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Presentation 2
Presentation 2
Digram
present by : Raghad Khlaf , Duha Aqeel, May Mofiz, Najd Bader
Introduction
• There are 3 types of Interaction diagrams :
Sequence diagrams, communication diagrams, and timing diagrams.
• Sequence Diagrams are interaction diagrams that detail how operations are
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carried out. They capture the interaction between objects in the context of a
collaboration. Sequence Diagrams are time focus and they show the order of 02
the interaction visually.
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• These diagrams are used by software developers and business professionals to
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understand requirements for a new system or to document an existing process.
Sequence diagrams are sometimes known as event diagrams or event scenarios. 05
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Benefit of Sequence Digram
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Can be used as can easily update as per the
02 Collaboration tool 05 new change in the system.
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Actor
• A role played by an entity that interacts with the subject is called as
an actor.
• It represents the role, which involves human users and external
hardware or subjects.
• An actor may or may not represent a physical entity, but it purely 01
depicts the role of an entity.
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• Several distinct roles can be played by an actor or vice versa.
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02 Object
• Object in a sequence diagram is drawn as a rectangle containing
the name of the object, and it participates in a sequence by
sending or receiving message .
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Purpose of Sequence Diagram:
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04 An execution
occurrence
An execution occurrence: Is a long narrow rectangle placed
atop a lifeline,Represents the time needed for an object to
complete a task. The longer the task will take, the longer the
activation box becomes. Denotes when an object is sending
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or receiving messages
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Example :
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05 Messages
Transfers information from one object to another
1- Synchronous message: A synchronous message requires a response
before the interaction can begin, and is usually drawn using a line with a
closed arrowhead, with the arrow pointing from one object to another.
2- Asynchronous message: An asynchronous message is used when the
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message caller does not wait for the receiver to process the message and
return before sending other messages to other objects within the system. 02
3- Reply or return message: The reply message is drawn with a dotted line
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and an open arrowhead indicating the original life line.
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4-Self Message – Certain scenarios might arise where the object needs to
send a message to itself. Such messages are called Self Messages and are
represented with a U shaped arrow
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6-Lost Message – A Lost message is used to represent a scenario where the
recipient is not known to the system. It is represented using an arrow directed
towards an end point from a lifeline. For example: Consider a scenario where a
warning is generated.
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7-Delete Message – We use a Delete Message to delete an object. When an
object is deallocated memory or is destroyed within the system we use the 02
Delete Message symbol.
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Example:
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Guard Condition
Represent a test that must be met for message to be sent
The guards condition: The sentinel indicates a sentence
written next to the decision node on an arrow sometimes
within square brackets, the sentence must be true for the 01
control to turn in a certain direction. The guards help us
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know the constraints and conditions that define the flow
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of the process.
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07 Object destruction
An X is placed at the end of an object's lifeline to show that it is going out
of existence.-The object destructuring is a useful JavaScript feature to
extract properties from objects and bind them to variables.
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Frame
Indicates the context of the sequence diagram. Frames
are a special case in JavaScript — each frame behaving
like the separate document that it is. This means that
to modify anything in another frame, you first need to 01
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Example:
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Drinks
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Thank you
For listening