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OOPS Unit 1 and 2
OOPS Unit 1 and 2
Encapsulation in C++ is defined as the wrapping up of data and information in a single unit.
In Object Oriented Programming, Encapsulation is defined as binding together the data and
the functions that manipulate them.
Consider a real-life example of encapsulation, in a company, there are different sections like
the accounts section, finance section, sales section, etc. Now,
The finance section handles all the financial transactions and keeps records of all the data
related to finance.
Similarly, the sales section handles all the sales-related activities and keeps records of all
the sales.
Now there may arise a situation when for some reason an official from the finance section
needs all the data about sales in a particular month.
In this case, he is not allowed to directly access the data of the sales section. He will first have
to contact some other officer in the sales section and then request him to give the particular
data.
This is what Encapsulation is. Here the data of the sales section and the employees that can
manipulate them are wrapped under a single name “sales section”.
Two Important property of Encapsulation
1. Data Protection: Encapsulation protects the internal state of an object by keeping its data
members private. Access to and modification of these data members is restricted to the
class’s public methods, ensuring controlled and secure data manipulation.
2. Information Hiding: Encapsulation hides the internal implementation details of a class
from external code. Only the public interface of the class is accessible, providing
abstraction and simplifying the usage of the class while allowing the internal
implementation to be modified without impacting external code.
For example if we give input , and output should be half of input
C++
#include <iostream>
using namespace std;
class temp{
int a;
int b;
public:
int solve(int
input){
a=input;
b=a/2;
return b;
}
};
int main() {
int n;
cin>>n;
temp half;
int
ans=half.solve(n);
cout<<ans<<endl;
Features of Encapsulation
Below are the features of encapsulation:
1. We can not access any function from the class directly. We need an object to
access that function that is using the member variables of that class.
2. The function which we are making inside the class must use only member
variables, only then it is called encapsulation.
3. If we don’t make a function inside the class which is using the member variable of
the class then we don’t call it encapsulation.
4. Encapsulation improves readability, maintainability, and security by grouping data
and methods together.
5. It helps to control the modification of our data members.
Encapsulation also leads to data abstraction. Using encapsulation also hides the
data, as in the above example, the data of the sections like sales, finance, or
accounts are hidden from any other section.
What is Data hiding?
Data hiding is a technique of hiding internal object details, i.e., data members. It is an object-
oriented programming technique. Data hiding ensures, or we can say guarantees to restrict the
data access to class members. It maintains data integrity.
Data hiding means hiding the internal data within the class to prevent its direct access from
outside the class.
If we talk about data encapsulation so, Data encapsulation hides the private methods and class
data parts, whereas Data hiding only hides class data components. Both data hiding and data
encapsulation are essential concepts of object-oriented programming. Encapsulation wraps up
the complex data to present a simpler view to the user, whereas Data hiding restricts the data use
to assure data security.
Data hiding also helps to reduce the system complexity to increase the robustness by limiting the
interdependencies between software components. Data hiding is achieved by using the private
access specifier.
Example: We can understand data hiding with an example. Suppose we declared an Account class
with a data member balance inside it. Here, the account balance is sensitive information. We may
allow someone to check the account balance but won't allow altering the balance attribute. So, by
declaring the balance attribute private, we can restrict the access to balance from an outside
application.
Now, let's discuss the access specifiers to understand the data hiding. Access specifiers define how
the member's functions and variables can be accessed from outside the class. So, there are three
access specifiers available within a class that are stated as follows:
Private members/methods: Functions and variables declared as private can be accessed only
within the same class, and they cannot be accessed outside the class they are declared.
Public members/methods: Functions and variables declared under public can be accessed from
anywhere.
Example
In this example, there is a class with a variable and two functions. Here, the variable "num" is
private so, it can be accessed only by the members of the same class, and it can't be accessed
anywhere else. Hence, it is unable to access this variable outside the class, which is called data
hiding.
1. #include<iostream>
2. using namespace std;
3. class Base{
4.
5. int num; //by default private
6. public:
7.
8. void getData();
9. void showData();
10.
11. };
12. void Base :: getData()
13. {
14. cout<< "Enter any Integer value" <<endl;
15. cin>>num;
16.
17. }
18. void Base :: showData()
19. {
20. cout<< "The value is " << num <<endl;
21. }
22.
23. int main(){
24. Base obj;
25. obj.getData();
26. obj.showData();
27. return 0;
28. }
Output
Polymorphism :-
The word “polymorphism” means having many forms. In simple words, we can
define polymorphism as the ability of a message to be displayed in more than one
form. A real-life example of polymorphism is a person who at the same time can
have different characteristics. A man at the same time is a father, a husband, and an
employee. So the same person exhibits different behavior in different situations.
This is called polymorphism. Polymorphism is considered one of the important
features of Object-Oriented Programming.
Types of Polymorphism
Compile-time Polymorphism
Runtime Polymorphism
Types of Polymorphism
1. Compile-Time Polymorphism
This type of polymorphism is achieved by function overloading or operator
overloading.
A. Function Overloading
When there are multiple functions with the same name but different parameters,
then the functions are said to be overloaded, hence this is known as Function
Overloading. Functions can be overloaded by changing the number of
arguments or/and changing the type of arguments. In simple terms, it is a feature
of object-oriented programming providing many functions that have the same name
but distinct parameters when numerous tasks are listed under one function name.
There are certain Rules of Function Overloading that should be followed while
overloading a function.
Below is the C++ program to show function overloading or compile-time
polymorphism:
B. Operator Overloading
C++ has the ability to provide the operators with a special meaning for a data type,
this ability is known as operator overloading. For example, we can make use of the
addition operator (+) for string class to concatenate two strings. We know that the
task of this operator is to add two operands. So a single operator ‘+’, when placed
between integer operands, adds them and when placed between string operands,
concatenates them.
2. Runtime Polymorphism
This type of polymorphism is achieved by Function Overriding. Late binding and
dynamic polymorphism are other names for runtime polymorphism. The function call
is resolved at runtime in runtime polymorphism. In contrast, with compile time
polymorphism, the compiler determines which function call to bind to the object after
deducing it at runtime.
A. Function Overriding
Function Overriding occurs when a derived class has a definition for one of the
member functions of the base class. That base function is said to be overridden.
B. Virtual Function
A virtual function is a member function that is declared in the base class using the
keyword virtual and is re-defined (Overridden) in the derived class.
Some Key Points About Virtual Functions:
Virtual functions are Dynamic in nature.
They are defined by inserting the keyword “virtual” inside a base class and are
always declared with a base class and overridden in a child class
A virtual function is called during Runtime
Importance of Modeling
Modeling is a proven & well accepted engineering techniques. In building
visualize the final products. In Unified Modeling Language (UML), a model may be
We build model so that we can better understand the system we are developing. A model
attacked and how a solution is shaped. We need to choose your models well.
The right models will highlight the most critical development problems.
Wrong models will mislead you, causing you to focus on irrelevant issues.
For Example: We can use different types of diagrams for different phases in software
development.
models. Create models that can be built and studied separately, but are still
.
Objects: Objects are the basic building blocks of an object-oriented model. They represent real-
world entities or concepts and encapsulate both data (attributes) and behavior (methods or
functions) related to those entities.
.
.
Classes: Classes serve as blueprints or templates for creating objects. They define the common
attributes and behaviors shared by a group of similar objects. Classes encapsulate the common
properties and behaviors that objects of the same type share.
.
.
Encapsulation: Encapsulation is the bundling of data (attributes) and methods (behaviors) within a
single unit or object. It allows for data hiding, where the internal state of an object is hidden from
external access, and only accessible through well-defined interfaces (methods).
.
.
Inheritance: Inheritance is a mechanism that allows a class (subclass or derived class) to inherit
attributes and behaviors from another class (superclass or base class). It promotes code reusability
and enables the creation of hierarchical relationships between classes.
.
.
Polymorphism: Polymorphism allows objects of different classes to be treated as objects of a
common superclass. It enables the same method to behave differently based on the specific
context or type of object it operates on, promoting flexibility and extensibility in the model.
.
.
Abstraction: Abstraction is the process of simplifying complex systems by focusing on the
essential characteristics while ignoring unnecessary details. In an object-oriented model,
abstraction is achieved through the creation of classes and objects that represent real-world
entities or concepts.
.
.
Modularity: Modularity is the principle of dividing a system into smaller, manageable components
or modules. In object-oriented modeling, classes and objects serve as modular units that can be
independently developed, tested, and maintained, enhancing scalability and maintainability.
.
.
Message Passing: In an object-oriented model, communication between objects occurs through
message passing. Objects interact by sending messages to one another, triggering method
invocations and exchanging data.
.
Object-oriented modeling provides a powerful and flexible framework for designing, analyzing,
and implementing systems by organizing software components into modular, reusable, and
maintainable units that closely mirror real-world entities and relationships. It helps improve
software quality, promotes code reuse, and enhances the overall efficiency of the development
process.
Introduction to UML :-
The UML stands for Unified modeling language, is a standardized general-purpose visual modeling
language in the field of Software Engineering. It is used for specifying, visualizing, constructing,
and documenting the primary artifacts of the software system. It helps in designing and
characterizing, especially those software systems that incorporate the concept of Object
orientation. It describes the working of both the software and hardware systems.
The UML was developed in 1994-95 by Grady Booch, Ivar Jacobson, and James Rumbaugh at the
Rational Software. In 1997, it got adopted as a standard by the Object Management Group (OMG).
The Object Management Group (OMG) is an association of several companies that controls the
open standard UML. The OMG was established to build an open standard that mainly supports the
interoperability of object-oriented systems. It is not restricted within the boundaries, but it can also
be utilized for modeling the non-software systems. The OMG is best recognized for the Common
Object Request Broker Architecture (CORBA) standards.
Goal of UML :-
Characteristics of UML :-
UML is a standard visual language for describing and modelling software blueprints.
The UML is more than just a graphical language. Stated formally, the UML is for:
Visualizing, Specifying, Constructing, and Documenting. The artifacts of a software-
intensive system (particularly systems built using the object-oriented style).
Three Aspects of UML:
Figure –
Three Aspects of UML
Note –
Language, Model, and Unified are the important aspect of UML as described in the
map above.
1. Language:
It enables us to communicate about a subject which includes the requirements
and the system.
It is difficult to communicate and collaborate for a team to successfully develop a
system without a language.
2. Model:
It is a representation of a subject.
It captures a set of ideas (known as abstractions) about its subject.
3. Unified:
It is to bring together the information systems and technology industry’s best
engineering practices.
These practices involve applying techniques that allow us to successfully develop
systems.
A Conceptual Model:
A conceptual model of the language underlines the three major elements:
• The Building Blocks
• The Rules
• Some Common Mechanisms
Once you understand these elements, you will be able to read and recognize the
models as well as create some of them.
Figure –
A Conceptual Model of the UML
Building Blocks:
The vocabulary of the UML encompasses three kinds of building blocks:
1. Things: Things are the abstractions that are first-class citizens in a model;
relationships tie these things together; diagrams group interesting collections of
things. There are 4 kinds of things in the UML:
1. Structural things
2. Behavioral things
3. Grouping things
4. Annotational things
2.
These things are the basic object-oriented building blocks of the UML. You use them
to write well-formed models.
3.
4. Relationships: There are 4 kinds of relationships in the UML:
1. Dependency
2. Association
3. Generalization
4. Realization
5.
These relationships are the basic relational building blocks of the UML.
6.
7. Diagrams: It is the graphical presentation of a set of elements. It is rendered as
a connected graph of vertices (things) and arcs (relationships).
1. Class diagram
2. Object diagram
3. Use case diagram
4. Sequence diagram
5. Collaboration diagram
6. Statechart diagram
7. Activity diagram
8. Component diagram
9. Deployment diagram
8.
Rules:
The UML has a number of rules that specify what a well-formed model should look
like. A well-formed model is one that is semantically self-consistent and in harmony
with all its related models. The UML has semantic rules for:
1.Names – What you can call things, relationships, and diagrams.
2.Scope – The context that gives specific meaning to a name.
3.Visibility – How those names can be seen and used by others.
4.Integrity – How things properly and consistently relate to one another.
5.Execution – What it means to run or simulate a dynamic model.
Common Mechanisms:
The UML is made simpler by the four common mechanisms. They are as follows:
1. Specifications
2. Adornments
3. Common divisions
4. Extensibility mechanisms
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UML- Architecture
Software architecture is all about how a software system is built at its highest level. It is needed to
think big from multiple perspectives with quality and design in mind. The software team is tied to
many practical concerns, such as:
Software architecture provides a basic design of a complete software system. It defines the
elements included in the system, the functions each element has, and how each element relates to
one another. In short, it is a big picture or overall structure of the whole system, how everything
works together.
To form an architecture, the software architect will take several factors into consideration:
The architect plans the structure of the system to meet the needs like these. It is essential to have
proper software architecture, mainly for a large software system. Having a clear design of a
complete system as a starting point provides a solid basis for developers to follow.
Each developer will know what needs to be implemented and how things relate to meet the
desired needs efficiently. One of the main advantages of software architecture is that it provides
high productivity to the software team. The software development becomes more effective as it
comes up with an explained structure in place to coordinate work, implement individual features,
or ground discussions on potential issues. With a lucid architecture, it is easier to know where the
key responsibilities are residing in the system and where to make changes to add new
requirements or simply fixing the failures.
In addition, a clear architecture will help to achieve quality in the software with a well-designed
structure using principles like separation of concerns; the system becomes easier to maintain,
reuse, and adapt. The software architecture is useful to people such as software developers, the
project manager, the client, and the end-user. Each one will have different perspectives to view the
system and will bring different agendas to a project. Also, it provides a collection of several views.
It can be best understood as a collection of five views:
o It is a view that shows the functionality of the system as perceived by external actors.
o It reveals the requirements of the system.
o With UML, it is easy to capture the static aspects of this view in the use case diagrams,
whereas it?s dynamic aspects are captured in interaction diagrams, state chart diagrams,
and activity diagrams.
Design View
o It is a view that shows how the functionality is designed inside the system in terms of
static structure and dynamic behavior.
o It captures the vocabulary of the problem space and solution space.
o With UML, it represents the static aspects of this view in class and object diagrams,
whereas its dynamic aspects are captured in interaction diagrams, state chart diagrams,
and activity diagrams.
Implementation View
o It is the view that represents the organization of the core components and files.
o It primarily addresses the configuration management of the system?s releases.
o With UML, its static aspects are expressed in component diagrams, and the dynamic
aspects are captured in interaction diagrams, state chart diagrams, and activity diagrams.
Process View
Deployment View
o It is the view that shows the deployment of the system in terms of physical architecture.
o It includes the nodes, which form the system hardware topology where the system will be
executed.
o It primarily addresses the distribution, delivery, and installation of the parts that build the
physical system.
1. Classes:-
Names:-
Operations :-
Responsibilities :-
You'll use classes most commonly to model abstractions that are drawn
from the problem you are trying to solve or from the technology you
are using to implement a solution to that problem. Each of these
abstractions is a part of the vocabulary of your system, meaning
that, together, they represent the things that are important to users
and to implementers.
Once you start modeling more than just a handful of classes, you will
want to be sure that your abstractions provide a balanced set of
responsibilities. To model the distribution of responsibilities in a
system,
Dependencies:-
Generalizations:-
Beyond this basic form, there are four adornments that apply to
associations.
Name :-
An association can have a name, and you use that name to describe the
nature of the relationship. So that there is no ambiguity about its
meaning, you can give a direction to the name by providing a
direction triangle that points in the direction you intend to read
the name.
Role :-
Multiplicity :-
Aggregation :-
A plain association between two classes represents a structural
relationship between peers, meaning that both classes are
conceptually at the same level, no one more important than the other.
Sometimes you will want to model a "whole/part" relationship, in
which one class represents a larger thing (the "whole"), which
consists of smaller things (the "parts"). This kind of relationship
is called aggregation, which represents a "has-a" relationship
In modeling the vocabulary of your system, you will often run across
classes that are structurally or behaviorally similar to others. You
could model each of these as distinct and unrelated abstractions. A
better way would be to extract any common structural and behavioral
features and place them in more-general classes from which the
specialized ones inherit. To model inheritance relationships,
-> For each pair of classes, if you need to navigate from objects of
one to objects of another, specify an association between the two.
This is a data-driven view of associations.
-> For each pair of classes, if objects of one class need to interact
with objects of the other class other than as local variables in a
procedure or parameters to an operation, specify an association
between the two. This is more of a behavior-driven view of
associations.
-> For each of these associations, specify a multiplicity (especially
when the multiplicity is not *, which is the default), as well as
role names (especially if they help to explain the model).
-> If one of the classes in an association is structurally or
organizationally a whole compared with the classes at the other end
that look like parts, mark this as an aggregation by adorning the
association at the end near the whole with a diamond
4. Common Mechanisms:
Notes :-
Other Adornments
Tagged Values :-
Every thing in the UML has its own set of properties: classes have
names, attributes, and operations; associations have names and two or
more ends, each with its own properties; and so on. With stereotypes,
you can add new things to the UML; with tagged values, you can add
new properties to a stereotype.
Constraints :-
Everything in the UML has its own semantics. Generalization (usually,
if you know what's good for you) implies the Liskov substitution
principle, and multiple associations connected to one class denote
distinct relationships. With constraints, you can add new semantics
or extend existing rules. A constraint specifies conditions that a
run-time configuration must satisfy to conform to the model.
Modeling Comments
The most common purpose for which you'll use notes is to write down
free-form observations, reviews, or explanations.
To model a comment,
-> Put your comment as text in a note and place it adjacent to the
element to which it refers. You can show a more explicit relationship
by connecting a note to its elements using a dependency relationship.
-> Remember that you can hide or make visible the elements of your
model as you see fit. This means that you don't have to make your
comments visible everywhere the elements to which it is attached are
visible. Rather, expose your comments in your diagrams only insofar
as you need to communicate that information in that context.
-> If your comment is lengthy or involves something richer than plain
text, consider putting your comment in an external document and
linking or embedding that document in a note attached to your model.
-> As your model evolves, keep those comments that record significant
decisions that cannot be inferred from the model itself, andunless
they are of historic interestdiscard the others.
Modeling New Properties :-
-> First, make sure there's not already a way to express what you
want by using basic UML.
-> If you re convinced there's no other way to express these
semantics, define a stereotype and add the new properties to the
stereotype. The rules of generalization applytagged values defined
for one kind of stereotype apply to its children.
When you create a model using the UML, you work within the rules the
UML lays down. However, if you find yourself needing to express new
semantics about which the UML is silent or that you need to modify
the UML's rules, then you need to write a constraint.
-> First, make sure there's not already a way to express what you
want by using basic UML.
-> If you re convinced there's no other way to express these
semantics, write your new semantics in a constraint placed near the
element to which it refers. You can show a more explicit relationship
by connecting a constraint to its elements using a dependency
relationship.
-> If you need to specify your semantics more precisely and formally,
write your new semantics using OCL.
5. Diagrams:-
Structural Diagrams :-
The UML's structural diagrams are roughly organized around the major
groups of things you'll find when modeling a system.
Behavioral Diagrams :-
The UML's behavioral diagrams are roughly organized around the major
ways you can model the dynamics of a system.
It shows the attributes, classes, functions, and relationships to give an overview of the software
system. It constitutes class names, attributes, and functions in a separate compartment that helps
in software development. Since it is a collection of classes, interfaces, associations, collaborations,
and constraints, it is termed as a structural diagram.
o Upper Section: The upper section encompasses the name of the class. A class is a
representation of similar objects that shares the same relationships, attributes, operations,
and semantics. Some of the following rules that should be taken into account while
representing a class are given below:
o Middle Section: The middle section constitutes the attributes, which describe the quality
of the class. The attributes have the following characteristics:
5. The attributes are written along with its visibility factors, which are public (+),
private (-), protected (#), and package (~).
6. The accessibility of an attribute class is illustrated by the visibility factors.
7. A meaningful name should be assigned to the attribute, which will explain its
usage inside the class.
o Lower Section: The lower section contain methods or operations. The methods are
represented in the form of a list, where each method is written in a single line. It
demonstrates how a class interacts with data.
Relationships
In UML, relationships are of three types:
Multiplicity: It defines a specific range of allowable instances of attributes. In case if a range is not
specified, one is considered as a default multiplicity.
A contact book consists of multiple contacts, and if you delete the contact book, all the contacts
will be lost.
Abstract Classes
In the abstract class, no objects can be a direct entity of the abstract class. The abstract class can
neither be declared nor be instantiated. It is used to find the functionalities across the classes. The
notation of the abstract class is similar to that of class; the only difference is that the name of the
class is written in italics. Since it does not involve any implementation for a given function, it is best
to use the abstract class with multiple objects.
Let us assume that we have an abstract class named displacement with a method declared inside
it, and that method will be called as a drive (). Now, this abstract class method can be
implemented by any object, for example, car, bike, scooter, cycle, etc.
Some key points that are needed to keep in mind while drawing a class diagram are given below:
Both the object and class diagram are similar to some extent; the only difference is that the class
diagram provides an abstract view of a system. It helps in visualizing a particular functionality of a
system.
The object diagram is actually similar to the concrete (actual) system behavior. The main purpose is
to depict a static view of a system.
1. All the objects present in the system should be examined before start drawing the object
diagram.
2. Before creating the object diagram, the relation between the objects must be
acknowledged.
3. The association relationship among the entities must be cleared already.
4. To represent the functionality of an object, a proper meaningful name should be assigned.
5. The objects are to be examined to understand its functionality.
To model a collaboration,
• Identify the mechanism you'd like to model. A mechanism represents
some function or behavior of the part of the system you are modeling
that results from the interaction of a society of classes,
interfaces, and other things.
• For each mechanism, identify the classes, interfaces, and other
collaborations that participate in this collaboration. Identify the
relationships among these things as well.
• Use scenarios to walk through these things. Along the way, you'll
discover parts of your model that were missing and parts that were
just plain semantically wrong.
• Be sure to populate these elements with their contents. For
classes, start with getting a good balance of responsibilities. Then,
over time, turn these in to concrete attributes and operations. 2.
To model a schema,
• Identify those classes in your model whose state must transcend the
lifetime of their applications.
• Create a class diagram that contains these classes. You can define
your own set of stereotypes and tagged values to address database-
specific details.
• Expand the structural details of these classes. In general, this
means specifying the details of their attributes and focusing on the
associations and their multiplicities that relate these classes.
• Watch for common patterns that complicate physical database design,
such as cyclic associations and one-to-one associations. Where
necessary, create intermediate abstractions to simplify your logical
structure.
• Consider also the behavior of these classes by expanding operations
that are important for data access and data integrity. In general, to
provide a better separation of concerns, business rules concerned
with the manipulation of sets of these objects should be encapsulated
in a layer above these persistent classes.
• Where possible, use tools to help you transform your logical design
into a physical design.
•Chose the target you want to reverse engineer. Typically, you'll set
your context inside an operation or relative to an instance of one
particular class.
• Using a tool or simply walking through a scenario, stop execution
at a certain moment in time.
• Identify the set of interesting objects that collaborate in that
context and render them in an object diagram.
• As necessary to understand their semantics, expose these object's
states.
• As necessary to understand their semantics, identify the links that
exist among these objects.
1. Objects: The representation of an object is done by an object symbol with its name and
class underlined, separated by a colon.
In the collaboration diagram, objects are utilized in the following ways:
o The object is represented by specifying their name and class.
o It is not mandatory for every class to appear.
o A class may constitute more than one object.
o In the collaboration diagram, firstly, the object is created, and then its class is
specified.
o To differentiate one object from another object, it is necessary to name them.
2. Actors: In the collaboration diagram, the actor plays the main role as it invokes the
interaction. Each actor has its respective role and name. In this, one actor initiates the use
case.
3. Links: The link is an instance of association, which associates the objects and actors. It
portrays a relationship between the objects through which the messages are sent. It is
represented by a solid line. The link helps an object to connect with or navigate to another
object, such that the message flows are attached to links.
4. Messages: It is a communication between objects which carries information and includes
a sequence number, so that the activity may take place. It is represented by a labeled
arrow, which is placed near a link. The messages are sent from the sender to the receiver,
and the direction must be navigable in that particular direction. The receiver must
understand the message.
When to use a Collaboration Diagram?
The collaborations are used when it is essential to depict the relationship between the object. Both
the sequence and collaboration diagrams represent the same information, but the way of
portraying it quite different. The collaboration diagrams are best suited for analyzing use cases.
Following are some of the use cases enlisted below for which the collaboration diagram is
implemented:
1. To model collaboration among the objects or roles that carry the functionalities of use
cases and operations.
2. To model the mechanism inside the architectural design of the system.
3. To capture the interactions that represent the flow of messages between the objects and
the roles inside the collaboration.
4. To model different scenarios within the use case or operation, involving a collaboration of
several objects and interactions.
5. To support the identification of objects participating in the use case.
6. In the collaboration diagram, each message constitutes a sequence number, such that the
top-level message is marked as one and so on. The messages sent during the same call
are denoted with the same decimal prefix, but with different suffixes of 1, 2, etc. as per
their occurrence.
1. Determine the behavior for which the realization and implementation are specified.
2. Discover the structural elements that are class roles, objects, and subsystems for
performing the functionality of collaboration.
o Choose the context of an interaction: system, subsystem, use case, and operation.
1. Multiple objects residing in the system can make a complex collaboration diagram, as it
becomes quite hard to explore the objects.
2. It is a time-consuming diagram.
3. After the program terminates, the object is destroyed.
4. As the object state changes momentarily, it becomes difficult to keep an eye on every
single that has occurred inside the object of a system.
.
Objects of Different Classes: In a collaboration diagram, you may have objects belonging to
different classes participating in the interaction. These objects may have different behaviors
(methods) defined within their respective classes.
.
.
Message Passing: Messages are depicted as arrows between objects, indicating the flow of
communication. When an object sends a message to another object, it invokes a method
associated with that message. Polymorphism allows different objects to respond to the same
message with different implementations of the method.
.
.
Dynamic Binding: Polymorphism involves dynamic binding, where the appropriate method
implementation is determined at runtime based on the type of object receiving the message. In a
collaboration diagram, this dynamic behavior can be illustrated by showing multiple objects
responding to the same message with different behaviors.
.
.
Generalization Relationships: Collaboration diagrams may also include generalization
relationships between classes. In the context of polymorphism, this illustrates how subclasses can
override methods inherited from their superclass, providing specialized implementations of those
methods.
.
Here's a simple example to illustrate polymorphism in a collaboration diagram:
Consider a scenario where you have two classes: Shape and its subclasses Circle and Square.
Both Circle and Square classes have a method called draw(), but each class implements this
method differently.
You would represent objects of both Circle and Square classes participating in the interaction.
When a message such as draw() is sent to these objects, each object responds to the message
with its own implementation of the draw() method.
This demonstrates polymorphism, as objects of different classes respond to the same message
(draw()) with different behaviors.
Sequence Diagram
The sequence diagram represents the flow of messages in the system and is also termed as an
event diagram. It helps in envisioning several dynamic scenarios. It portrays the communication
between any two lifelines as a time-ordered sequence of events, such that these lifelines took part
at the run time. In UML, the lifeline is represented by a vertical bar, whereas the message flow is
represented by a vertical dotted line that extends across the bottom of the page. It incorporates
the iterations as well as branching.
1.1. Actors
Actors are external entities that interact with the system. These can include users, other
systems, or hardware devices. In the context of a Use Case Diagram, actors initiate use
cases and receive the outcomes. Proper identification and understanding of actors are
crucial for accurately modeling system behavior.
1.2. Use Cases
Use cases are like scenes in the play. They represent specific things your system can do. In
the online shopping system, examples of use cases could be “Place Order,” “Track
Delivery,” or “Update Product Information”. Use cases are represented by ovals.
1.3. System Boundary
The system boundary is a visual representation of the scope or limits of the system you are
modeling. It defines what is inside the system and what is outside. The boundary helps to
establish a clear distinction between the elements that are part of the system and those that
are external to it. The system boundary is typically represented by a rectangular box that
surrounds all the use cases of the system.
Purpose of System Boundary:
Scope Definition: It clearly outlines the boundaries of the system, indicating which
components are internal to the system and which are external actors or entities
interacting with the system.
Focus on Relevance: By delineating the system’s scope, the diagram can focus on
illustrating the essential functionalities provided by the system without unnecessary
details about external entities.
3. Use Case Diagram Relationships
In a Use Case Diagram, relationships play a crucial role in depicting the interactions
between actors and use cases. These relationships provide a comprehensive view of the
system’s functionality and its various scenarios. Let’s delve into the key types of
relationships and explore examples to illustrate their usage.
The Include Relationship indicates that a use case includes the functionality of another use
case. It is denoted by a dashed arrow pointing from the including use case to the included
use case. This relationship promotes modular and reusable design.
Example: Social Media Posting
Use Cases: Compose Post, Add Image
Include Relationship: The “Compose Post” use case includes the functionality of “Add
Image.” Therefore, composing a post includes the action of adding an image.
3.3. Extend Relationship
The Extend Relationship illustrates that a use case can be extended by another use case
under specific conditions. It is represented by a dashed arrow with the keyword “extend.”
This relationship is useful for handling optional or exceptional behavior.
Example: Flight Booking System
Use Cases: Book Flight, Select Seat
Extend Relationship: The “Select Seat” use case may extend the “Book Flight” use
case when the user wants to choose a specific seat, but it is an optional step.
3.4. Generalization Relationship
The Generalization Relationship establishes an “is-a” connection between two use cases,
indicating that one use case is a specialized version of another. It is represented by an
arrow pointing from the specialized use case to the general use case.
Example: Vehicle Rental System
Use Cases: Rent Car, Rent Bike
Generalization Relationship: Both “Rent Car” and “Rent Bike” are specialized versions
of the general use case “Rent Vehicle.”
4. How to draw a Use Case diagram in UML?
Step 1: Identify Actors
Determine who or what interacts with the system. These are your actors. They can be
users, other systems, or external entities.
Identify the main functionalities or actions the system must perform. These are your use
cases. Each use case should represent a specific piece of functionality.
Draw lines (associations) between actors and the use cases they are involved in. This
represents the interactions between actors and the system.
Draw a box around the actors and use cases to represent the system boundary. This
defines the scope of your system.
Step back and review your diagram. Ensure that it accurately represents the interactions
and relationships in your system. Refine as needed.
Step 7: Validate
Share your use case diagram with stakeholders and gather feedback. Ensure that it aligns
with their understanding of the system’s functionality.
Let’s understand how to draw a Use Case diagram with the help of an Online
Shopping System:
1. Actors:
Customer
Admin
2. Use Cases:
1. Browse Products
2. Add to Cart
3. Checkout
4. Manage Inventory (Admin)
3. Relations:
The Customer can browse products, add to the cart, and complete the checkout.
The Admin can manage the inventory.
Below is the usecase diagram of an Online Shopping System:
What are the Purpose and Benefits of Use Case Diagrams?
The Use Case Diagram offers numerous benefits throughout the system development
process. Here are some key advantages of using Use Case Diagrams:
1.Visualization of System Functionality:
-> Use Case Diagrams provide a visual representation of the system’s functionalities and
interactions with external entities.
-> This visualization helps stakeholders, including non-technical ones, to understand the
system’s high-level behavior.
2.Communication:
-> Use Case Diagrams serve as a powerful communication tool, facilitating discussions
between stakeholders, developers, and designers.
-> They provide a common language for discussing system requirements, ensuring a shared
understanding among diverse team members.
3.Requirement Analysis:
-> During the requirements analysis phase, Use Case Diagrams help in identifying,
clarifying, and documenting user requirements.
-> They capture the various ways users interact with the system, aiding in a comprehensive
understanding of system functionality.
4.Focus on User Goals:
-> Use Case Diagrams center around user goals and scenarios, emphasizing the
perspective of external entities (actors).
-> This focus on user interactions ensures that the system is designed to meet user needs
and expectations.
5.System Design:
-> In the system design phase, Use Case Diagrams aid in designing how users (actors) will
interact with the system.
-> They contribute to the planning of the user interface and help in organizing system
functionalities.
6.Testing and Validation:
-> Use Case Diagrams are valuable for deriving test cases and validating system behavior.
-> Testers can use the diagrams to ensure that all possible scenarios, including alternative
and exceptional paths, are considered during testing.
In activity diagrams, the notations are like visual symbols that help
represent different elements and actions in a simple way.
The starting state before an activity takes place is depicted using the initial state.
A process can have only one initial state unless we are depicting nested activities. We use
a black filled circle to depict the initial state of a system. For objects, this is the state when
they are instantiated. The Initial State from the UML Activity Diagram marks the entry point
and the initial Activity State.
For example:
Here the initial state of the system before the application is opened.
2.2. Action or Activity State
Action flows or Control flows are also referred to as paths and edges. They are used to
show the transition from one activity state to another activity state.
An activity state can have multiple incoming and outgoing action flows. We use a line with
an arrow head to depict a Control Flow. If there is a constraint to be adhered to while
making the transition it is mentioned on the arrow.
For example:
Here both the states transit into one final state using action flow symbols
i.e. arrows.
2.4. Decision node and Branching
When we need to make a decision before deciding the flow of control, we use the decision
node. The outgoing arrows from the decision node can be labelled with conditions or guard
expressions. It always includes two or more output arrows.
For example:
We apply the conditions on input number to display the result :
If number is odd then display the number.
If number if even then display the error.
2.5. Guard
A Guard refers to a statement written next to a decision node on an arrow sometimes within
square brackets.
The statement must be true for the control to shift along a particular direction. Guards help
us know the constraints and conditions which determine the flow of a process.
2.6. Fork
Fork nodes are used to support concurrent activities. When we use a fork node when both
the activities get executed concurrently i.e. no decision is made before splitting the activity
into two parts. Both parts need to be executed in case of a fork statement. We use a
rounded solid rectangular bar to represent a Fork notation with incoming arrow from the
parent activity state and outgoing arrows towards the newly created activities.
For example:
In the example below, the activity of making coffee can be split into two
concurrent activities and hence we use the fork notation.
2.7. Join
Join nodes are used to support concurrent activities converging into one. For join notations
we have two or more incoming edges and one outgoing edge.
For example:
When both activities i.e. steaming the milk and adding coffee get
completed, we converge them into one final activity.
2.8. Merge or Merge Event
Scenarios arise when activities which are not being executed concurrently have to be
merged. We use the merge notation for such scenarios. We can merge two or more
activities into one if the control proceeds onto the next activity irrespective of the path
chosen.
For example:
In the diagram below: we can’t have both sides executing concurrently, but
they finally merge into one. A number can’t be both odd and even at the
same time.
2.9. Swimlanes
We use Swimlanes for grouping related activities in one column. Swimlanes group related
activities into one column or one row. Swimlanes can be vertical and horizontal. Swimlanes
are used to add modularity to the activity diagram. It is not mandatory to use swimlanes.
They usually give more clarity to the activity diagram. It’s similar to creating a function in a
program. It’s not mandatory to do so, but, it is a recommended practice.
We use a rectangular column to represent a swimlane as shown in the figure above.
For example:
Here different set of activities are executed based on if the number is odd or
even. These activities are grouped into a swimlane.
2.10. Time Event
This refers to an event that stops the flow for a time; an hourglass depicts it. We can have a
scenario where an event takes some time to completed.
For example:
Let us assume that the processing of an image takes a lot of time. Then it
can be represented as shown below.
2.11. Final State or End State
The state which the system reaches when a particular process or activity ends is known as
a Final State or End State. We use a filled circle within a circle notation to represent the
final state in a state machine diagram. A system or a process can have multiple final states.
3. How to Draw an Activity Diagram in UML?
Below are the steps of how to draw the Activity Diagram in UML:
This is like setting the starting point and ending point of a journey.
Identify where your process begins (initial state) and where it concludes (final states).
For example, if you are modelling a process for making a cup of tea, the initial state
could be “No tea prepared,” and the final state could be “Tea ready.”
Think of the steps or actions required to go from the starting point to the ending point.
These are the activities or tasks that need to be performed.
Continuing with the tea-making , intermediate activities could include “Boil water,” “Pour
tea into a cup”.
Consider the conditions or circumstances that might influence the flow of your process.
These are the factors that determine when you move from one activity to another.
Using the tea-making scenario, a condition could be “Water is boiled,” which triggers the
transition to the next activity.
We use a black filled circle represent the initial state of a System or a Class.
2.2. Transition
We use a solid arrow to represent the transition or change of control from one state to
another. The arrow is labelled with the event which causes the change in state.
2.3. State
We use a rounded solid rectangular bar to represent a Fork notation with incoming arrow
from the parent state and outgoing arrows towards the newly created states. We use the
fork notation to represent a state splitting into two or more concurrent states.
2.5. Join
We use a rounded solid rectangular bar to represent a Join notation with incoming arrows
from the joining states and outgoing arrow towards the common goal state. We use the join
notation when two or more states concurrently converge into one on the occurrence of an
event or events.
2.6. Self transition
We use a solid arrow pointing back to the state itself to represent a self transition. There
might be scenarios when the state of the object does not change upon the occurrence of an
event. We use self transitions to represent such cases.
2.7. Composite state
We use a rounded rectangle to represent a composite state also. We represent a state with
internal activities using a composite state.
2.8. Final State
We use a filled circle within a circle notation to represent the final state in a state machine
diagram.
3. How to draw a State Machine diagram in
UML?
Below are the steps of how to draw the State Machine Diagram in UML:
Figure out where your system starts (initial state) and where it ends (final state).
These are like the beginning and the end points of your system’s journey.
Think about all the different situations your system can be in.
These are like the various phases or conditions it experiences.
Use boundary values to guide you in defining these states.
Understand what causes your system to move from one state to another.
These causes or conditions are the events.
Label each transition with what makes it happen.
Step5. Draw the Diagram with appropriate notations:
The UML diagrams we draw depend on the system we aim to represent. Here is just an
example of how an online ordering system might look like :
1. On the event of an order being received, we transit from our initial state to Unprocessed
order state.
2. The unprocessed order is then checked.
3. If the order is rejected, we transit to the Rejected Order state.
4. If the order is accepted and we have the items available we transit to the fulfilled order
state.
5. However if the items are not available we transit to the Pending Order state.
6. After the order is fulfilled, we transit to the final state. In this example, we merge the two
states i.e. Fulfilled order and Rejected order into one final state.
Note: Here we could have also treated fulfilled order and rejected order as final states
separately.
Stereotype meaning-a fixed idea bout a particular type of person or thing, which is often not
true in reality.
<<process>> specifies a heavyweight flow that can execute concurrently with other process.Heavy
weight means, a thing known to the OS itself and runs in an independent address space.
<<thread>> Specifes a light weight flow that can execute concurrently with other threads within the
same process. Light weight means, known to the OS itself.
Event Class :-
-> Event class indicates a group of events with cojmon structure and behaviour. Ex- we can consider
the events of departure of a flight of an airline, which we can group into the folowing class-
Flight_Departs(Flight_No, From_City, To-City, Route)
Events
An event is the specification of a significant occurrence that has a location in time and space.
Any thing that happens is modeled as an event in UML.
In the context of state machines, an event is an occurrence of a stimulus that can trigger a state transition
four kinds of events – signals, calls, the passing of time, and a change in state.
Figure 1: Events
Events may be external or internal and asynchronous or synchronous.
asynchronous events are events that can happen at arbitrary times eg:- signal, the passing of time, and a
change of state. synchronous events, represents the invocation of an operation eg:- Calls
External events are those that pass between the system and its actors. Internal events are those that
pass among the objects that live inside the system.
A signal is an event that represents the specification of an asynchronous stimulus communicated between
instances.
Figure 1: Events
kinds of events
Signal Event
a signal event represents a named object that is dispatched (thrown) asynchronously by one object and
then received (caught) by another. Exceptions are an example of internal signal
a signal event is an asynchronous event
signal events may have instances, generalization relationships, attributes and operations. Attributes of a
signal serve as its parameters
A signal event may be sent as the action of a state transition in a state machine or the sending of a
message in an interaction
signals are modeled as stereotyped classes and the relationship between an operation and the events by
using a dependency relationship, stereotyped as send
Figure 2 shows Signal Events
Figure 2: Signals
Call Event
Figure 3: Call Events
Time and Change Events
Figure 4: Time and Change Events
Sending and Receiving Events
For synchronous events (Sending or Receiving) like call event, the sender and the receiver are in a
rendezvous(the sender dispatches the signal and wait for a response from the receiver) for the duration of
the operation. when an object calls an operation, the sender dispatches the operation and then waits for
the receiver.
For asynchronous events (Sending or Receiving) like signal event, the sender and receiver do not
rendezvous ie,the sender dispatches the signal but does not wait for a response from the receiver. When an
object sends a signal, the sender dispatches the signal and then continues along its flow of control, not
waiting for any return from the receiver.
named signals can be modelled by naming them in an extra compartment of the class as in Figure 5: Signals
and Active Classes
The timing diagram describes how an object underwent a change from one form to another. A
waveform portrays the flow among the software programs at several instances of time.
1. It emphasizes at that particular time when the message has been sent among objects.
2. It explains the time processing of an object in detail.
3. It is employed with distributed and embedded systems.
4. It also explains how an object undergoes changes in its form throughout its lifeline.
5. As the lifelines are named on the left side of an edge, the timing diagrams are read from
left to right.
6. It depicts a graphical representation of states of a lifeline per unit time.
7. In UML, the timing diagram has come up with several notations to simplify the transition
state among two lifelines per unit time.
Basic concepts of a Timing Diagram
In UML, the timing diagram constitutes several major elements, which are as follows:
Lifeline
As the name suggests, the lifeline portrays an individual element in the interaction. It represents a
single entity, which is a part of the interaction. It is represented by the classifier's name that it
depicts. A lifeline can be placed within a "swimlane" or a diagram frame.
The timing diagram represents the state of a classifier or attributes that are participating, or some
testable conditions, which is a discrete value of the classifier.
In UML, the state or condition is continuous. It is mainly used to show the temperature and density
where the entities endure a continuous state change.
Timeline showing the change in the state of virus between dormant, Propagation,
Triggering, Execution
Duration Constraint
The duration constraint is a constraint of an interval, which refers to duration interval. It is used to
determine if the constraint is satisfied for a duration or not. The duration constraint semantics
inherits from the constraints.
The negative trace defines the violated constraints, which means the system is failed. A graphical
association between duration interval and the construct, which it constrains, may represent a
duration constraint.
Ice should melt into the water in 1 to 6 mins.
Time Constraint
It is an interval constraint, which refers to the time interval. Since it is a time expression, it depicts if
the constraint is satisfied or not. The constraints dispense its time constraints semantics.
The negative trace defines the violated constraints, which means the system is failed. The time
constraint is represented by a graphical association between the time interval and the construct
which it constrains.
The graphical association is mainly represented by a small line in between a time interval and an
occurrence specification.
Destruction Occurrence
The destruction occurrence refers to the occurrence of a message that represents the destruction
of an instance is defined by a lifeline. It may subsequently destruct other objects owned by the
composition of this object, such that nothing occurs after the destruction event on a given lifeline.
It is represented by a cross at the end of a timeline.
The doctor may require a diagnostic framework with three to seven-stage, such that its evolution
may last for about 8 to 10 years. Also, in some cases, it lasts up to 20years from the time neuron
starts changing.
The example given below constitutes timing for a seven-stage framework. The given example is
just a UML diagram and should not be considered as a reference to medical research. The medical
details are provided for you to better understand the UML diagram.
A set of messages that are interchanged between the entities to achieve certain specified tasks in
the system is termed as interaction. It may incorporate any feature of the classifier of which it has
access. In the interaction diagram, the critical component is the messages and the lifeline.
In UML, the interaction overview diagram initiates the interaction between the objects utilizing
message passing. While drawing an interaction diagram, the entire focus is to represent the
relationship among different objects which are available within the system boundary and the
message exchanged by them to communicate with each other.
The message exchanged among objects is either to pass some information or to request some
information. And based on the information, the interaction diagram is categorized into the
sequence diagram, collaboration diagram, and timing diagram.
The sequence diagram envisions the order of the flow of messages inside the system by depicting
the communication between two lifelines, just like a time-ordered sequence of events.
The collaboration diagram, which is also known as the communication diagram, represents how
lifelines connect within the system, whereas the timing diagram focuses on that instant when a
message is passed from one element to the other.
Before drawing an interaction diagram, the first step is to discover the scenario for which the
diagram will be made. Next, we will identify various lifelines that will be invoked in the
communication, and then we will classify each lifeline. After that, the connections are investigated
and how the lifelines are interrelated to each other.
A set of messages that are interchanged between the entities to achieve certain specified tasks in
the system is termed as interaction. It may incorporate any feature of the classifier of which it has
access. In the interaction diagram, the critical component is the messages and the lifeline.
In UML, the interaction overview diagram initiates the interaction between the objects utilizing
message passing. While drawing an interaction diagram, the entire focus is to represent the
relationship among different objects which are available within the system boundary and the
message exchanged by them to communicate with each other.
The message exchanged among objects is either to pass some information or to request some
information. And based on the information, the interaction diagram is categorized into the
sequence diagram, collaboration diagram, and timing diagram.
The sequence diagram envisions the order of the flow of messages inside the system by depicting
the communication between two lifelines, just like a time-ordered sequence of events.
The collaboration diagram, which is also known as the communication diagram, represents how
lifelines connect within the system, whereas the timing diagram focuses on that instant when a
message is passed from one element to the other.
Before drawing an interaction diagram, the first step is to discover the scenario for which the
diagram will be made. Next, we will identify various lifelines that will be invoked in the
communication, and then we will classify each lifeline. After that, the connections are investigated
and how the lifelines are interrelated to each other.
They provide a clear view of the hierarchical structure of the various UML
elements within a given system.
These diagrams can simplify complex class diagrams into well-ordered
visuals.
They offer valuable high-level visibility into large-scale projects and systems.
Package diagrams can be used to visually clarify a wide variety of projects
and systems.
These visuals can be easily updated assystems and projects evolve.
Symbol
Symbol Image Description
Name
Package
Packageable element
Dependencies
Element import
Package import
Package merge
Access
: Indicates that one package requires assistance from the functions of another
package.
Example:
Import
: Indicates that functionality has been imported from one package to
another.
Example:
Dependencies can also be broken down further into the following categories:
Usage
: Occurs when a given named element requires another for its full
definition and deployment. Example: client and supplier.
Abstraction
Deployment
Use-case diagrams
Class diagrams
Packages can also be used within other UML model types to organize and
arrange elements such as classes, data entities, and use cases. By fuzing the
package diagram structure with other UML diagrams, you can simplify any
model type, making it easier to understand.
Model diagrams
Package diagrams can also be used in conjunction with model diagrams—a
type of UML auxiliary structure diagram used to depict the logical, behavioral,
or structural aspects of a system. Even simple models can be difficult to
understand without some type of visual organization. The use of packages can
provide users with a high-level view of a model with unambiguous named
references for each of the elements it contains. In addition, clearly labeled
dependencies can clarify the relationships between each element.
It visualizes the relationships as well as the organization between the components present in the
system. It helps in forming an executable system. A component is a single unit of the system, which
is replaceable and executable. The implementation details of a component are hidden, and it
necessitates an interface to execute a function. It is like a black box whose behavior is explained by
the provided and required interfaces.
b) A node
The component diagram also describes the static view of a system, which includes the organization
of components at a particular instant. The collection of component diagrams represents a whole
system.
The main purpose of the component diagram are enlisted below:
In UML, the component diagram portrays the behavior and organization of components at any
instant of time. The system cannot be visualized by any individual component, but it can be by the
collection of components.
Following are some reasons for the requirement of the component diagram:
Once the system is designed employing different UML diagrams, and the artifacts are prepared,
the component diagram is used to get an idea of implementation. It plays an essential role in
implementing applications efficiently.
Following are some artifacts that are needed to be identified before drawing a component
diagram:
Following are some points that are needed to be kept in mind after the artifacts are identified:
1. Using a meaningful name to ascertain the component for which the diagram is about to
be drawn.
2. Before producing the required tools, a mental layout is to be made.
3. To clarify the important points, notes can be incorporated.
It ascertains how software is deployed on the hardware. It maps the software architecture created
in design to the physical system architecture, where the software will be executed as a node. Since
it involves many nodes, the relationship is shown by utilizing communication paths.
Both the deployment diagram and the component diagram are closely interrelated to each other
as they focus on software and hardware components. The component diagram represents the
components of a system, whereas the deployment diagram describes how they are actually
deployed on the hardware.
The deployment diagram does not focus on the logical components of the system, but it put its
attention on the hardware topology.
1. A component
2. An artifact
3. An interface
4. A node
How to draw a Deployment Diagram?
The deployment diagram portrays the deployment view of the system. It helps in visualizing the
topological view of a system. It incorporates nodes, which are physical hardware. The nodes are
used to execute the artifacts. The instances of artifacts can be deployed on the instances of nodes.
Since it plays a critical role during the administrative process, it involves the following parameters:
1. High performance
2. Scalability
3. Maintainability
4. Portability
5. Easily understandable
One of the essential elements of the deployment diagram is the nodes and artifacts. So it is
necessary to identify all of the nodes and the relationship between them. It becomes easier to
develop a deployment diagram if all of the nodes, artifacts, and their relationship is already known.
The iTunes setup can be downloaded from the iTunes website, and also it can be installed on the
home computer. Once the installation and the registration are done, iTunes application can easily
interconnect with the Apple iTunes store. Users can purchase and download music, video, TV
serials, etc. and cache it in the media library.
Devices like Apple iPod Touch and Apple iPhone can update its own media library from the
computer with iTunes with the help of USB or simply by downloading media directly from the
Apple iTunes store using wireless protocols, for example; Wi-Fi, 3G, or EDGE.
The software applications are quite complex these days, as they are standalone, distributed, web-
based, etc. So, it is very necessary to design efficient software.