Most Recent Exam Actual Complete Real Exam 200
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What is the <<include>> relationship?
It is a UC relationship where the included use case behavior is
required. Source = tail end
Target = arrowhead end
The use case at the source end is the base use case and the arrowhead end is
the target included use case.
What is the <<extend>> relationship?
It is a UC relationship where the extended use case is an OPTIONAL behavior
that can be performed by the base use case.
The source is the tail end
Target is the arrowhead end
The use case at the source end is the extended use case and the use case at the
target arrowhead end is the base use case.
3 Types of Behaviors and the Diagrams that represent them:
Activity = Activity Diagram
Interaction = Sequence
Diagram
State Machine = State Machine Diagram
,2 Elements on an Activity Diagram:
Nodes & Edges
3 Kinds of Nodes on an Activity Diagram
Actions, Control Nodes, and Object Nodes
2 Kinds of Edges on an Activity Diagram
Control Flows and Object Flows.
2 kinds of tokens that can flow on an activity diagram:
Control Tokens and Object Tokens
What is an Object Token and what is it typed by?
An object token is typed by a block, signal, or value type.
It represents an instance of matter, data, or energy that can flow through an
activity.
What are pins?
Pins convey the flow of an Object Token among actions.
It a pin has a lowerbound of 0 then the pin is considered OPTIONAL.
Non-streaming Pins and Activity Parameters:
When an object token arrives at the input pin:
-It will execute the activity. BUT, if more object tokens arrive then the object
token must wait for the activity to COMPLETE and a NEW execution to begin.
,{stream} Pins and Activity Parameters:
Object Tokens don't wait for an action to complete. It will accept new object
tokens and output object tokens concurrently.
3 Criteria that must be satisfied for an action to execute.
1. The activity that owns the action is currently executing.
2. A control token has to arrive on EACH of the INCOMING control flows.
3. The lower bound multiplicity must be satisfied by the number of object
tokens arriving at the respective input pins.
4 Types of Actions:
1. Call Behavior Action
2. Send Signal Action
3. Accept Event Action
4. Wait Time Action
Call Behavior Action Definition & Notation:
-Action that invokes another behavior when it becomes enabled.
-The behavior being called is the '"type" within the rectangle.
-Notation: round-angle rectangle with name : type/behavior name
Rule for Call Behavior Actions and Pins
When a call behavior action invokes a another activity, the pins of the call
behavior action must MATCH the activity parameter's behavior type and
multiplicity.
, Send Signal Action:
A kind of action that ASYNCHRONOUSLY generates and sends a SIGNAL
instance to a target when it becomes enabled.
Notation: pentagon on it's side with the name of the associated signal inside.
Accept Event Action
A kind of action that generates ASYNCHRONOUSLY. It conveys that the
activity must wait for an ASYNCHRONOUS event occurrence before it can
continue it's execution.
- It waits for a single instance event or a time event.
7 Kinds of Control Nodes
1. Initial Node
2. Decision Node
3. Merge Node
4. Activity Final Node
5. Flow Final Node
6. Fork Node
7. Join Node
Initial Node Definition and Notation
It marks the start of the flow of a CONTROL TOKEN!
Filled in circle with one or more control flow edges coming out of it.
Decision Node Definition and Notation
It marks the start of alternative paths through an activity.
It is a hollow diamond with a single edge coming in and multiple edges
coming out. Can have a Boolean guard on each edge to determine which