builders must learn as part of their trade.

Writing software is not unlike constructing a building. The more complicated the underlying system, the more critical the communication among everyone involved in creating and deploying the software. In the past decade, the UML has emerged as the software blueprint language for analysts, designers, and programmers alike. It is now part of the software trade. The UML gives everyone from business analyst to designer to programmer a common vocabulary to talk about software design.

The UML is applicable to object-oriented problem solving. Anyone interested in learning UML must be familiar with the underlying tenet of object-oriented problem solving -- it all begins with the construction of a model. A model is an abstraction of the underlying problem. The domain is the actual world from which the problem comes.

Models consist of objects that interact by sending each other messages. Think of an object as "alive." Objects have things they know (attributes) and things they can do (behaviors or operations). The values of an object's attributes determine its state.

Classes are the "blueprints" for objects. A class wraps attributes (data) and behaviors (methods or functions) into a single distinct entity. Objects are instances of classes.

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