Altova UModel User Manual

Altova UModel User Manual
User and Reference Manual
Altova UModel User Manual
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While every precaution has been taken in the preparation of this document, the publisher
and the author assume no responsibility for errors or omissions, or for damages resulting
from the use of information contained in this document or from the use of programs and
source code that may accompany it. In no event shall the publisher and the author be
liable for any loss of profit or any other commercial damage caused or alleged to have
been caused directly or indirectly by this document.
Published: 2006
© 2006 Altova GmbH
UML®, OMG™, Object Management Group™, and Unified Modeling Language™ are
either registered trademarks or trademarks of Object Management Group, Inc. in the
United States and/or other countries.
Table of Contents
1
UModel
3
2
Introducing UModel
6
3
UModel tutorial
8
3.1
Starting UModel
................................................................................................................. 9
3.2
Use cases
3.3
................................................................................................................. 19
Class Diagrams
3.3.1
Creating derived
...................................................................................................
classes
25
3.4
................................................................................................................. 30
Object Diagrams
3.5
Component Diagrams
................................................................................................................. 35
3.6
Deployment Diagrams
................................................................................................................. 40
3.7
.................................................................................................................
44
Round-trip engineering
(model - code - model)
3.8
.................................................................................................................
51
Round-trip engineering
(code - model - code)
4
UModel User Interface
4.1
Model Tree pane
................................................................................................................. 59
4.1.1
Diagram Tree...................................................................................................
tab
63
4.1.2
Favorites tab ................................................................................................... 65
4.2
................................................................................................................. 66
Properties pane
4.3
Overview pane................................................................................................................. 68
4.4
Messages window
................................................................................................................. 69
4.5
Diagram pane................................................................................................................. 70
4.5.1
Cut, copy and...................................................................................................
paste in UModel Diagrams
73
4.6
.................................................................................................................
76
Adding/Inserting
model elements
4.7
.................................................................................................................
78
UModel Command
line interface
4.8
Bank samples ................................................................................................................. 81
5
Projects
5.1
Importing source
.................................................................................................................
code into projects
86
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58
84
1
5.2
90
Synchronizing.................................................................................................................
Model and source code
5.3
.................................................................................................................
92
Forward engineering
prerequisites
5.4
Java code to/from
.................................................................................................................
UModel elements
93
5.5
C# code to/from
.................................................................................................................
UModel elements
98
5.6
.................................................................................................................
111
Including other
UModel projects
5.7
.................................................................................................................
113
Sharing Packages
and Diagrams
5.8
UML templates
................................................................................................................. 116
5.8.1
Template signatures
................................................................................................... 118
5.8.2
Template binding
................................................................................................... 119
5.8.3
Template usage
...................................................................................................
in operations and properties
120
5.9
................................................................................................................. 121
Project Settings
6
Creating model relationships
6.1
126
Associations,.................................................................................................................
realizations and dependencies
6.2
Showing model
.................................................................................................................
relationships
128
7
Profiles and stereotypes
130
8
Sequence Diagram
134
8.1
Inserting sequence
.................................................................................................................
diagram elements
135
8.1.1
Lifeline
................................................................................................... 137
8.1.2
Combined Fragment
................................................................................................... 138
8.1.3
Interaction Use
................................................................................................... 141
8.1.4
Gate
................................................................................................... 142
8.1.5
State Invariant
................................................................................................... 143
8.1.6
Messages ................................................................................................... 144
9
State Machine Diagram
9.1
Inserting state
.................................................................................................................
machine diagram elements
151
9.2
Creating states,
.................................................................................................................
activities and transitions
152
9.3
................................................................................................................. 157
Composite states
9.4
................................................................................................................. 160
Diagram elements
10
Activity Diagram
124
150
164
10.1 Inserting Activity
.................................................................................................................
Diagram elements
165
2
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167
10.2 Creating branches
and merges
................................................................................................................. 170
10.3 Diagram elements
11
Composite Structure Diagram
180
11.1 Inserting Composite
.................................................................................................................
Structure Diagram elements
181
12
XMI - XML Metadata Interchange
184
13
UModel Diagram icons
188
13.1 Use Case diagram
................................................................................................................. 189
................................................................................................................. 190
13.2 Class Diagram
................................................................................................................. 191
13.3 Object Diagram
13.4 Component Diagram
................................................................................................................. 192
13.5 Deployment .................................................................................................................
Diagram
193
................................................................................................................. 194
13.6 Sequence Diagram
.................................................................................................................
195
13.7 State Machine
Diagram
13.8 Activity Diagram
................................................................................................................. 196
13.9 Composite Structure
.................................................................................................................
Diagram
197
14
UModel Reference
200
14.1 File
................................................................................................................. 201
14.2 Edit
................................................................................................................. 203
14.3 Project
................................................................................................................. 205
14.4 Layout
................................................................................................................. 213
14.5 View
................................................................................................................. 214
14.6 Tools
14.6.1
14.6.2
................................................................................................................. 215
Customize...................................................................................................... 216
........................................................................................................... 216
Commands
........................................................................................................... 216
Toolbars
........................................................................................................... 217
Keyboard
Menu ........................................................................................................... 217
Options........................................................................................................... 218
Options
................................................................................................... 219
14.7 Window
................................................................................................................. 223
14.8 Help
................................................................................................................. 224
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15
Appendices
226
................................................................................................................. 227
15.1 License Information
15.1.1 Electronic Software
...................................................................................................
Distribution
228
15.1.2 License Metering
................................................................................................... 229
15.1.3 Copyright ................................................................................................... 230
15.1.4 Altova End User
...................................................................................................
License Agreement
231
Index
4
Altova UModel User Manual
Chapter 1
UModel
UModel
1
3
UModel
UModel™ 2006 is an affordable UML modeling application with a rich visual interface and
superior usability features to help level the UML learning curve, and includes many high-end
functions to empower users with the most practical aspects of the UML 2.1 specification.
UModel™ 2006 supports:
·
·
·
·
·
·
·
·
·
context sensitive entry helpers
syntax coloring in diagrams
cascading styles
customizable design elements
unlimited Undo and Redo
sophisticated Java and C# code generation from models
reverse engineering of existing Java, C# source code
complete round-trip processing allowing code and model merging
XMI version 2.1 model import and export
These capabilities allow developers, including those new to software modeling, to quickly
leverage UML to enhance productivity and maximize their results.
UML®, OMG™, Object Management Group™, and Unified Modeling Language™ are either
registered trademarks or trademarks of Object Management Group, Inc. in the United States
and/or other countries.
© 2006 Altova GmbH
Altova UModel User Manual
Chapter 2
Introducing UModel
6
Introducing UModel
2
Introducing UModel
The UML is a complete modeling language but does not discuss, or prescribe, the methodology
for the development, code generation and round-trip engineering processes. UModel has
therefore been designed to allow complete flexibility during the modeling process:
·
UModel diagrams can be created in any order, and at any time; there is no need to
follow a prescribed sequence during modeling.
·
Code, or model merging can be achieved at the project, package, or even class level.
UModel does not require that pseudo-code, or comments in the generated code be
present, in order to accomplish round-trip engineering.
·
Code generation is customizable: the code-generation in UModel is based on SPL
templates and is, therefore, completely customizable. Customizations are automatically
recognized during code generation.
·
Code generation and reverse-engineering currently support Java versions 1.4.x and
5.0, as well as C# versions 1.2 and 2.0. A single project can support both Java and C#
code simultaneously.
·
Support for UML templates and generics.
·
XML Metadata Interchange (XMI version 2.1) for UML 2.0 or 2.1.
·
When adding properties, or operations UModel provides in-place entry helpers to
choose types, protection levels, and all other manner of properties that are also
available in industrial-strength IDEs such as XMLSpy, Visual Studio .Net or Eclipse.
·
Syntax-coloring in diagrams makes UML diagrams more attractive and intuitive.
·
Modeling elements and their properties (font, colors, borders etc.) are completely
customizable in an hierarchical fashion at the project, node/line, element family and
element level.
·
Customizable actors can be defined in use-case diagrams to depict terminals, or any
other symbols.
·
Modeling elements can be searched for by name in the Model diagram tab, Model Tree
pane, Messages and Documentation windows.
·
Class, or object associations, dependencies, generalizations etc. can be
found/highlighted in model diagrams through the context menu.
·
The unlimited levels of Undo/Redo track not only content changes, but also all style
changes made to any model element.
Please note:
This document does not attempt to describe, or explain, the Unified Modeling Language
(UML); it describes how to use the UModel modeling application, to model code and
achieve round-trip engineering results.
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© 2006 Altova GmbH
Chapter 3
UModel tutorial
8
UModel tutorial
3
UModel tutorial
This tutorial describes, and follows, the general sequence used when creating a modeling
project in UModel.
The major portion of the tutorial deals with the forward-engineering process, i.e. using UModel
to create UML diagrams and generate code as the precursor to the round-trip engineering
sections that follow. The round-trip engineering sections, describe the process from both code
and model vantage points.
The tutorial describes the following UML diagrams, and how to manipulate the various modeling
elements within them. The following diagrams and follow-on tasks are discussed:
Forward engineering process:
· Use cases
· Class diagrams
· Object diagrams
· Component diagrams
· Deployment diagrams
Round-trip process (model - code - model)
· Code generation from UModel
· Add a new operation to the external code
· Merge the external code back into UModel.
Round-trip process (code - model - code)
· Import code produced by XMLSpy from a directory (or from a project file)
· Add a new class to the generated model in UModel
· Merge the updated project with the external code.
The examples used in the tutorial are available in your installation folder under: UModel2006
\UModelExamples.
BankView-start.ump
is the UModel project file that constitutes the initial state of the tutorial sample. Several
model diagrams as well as classes, objects, and other model elements exist at this
stage. Working through the tutorial adds new packages, model diagrams and many
other elements that will acquaint you with the ease with which you can model
applications using UModel. Please note that the syntax check function reports errors
and warnings on this file, the tutorial shows you how to resolve these issues.
BankView-finish.ump
is the UModel project file that constitutes final state of the tutorial sample, if you have
worked through it step by step. This project file is the one used when generating code
and synchronizing it with UModel.
·
The OrgChart.zip file supplied in the folder is used for the round-trip engineering
process. Please unzip it in the ...\UModelExamples folder before starting the section.
Additional example files for both Java and C# programming languages are also available in the
same directory, i.e. Bank_Java.ump, Bank_CSharp.ump and Bank_MultiLanguage.ump.
These project files also contain Sequence diagrams which are described later in this
documentation.
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UModel tutorial
3.1
Starting UModel
9
Starting UModel
Having installed UModel on your computer:
1. Start UModel by double-clicking the UModel icon on your desktop, or use the Start | All
Programs menu to access the UModel program.
UModel is started with a default project "NewProject1" visible in the interface.
Note the major parts of the user interface: the three panes on the left hand side and the
empty diagram pane at right.
Two default packages are visible in the Model Tree tab, "Root" and "Component View".
These two packages cannot be deleted or renamed in a project.
To open the BankView-start project:
1. Select the menu option File | Open and navigate to the ...\UModelExamples folder of
UModel.
2. Open the BankView-start.ump project file.
The project file is now loaded into UModel. Several predefined packages are now
visible under the Root package.
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Starting UModel
The Model Tree pane supplies you with various views of your modeling project:
·
The Model Tree tab contains and displays all modeling elements of your UModel
project. Elements can be directly manipulated in this tab using the standard editing keys
as well as drag and drop.
·
The Diagram Tree tab allows you quick access to the modeling diagrams of you project
wherever they may be in the project structure. Diagrams are grouped according to their
diagram type.
·
The Favorites tab is a user-definable repository of modeling elements. Any type of
modeling element can be placed in this tab using the "Add to Favorites" command of
the context menu.
The Properties pane supplies you with two views of specific model properties:
·
·
The Properties tab displays the properties of the currently selected element in the
Model Tree pane or in the Diagram tab. Element properties can defined or updated in
this tab.
The Styles tab displays attributes of diagrams, or elements that are displayed in the
Diagram view. These style attributes fall into two general groups: Formatting and
display settings.
The Overview pane displays two tabs:
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UModel tutorial
Starting UModel
·
The Overview tab, which displays an outline view of the currently active diagram
·
The Documentation tab which allows you to document your classes on a per-class
basis.
© 2006 Altova GmbH
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UModel tutorial
3.2
Use cases
Use cases
The aim of this tutorial section is to:
·
·
·
·
Add a new package to the project
Add a new Use Case diagram to the project
Add use case elements to the diagram, and define the dependencies amongst them
Align and size elements in the diagram tab.
To add a new package to a project:
1. Right click the Root package in the Model Tree tab, and select New | Package.
2. Enter the name of the new package e.g. Use Case View, and press Enter.
Please see Packages for more information on packages and their properties.
Adding a diagram to a package:
1. Right click the previously created Use Case View package.
2. Select New | UseCase Diagram.
A Use Case diagram has now been added to the package in the Model Tree view, and
a diagram tab has been created in the diagram pane. A default name has been
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UModel tutorial
Use cases
13
provided automatically.
3. Double click the supplied name, in the Model Tree tab, change it to "Overview Account
Balance", and press Enter to confirm.
Please see Diagrams for more information on diagrams and their properties.
Adding Use case elements to the Use Case diagram:
1. Right click in the newly created diagram and select New | Actor.
The actor element is inserted at the click position.
2. Click the Use Case icon
in the icon bar and click in the diagram tab to insert the
element.
A UseCase1 element is inserted. Note that the element, and its name, are currently
selected, and that its properties are visible in the Properties tab.
3. Change the title to "get account balance", press Enter to confirm. Double click the title if
it is deselected.
Note that the use case is automatically resized to adjust to the text length.
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Use cases
Model elements have various connection handles and other items used to manipulate
it.
Manipulating UModel elements: handles and compartments
1. Double click the Actor1 text, of the Actor element, change the name to "Standard User"
and press Enter to confirm.
2. Place the mouse cursor over the "handle" to the right of the actor.
A tooltip containing "Association" appears.
3. Click the handle, drag the Association line to the right, and drop it on the "get account
balance" use case.
An association has now been created between the actor and the use case. The
association properties are also visible in the Properties tab. The new association has
been added to Model Tree under the Relations item of the Use Case View package.
4. Click the use case and drag it to the right to reposition it.
The association properties are visible on the association object.
5. Click the use case to select it, then click the collapse icon on the left hand edge of the
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UModel tutorial
Use cases
15
use case ellipse.
The extension points compartment is now hidden.
Please note:
A blue dot next to an element icon
, in the Model Tree tab, signifies
that the element is visible in the current diagram tab. Resizing the actor adjusts the text
field which can be multi line. A line break can be inserted into the text using
CTRL+Enter.
Finishing up the use case diagram:
Using the methods discussed above:
1. Click the Use Case icon in the icon bar and simultaneously hold down the CTRL
keyboard key.
2. Click at two different vertical positions in the diagram tab to add two more use cases,
then release the CTRL key.
3. Name the first use case "get account balance sum" and the second, "generate monthly
revenue report".
4. Click on the collapse icon of each use case to hide the extensions compartment.
5. Click the actor and use the association handle to create an association between
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UModel tutorial
Use cases
Standard user and "get account balance sum".
To create an "Include" dependency between use cases (creating a subcase):
1. Click the Include handle of the "get account balance sum" use case, at the bottom of
the ellipse, and drop the dependency on "get account balance".
An "include" dependency is created, and the include stereotype is displayed on the
dotted arrow.
Inserting user-defined actors:
The actor in the "generate monthly revenue report" use case is not a person, but an automated
batch job run by a Bank computer.
1. Insert an actor into the diagram using the Actor icon in the icon bar.
2. Rename the actor to Bank.
3. Move the cursor over to the Properties tab, and click the browse
icon next to the
"icon file name" entry.
4. Click the Browse icon to select the user-defined bitmap, Bank-PC.bmp.
5. Deselect the "Absolute Path" check box to make the path relative. Preview displays a
preview of the selected file in the dialog box.
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Use cases
17
6. Click OK to confirm the settings and insert the new actor.
7. Move the new Bank actor to the right of the lowest use case.
8. Click the Association icon
in the icon bar and drag from the Bank actor to the
"generate monthly revenue report" use case.
This is an alternative method of creating an association.
Please note:
The background color used to make the bitmap transparent has the RGB values
82.82.82.
Aligning and adjusting the size of elements:
1. Create a selection marquee by dragging on the diagram background, making sure that
you encompass all three use cases starting from the top.
Note that the last use case to be marked, is shown in a dashed outline in the diagram,
as well as in the Overview window.
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UModel tutorial
Use cases
All use cases are selected, with the lowest being the basis for the following
adjustments.
2. Click the Make same size icon
in the title bar.
3. Click the Center Horizontally icon
to line up all the ovals.
The use case elements are all centered and of the same size.
Please note:
You can also use the CTRL key to select multiple elements.
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UModel tutorial
3.3
Class Diagrams
19
Class Diagrams
1. The aim of this tutorial section is to:
·
·
Add a new abstract class called Account, as well as attributes and operations
Create a composite association from Bank to Account
To open a different diagram in UModel:
1. Click the Diagram Tree tab.
2. Expand the Class Diagrams package to see its contents.
All class diagrams contained in the project are displayed.
BankView Main diagram icon.
3. Double click the
The Class diagram appears as a tab in the working area.
Please note:
You could of course, double click the Class diagram icon in the Model Tree tab below
the BankView package to achieve the same thing.
Two concrete classes with a composite association between them, are visible in the class
diagram.
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Class Diagrams
To add a new class and define it as abstract:
1. Click the class icon
in the icon bar, then click to the right of the Bank class to
insert it.
2. Change the Class1 name to e.g. "Account", press Enter to confirm, (double click the
name if it becomes deselected).
Note that the Properties tab displays the current class properties.
3. Click the "abstract" check box in the Properties pane to make the class abstract.
4. Click in the "code file name" text box, and enter Account.java to define the Java class.
The class title is now displayed in italic, which is the identifying characteristic of abstract
classes.
To add properties to a class:
1. Right click the Account class and select New | Property, or press the F7 key.
A default property "Property1" is inserted with stereotype identifiers << >>.
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Class Diagrams
21
2. Enter the Property name "balance", and then add a colon character ":".
A dropdown list containing all valid types is displayed.
3. Enter the "f" character through the keyboard, and press Enter to insert the return value
datatype "float".
Please note that drop-down lists are case sensitive!
4. Continue on the same line by appending "=0" to define the default value.
5. Press the F7 keyboard key to add a second property to the class.
6. Enter Id: and select String from the dropdown list.
To add operations to a class:
1. Right click the Account class and select New | Operation, or press the F8 key.
2. Enter Account() as the constructor.
Using the method described above:
3. Add two more operations namely getBalance:float and getId:String.
Using the autocomplete function while defining operations:
4. Create another operation, using F8, collectAccountInfo and enter the open
parenthesis character "(".
Entering the "i" character opens the dropdown list allowing you to select one of the
operation direction parameters: in, inout, or out.
5. Select "in" from the dropdown list, enter a "space" character, and continue editing on
the same line.
6 Enter "bankAPI" and then a colon.
7. Select IBankAPI from the dropdown list, add the close parenthesis character ")", and
enter a colon ":".
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Class Diagrams
8. Press the "b" key to select the boolean datatype, then Enter to insert it.
9. Press Enter to end the definition.
Please note:
Clicking the visibility icon to the left of an operation , or property
dropdown list enabling you to change the visibility status.
, opens a
Deleting class properties and operations from a class diagram:
1. Press F8 then Enter, to add a default operation "Operation1" in the Account class.
2. Right click Operation1.
3. Select the menu entry "Delete Operation1 from Account".
Operation1 is deleted from the class as well as from the project.
Deleting (finding) class properties and options from the Model Tree:
Properties and options can also be deleted directly from the Model Tree. To do this safely, it is
important to first find the correct property. Assuming you have inserted "Operation1" in the
Account class (press F8, then Enter to insert):
1. Right click Operation1 in the Account class.
2. Select the option "Select in Model Tree".
The Operation1 item is now highlighted under Account in the Model Tree tab.
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Class Diagrams
23
3. Press the Del key to delete the operation from the class and project!
Please note:
Make sure that the operation is selected in the Model Tree when deleting, or you will
delete the whole class from the project. Undo can correct any number of mishaps at
any time, however.
Creating an composition association between the Bank and Account classes:
1. Click the Composition icon
in the title bar, then drag from the Bank class to the
Account class. The class is highlighted when the association can be made.
A new property (Property1:Account) is created in the Bank class, and an composite
association arrow joins the two classes.
2. Double click the new Property1 entry in the Bank class and change it to "accounts",
being sure not to delete the Account type definition (displayed in teal/green).
3. Press the End keyboard key to place the text cursor at the end of the line, and
4. Enter the open square bracket character "[" and select "*" from the dropdown list, to
define the multiplicity, and press Enter to confirm.
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Class Diagrams
© 2006 Altova GmbH
UModel tutorial
3.3.1
Class Diagrams
25
Creating derived classes
The aim of this tutorial section is to:
·
·
·
Add a new Class diagram called Account Hierarchy to the project
Insert existing classes, and create a new Savings account class
Create three derived classes of the abstract base class Account, using Generalizations
To create a new Class Diagram:
1. Right click the bankview package (under Design-phase | BankView | com | altova) in
the Model Tree tab, and select New | Class Diagram.
2. Double click the new ClassDiagram1 entry and rename it to "Account Hierarchy", and
press Enter to confirm.
The Account Hierarchy tab is now visible in the working area.
Inserting existing classes into a diagram:
1. Click the Account class in the BankView package (under com | altova | bankview),
and
2. Drag it into the Account Hierarchy tab.
3. Click the CheckingAccount class (of the same package) and drag it into the tab.
4. Place the class below and to the left of the Account class.
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Class Diagrams
5. Use the same method to insert the CreditCardAccount class. Place it to the right of
the CheckingAccount class.
Adding a new class:
1. Right click the diagram background (to the right of CreditAccountClass) and select New
| Class.
A new class is automatically added to the correct package, i.e. BankView which
contains the current class diagram Account Hierarchy.
2. Double click the class name and change it to SavingsAccount.
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Class Diagrams
27
3. Press the F7 key to add a new property.
4. Enter "interestRate", then a colon, and press "f" to select the float datatype from the
dropdown list and press Enter twice to select and confirm the entry.
5. Press F8 and add the operation/constructor SavingsAccount().
6. Use the same method, F8, to add the operation getMinimumBalance:float.
7. Click in the "code file name" text box, in the Properties tab, and enter
SavingsAccount.java to define the Java code class.
Reusing/copying existing Properties/Operations:
Properties and operations can be directly copied, or moved, from one class to another. This can
be achieved using drag and drop, as well as the standard keyboard shortcuts:
·
·
·
·
within a class in the diagram tab
between different classes in the diagram tab
in the Model Tree view
between different UML diagrams, by dropping the copied data onto a different diagram
tab.
Please see "Cut, copy and paste in UModel Diagrams" for more information.
1. Expand the Account class in the Model Tree.
2. Right click the collectAccountInfo operation and select Copy.
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Class Diagrams
3. Right click the SavingsAccount class in the Model Tree and select Paste.
The operation is copied into the SavingsAccount class, which is automatically expanded
to display the new operation.
The new operation is now also visible in the SavingsAccount class in the Class
Diagram.
Please note:
You can use the Copy/Paste keyboard shortcuts (CTRL X, C, or V), as well as drag and
drop in the Model Tree to achieve the same effect. You might have to disable the sort
options to drop the operation between specific items.
Creating derived classes - Generalization/Specialization:
At this point the class diagram contains the abstract class, Account, as well as three specific
Account classes. We now want to define, or create a generalization/specialization relationship
between Account and the specific classes i.e. to create three derived concrete classes.
1. Click the Generalization icon
in the icon bar and hold down the CTRL key.
2. Drag from CreditCardAccount (the class in the middle) and drop on the Account class.
3. Drag from the CheckingAccount class and drop the arrowhead of the previously
created generalization.
4. Drag from the SavingsAccount class and drop the arrowhead of the previously created
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generalization: release the CTRL key at this point.
5. Generalization arrows are created between the three subclasses, and the Account
superclass.
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3.4
Object Diagrams
Object Diagrams
The aim of this tutorial section is to:
·
·
·
·
Show how class and object diagrams can be combined in one diagram, to give you a
snapshot of the objects at a given point of time
Create Objects/Instances and define the relationships between them
Format association/links
Enter real-life data into objects/instances
To open the Object diagram:
1. Double click the Sample Accounts diagram icon under the bankview package (or
under Object Diagrams in the Diagram Tree tab).
The Bank class and two related objects/instances are displayed in the object diagram.
AltovaBank:Bank is the object/instance of the Bank class, while John's checking:
CheckingAccount is an instance of the class CheckingAccount.
Inserting a class into an Object diagram:
· Click the Account class icon
in the Model Tree, and drag it into the "Sample
Accounts" tab.
The composite association defined previously, in BankView Main diagram, is
automatically created.
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To add a new object/instance by selecting its type:
1. Click the InstanceSpecification icon
in the icon bar, then click under the John's
Checking object in the diagram tab.
2. Change the name of the instance to John's Credit, and press Enter.
While the instance is active, all its properties are visible in the Properties tab.
3. Click the classifier combo box and select the entry CreditCardAccount from the
dropdown list.
To add a new object in the Model Tree view (then insert it into a diagram):
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1. Right click the bankview package in the Model Tree tab, and select New |
InstanceSpecification.
2. Change the default object name to John's Saving, and press Enter to confirm.
The new object is added to the package and sorted accordingly.
While the object is still selected in the Model Tree tab,
3. Click the classifier combo box, in the Properties tab, and select SavingsAccount.
4. Drag the John's Saving object/instance from the Model Tree tab, into the Sample
Accounts tab, placing it below John's credit.
Creating "links" between objects:
Links are the instances of class associations, and describe the relationships between
objects/instances at a fixed moment in time.
1. Click the existing link (association) between the AltovaBank and John's Checking.
2. In the Properties tab, click the classifier combo box and select the entry Account -
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Bank.
The link now changes to a composite association, in accordance with the class
definitions.
3.
Click the InstanceSpecification icon
the John's Credit class.
The cursor now appears as a + sign.
in the icon bar, and position the cursor over
4. Drag from John's Credit object to AltovaBank to create a link between the two.
5. Use the classifier combo box in the Properties tab to change the link type to Account Bank.
6. Use the method outlined above to create a link between John's Saving and
AltovaBank.
Please note:
Changes made to the association type in any class diagram, are now automatically
updated in the object diagram.
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Formatting association/link lines in a diagram:
1. Click the lowest link in the diagram, if not active, and drag the corner connector to the
left.
This allows you to reposition the line both horizontally and vertically.
Use this method to reposition links in the diagram tab.
Entering sample data into objects:
The instance value of an Attribute/Property in an object is called a slot.
1.
2.
3.
Click in the respective slots of each object and enter sample data.
E.g. in John's Checking object, double click in the balance slot and enter 11,975.00
as the balance.
Fill in the rest of the data to give yourself an idea of the current instance state.
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Component Diagrams
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Component Diagrams
The aim of this tutorial section is to:
·
·
·
·
Show how to insert classes into a component diagram
Create realization dependencies between the classes and the BankView component
Show how to change line properties
Insert components into a component diagram, and create usage dependencies to an
interface
To open the component diagram:
1. Click the Diagram Tree tab, expand the Component Diagrams component and double
click the "BankView realization" diagram icon.
The "BankView realization" component diagram is displayed.
2. Switch back to the Model Tree tab by clicking that tab.
To insert (existing) classes into a component diagram:
1. Locate the SavingsAccount class
2. Drag it into the component diagram.
The class is displayed with all its compartments.
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3. Click both collapse icons to end up with the only the class name compartment.
4. Use the same method to insert the abstract class Account.
Please note:
The package containing the inserted class, is displayed in the name compartment in the
form "from bankview".
To create Realization dependencies between a class and component:
1. Click the Realization icon
in the icon bar.
2. Drag from SavingsAccount, and drop the arrow on the BankView component.
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3. Click the ComponentRealization handle of the Account class (at the base), and drop it
on the BankView component.
Both of these methods can be used to create realization dependencies. There is
another method that allows you to create realization dependencies solely in the Model
Tree, please see Round-trip engineering (code - model - code) for more information.
Changing (Realization) line characteristics:
Clicking a dependency or any other type of line in a UModel diagram, activates the line drawing
icons in the Layout icon bar.
1.
Click the realization line between SavingsAccount and BankView.
2.
Click the line type icon Direct line
in the Layout toolbar.
The line properties are immediately altered. Lines have small icons along them called
waypoints. Waypoints can be clicked and moved to alter line characteristics. Change
the line properties to suit your needs.
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Inserting components and creating usage dependencies:
1. Double click the Overview diagram icon directly under the Design-phase package in
the Model Tree.
The Overview component diagram is opened and displays the currently defined system
dependencies between components and interfaces.
2. Click the BankView GUI component under the Component View | BankView package
in the Model Tree, and drag it into the Overview diagram tab.
The package containing the inserted component is displayed in the name compartment,
"from BankView".
3. Use the same method to insert the BankView component under the same package.
The BankView component is the component produced by the "forward-engineering"
process described in this tutorial.
To create a usage dependency between interfaces and components:
1. Click the Usage icon
in the icon bar.
2. Drag from the BankView GUI component to the BankView component.
3. Click the Usage icon again, and drag from the BankView component to the IBankAPI
interface.
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The usage dependency (<<use>>) connects a client element to a supplier element. In
this case the IBankInterfaceAPI interface uses the services of components BankView
and BankView GUI.
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3.6
Deployment Diagrams
Deployment Diagrams
The aim of this tutorial section is to:
·
·
·
Show the artifact manifestation of components
Add a new node and dependency to a Deployment diagram
Add artifacts to a node and create relationships between them
To open the Deployment (Artifacts) diagram:
1. Click the Model Tree tab, expand the Deployment View diagram package, then double
click the Artifacts icon.
This diagram shows the manifestation of the Bank API client and the BankView
components, to their respective compiled Java .jar files.
To open the Deployment diagram:
1. Double click the Deployment icon under the Deployment View package.
The Deployment diagram is opened and displays the physical architecture of the
system, which currently only comprises of the Home PC node.
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To add a Node to a Deployment diagram:
1. Click the Node icon
in the icon bar, and click right of the Home PC node to insert
it.
2. Rename the node to Bank, and drag on one of its edges to enlarge it.
To create a dependency between two nodes:
1. Click the dependency icon
, then drag from the Home PC node to the Bank node.
This creates a dependency between the two nodes.
2. Click into the name field of the Properties tab, change it to TCP/IP, and press Enter to
confirm.
The dependency name appears above the dependency line.
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Adding artifacts to a node and creating dependencies between them:
Expand the Deployment View package, in the Model Tree, to see its contents:
1. Click each of the BankAddresses.ini, BankAPI.jar and BankView.jar artifacts
individually, and place them on the diagram background (Deployment dependencies
are displayed for each artifact).
2. Click the BankView.jar artifact and drag it onto the Home PC node.
The node is highlighted when the drop action will be successful.
3. Use the same method to drag the other artifacts onto the Home PC node.
The artifacts are now part of the node and move with it when it is repositioned.
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4. Click the Dependency icon
in the icon bar, and hold down the CTRL key.
5. Drag from the BankView.jar artifact to the BankAddresses.ini artifact; still holding
down the CTRL key.
6. Drag from the BankView.jar artifact to the BankAPI.jar artifact.
Please note:
Dragging an artifact out of a node onto the diagram background, automatically creates
a Deployment dependency.
To delete an artifact from a node and the project:
· Click the artifact you want to delete and press the Del keyboard key.
The artifact and any dependencies are deleted from the node as well as the project.
To remove an artifact from a node and its diagram:
1. Use drag and drop to place the artifact onto the diagram background.
2. Hold down the CTRL key and press Del.
The artifact and any dependencies are deleted from the current diagram and not from
the project.
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Round-trip engineering (model - code - model)
3.7
Round-trip engineering (model - code - model)
The aim of this tutorial section is to:
·
·
·
·
Perform a project syntax check
Generate project code
Add a new method external code i.e. to the SavingsAccount class
Synchronize the UModel model new code with the model
Packages and Code / model synchronization:
Code can be merged/synchronized at different levels:
·
·
·
Project, Root package level (menu item)
Package level (multiple package selection / generation is possible)
Class level (multiple class selection / generation is possible)
The BankView realization diagram, depicts how the BankView component is realized by its six
constituent classes. This is the component that is produced when the forward-engineering
section of the tutorial is complete.
To be able to produce code:
·
·
·
·
The component must be realized by one or more classes.
The component must have a physical location, i.e. directory, assigned to it. The
generated code is then placed in this directory.
Components must be individually set to be included in the code engineering process.
The Java, and C#, namespace root package must be defined.
Please note:
The Java namespace root has been set on the Design-phase | BankView | com
package in the Model Tree.
Java and C# code can be combined in one project and are automatically handled
during the round-trip engineering process. The Bank_MultiLanguage.ump file in the
UModelExamples folder is an example of a project for both types of code.
To define a code generation target directory:
Overview icon under the Design-phase package to switch into the
1. Double click the
component overview.
2. Click the BankView component, in the diagram, and note the current settings in the
Properties tab.
3. Click the browse button
, to the right of the directory field.
4. Enter/select the target directory in the dialog box (C:\Program Files\Altova\
UModel2006\BankView-code\com\altova\bankview), or use the "Make New Folder"
button to create a new folder. If you create a new folder, make sure the path ends in
...\newfolder\com\altova\bankview.
The path now appears in the directory field.
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To include/exclude components from code generation:
1. Click the BankView GUI component.
2. Uncheck the "use for code engineering" check box (if not already unchecked).
Checking project syntax prior to code generation:
1. Select the menu option Project | Check project syntax.
2. A syntax check is performed, and messages appear in the Messages window, "Bank
API-client: code project file or directory not set" - "IBankAPI: code file name not set".
3. Click the first message in the messages window.
4. The Bank API client package is highlighted in the Model Tree view, with its properties
visible in the Properties tab.
5. Uncheck the "use for code engineering" check box for the Bank API client component.
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6. Check the project syntax again using Project | Check project syntax.
No errors are reported this time around. We can now generate program code for this
project. Please see Check Project syntax for more information.
To generate project code:
1. Click the BankView package to select it.
2. Select the menu option Project | Merge Program Code from UModel project.
3. Select your synchronization options from the dialog box, and press OK to proceed (no
changes needed for the tutorial; see "Merge Program Code from UModel project" for
more information).
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The message pane displays the outcome of the code generation process.
4. Navigate to the target directory.
Six .Java files have been created for the project.
Synchronizing the UModel model having updated Java code externally:
1. Open the SavingsAccount.java file in the text editor of your choice, XMLSpy for
example.
2. Add the new method to the generated code "public float getInterestRate() {}", and
save the file.
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3. Switch to UModel and right click the SavingsAccount class
package.
4. Select the option Merge UModel Class from Program Code.
under the BankView
This opens the Synchronization Settings dialog box with the "Model from Code" tab
being active. No changes are needed for the tutorial; see "Merge UModel project from
code" for more information)
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5. Click OK to merge the model from the code.
6. Click the Account Hierarchy tab to see the outcome of the merge process.
The new method added to the code, (getInterestRate...) generates a new operation in
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the SavingsAccount class of UModel.
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3.8
Round-trip engineering (code - model - code)
51
Round-trip engineering (code - model - code)
The aim of this tutorial section is to:
·
·
·
Import a directory containing Java code generated by XMLSpy
Add a new class to the project in UModel
Merge to the program code from a UModel package
The files used in this example are available as the OrgChart.zip file under
...\UModelExamples folder of your installation. Please unzip the OrgChart.zip file into the
...\UModelExamples folder before you start this section.
This creates the OrgChart directory which will then be used to import the existing code.
To Reverse engineer/import existing code from a directory:
1. Select File | New to create a new project.
2. Select Project | Import source directory.
3. Select the C#, or Java version (1.4, or 5.0.) that the source code conforms to.
4. Click the Browse button
and select the OrgChart directory supplied in the
...\UModelExamples folder.
5. Making sure that the "Generate diagram per package" check box is active, select any
specific import settings you need, and press OK.
Please note: If your project contains packages other than Component View, a dialog
box will appear at this point allowing you to select the target package.
The data is parsed while being input, and a new package called "OrgChart" is created.
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6. Expand the new package and keep expanding the sub packages until you get to the
OrgChart package (com | OrgChart).
7. Double click the "Content of OrgChart" diagram icon
.
The tab seems to be empty at this point. The diagram is so large that it cannot be fully
viewed in the tab. The current window/view is shown by the red box in the Overview
window, which occupies an empty area of the diagram.
8. Click the red box in the Overview pane, and drag it down, to view specific sections of
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the diagram.
You can now see the constituent classes of the imported code.
Please note:
You could also select the Project | Import source project option and select the
Borland JBuilder OrgChart.jpx project file to import the project created by XMLSpy.
Round-trip engineering and relationships between modeling elements:
When updating model from code, associations between modeling elements are automatically
displayed, if the option Editing | Automatically create Associations has been activated in the
Tools | Options dialog box. Associations are displayed for those elements where the attributes
type is set, and the referenced "type" modeling element is in the same diagram.
InterfaceRealizations as well as Generalizations are all automatically shown in the diagram
when updating model from code.
Adding a new class to the OrgChart diagram:
1. Click the Class icon
in the icon bar and click to insert a new class.
2. Add a new Class called CompanyType.
3. Add new operations to the class using the F8 shortcut key:
e.g. CompanyType(), getCompanyType():String, setCompanyType():String.
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Making the new class available for code generation:
While the CompanyType class is active,
1. Click into the "code file name" field and enter the Java file name of the new class
CompanyType.java.
2. Click the new CompanyType class in the Model Tree, drag upwards and drop onto the
OrgChart component below the Component View package. A popup appears when the
mouse pointer is over a component.
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Please note:
This method creates a Realization between a class and a component, without having to
use component or deployment diagrams.
3. Expand the Relations item below the Orgchart component, to see the newly created
realization.
Merging program code from a package:
1. Right click the OrgChart package, select Merge Program code from UModel
package, and press Enter to confirm.
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The messages window displays the syntax checks being performed and status of the
synchronization process.
When complete, the new CompanyType.java class has been added to the folder
...\OrgChart\com\OrgChart\.
Please note:
All method bodies and changes to the code will either be commented out or deleted,
depending on the setting in the "When deleting code" group, in the Synchronization
settings dialog box.
That's it!
You have learned how to create a modeling project using the forward engineering process, and
also completed a full round-trip code engineering cycle with UModel. The rest of this document
describes how best to achieve modeling results with UModel.
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Chapter 4
UModel User Interface
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UModel User Interface
4
UModel User Interface
UModel consists of series of panes on the left and a larger diagram tab at right. The panes at
left allow you to view and navigate your UModel project from differing viewpoints, and edit data
directly.
The panes are Model Tree, Properties, and Overview. The working/viewing area at right is the
UModel Diagram tab which currently shows the Class Diagram of the BankView Main package.
Please note:
All panes, as well as diagram tabs, can be searched using the Find combo box in the
Main toolbar, which contains the text "account" in the screenshot below, or by pressing
CTRL+F.
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4.1
Model Tree pane
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Model Tree pane
Model Tree tab
The Model Tree tab allows you to manipulate model items directly in the Model Tree, as well as
navigate/view specific items in the Design tab. Right clicking an item opens the context menu,
from which specific commands can be selected. The contents of the context menu depend on
the item that you select.
Model elements in the Model Tree pane can be directly manipulated:
·
·
·
·
·
·
Added / inserted
Copied or moved
Deleted
Renamed
Sorted according to several criteria
Constrained
In the Model Tree tab, each folder symbol is a UML package!
Adding a new package (or any other modeling element):
1. Right click the folder that you want the new package/element to appear under.
2. Select New | Package (or respective model Element).
Copying or moving model elements:
1. Use the standard windows Cut, Copy or Paste commands or,
2. Drag model elements to different packages. Dragging an elements moves it. Holding
down CTRL a and dragging an element creates a copy.
When dragging elements a message might appear stating that select "No sort" needs
to be activated to allow you to complete the action. Please see "Cut, copy and paste in
UModel Diagrams" for more information.
Sorting elements in the Model Tree (activating no sort):
1. Right click the empty background of the Model Tree tab.
2. Select Sort | No sort.
Elements can now be positioned anywhere in the Model Tree.
Please note:
The Sort popup menu also allows you to individually define the sort properties of
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Model Tree pane
Properties and Operations.
Renaming an element:
1. Double click the element name and edit it.
The Root and Component View packages are the only two elements that cannot be
renamed.
Deleting an element:
1. Click the element you want to delete (use CTRL+click to mark multiple elements).
2. Press the Del. keyboard key.
The modeling element is deleted from the Model Tree. This means that it is also
deleted from the Diagram tab, if present there, as well as from the project. Elements
can be deleted from a diagram without deleting them from the project, using CTRL+
Del. Please see deleting elements.
To open a diagram in the Diagram tab:
1. Double click the diagram icon
of the diagram you want to view in the diagram tab.
Package types:
UML Package
Java namespace root package
C# namespace root package
Java, C#, code package (package declarations are created when code is generated)
Diagram types:
Use case diagram
Class diagram
Object diagram (InstanceSpecification)
Component diagram
Deployment diagram
Sequence diagram
Element types:
An element that is currently visible in the active diagram is displayed with a blue dot at its base.
In this case a class element.
Class Instance/Object
Class instance slot
Class
Property
Operation
Parameter
Actor (visible in active use case diagram)
Use Case
Component
Node
Artifact
Interface
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Relations (/package)
Constraints
Opening / expanding packages in the Model Tree view:
There are two methods available to open packages in the tree view; one opens all packages
and sub packages, the other opens the current package.
Click the package you want to open and:
· Press the * key to open the current package and all sub packages
· Press the + key to open the current package.
To collapse the packages, press the - keyboard key.
Note that you can use the standard keyboard keys, or the numeric keypad keys to
achieve this.
To find modeling elements in Diagram tab(s):
While navigating the elements in the Model Tree, you might want to see where, or if, the
element is actually present in a model diagram. There are two methods to find elements:
1. Right click the element you want to see in the Model Tree tab, and select:
· Show element in active diagram - to find it in the same type of diagram tab
· Show element in all diagrams - if currently active diagram differs from selected
model element.
To generate a list of elements not used in any diagram:
1. Right click the package you would like to inspect.
2. Select the menu option "List elements not used in any diagram.
A list of unused element appears in the Messages pane. The list in parenthesis,
displays the specific elements which have been selected to appear in the unused list,
please see the View tab in Reference section under, Tools | Options for more
information.
To locate the missing elements in the Model Tree:
· Click the element name in the Messages pane.
Please note:
The unused elements are displayed for the current package and its sub packages.
Packages in the Model Tree tab:
Only the Root and Component packages are visible on startup, i.e. when no project is currently
loaded.
·
·
·
·
·
Packages can be created, or deleted at any position in the Model Tree
Packages are the containers for all other UML modeling elements, use case diagrams
etc.
Packages/contents can be moved/copied to other packages in the Model Tree (as well
as into valid model diagrams in the diagram tab)
Packages and their contents can be sorted according to several criteria
Packages can be placed within other packages
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·
Model Tree pane
Packages can be used as the source, or target elements, when generating or
synchronizing code
Generating/merging code:
UModel allows you to generate, or merge program code directly from the Model Tree, please
see: Synchronizing Model and source code for more information.
Constraining UML elements:
Constraints can be defined for most model elements in UModel. Please note that they are not
checked by the syntax checker, as constraints are not part of the Java code generation
process.
To constrain an element (Model Tree):
1. Right click the element you want to constrain, and select New | Constraint.
2. Enter the name of constraint and press Enter.
3. Click in the "specification" field of the Properties tab, and enter the constraint e.g. name
length > 10.
To constrain an element in UML diagrams:
1. Double click the specific element to be able to edit it.
2. Add the constraint between curly braces e.g. interestRate:float #{interestRate >=0}.
To assign constraints to multiple modeling elements:
1. Right click the "constrained elements" field in the Properties tab.
2. Select "Add element to constrained elements".
This opens the "Select Elements to be Constrained" dialog box.
3. Select the specific element you want to assign the current constraint to.
The "constrained element" field contains the names of the modeling elements it has
been assigned to. The image above, shows that Constraint1 has been assigned to the
bankview and com packages.
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UModel User Interface
4.1.1
Model Tree pane
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Diagram Tree tab
Diagram Tree tab
This tab displays the currently available UModel diagrams in two ways:
·
·
Grouped by diagram type, sorted alphabetically
As an alphabetical list of all project diagrams
Please note:
Diagrams can be added to, or deleted from, the Diagram Tree tab by right clicking and
selecting the requisite command.
To open a diagram in the Diagram tab:
· Double click the diagram you want to view in the diagram tab.
To view all Diagrams within their respective model groups:
· Right click in the pane, and activate the "Group diagram by diagram type" option.
Diagrams are grouped alphabetically within their group.
To view all Diagram types in list form (alphabetically):
· Right click in the pane, and deactivate the "Group diagram by diagram type" option.
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Model Tree pane
All Diagrams are shown in an alphabetically sorted list.
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Model Tree pane
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Favorites tab
Favorites tab
Use this tab as a user-defined repository, or library, for all types of named UML elements i.e.
classes, objects, associations etc. but not ProfileApplication or Generalization dependencies.
This allows you to create your personal pick-list of modeling elements for quick access.
The contents of the Favorites tab are automatically saved with each project file. Select the
menu option Tools | Options, File tab and click the "Load and save with project file" check box
to change this setting.
To add an existing modeling element to the Favorites tab:
1. Right click an element in the Model Tree tab, or in the diagram working area.
2. Select the menu item "Add to Favorites".
3. Click the Favorites tab to see the element.
The element appears in the Favorites tab is a view of an existing element, i.e. it is not a
copy or clone!
To add a NEW element to the Favorites tab:
1. Right click a previously added package, to which you want to add the element.
2. Select New | "modeling element" from the context menu, where "modeling element"
is a class, component, or any other modeling element available in the context menu.
New elements are added to the same element/package in the project, and are therefore
also visible in the Model Tree tab.
To REMOVE an element from the Favorites tab:
1. Right click the same element/package that you added to Favorites.
2. Select Remove from Favorites.
Please note:
You can add and remove elements added to the Favorites tab, from the Favorites tab,
as well as the Model Tree tab.
Deleting elements from the Favorites tab:
1. Right click the element you want to delete, and press the Del key.
A message box appears, informing you that the element will be deleted from the
project.
2. Click OK if you want to delete it from the project.
3. Click Cancel to retain it, and use the Remove method described above, to delete it
from the Favorites tab.
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4.2
Properties pane
Properties pane
Properties tab
The Properties tab displays the UML properties of the currently active element.
·
·
·
Clicking any model element in any of the supplied views, or tabs, displays its
properties.
Once visible, model properties can be changed, or completed, by entering data, or
selecting various options in the tab.
Selected properties can also be located in the diagram tabs by selecting Show in Active
Diagram from the context menu.
Styles tab
The Styles tab is used to view, or change attributes of diagrams, or elements that are displayed
in the diagram view.
These style attributes fall into two general groups:
·
Formatting settings; i.e. font size, weight, color etc.
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Properties pane
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Display settings/options; show background color, grid, visibility settings etc.
The Styles tab is subdivided into several different categories/sections which can be selected by
clicking the "Styles" combo box. The combo box contents depends on the currently selected
model element.
Clicking an element in a diagram tab automatically selects the Element Style context, while
clicking and element in the Model Tree tab selects the Project Style context.
Style precedence is bottom-up, i.e. changes made at the more specific level override the more
general settings. E.g changes (to an object) made at the Element Style level override the
current Element Family and Project Styles settings. However, selecting a different object and
changing the Element Family Styles setting, updates all other objects except for the one just
changed at the Element Style level.
Please note:
Style changes made to model elements can all be undone!
Element Styles:
Applies to the currently selected element in the currently active diagram. Multiple selections are
possible.
Element Family Styles:
Applies to all elements of the same type i.e. of the selected Element Family. E.g. you want to
have all Component elements colored in aqua. All components in the Component and
Deployment diagrams are now in aqua.
Node / Line Styles:
"Node" applies to all rectangular objects.
"Lines" applies to all connectors: association, dependency, realization lines etc. for the whole
project.
Project Styles:
Project Styles apply to the current UModel Project in its entirety (e.g. you want to change the
default Arial font to Times New Roman for all text in all diagrams of the project).
Diagram Styles:
These styles only becomes available when you click/select a diagram background. Changing
settings here, only affects the single UML diagram for which the settings are defined in the
project.
To change settings for all diagrams of a project:
1. Click in the respective diagram,
2. Select the Project Styles entry in the combo box, and scroll to the bottom of the tab.
3. Select one of the Diag.yyy options e.g. Diag. Background color.
This then changes the background color of all diagrams in the current project.
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4.3
Overview pane
Overview pane
Overview tab
The Overview tab displays an outline view of the currently active diagram. Clicking and dragging
the red rectangle, scrolls the diagram view in the diagram tab.
Documentation tab
Allows you to document any of the UML elements available in the Model Tree tab. Click the
element you want to document and enter the text in the Documentation tab. The standard
editing shortcuts are supported i.e. cut, copy and paste.
Documentation and code engineering:
During code engineering, only class and interface documentation is input/output. This includes
documentation defined for class/interface properties and operations.
1. Select Project | Synchronization settings.
2. Activate the "Write Documentation as JavaDocs" check box to enable documentation
output.
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Messages window
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Messages window
The Messages window displays warnings, hints and error messages when merging code, or
checking the project syntax.
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4.5
Diagram pane
Diagram pane
The diagram pane displays all the currently opened UModel diagrams as individual tabs.
To create a new diagram:
1. Click a package in the Model Tree tab.
2. Select New | YYY Diagram.
To create a new diagram containing contents of an existing package:
1. Right click a package and select Show in new Diagram | Content.
To open / access a diagram:
· Double click the diagram icon in any of the Model Tree pane tabs (to open).
· Clicking any of the tabs in the Diagrams pane (to access).
To close all but the active diagram:
· Right click the diagram tab that is to remain open, select the option Close All but
active.
Deleting a diagram:
· Click the diagram icon in the Model Tree and press Del. key.
Moving diagrams in a project:
· Drag the diagram icon to any other package in the Model Tree Tab.
You might have to enable the "no sort" option to move it.
Deleting elements from a diagram:
Delete element from the diagram and project!
· Select the element you want to delete and press the Del. keyboard key.
Delete element from diagram only - not from the project!
1. Select the element you want to "delete"
2. Hold down the CTRL key and press Del.
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An auto-layout function allows you to define how you would like your diagram to be visually
structured. Right click the diagram background and select either:
·
·
Autolayout All | Force directed, or
Autolayout All | Hierarchic
Showing relationships between modeling elements:
1. Right click the specific element and select Show.
The popup menu shown below is context specific, meaning that only those options are
available that are relevant to the specific element.
To show a class attribute/property as an association:
1. Right click the property in the class.
2. Select the menu option Show | "PropertyXX" as Association.
This inserts/opens the referenced class and shows the relevant association.
Configuring diagram properties:
Click on the diagram background and then select one of the styles from the Styles combo box.
Please see Styles pane for more information.
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Diagram pane
To enlarge the Diagram size:
The size of the diagram tab is defined by the elements and their placement.
·
Drag an element to one of the diagram tab edges to automatically scroll the diagram
tab and enlarge it.
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Diagram pane
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Cut, copy and paste in UModel Diagrams
Cut, Copy and Paste of diagram elements within the Diagram pane
All UModel diagram elements can be cut, copied and pasted within, across the same type, and
even into other types of diagram tab. Mouse or keyboard shortcuts can be used to achieve this
in two different ways:
Having copied an element:
· "Paste", using the keyboard shortcut CTRL+V, or "Paste" from the context menu, as
well as Paste from the Edit menu, always adds a new modeling element to the diagram
and to the Model Tree.
·
"Paste in diagram only", using the context menu, i.e. right clicking on the diagram
background, only adds a "link/view" of the existing element, to the current diagram and
not to the Model Tree.
Using the Class diagram as an example:
Paste (CTRL+V) of a copied class:
· Pasting a copied class in the same diagram (or package), inserts a new class with the
source class name plus a sequential number. E.g source class name is myClass,
pasted class name is myClass1. All operations and properties are also copied to the
new class.
·
·
Pasting a copied class into a different package, also inserts a new class, but keeps the
original class name.
In both cases the new class is also added to the Model Tree as well.
Paste (CTRL+V) of copied Properties or Operations:
· Pasting a Property in the same class, inserts a new property with the source property
name plus a sequential number e.g. MyProperty1.
·
Pasting an Operation in the same class, inserts a new operation of the same name as
the source operation.
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Diagram pane
In both cases a new property/operation is added to the Model Tree.
"Paste in Diagram only":
Whenever you use the context menu and select this option, a "link", or "view" to the element is
created in the diagram you paste it into. Using the Class diagram as an example:
·
·
·
·
·
"Paste in diagram only", creates a "view" to the original class
The class is inserted into the diagram and displayed exactly as the source class
A new class has not been added to the Model Tree!
No class name or other Operation/Property changes are made
Changing element properties in one of the "views", changes it in the other one
automatically
Copy and pasting of elements using the mouse:
1. Click on the modeling element you want to copy.
2. Move the mouse pointer to the position you want to place the new element.
3. Hold down the CTRL key. A small plus appears below the mouse pointer to signify that
this is a copy procedure.
4. Release the mouse button.
A popup menu appears at this point allowing you to select between Paste, and Paste in
Diagram only.
5. Select the option that you would like to perform.
Please note:
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Using the mouse and CRTL key allows you to copy, or move properties and operations
directly within a class.
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4.6
Adding/Inserting model elements
Adding/Inserting model elements
Model elements can be created and inserted into diagrams using several methods:
·
·
·
·
By adding the elements to specific packages, in the Model Tree view
By dragging existing elements from the Model Tree tab into the diagram tab
By clicking a specific UML element icon, and inserting it into the diagram
By using the context menu to add elements to the diagram (and automatically to the
Model Tree view).
Please note that multiple elements can be selected in the Model Tree using either
SHIFT+click, or CTRL+click.
Adding elements in the Model Tree/Favorites tab:
· Right click a package, select New, and then select the specific element from the flyout
menu.
This adds the new element to the Model Tree tab in the current project.
Inserting elements from the Model Tree view into a diagram:
Model elements can be inserted individually, or as a group. To mark multiple elements use the
CTRL key and click each item. There are two different methods of inserting the elements into
the diagram: drag left, and drag right.
·
Drag left (normal drag and drop) inserts elements immediately at the cursor position
(any associations, dependencies etc. that exist between the currently inserted elements
and the new one, are automatically displayed).
·
Drag right (holding down the right mouse button and releasing it in the diagram tab)
opens a popup menu from which you can select the specific associations,
generalizations you want to display.
Example:
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You want to replicate the Account Hierarchy diagram in a new class diagram.
1. Right click the bankview package and select New | Class Diagram.
2. Locate the abstract Account class in the model tree, and use drag right to place it in
the new diagram.
The context menu shown above, is opened.
3. Select the Insert with Generalization Hierarchy (specific) item.
4. Deselect the check boxes for specific items you want to appear in the elements
(Properties and Operations in this case).
5. Click OK.
The Account class and its three subclasses, are all inserted into the diagram tab. The
Generalization arrows are automatically displayed.
Adding elements to a diagram using the icons in the icon bar:
1. Select the specific element you want to insert by clicking the associated icon in the icon
bar.
2. Click in the diagram tab to insert the element.
Please note:
Holding down the CTRL key before clicking in the diagram tab, allows you to insert
multiple elements of the same type with each individual click in the diagram.
Adding elements to a diagram using the context menu:
· Right click the diagram background and select New | element name.
Please note:
Adding new elements directly to the diagram tab, automatically adds the same element
to the Model Tree tab. The element is added to the package containing the UML
diagram in the Model Tree view.
·
Right click an element and select Show | xx
E.g. Right clicking the Account class and selecting Show | Generalization hierarchy.
This then inserts the derived classes into the diagram as well.
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4.7
UModel Command line interface
UModel Command line interface
UModel now supports batch-processing. A UModelBatch.exe file is available in the ...\UModel
2006 folder.
The command line parameter syntax is shown below, and can be displayed in the command
prompt window by entering: umodelbatch /?
Please note:
If the path, or file name contains a space, please use quotes around the path/file
name i.e. "c:\Program Files\...\File name"
usage:umodelbatch [project][commands][options]
/?or/help...displaythishelpinformation
project ...projectfile(*.ump)
/new[=file]...createnewproject
/set ...setoptionspermanent
/gui ...displayUModeluserinterface
commands (executedingivenorder):
/chk ...checkprojectsyntax
/isd=path ...importsourcedirectory
/isp=file ...importsourceproject(Eclipse*.project|JBuilder*.jpx)
/m2c ... update program code from model (export/forward engineer)
/c2m ... update model from program code (import/reverse engineer)
/ixf=file ...importXMIfile
/exf=file ...exporttoXMIfile
/inc=file ...includefile
/lue[=cpri]...listallelementsnotusedonanydiagram(i.e.unused)
/ldg ...listalldiagrams
/lcl ...listallclasses
/lsp ...listallsharedpackages
/lip ...listallincludedpackages
optionsfor import commands (saved with set command):
/iclg[=clg]...codelanguage(Java1.4|Java5.0|C#2.0)
/ipsd[=0|1]...processsubdirectories(recursive)
/ijdc[=0|1] ... JavaDocs as comments
/icdc[=0|1] ... DocComments as C# comments
/icds[=lst]...C#definedsymbols
/imrg[=0|1]...synchronizemerged
/iudf[=0|1]...usedirectoryfilter
/iflt[=lst]...directoryfilter(presets/iudf)
optionsfor diagram generation (saved with set command):
/dgen[=0|1]...generatediagrams
/dopn[=0|1] ... open generated diagrams
/dmax[=cnt] ... max opened diagrams (presets /dopn)
/dsat[=0|1]...suppressattributes
/dsop[=0|1]...suppressoperations
/dsnc[=0|1]...suppressnestedclassifiers
/dstg[=0|1]...suppresstaggedvalues
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optionsfor export commands (saved with set command):
/ejdc[=0|1] ... comments as JavaDocs
/ecdc[=0|1] ... C# comments as DocComments
/espl[=0|1]...useuserdefinedSPLtemplates
/ecod[=0|1] ... comment out deleted
/emrg[=0|1] ... synchronize merged
/egfn[=0|1]...generatemissingfilenames
/eusc[=0|1]...usesyntaxcheck
optionsfor XMI export
/exid[=0|1]...exportUUIDs
/exex[=0|1]...exportUModelspecificextensions
/exuv[=ver] ... UML version (UML2.0 | UML2.1)
In the projects section:
The /new parameter defines the path and file name of the new project file (*.ump).
The /set parameter overwrites current default settings in the registry, with the options/settings
defined here.
The /gui parameter displays the UModel interface during the batch process.
Example 1:
Import source code and create new project file:
"C:\ProgramFiles\Altova\UModel2006\UModelBatch.exe" /new="C:\Program Files\Altova\
UModel2006\UModelBatchOut\Fred.ump" /isd="X:TestCases\UModel\Fred" /set /gui
/iclg=Java5.0 /ipsd=1 /ijdc=1 /dgen=1 /dopn=1 /dmax=5 /chk
/new:
Specifies that the newly-created project file should be called "Fred.ump" in
C:\Program Files\Altova\UModel2006\UModelBatchOut\
/isd=
Specifies that the root directory to import into should be
"X:\TestCases\UModel\Fred"
/set:
Specifies that any options used in the command line tool will be saved in the
registry (When subsequently starting UModel, these settings become the
default settings).
/gui:
display the UModel GUI during batch processing
/iclg:
UModel will import the code as Java5.0
/ipsd=1:
recursively process all subdirectories of the root directory specified in the /isd
parameter
/pfd=1:
creates packages in the UModel project for each imported directory
/ijdc=1:
created JavaDoc from comments where appropriate
/dgen=1:
generates diagrams
/dopn=1:
opens generated diagrams
/dmax=5:
will open a maximum of 5 diagrams
/chk:
performs a syntax check
Example 2:
Imports source code from X:\TestCases\UModel, and saves the resulting project file in
"C:\Program...".
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UModel Command line interface
"C:\Program Files\Altova\UModel2005\UModelBatch.exe" /new="C:\Program Files\Altova\
UModel2006\UModelBatchOut\finalclass.ump" /isd="X:\TestCases\UModel\
" /iclg=Java5.0 /ipsd=1 /ijdc=1 /dgen=1 /dopn=1 /dmax=5 /dsat=1 /dsnc=1 /chk
/dsat=1: supresses attributes in the generated diagrams
/dsnc=1: suppresses nested classifiers in the generated diagrams
Example 3:
Synchronize code using existing project file (e.g. one of the ones created above).
"C:\Program Files\Altova\UModel2005\UModelBatch.exe" "C:\Program Files\Altova\
UModel2006\UModelBatchOut\Fred.ump" /m2c /ejdc=1 /ecod=1 /emrg=1 /egfn=1 /eusc=1
"C:\Program Files\Altova\UModel2005\UModelBatchOut\Fred.ump": the project file we want to
use.
/m2c
update the code from the model
/ejdc:
comments in the project model should be generated as JavaDoc
/ecod=1:
comment out any deleted code
/emrg=1
synchronize the merged code
/egfn=1:
generate any missing filenames in the project
/eusc=1
use the syntax check
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4.8
Bank samples
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Bank samples
The ...\UModelExamples folder contains sample files which show different aspects of UML
modeling in UModel. They are designed to show language specific models for Java, C# and a
combination of both languages in one modeling project.
The Bank_Java.ump sample file is shown below:
· the Java profile has been assigned to the Bankview package
· the Java namespace root has been assigned to the Banking access and BankView
packages.
· the Interaction View package contains two interaction elements which each contain a
sequence diagram.
The Bank_CSharp.ump sample file is shown below:
· the C# profile has been assigned to the BankView package
· the C# namespace root has been assigned to the Banking access and BankView
packages.
· the Interaction View package contains two interaction elements which each contain a
sequence diagram.
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Bank samples
The Bank_MultiLanguage.ump sample file is shown below:
· the Java profile has been assigned to the BankView package
· the C# namespace root has been assigned to the Bank Server package
· the Java namespace root has been assigned to the BankView package.
· the Interaction View package contains two interaction elements which each contain a
sequence diagram.
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Projects
5
Projects
To create a new project:
1. Click the New icon in the icon bar, (or select the menu item File | New).
The Root and Component packages are automatically inserted when a new project is created,
and are visible in the Model Tree tab. A new project with the default name NewProject1 is
created. Note that starting UModel opens a new project automatically.
A newly created UModel project consists of the following packages:
·
·
Root package, and
Component View package
These two packages are the only ones that cannot be renamed, or deleted.
All project relevant data is stored in the UModel project file, which has an *.ump extension.
Each folder symbol in the Model Tree tab represents a UML package!
UModel Project workflow:
UModel does not force you to follow any predetermined modeling sequence!
You can add any type of model element: UML diagram, package, actor etc., to the project in any
sequence (and in any position) that you want; Note that all model elements can be inserted,
renamed, and deleted in the Model Tree tab itself, you are not even forced to create them as
part of a diagram.
To insert a new package:
1. Right click the package you want the new package to appear under, either Root, or
Component View in a new project.
2. Select New | Package.
A new package is created under an existing one. The name field is automatically
highlighted allowing you to enter the package name immediately.
·
·
·
Packages are the containers for all other UML modeling elements, use case diagrams,
classes, instances etc.
Packages can be created, at any position in the Model Tree.
Packages/contents can be moved/copied to other packages in the Model Tree (as well
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·
·
·
as into valid model diagrams in the diagram tab).
Packages and their contents can be sorted (in the Model Tree tab) according to
several criteria.
Packages can be placed within other packages.
Packages can be used as the source, or target elements, when merging, or
synchronizing code.
To have elements appear in a UML diagram, you have to:
1. Insert a new UML diagram, by right clicking and selecting New | (Class) Diagram.
2. Drag and drop an existing model element from the Model Tree into the newly created
Diagram, or
3. Use the context menu within the diagram view, to add new elements directly.
To save a project:
Select the menu option File | Save as... (or File | Save).
To open a project:
Select the menu option File | Open, or select one of the files in the file list.
Please note:
Changes made externally to the project file, or included file(s), are automatically
registered and cause a prompt to appear. You can then choose if you want to reload
the project or not.
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Importing source code into projects
5.1
Importing source code into projects
Source code can be imported as a source project or as a source directory. For an example
please see Round-trip engineering (code - model - code) in the tutorial.
To import existing code from a directory:
1. Select Project | Import source directory.
2. Click the Browse button
import.
and select the directory that includes the code you want to
3. Make sure that the "Generate diagram per package" check box is active if you want
diagrams to be generated for each package.
4. Select any specific import settings you need, and press OK.
5. Activate the Import in new Package check box, or click an existing package in this
dialog box, and click OK.
The data is parsed while being input, and imported into the specified package.
Please note:
Selecting C# 2.0 as the import language allows you to define the C# project settings.
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To import an existing project into UModel:
1. Select Project | Import source project.
2. Click the browse button
in the "Import Source Project" dialog box.
3. Select the project file type e.g. .jpx and click Open to confirm.
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Importing source code into projects
4. Select any specific import settings you need, and press OK.
5. Select the package you want to import into, e.g. MyImportPackage created using New |
Package, and press Enter.
The external project is parsed and the UModel model is generated.
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Please note:
Clicking an operation in one of the classes, then clicking the Exception combo box,
displays the exception information that an operation can throw.
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5.2
Synchronizing Model and source code
Synchronizing Model and source code
UModel allows you to synchronize model and code from both sides.
Code / model synchronization:
Code can be merged/synchronized at different levels described below. When using the context
menu, e.g. when right clicking a class, the context menu reflects your selection in the menu
option. Note that the Project menu only allows you to synchronize at the root/project level.
Project, Root package level:
1. Right click the Root package.
2. Select one of the code merging options: Merge Program..., or Merge UModel project...
Alternatively, use the Project menu.
Package level:
1. Use SHIFT, or CTRL + click to select the package(s) you want to merge.
2. Right click the selection, and select one of the code merging options:
Merge Program..., or Merge UModel project...
Class level:
1. Use SHIFT, or CTRL + click to select the classes(s) you want to merge.
2. Right click the selection, and select one of the code merging options:
Merge Program..., or Merge UModel project...
Define your synchronization options by selecting:
1. Project | Synchronization options.
Each tab allows you to define the specific merge settings.
2. Click the "Project Settings" button to select the specific programming language settings.
3. Define you specific settings and confirm with OK.
Please note:
When synchronizing code, you might be confronted with a dialog box that prompts you
to update your UModel project before synchronization.
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This only occurs if you are using UModel projects created before the latest release.
Please click YES to update your project, and save your project file. This prompt will not
occur once this has been done.
SPL Templates:
SPL templates are used during the generation of Java and C# code.
To modify the provided SPL templates:
1. Locate the provided SPL templates in the default directory: ...\UModel2006
\UModelSPL\Java\Default\. (or ...\C#\Default.)
2. Copy the SPL files you want to edit/modify into the parent directory, i.e. ...\UModel2006
\UModelSPL\Java\.
3. Make your changes and save them there.
To use the user-defined SPL templates:
1. Select the menu option Project | Synchronization settings.
2. Activate the "User-defined override default" checkbox in the SPL templates group.
Then select one of the menu options shown below, to initiate the synchronization process.
·
Project | Merge Program Code from UModel project, please see Round-trip
engineering (model - code - model) for more information, or
·
Project | Merge UModel Project from Project code, please see Round-trip
engineering (code - model - code) for more information.
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Forward engineering prerequisites
5.3
Forward engineering prerequisites
Minimum conditions needed to produce code for forward engineering:
·
·
·
·
A component must be realized by one or more classes, or interfaces.
The component must have a physical location, i.e. directory, assigned to it. The
generated code is then placed in this directory.
Components must be individually set to be included in the code engineering process.
The Java, or C#, namespace root package must be defined.
To create a component realization:
1. Drag the class, or interface onto the respective component in the Model Tree view.
You can also create a realization in a component diagram using the Realization icon.
To assign a physical location:
1. Select the component in the Model Tree, or in the diagram.
2. Click the Browse button
directly).
of the directory property and select a directory (or enter it
To include components in the code engineering process:
1. Select the component in the Model Tree, or in the diagram.
2. Activate the "use for code engineering" check box.
To define the Java namespace root:
1. Right clicking a package and selecting "Set as Java namespace root" sets the Java
namespace root.
This means that this package and all sub packages, are enabled during the code
engineering process. The Java namespace root is denoted with a
icon in the Model
Tree pane.
·
Selecting the command again removes the Java namespace for this package.
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Java code to/from UModel elements
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Java code to/from UModel elements
The table below shows the one-to-one correspondence between:
·
·
UModel elements and Java code elements, when outputting model to code
Java code elements and UModel model elements, when inputting code into model
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C# code to/from UModel elements
5.5
C# code to/from UModel elements
The table below shows the one-to-one correspondence between:
·
·
UModel elements and C# code elements, when outputting model to code
C# code elements and UModel model elements, when inputting code into model
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5.6
Including other UModel projects
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Including other UModel projects
UModel is supplied with several files that can be included in a UModel project. Clicking one of
the Java tabs allows you to include Java lang classes, interfaces and packages in your project,
by selecting one of the supplied files.
1. Select Project | Include Subproject to open the "Include" dialog box.
2. Click the UModel project file you want to include, and press OK.
UModel projects can be included within other UModel projects. To include projects place the
respective *.ump files in:
·
...\UModel2006\UModelInclude to appear in the Basic tab, or
·
...\UModel2006\UModelInclude\Java1.4 / Java5.0 to appear in the Java tab.
Please note:
An include file, which contains all types of the Microsoft .NET Framework 2.0, is
available in the C# 2.0 tab.
To view all currently imported projects:
· Select the menu option Project | Open Subproject as project.
The flyout menu displays the currently included subprojects.
To create a user-defined tab/folder:
1. Navigate to the ...\UModel2006\UModelInclude and create/add your folder below
...\UModelInclude, i.e. ...\UModelInclude\myfolder.
To create descriptive text for each UModel project file:
1. Create a text file using the same name as the *.ump file and place in the same folder.
Eg. the MyModel.ump file requires a descriptive file called MyModel.txt. Please make
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sure that the encoding of this text file is UTF-8.
To remove an included project:
1. Click the included package in the Model Tree view and press the Del. key.
2. You are prompted if you want to continue the deletion process.
3. Click OK to delete the included file from the project.
Please note:
· To delete or remove a project from the "Include" dialog box, delete or remove the
(MyModel).ump file from the respective folder.
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Sharing Packages and Diagrams
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Sharing Packages and Diagrams
UModel allows you to share packages and UML diagrams they might contain, between different
projects. Packages can be included in other UModel projects by reference, or as a copy.
Shared package prerequisites:
· Links to other packages outside of the shared scope are not permissible.
To share a package between projects:
1. Right click a package in the Model Tree tab and select Subproject | Share package.
A "shared" icon appears below the shared package in the Model Tree. This package
can now be included in any other UModel project.
To include/import a shared folder in a project:
1. Open the project which should contain the shared package (an empty project in this
example).
2. Select the menu item Project | Include Subproject...
3. Click the Browse button, select the project that contains the shared package and click
Open.
The "Include" dialog box allows you to choose between including the package/project
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by reference, or as a copy.
4. Select the specific option (Include by reference) and click OK.
The "Deployment View" package is now visible in the new package. The packages'
source project is displayed in parenthesis (BankView-start.ump).
Shared folders that have been included by reference can be changed to "Include by
copy" at any time, by right clicking the folder and selecting Subproject | Include as a
Copy.
Please note:
All included projects of the source project, have also been included: Java Lang,
Unknown Externals and Java Profile.
Shared packages - links to external elements:
Attempting to share a package which has links to external elements causes a prompt to appear.
E.g. trying to share the BankView package.
Clicking Yes, forces you to resolve the external links before you can save.
The Messages pane provides information on each of the external links.
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Clicking an error entry, in the Messages pane, displays the relevant element in the Model Tree
tab.
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UML templates
5.8
UML templates
UModel now supports the use of UML templates and their mapping to/from Java 5.0 and C#
generics.
·
Templates are "potential" model elements with unbound formal parameters.
·
These parameterized model elements, describe a group of model elements of a
particular type: classifiers, or operations.
·
Templates cannot be used directly as types, the parameters have to be bound.
·
Instantiate means binding the template parameters to actual values.
·
Actual values for parameters are expressions.
·
The binding between a template and model element, produces a new model element (a
bound element) based on the template.
·
If multiple constraining classifiers exist in C#, then the template parameters can be
directly edited in the Properties tab, when the template parameter is selected.
Template signature display in UModel:
·
·
·
Class template called MyVector, with formal template parameter "T", visible in the
dashed rectangle.
Formal parameters without type info (T ) are implicitly classifiers: Class, Datatype,
Enumeration, PrimitiveType, Interface. All other parameter types must be shown
explicitly e.g. Integer.
Property myArray with unbounded number of elements of type T.
Right clicking the template and selecting Show | Bound elements, displays the actual
bound elements.
Template binding display:
·
·
·
·
A bound named template intvector
Template of type, MyVector, where
Parameter T is substituted/replaced by int.
"Substituted by" is shown by - >.
Template use in properties/operations:
An anonymous template binding:
· Property MyFloatVector of type MyVector<T->float>
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Templates can also be defined when defining properties or operations. The autocomplete
function helps you with the correct syntax when doing this.
· Operation1 returns a vector of floats.
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UML templates
5.8.1
Template signatures
A Template signature is a string that specifies the formal template parameters. A template is a
parameterized element that is used to generate new model elements by substituting/binding the
formal parameters to actual parameters (values).
Formal template parameter
T
Template with a single untyped formal parameter
(stores elements of type T)
Multiple formal template parameters
KeyType:DateType, ValueType
Parameter substitution
T>aBaseClass
The parameter subsitution must be of type "aBaseClass", or derived from it.
Default values for template parameters
T=aDefaultValue
Substituting classifiers
T>{contract}aBaseClass
allowsSubstitutable is true
Parameter must be a classifier that may be substituted for the classifier designated by
the classifier name.
Constraining template parameters
T:Interface>anInterface
When constraining to anything other than a class, (interface, datatype), the constraint is
displayed after the colon ":" character. E.g. T is constrained to an interface (T:Interface)
which must be of type "anInterface" (>anInterface).
Using wildcards in template signatures
T>vector<T->?<aBaseClass>
Template parameter T must be of type "vector" which contains objects which are a
supertype of aBaseClass.
Extending template parameters
T>Comparable<T->T>
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UML templates
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Template binding
Template binding involves the substitution of the formal parameters by actual values, i.e. the
template is instantiated. UModel automatically generates anonymously bound classes, when
this binding occurs. Bindings can be defined in the class name field as shown below.
Substituting/binding formal parameters
vector <T->int>
Create bindings using the class name
a_float_vector:vector<T->float>
Binding multiple templates simultaneously
Class5:vector<T->int, map<KeyType->int, ValueType<T->int>
Using wildcards ? as parameters (Java 5.0)
vector<T->?>
Constraining wildcards - upper bounds (UModel extension)
vector<T->?>aBaseClass>
Constraining wildcards - lower bounds (UModel extension)
vector<T->?<aDerivedClass>
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5.8.3
Template usage in operations and properties
Operation returning a bound template
Class1
Operation1():vector<T->int>
Parameter T is bound to "int". Operation1 returns a vector of ints.
Class containing a template operation
Class1
Operation1<T>(in T):T
Using wildcards
Class1
Property1:vector<T->?>
This class contains a generic vector of unspecified type (? is the wildcard).
Typed properties can be displayed as associations:
·
Right click a property and select Show | PropertyX as Association, or
·
Drag a property onto the diagram background.
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Project Settings
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Project Settings
This option allows you to define the global project settings.
Select the menu item Tools | Options to define your local settings, please see Tools | Options
in the Reference section for more details on the local settings.
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Creating model relationships
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Creating model relationships
6
Creating model relationships
Model relationships can be created and inserted into diagrams using several methods:
·
·
By clicking the aggregation
, or composition
icons in the icon bar.
By using the connection handles, please see Use cases for an example.
·
By clicking the association icon
elements using drag and drop
in the icon bar, and creating a connection between
When an association has been created, a new attribute is automatically inserted in the
originating (A:name) class, e.g. Property1:Class2, in the example below.
Having created the association it is shown as active, and the Properties tab displays its
properties.
Clicking an association line, displays the association properties in the Properties tab. A:Name
and B:Name indicate the role of each class in the other.
Depending on the "memberEndKind" - property (of A:name "Property1"):
the attribute either belongs to:
·
the class - i.e. A:memberEndKind = memberEnd, (attribute is visible in class1), or
·
the association - i.e. B:memberEndKind = ownedEnd (attribute not visible in class2).
If both attributes belongs to the association, i.e. both ends are defined as "ownedEnd,
then this association becomes bi-directional, and the navigability arrow disappears.
Both ends of the association are "ownedEnd".
If the memberEndKind of any of the association is set to "navigableOwnedEnd, then the
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attribute is still part of the association, but the navigability arrow reappears depending on which
end (A:name or B:Name) it is set.
To define the type of association (association, aggregate, or composite)
1. Click the association arrow.
2. Scroll down to the aggregation item in the Properties tab.
3. Select: none, shared or composite.
None:
a standard association
shared:
an aggregate association
composite: a composite association.
Please note:
Associations can be created using the same class as both the source and target. This
is a so-called self link. It describes the ability of an object to send a message to itself,
for recursive calls.
Click the relationship icon, then drag from the element, dropping somewhere else on
the same element. A self-link appears.
Displaying associations in Diagrams automatically
When inserting diagram elements in a diagram, the "Automatically create Associations" option
in the Tools | Options | Editing tab, allows existing associations between modeling elements
to be automatically created/displayed in the current diagram. This occurs if the attributes type is
set, and the referenced "type" modeling element is in the current diagram.
Deleting relationships/associations:
1. Click the relationship in the diagram tab, or in the Model Tree.
2. Press the Del. keyboard key.
The dependency is deleted from the diagram and project.
Deleting class associations:
Deleting a class association does not delete the attribute/property that was automatically
generated, from the class!
1. Right click the attribute/property in the class.
2. Select the option "Delete PropertyX" from "ClassX" to delete it.
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Associations, realizations and dependencies
6.1
Associations, realizations and dependencies
Creating relationships using connection handles:
1. Given two classes in the class diagram,
2. Click the first class to make it the active class.
Connection handles appear on three sides.
3. Move the mouse pointer over the handle on the right border of the class.
A Tooltip appears, informing you of the type of relationship that this handle creates,
Association in this case.
4. Drag to create a connector, and drop it on the second class. The target class is
highlighted if this type of association is possible.
An association has now been created between these two classes.
Elements in the various model diagrams supply you with different connection handles.
E.g. a class in a class diagram supplies the following relationship handles (in clockwise
fashion):
· InterfaceRealization
· Generalization
· Association
An Artifact in the Deployment view supplies the following handles:
· Manifestation
· Association
· Deployment
Creating relationships using icons in the icon bar:
Given two elements in a modeling diagram,
1. Click the icon that represents the relationship you want to create e.g. association,
aggregation, or composition.
2. Drag from the one object to the other, and drop when the target element is highlighted.
When creating a new association, a new attribute is automatically inserted in the
originating (A:name) class, Property1:Class2, in the example below.
UModel always shows all attributes of a class!
Please note:
The screenshots in this manual do not show the Association Ownership dot.
To enable it, set the Show Assoc. Ownership, in the Styles tab, to true.
Deleting relationships/associations:
1. Click the relationship in the diagram tab, or in the Model Tree.
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2. Press the Del. keyboard key.
The dependency is deleted from the diagram and project.
Deleting class associations:
Deleting a class association does not delete the attribute/property that was automatically
generated, from the class!
1. Right click the attribute/property in the class.
2. Select the option "Delete PropertyX" from "ClassX" to delete it.
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Creating model relationships
6.2
Showing model relationships
Showing model relationships
Showing relationships between modeling elements:
1. Right click the specific element and select Show.
The popup menu shown below is context specific, meaning that only those options are
available that are relevant to the specific element.
To show a class attribute/property as an association:
1. Right click the property in the class.
2. Select the menu option Show | "PropertyXX" as Association.
This inserts/opens the referenced class and shows the relevant association.
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Chapter 7
Profiles and stereotypes
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Profiles and stereotypes
7
Profiles and stereotypes
The Profiles package is used to extend the UML meta model. The primary extension construct
is the Stereotype, which is itself part of the profile. Profiles must always be related to a
reference meta model such as UML, they cannot exist on their own.
The Java Profile.ump (or C# Profile.ump) file needs to be applied when creating new UModel
projects using the menu item Project | Include Subproject. This profile supplies the Java
datatypes and stereotypes, and is essential when creating code for round-trip engineering.
The Bank_CSharp.ump sample file (in the UModelExamples folder) shows how this is done.
The C# profile has been applied to the BankView package.
·
·
·
Profiles are specific types of packages, that are applied to other packages.
Stereotypes are specific metaclasses, that extend standard classes.
"Tagged values" are values of stereotype attributes.
A Profile Application shows which profiles have been applied to a package, and is a type of
package import that states that a Profile is applied to a Package. The Profile extends the
package it has been applied to. Applying a profile, using the ProfileApplication icon
that all stereotypes that are part of it, are also available to the package.
, means
Profile names are shown as dashed arrows from the package to the applied profile, along with
the <<apply>> keyword.
Stereotypes:
A stereotype defines how an existing metaclass may be extended. It is a kind of class that
extends Classes through Extensions. Stereotypes can only be created in Profiles. Stereotypes
are displayed as classes, in class diagrams, with the addition of the keyword <<stereotype>>
added above the name of the class.
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·
·
·
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Stereotypes may have properties, which are called "tag definitions"
When the stereotype is applied to a model element, the property values are called "
tagged values"
When stereotypes containing properties are applied, the tagged values are
automatically displayed in a comment element (shown below)
If the attribute is of type "enumeration", then an popup menu allows you to select from
the predefined values. You can also enter/select the specific value in the Properties tab
e.g. <<GetAccessor>> visibility = public, protected etc.
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Chapter 8
Sequence Diagram
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Sequence Diagram
8
Sequence Diagram
UModel supports the standard Sequence diagram defined by UML, and allows easy
manipulation of objects and messages to model use case scenarios. Please note that the
sequence diagrams shown in the following sections are only available in the Bank_Java.ump,
Bank_CSharp.ump and Bank_MultiLanguage.ump samples, in the ...\UModelExamples folder
supplied with UModel.
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Inserting sequence diagram elements
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Inserting sequence diagram elements
A sequence diagram models runtime dynamic object interactions, using messages. Sequence
diagrams are generally used to explain individual use case scenarios.
·
Lifelines are the horizontally aligned boxes at the top of the diagram, together with a
dashed vertical line representing the object's life during the interaction. Messages are
shown as arrows between the lifelines of two or more objects.
·
Messages are sent between sender and receiver objects, and are shown as labeled
arrows. Messages can have a sequence number and various other optional attributes:
argument list etc. Conditional, optional, and alternative messages are all supported.
Please see Combined Fragment for more information.
Sequence diagram and other UModel elements, can be inserted into a sequence diagram using
several methods.
Using the toolbar icons:
1. Click the specific sequence diagram icon in the Sequence Diagram toolbar.
2. Click in the Sequence diagram to insert the element.
Note that holding down CTRL and clicking in the diagram tab, allows you to insert
multiple elements of the type you selected.
Dragging existing elements into the sequence diagram:
Most classifier types, as well as elements occurring in other sequence diagrams, can be
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inserted into an existing sequence diagram.
1. Locate the element you want to insert in the Model Tree tab (you can use the search
function text box, or press CTRL+F, to search for any element).
2. Drag the element(s) into the sequence diagram.
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Inserting sequence diagram elements
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Lifeline
Lifeline
The lifeline element is an individual participant in an interaction. UModel also allows you to
insert other elements into the sequence diagram, e.g. classes and actors. Each of these
elements appear as a new lifeline once they have been dragged into the diagram pane from the
Model Tree tab.
The lifeline label appears in a bar at the top of the sequence diagram. Labels can be
repositioned and resized in the bar, with changes taking immediate effect in the diagram tab.
You can also redefine the label colors/gradient using the "Header Gradient" combo boxes in the
Styles tab.
Most classifier types can be inserted into the sequence diagram. The "represents" field in the
Properties tab displays the element type that is acting as the lifeline.
Execution Specification (Object activation):
An execution specification (activation) is displayed as a box (rectangle) on the object lifeline. An
activation is the execution of a procedure and the time needed for any nested procedures to
execute. Activation boxes are automatically created when a message is created between two
lifelines.
A recursive, or self message (one that calls a different method in the same class) creates
stacked activation boxes.
Displaying/hiding activation boxes:
1. Click the Styles tab and scroll to the bottom of the list.
The "Show Execution Specifications" combo box allows you to show/hide the
activation boxes in the sequence diagram.
Lifeline attributes:
The destruction check box allows you to add a destruction marker, or stop, to the lifeline
without having to use a destruction message.
The selector field allows you to enter an expression that specifies the particular part
represented by the lifeline, if the ConnectableElement is multivalued, i.e. has a multiplicity
greater than one.
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Sequence Diagram
8.1.2
Combined Fragment
Inserting sequence diagram elements
Combined Fragment
Combined fragments are subunits, or sections of an interaction. The interaction operator
visible in the pentagon at top left, defines the specific kind of combined fragment. The constraint
thus defines the specific fragment, e.g. loop fragment, alternative fragment etc. used in the
interaction.
The combined fragment icons in the icon bar, allow you to insert a specific combined fragment:
seq, alt or loop. Clicking the interactionOperator combo box, also allows you to define the
specific interaction fragment.
Interaction Operators
Weak sequencing seq
The combined fragment represents weak sequencing between the behaviours of the operands.
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Alternatives alt
Only one of the defined operands will be chosen, the operand must have a guard expression
that evaluates to true. If one of the operands uses the guard "else", then this operand is
executed if all other guards return false. The guard expression can be entered immediately
upon insertion, will appear between the two square brackets.
Option opt
Option represents a choice where either the sole operand is executed, or nothing happens.
Break break
The break operator is chosen when the guard is true, the rest of the enclosing fragment is
ignored.
Parallel par
Indicates that the combined fragment represents a parallel merge of operands.
Strict sequencing strict
The combined fragment represents a strict sequencing between the behaviours of the
operands.
Loop loop
The loop operand will be repeated by the number of times defined in the guard expression.
Having selected this operand, you can directly edit the expression (in the loop pentagon) by
double clicking.
Critical Region critical
The combined fragment represents a critical region. The sequence(s) may not be interrupted/
interleaved by any other processes.
Negative neg
Defines that the fragment is invalid, and all others are considered to be valid.
Assert assert
Designates the valid combined fragment, and its sequences. Often used in combination with
consider, or ignore operands.
Ignore ignore
Defines which messages should be ignored in the interaction. Often used in combination with
assert, or consider operands.
Consider consider
Defines which messages should be considered in the interaction.
Adding Interaction Operands to a combined fragment:
1. Right click the combined fragment and select New | InteractionOperand.
The text cursor is automatically set for you to enter the guard condition.
2. Enter the guard condition e.g. !passwordOK and press Enter to confirm.
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3. Use the same method to add the second interaction operand with the guard condition
"else".
Dashed lines separate the individual operands in the fragment.
Deleting Interaction Operands:
1. Double click the guard expression in the combined fragment element, of the diagram
(not in the Properties tab).
2. Delete the guard expression completely, and press Enter to confirm.
The guard expression/interaction operand is removed and the combined fragment is
automatically resized.
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Interaction Use
Interaction use
The Interaction Use element is a reference to an interaction element. This element allows you
to share portions of an interaction between several other interactions.
Clicking the "refersTo" combo box, allows you to select the interaction that you want to refer to.
The name of the interaction use you select, appears in the element.
Please note:
You can also drag an existing Interaction Use element from the Model Tree into the
diagram tab.
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8.1.4
Gate
Inserting sequence diagram elements
Gate
A gate is a connection point which allows messages to be transmitted into, and out of,
interaction fragments. Gates are connected using messages.
1. Insert the gate element into the diagram.
2. Create a new message and drag from the gate to a lifeline, or drag from a lifeline and
drop onto a gate.
This connects the two elements. The square representing the gate is now smaller.
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State Invariant
State invariant
A state invariant is a condition, or constraint applied to a lifeline. The condition must be fulfilled
for the lifeline to exist.
To define a state invariant:
1. Click the State invariant icon, then click a lifeline, or an object activation to insert it.
2. Enter the condition/constraint you want to apply, e.g. accountAmount > 0, and press
Enter to confirm.
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8.1.6
Messages
Inserting sequence diagram elements
Messages are sent between sender and receiver lifelines, and are shown as labeled arrows.
Messages can have a sequence number and various other optional attributes: argument list
etc. Messages are displayed from top to bottom, i.e. the vertical axis is the time component of
the sequence diagram.
·
·
A call is a synchronous, or asynchronous communication which invokes an operation
that allows control to return to the sender object. A call arrow points to the top of the
activation that the call initiates.
Recursion, or calls to another operation of the same object, are shown by the stacking
of activation boxes (Execution Specifications).
To insert a message:
1. Click the specific message icon in the Sequence Diagram toolbar.
2. Click the lifeline, or activation box of the sender object.
3. Drag and drop the message line onto the receiver objects lifeline or activation box.
Object lifelines are highlighted when the message can be dropped.
·
The direction in which you drag the arrow defines the message direction. Reply
messages can point in either direction.
·
Activation box(es) are automatically created, or adjusted in size, on the sender/receiver
objects. You can also manually size them by dragging the sizing handles.
·
Depending on the message numbering settings you have enabled, the numbering
sequence is updated.
·
Having clicked a message icon and holding down CTRL, allows you to insert multiple
messages by repeatedly clicking and dragging in the diagram tab.
To delete a message:
1. Click the specific message to select it.
2. Press the Del. key to delete it from the model, or right click it and select "Delete from
diagram".
The message numbering and activation boxes of the remaining objects are updated.
To position dependent messages:
1. Click the respective message and drag vertically to reposition it.
The default action when repositioning messages, is it to move all dependent messages
related to the active one.
Using CTRL+ click, allows you to select multiple messages.
To position messages individually:
1. Click the "Toggle dependent message movement" icon
to deselect it.
2. Click the message you want to move and drag to move it.
Only the selected message moves during dragging. You can position the message
anywhere in the vertical axis between the object lifelines.
Message numbering:
UModel supports different methods of message numbering: nested, simple and none.
·
None
·
Simple
assigns a numerical sequence to all messages from top to bottom i.e. in
the order that they occur on the time axis.
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Nested
uses the decimal notation, which makes it easy to see the hierarchical
structure of the messages in the diagram. The sequence is a dot-separated list of
sequence numbers followed by a colon and the message name.
To select the message numbering scheme:
There are two methods of selecting the numbering scheme:
· Click the respective icon in the icon bar.
· Use the Styles tab to select the scheme.
To select the numbering scheme using the Styles tab:
1. Click the Styles tab and scroll down to the Message Numbering field.
2.
Click the combo box and select the numbering option you want to use.
The numbering option you select is immediately displayed in the sequence diagram.
Please note:
The numbering scheme might not always correctly number all messages, if ambiguous
traces exist. If this happens, adding return messages will probably clear up any
inconsistencies.
Message replies:
Message reply icons are available to create reply messages, and are displayed as dashed
arrows.
Reply messages are also generally implied by the bottom of the activation box when activation
boxes are present. If activation boxes have been disabled (Styles tab | Show Execution
Specifics=false), then reply arrows should be used for clarity.
Creating objects with messages:
1. Messages can create new objects. This is achieved using the Message Creation icon
.
2. Drag the message arrow to the lifeline of an existing object to create that object.
This type of message ends in the middle of an object rectangle, and often repositions
the object box vertically.
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Inserting sequence diagram elements
Sending messages to specific class methods/operations in sequence diagrams
Having inserted a class from the Model Tree into a sequence diagram, you can then create a
message from a lifeline to a specific method of the receiver class (lifeline) using UModel's
syntax help and autocompletion functions.
1. Create a message between two lifelines, the receiving object being a class lifeline
(Bank)
As soon as you drop the message arrow, the message name is automatically
highlighted.
2. Enter a character using the keyboard e.g. "b".
A pop-up window containing a list of the existing class methods is opened.
3. Select an operation from the list, and press Enter to confirm e.g. collectAccountInfos.
4. Press the spacebar and press Enter to select the parenthesis character that is
automatically supplied.
A syntax helper popup now appears, allowing you to enter the parameter correctly.
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Message icons:
Message (Call)
Message (Reply)
Message (Creation)
Message (Destruction)
Asynchronous Message (Call)
Asynchronous Message (Reply)
Asynchronous Message (Destruction)
Toggle dependent message movement
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State Machine Diagram
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State Machine Diagram
9
State Machine Diagram
The State Machine Diagram models the behavior of a system by describing the various states
an object may be in, and the transitions between those states. They are generally used to
describe the behavior of an object spanning several use cases. A state machine can have any
number of State Machine Diagrams (or State Diagrams) UModel.
Two types of processes can achieve this:
Actions, which are associated to transitions, are short-term processes that cannot be
interrupted. E.g. an initial transition, internal error /notify admin.
State Activities (behaviors), which are associated to states, are longer-term processes that
may be interrupted by other events. E.g. listen for incoming connections.
Please note that the State machine diagrams shown in the following section are available in the
Bank_MultiLanguage.ump sample, in the ...\UModelExamples folder supplied with UModel.
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Inserting state machine diagram elements
Using the toolbar icons:
1. Click the specific state machine diagram icon in the State Machine Diagram toolbar.
2. Click in the State Diagram to insert the element.
Note that holding down CTRL and clicking in the diagram tab, allows you to insert
multiple elements of the type you selected.
Dragging existing elements into the state machine diagram:
Most elements occurring in other state machine diagrams, can be inserted into an existing state
machine.
1. Locate the element you want to insert in the Model Tree tab (you can use the search
function text box, or press CTRL + F, to search for any element).
2. Drag the element(s) into the state diagram.
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Creating states, activities and transitions
9.2
Creating states, activities and transitions
To insert a simple state:
1. Click the state icon
in the icon bar and click in the State diagram to insert it.
2. Enter the name of the state and press Enter to confirm.
Simple states do not have any regions or any other type of substructure. UModel allows
you to add activities as well as regions to a simple state through the context menu.
To add an activity to a state:
1. Right click the state element, select New, and then one of the entries from the context
menu.
You can select one action from the Do, Entry and Exit action categories. Activities are
placed in their own compartment in the state element, though not in a separate region.
The type of activity that you select is used as a prefix for the activity e.g. entry / store
current time.
To delete an activity:
1. Click the respective activity in the state element and press the Del. key.
To create a transition between two states:
1. Click the Transition handle of the source state (on the right of the element).
2. Drag-and-drop the transition arrow onto the target state.
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The Transition properties are now visible in the Properties tab. Clicking the "kind"
combo box, allows you to define the transition type: external, internal or local.
Transitions can have an event trigger, a guard condition and an action in the form
eventTrigger [guard condition] /activity.
To create a transition trigger:
1. Right click a previously created transition (arrow).
2. Select New | Trigger.
An "a" character appears in the transition label above the transition arrow, if it is the first
trigger in the state diagram. Triggers are assigned default values of the form alphabetic
letter, source state -> target state.
3. Double click the new character and enter the transition properties in the form
eventTrigger [guard condition] /activity.
Transition property syntax; the text entered before the square brackets is the trigger,
between brackets the guard condition, and after the slash, the activity. Manipulating this
string automatically creates or deletes the respective elements in the Model Tree.
Please note:
To see the individual transition properties, right click the transition (arrow) and select
"Select in Model Tree". The event, activity and constraint elements are all shown below
the selected transition.
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Adding an Activity diagram to a transition:
UModel has the unique capability of allowing you to add an Activity diagram to a transition, to
describe the transition in more detail.
1. Right click a transition arrow in the diagram, and select New | Activity Diagram.
This inserts an Activity diagram window into the diagram at the position of the transition
arrow.
2. Click the inserted window to make it active. You can now use the scroll bars to scroll
within the window.
3. Double click the Action window to switch into the Activity diagram and further define the
transition, e.g. change the Action name to Database logon.
Note that a new Activity Diagram tab has now been added to the project. You can add
any activity modeling elements to the diagram, please see "Activity Diagram" for more
information.
4. Click the State Machine Diagram tab to switch back to see the update transition.
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5. Drag the Activity window to reposition it in the diagram, and click the resize handle if
necessary.
Dragging the Activity window between the two states, displays the transition in and out
of the activity.
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Composite states
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Composite states
Composite state
This type of state contains a second compartment comprised of a single region. Any number of
states may be placed within this region.
To add a region to a composite state:
1. Right click the composite state and select New | Region from the context menu.
A new region is added to the state. Regions are divided by dashed lines.
To delete a region:
1. Click the region you want to delete in the composite state and press the Del. key.
Deleting a region of an orthogonal state reverts it back to a composite state; deleting
the last region of a composite state changes it back to a simple state.
To place a state within a composite state:
1. Click the state element you want to insert (e.g. Logging in User), and drop it into the
region compartment of the composite state.
The region compartment is highlighted when you can drop the element. The inserted
element is now part of the region, and appears as a child element of the region in the
Model Tree pane.
Moving the composite state moves all contained states along with it.
Orthogonal state
This type of state contains a second compartment comprised of two or more regions, where the
separate regions indicate concurrency.
Right clicking a state and selecting New | Region allows you add new regions.
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Composite states
Submachine state
This state is used to hide details of a state machine. This state does not have any regions but is
associated to a separate state machine.
To define a submachine state:
1. Having selected a state, click the submachine combo box in the Properties tab.
A list containing the currently defined state machines appears.
2. Select the state machine that you want this submachine to reference.
To add entry / exit points to a submachine state:
· The state which the point is connected to, must itself reference a submachine State Machine
(visible in the Properties tab).
· This submachine must contain one or more Entry and Exit points
1. Click the ConnectionPointReference icon
in the title bar, then click the
submachine state that you want to add the entry/exit point to.
2. Right click in the Properties tab and select Add entry. Please note that another Entry, or
Exit Point has to exist elsewhere in the diagram to enable this pop-up menu.
This adds an EntryPoint row to the Properties tab, and changes the appearance of the
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ConnectionPointReferece element.
3. Use the same method to insert an ExitPoint, by selecting "Add exit" from the context
menu.
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Diagram elements
Diagram elements
Initial state (pseudostate)
The beginning of the process.
Final state
The end of the sequence of processes.
Entry point (pseudostate)
The entry point of a state machine or composite state.
Exit point (pseudostate)
The exit point of a state machine or composite state.
Choice
This represents a dynamic conditional branch, where mutually exclusive guard triggers are
evaluated (OR operation).
Junction (pseudostate)
This represents an end to the OR operation defined by the Choice element.
Terminate (pseudostate)
The halting of the execution of the state machine.
Fork (pseudostate)
Inserts a vertical Fork bar.
Used to divide sequences into concurrent subsequences.
Fork horizontal (pseudostate)
Inserts a horizontal Fork bar.
Used to divide sequences into concurrent subsequences.
Join (pseudostate)
Joins/merges previously defined subsequences. All activities have to be completed before
progress can continue.
Join horizontal (pseudostate)
Joins/merges previously defined subsequences. All activities have to be completed before
progress can continue.
Deep history
A pseudostate that restores the previously active state within a composite state.
Shallow history
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A pseudostate that restores the initial state of a composite state.
All pseudostate elements can be changed to a different "type", by changing the kind combo box
entry in the Properties tab.
Connection point reference
A connection point reference represents a usage (as part of a submachine state) of an
entry/exit point defined in the
statemachine reference by the submachine state.
To add Entry or Exit points to a connection point reference:
· The state which the point is connected to, must itself reference a submachine State
Machine (visible in the Properties tab).
· This submachine must contain one or more Entry and Exit points
Transition
A direct relationship between two states. An object in the first state performs one or more
actions and then enters the second state depending on an event and the fulfillment of any guard
conditions.
Transitions have an event trigger, guard condition(s), an action (behavior), and a target state.
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Activity Diagram
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Activity Diagram
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Activity Diagram
Activity diagrams are useful for modeling real-world workflows of business processes, and
display which actions need to take place and what the behavioral dependencies are. The
Activity diagram describes the specific sequencing of activities and supports both conditional
and parallel processing. The Activity diagram is a variant of the State diagram, with the states
being activities.
Please note that the Activity diagram shown in the following section is available in the
Bank_MultiLanguage.ump sample, in the ...\UModelExamples folder supplied with UModel.
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Inserting Activity Diagram elements
Using the toolbar icons:
1. Click the specific activity diagram icon in the Activity Diagram toolbar.
2. Click in the Activity Diagram to insert the element.
Note that holding down CTRL and clicking in the diagram tab, allows you to insert
multiple elements of the type you selected.
Dragging existing elements into the activity diagram:
Most elements occurring in other activity diagrams, can be inserted into an existing activity
diagram.
1. Locate the element you want to insert in the Model Tree tab (you can use the search
function text box, or press CTRL + F, to search for any element).
2. Drag the element(s) into the activity diagram.
Inserting an action (CallBehavior):
1. Click the Action (CallBehavior) icon
in the icon bar, and click in the Activity
diagram to insert it.
2. Enter the name of the Action, e.g. Validate References, and press Enter to confirm.
Inserting an action (CallOperation) and selecting a specific operation:
1. Click the Action (CallOperation) icon
in the icon bar, and click in the Activity
diagram to insert it.
2. Enter the name of the Action, e.g. collectAccountInfo, and press Enter to confirm.
3. Click the Browse button to the right of the operation field in the Properties tab.
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This opens the "Select Operation" dialog box in which you can select the specific
operation.
4. Navigate to the specific operation that you want to insert, and click OK to confirm.
In this example the operation "collectAccountInfos" is in the BankView class.
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Creating branches and merges
Creating a branch (alternate flow)
A branch has a single incoming flow and multiple outgoing guarded flows. Only one of the
outgoing flows can be traversed, so the guards should be mutually exclusive.
In this example the (BankView) references are to be validated:
· branch1 has the guard "reference missing", which transitions to the abort activity
· branch2 has the guard "valid", which transitions to the collectAccountInfos activity.
1. Click the DecisionNode icon
in the title bar, and insert it in the Activity diagram.
2. Click the ActivityFinalNode icon
which represents the abort activity, and insert it
into the Activity diagram.
3. Click the Validate References activity to select it, then click the right-hand handle,
ControlFlow, and drag the resulting connector onto the DecisionNode element.
The element is highlighted when you can drop the connector.
4. Click the DecisionNode element, click the right-hand connector, ControlFlow, and drop
it on the collectAccountInfos action. Please see "Inserting an Action (CallOperation" for
more information.
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Activity Diagram
Creating branches and merges
5. Enter the guard condition "valid", in the guard field of the Properties tab.
6. Click the DecisionNode element and drag from the right-hand handle, ControlFlow,
and drop it on the ActivityFinalNode element.
The guard condition on this transition is automatically defined as "else". Double click the
guard condition in the diagram to change it e.g. "reference missing".
Please note that UModel does not validate, or check, the number of Control/Object Flows in a
diagram.
Creating a merge:
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1. Click the MergeNode icon
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in the icon bar, then click in the Activity diagram to
2. Click the ControlFlow (ObjectFlow) handles of the actions that are to be merged, and
drop the arrow(s) on the MergeNode symbol.
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Activity Diagram
10.3
Diagram elements
Diagram elements
Action (CallBehavior)
Inserts the Call Behavior Action element which directly invokes a specific behavior.
Selecting an existing behavior using the behavior combo box, e.g. HandleDisplayException,
and displays a rake symbol within the element.
Action (CallOperation)
Inserts the Call Operation Action which indirectly invokes a specific behavior as a method.
Please see "Inserting an action (CallOperation)" for more information.
AcceptEventAction
Inserts the Accept Event action which waits for the occurrence of an event which meets specific
conditions.
AcceptEventAction (TimeEvent)
Inserts a AcceptEvent action, triggered by a time event, which specifies an instant of time by an
expression e.g. 1 sec. since last update.
SendSignalAction
Inserts the Send Signal action, which creates a signal from its inputs and transmits the signal to
the target object, where it may cause the execution of an activity.
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DecisionNode
Inserts a Decision Node which has a single incoming transition and multiple outgoing guarded
transitions. Please see "Creating a branch" for more information.
MergeNode
Inserts a Merge Node which merges multiple alternate transitions defined by the Decision Node.
The Merge Node does not synchronize concurrent processes, but selects one of the processes.
InitialNode
The beginning of the activity process. An activity can have more than one initial node.
ActivityFinalNode
The end of the activity process. An activity can have more that one final node, all flows in the
activity stop when the "first" final node is encountered.
FlowFinalNode
Inserts the Flow Final Node, which terminates a flow. The termination does not affect any other
flows in the activity.
ForkNode
Inserts a vertical Fork node.
Used to divide flows into multiple concurrent flows.
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ForkNode (Horizontal)
Inserts a horizontal Fork node.
Used to divide flows into multiple concurrent flows.
JoinNode
Inserts a vertical Fork node.
A Join node synchronizes multiple flows defined by the Fork node.
Join Node (horizontal)
Inserts a horizontal Fork node.
A Join node synchronizes multiple flows defined by the Fork node.
InputPin
Inserts an input pin onto a Call Behavior, or Call Operation action. Input pins supply input values
that are used by an action. A default name, "argument", is automatically assigned to an input
pin.
The input pin symbol can only be placed onto those activity elements where the mouse pointer
changes to the hand symbol
. Dragging the symbol repositions it on the element border.
OutputPin
Inserts an output pin action. Output pins contain output values produced by an action. A name
corresponding to the UML property of that action e.g. result, is automatically assigned to the
output pin.
The output pin symbol can only be placed onto those activity elements where the mouse pointer
changes to the hand symbol
. Dragging the symbol repositions it on the element border.
ValuePin
Inserts a Value Pin which is an input pin that provides a value to an action, that does not come
from an incoming object flow. It is displayed as an input pin symbol, and has the same
properties as an input pin.
CentralBufferNode
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Inserts a Central Buffer Node which acts as a buffer for multiple in- and out flows from other
object nodes.
DataStoreNode
Inserts a Data Store Node which is a special "Central Buffer Node" used to store persistent (i.e.
non transient) data.
ActivityPartition (horizontal)
Inserts a horizontal Activity Partition, which is a type of activity group used to identify actions that
have some characteristic in common. This often corresponds to organizational units in a
business model.
Double clicking a label allows you to edit it directly; pressing Enter orients the text correctly.
Please note that Activity Partitions are the UML 2.0 update to the "swimlane" functionality of
previous UML versions.
ActivityPartition (vertical)
Inserts a vertical Activity Partition, which is a type of activity group used to identify actions that
have some characteristic in common. This often corresponds to organizational units in a
business model.
ActivityPartition (2 Dimensional)
Inserts a two dimensional Activity Partition, which is a type of activity group used to identify
actions that have some characteristic in common. Both axes have editable labels.
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Diagram elements
To remove the Dim1, Dim2 dimension labels:
1. Click the dimension label you want to remove e.g. Dim1
2. Double click in the Dim1 entry in the Properties tab, delete the Dim1 entry, and press
Enter to confirm.
Note that Activity Partitions can be nested:
1. Right click the label where you want to insert a new partition.
2. Select New | ActivityPartition.
ControlFlow
A Control Flow is an edge, i.e. an arrowed line, that connects two activities/behaviours, and
starts an activity after the previous one has been completed.
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ObjectFlow
A Object Flow is an edge, i.e. an arrowed line, that connects two actions/object nodes, and
starts an activity after the previous one has been completed. Objects or data can be passed
along an Object Flow.
ExceptionHandler
An Exception Handler is an element that specifies what action is to be executed if a specified
exception occurs during the execution of the protected node.
An Exception Handler can only be dropped on an Input Pin of an Action.
Activity
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Activity Diagram
Diagram elements
Inserts an Activity into the activity diagram.
ActivityParameterNode
Inserts an Activity Parameter node onto an activity. Clicking anywhere in the activity places the
parameter node on the activity boundary.
StructuredActivityNode
Inserts a Structured Activity Node which is a structured part of the activity, that is not shared
with any other structured node.
ExpansionRegion
An expansion region is a region of an activity having explicit input and outputs (using
ExpansionNodes). Each input is a collection of values.
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The expansion region mode is displayed as a keyword, and can be changed by clicking the
"mode" combo box in the Properties tab. Available settings are:parallel, iterative, or stream.
ExpansionNode
Inserts an Expansion Node onto an Expansion Region. Expansion nodes are input and output
nodes for the Expansion Region, where each input/output is a collection of values. The arrows
into, or out of, the expansion region, determine the specific type of expansion node.
InterruptableActivityRegion
An interruptible region contains activity nodes. When a control flow leaves an interruptible
region all flows and behaviors in the region are terminated.
To add an interrupting edge:
Making sure that:
· an Action element is present in the InterruptableActivityRegion, as well as an outgoing
Control Flow to another action:
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Diagram elements
1. Right click the Control Flow arrow, and select New | InterruptingEdge.
Please note:
You can also add an InterrupingEdge by clicking the InterruptableActivityRegion, right
clicking in the Properties window, and selecting Add InterruptingEdge from the pop-up
menu.
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Chapter 11
Composite Structure Diagram
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Composite Structure Diagram
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Composite Structure Diagram
The Composite Structure Diagram has been added in UML 2.0 and is used to show the internal
structure, including parts, ports and connectors, of a structured classifier, or collaboration.
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Inserting Composite Structure Diagram elements
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Inserting Composite Structure Diagram elements
Using the toolbar icons:
1. Click the specific Composite Structure diagram icon in the toolbar.
2. Click in the Composite Structure diagram to insert the element.
Note that holding down CTRL and clicking in the diagram tab, allows you to insert
multiple elements of the type you selected.
Dragging existing elements into the Composite Structure diagram:
Most elements occurring in other Composite Structure diagrams, can be inserted into an
existing Composite Structure diagram.
1. Locate the element you want to insert in the Model Tree tab (you can use the search
function text box, or press CTRL + F, to search for any element).
2. Drag the element(s) into the Composite Structure diagram.
Collaboration
Inserts a collaboration element which is a kind of classifier/instance that communicates with
other instances to produce the behavior of the system.
Collaboration Use
Inserts a Collaboration use element which represents one specific use of a collaboration
involving specific classes or instances playing the role of the collaboration. A collaboration use
is shown as a dashed ellipse containing the name of the occurrence, a colon, and the name of
the collaboration type.
When creating dependencies between collaboration use elements, the "type" field must be filled
to be able to create the role binding, and the target collaboration must have at least one part/
role.
Part (Property)
Inserts a part element which represents a set of one or more instances that a containing
classifier owns. A Part can be added to collaborations and classes.
Port
Inserts a port element which defines the interaction point between a classifier and its
environment, and can be added on parts with a defined type.
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Inserting Composite Structure Diagram elements
Class
Inserts a Class element, which is the actual classifier that occurs in that particular use of the
collaboration.
Connector
Inserts a Connector element which can be used to connect two or more instances of a part, or a
port. The connector defines the relationship between the objects and identifies the
communication between the roles.
Dependency (Role Binding)
Inserts the Dependency element, which indicates which connectable element of the classifier or
operation, plays which role in the collaboration.
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Chapter 12
XMI - XML Metadata Interchange
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XMI - XML Metadata Interchange
12
XMI - XML Metadata Interchange
UModel supports the export and import of XMI 2.1 for UML 2.0 and 2.1.
Select the menu item File | Export to XMI File to generate an XMI file from the UModel project,
and File | Import from XMI File, to import a previously generated XMI file.
The XMI Export dialog box allows you to select the specific XMI format you want to output, XMI
for UML 2.0/2.1. During the export process included files, even those defined as "include by
reference" are also exported.
Please note:
If you intend to reimport generated XMI code into UModel, please make sure that you activate
the "Export UModel Extensions" check box.
XMI defines three versions of element identification: IDs, UUIDs and labels.
·
IDs are unique within the XMI document, and are supported by most UML tools.
UModel exports these type of IDs by default, i.e. none of the checkboxes need
activated.
·
UUID are Universally Unique Identifiers, and provide a mechanism to assign each
element a global unique identification, GUID. These IDs are globally unique, i.e. they
are not restricted to the specific XMI document. UUIDs are generated by selecting the
"Export UUIDs" checkbox.
·
Labels are not supported by UModel.
Please note:
The XMI import process automatically supports both types of IDs.
XMI extensions
XMI defines an "extension mechanism" which allows each application to export its tool-specific
extensions to the UML specification. If you select this option, other UML tools will only be able to
import the standard UML data (ignoring the UModel extensions). This UModel extension data
will be available when importing into UModel.
Data such as the file names of classes, or element colors, are not part of the UML specification
and thus have to be deleted in XMI, or be saved in "Extensions". If they have been exported as
extensions and re-imported, all file names and colors will be imported as defined. If extensions
are not used for the export process, then these UModel-specific data will be lost.
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When importing an XMI document, the format is automatically detected and the model
generated.
Pretty-print XMI output
This option outputs the XMI file with XML appropriate tag indentation and carriage returns/line
feeds.
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UModel Diagram icons
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UModel Diagram icons
13
UModel Diagram icons
The following section is a quick guide to the icons that are made available in each of the
modeling diagrams.
The icons are split up into two sections:
· Add - displays a list of elements that can be added to the diagram.
·
Relationship - displays a list of relationship types that can be created between
elements in the diagram.
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13.1
Use Case diagram
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Use Case diagram
Add:
Package
Actor
Use case
Relationship:
Association
Generalization
Include
Extend
Note
Note Link
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UModel Diagram icons
13.2
Class Diagram
Class Diagram
Relationship:
Association
Aggregation
Composition
AssociationClass
Dependency
Usage
InterfaceRealization
Generalization
Add:
Package
Class
Interface
Enumeration
Datatype
PrimitiveType
Profile
Stereotype
ProfileApplication
InstanceSpecification
Note
Note Link
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13.3
Object Diagram
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Object Diagram
Relationship:
Association
AssociationClass
Dependency
Usage
InterfaceRealization
Generalization
Add:
Package
Class
Interface
Enumeration
Datatype
PrimitiveType
InstanceSpecification
Note
Note Link
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UModel Diagram icons
13.4
Component Diagram
Component Diagram
Add:
Package
Interface
Class
Component
Artifact
Relationship:
Realization
InterfaceRealization
Usage
Note
Note Link
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13.5
Deployment Diagram
193
Deployment Diagram
Add:
Package
Component
Artifact
Node
Device
ExecutionEnvironment
Relationship:
Manifestation
Deployment
Association
Generalization
Dependency
Note
Note Link
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UModel Diagram icons
13.6
Sequence Diagram
Sequence Diagram
Add
Lifeline
Combined Fragment
Combined Fragment (Alternatives)
Combined Fragment (Loop)
Interaction Use
Gate
State Invariant
Message (Call)
Message (Reply)
Message (Creation)
Message (Destruction)
Asynchronous Message (Call)
Asynchronous Message (Reply)
Asynchronous Message (Destruction)
Note
Note Link
No message numbering
Simple message numbering
Nested message numbering
Toggle dependent message movement
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13.7
State Machine Diagram
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State Machine Diagram
Add
Simple state
Composite state
Orthogonal state
Submachine state
Initial state
Final state
Entry point
Exit point
Choice
Junction
Terminate
Fork (vertical)
Fork (horizontal)
Join
Join (horizontal)
Deep history
Shallow history
Connection point reference
Transition
Note
Note link
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13.8
Activity Diagram
Activity Diagram
Add
Action (CallBehavior)
Action (CallOperation)
Accept Event Action
Accept Event Action (Time Event)
Send Signal Action
Decision Node (Branch)
Merge Node
Initial Node
Activity Final Node
Flow Final Node
Fork Node (vertical)
Fork Node (horizontal)
Join Node
Join Node (horizontal)
Input Pin
Output Pin
Value Pin
Central Buffer Node
Data Store Node
Activity Partition (horizontal)
Activity Partition (vertical)
Activity Partition 2-Dimensional
Control Flow
Object Flow
Exception Handler
Activity
Activity Parameter Node
Structured Activity Node
Expansion Region
Expansion Node
Interruptable Activity Region
Note
Note Link
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13.9
Composite Structure Diagram
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Composite Structure Diagram
Add
Collaboration
Collaboration Use
Part
Port
Class
Connector
Dependency (Role Binding)
Note
Note Link
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UModel Reference
14
UModel Reference
The following section lists all the menus and menu options in UModel, and supplies a short
description of each.
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File
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File
New
Clears the diagram tab, if a previous project exists, and creates a new UModel project.
Open
Opens previously defined modeling project. Select a previously saved project file *.ump from
the Open dialog box.
Reload
Allows you to reload the current project and save, or discard, the changes made since you
opened the project file.
Save
Saves the currently active modeling project using the currently active file name.
Save as
Saves the currently active modeling project with a different name, or allows you to give the
project a new name if this is the first time you save it.
Save Diagram as Image
Opens the "Save as..." dialog box and saves the currently active diagram as PNG file.
Import from XMI file
Imports a previously exported XMI file. If the file was produced with UModel, then all extensions
etc. will be retained.
Export to XMI file
Export the model as an XMI file. You can select the UML version, as well as the specific IDs
that you want to export please see XMI - XML Metadata Interchange for more information.
Send by Mail
Opens your default mail application and inserts the current UModel project as an attachment.
Print
Opens the Print dialog box, from where you can print out your modeling project as hardcopy.
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File
"Use current", retains the currently defined zoom factor of the modeling project. Selecting this
option enables the "Page split of pictures" group.
The Prevent option prevents modeling elements from being split over a page, and keeps them
as one unit.
"Use optimal" scales the modeling project to fit the page size. You can also specify the zoom
factor numerically.
Print Preview
Opens the same Print dialog box with the same settings as described above.
Print Setup
Open the Print Setup dialog box in which you can define the printer you want to use and the
paper settings.
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Edit
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Edit
Redo
The redo command allows you to redo previously undone commands. You can step backward
and forward through the undo history using both these commands.
Undo
UModel has an unlimited number of "Undo" steps that you can use to retrace you modeling
steps.
Cut/Copy//Delete
The standard windows Edit commands, allow you to cut, copy, etc., modeling elements, please
see "Cut, copy and paste in UModel Diagrams" for more information.
Paste
using the keyboard shortcut CTRL+V, or "Paste" from the context menu, as well as Paste from
the Edit menu, always adds a new modeling element to the diagram and to the Model Tree,
please see "Cut, copy and paste in UModel Diagrams".
Paste in Diagram only
using the context menu, i.e. right clicking on the diagram background, only adds a "link/view" of
the existing element, to the current diagram and not to the Model Tree, please see "Cut, copy
and paste in UModel Diagrams".
Delete from Diagram only
Deletes the selected modeling elements from the currently active diagram. The deleted
elements are not deleted from the modeling project and are available in the Model Tree tab.
Note that this option is not available to delete properties or operations from a class, they can be
selected and deleted there directly.
Select all
Select all modeling elements of the currently active diagram. Equivalent to the CTRL+A
shortcut.
Find
There are several options you can use to search for modeling elements:
·
·
·
Use the text box in the Main title bar
Use the menu option Edit | Find
Press the shortcut CTRL+F to open the find dialog box.
Allows you to search for specific text in:
·
·
Any of the three Model Tree panes: Model Tree, Diagram Tree and Favorites tab.
The Documentation tab of the Overview pane.
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·
·
Edit
Any currently active diagram.
The Messages pane.
Find Next
F3
Searches for the next occurrence of the same search string in the currently active tab or
diagram.
Find Previous SHIFT+F3
Searches for the previous occurrence of the same search string in the currently active tab or
diagram.
Copy as bitmap
Copies the currently active diagram into the clipboard from where you can paste it into the
application of your choice.
Please note:
Diagrams are copied into the system clipboard, you have to insert them into another
application to see, or get access to them.
Copy selection as bitmap
Copies the currently selected diagram elements into the clipboard from where you can paste
them into the application of your choice.
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Project
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Project
Check Project Syntax...
Checks the UModel project syntax. The project file is checked on multiple levels detailed in the
tables below:
Level
Checks if...
Project level at least one Java Namespace Root exists
Message...
Error
Components Project file / Directory is set
Error
If Realization exists
Error
"Use for code engineering" check box unchecked:
None
no check is performed and syntax check is disabled.
Class
Code file name is set.
If class is nested then no check performed.
If contained in a code language namespace
Type for operation parameter is set
Type for properties is set
Operation return type is set
Duplicate operations (names + parameter types)
If classes are involved in Realization, only if the
class is not nested.
Interface
Code file name is set.
Contained in a code language namespace
Type for properties are set
Type for operation param. are set
Operation return type is set
Duplicate operations (names + parameter types)
If interfaces are involved in a
ComponentRealization
Enumeration
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Error if the local
option "Generate
missing code file
names" is not set.
Warning if the option
is set.
Error
Error
Error
Error
Error
Warning
Error if the local option
"Generate missing
code file names" is not
set.
Warning if the option
is set.
Error
Error
Error
Error
Error
Warning
Belongs to Java Namespace Root:
Warning
gives a warning to say that no code will be
generated.
Does not belong to Java Namespace Root:
None
no check is performed and syntax check is disabled
for the enumeration. No check is performed on
contained package
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Project
Syntax check for all UML elements involved in code generation
class
Checks name is a valid Java name (no forbidden
characters, name is not a keyword)
class property Checks name is a valid Java name (no forbidden
characters, name is not a keyword)
class operation Checks name is a valid Java name (no forbidden
characters, name is not a keyword) Checks for
existence of return parameter
class operation Checks name is a valid Java name (no forbidden
characters, name is not a keyword) Checks type has a
parameter
valid Java type name
interface
Checks name is a valid Java name (no forbidden
characters, name is not a keyword)
interface
Checks name is a valid Java name (no forbidden
characters, name is not a keyword)
operation
interface
Checks name is a valid Java name (no forbidden
characters, name is not a keyword)
operation
parameter
interface
Checks name is a valid Java name (no forbidden
characters, name is not a keyword)
properties
Error
package with
stereotype
namespace
package
without
stereotype
namespace
class
Checks name is a valid Java name (no forbidden
characters, name is not a keyword)
Error
no element to check
None
multiple inheritance
Error
Error
Error
Error
Error
Error
Error
Error
Please note:
Constraints on model elements are not checked, as they are not part of the Java code
generation process. Please see "constraining model elements" for more information.
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Import Source Directory...
Opens the Import Source Directory dialog box shown below.
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Import Source Project...
Opens the Import Source Project dialog box shown below. Clicking the browse
you to select the project file and the specific project type.
button allows
Java projects:
· JBuilder .jpx and Eclipse .project project files are currently supported.
C# projects:
· MS Visual studio.Net projects, csproj, csdprj..., as well as
· Borland .bdsproj project files
Merge Program Code from UModel Project
Opens the Synchronization Settings dialog box with the "Code from Model" tab active. Clicking
the Project Settings button allows you to select the specific programming language settings.
Merging or overwriting code
Assuming that code has been generated once from a model, and changes have since been
made to both model and code e.g.:
·
Model elements have been added in UModel e.g. a new class X
·
A new class has been added to the external code e.g. class Y
Merging (model into code) means that:
· the newly added class Y in the external code is retained
· the newly added class X, from UModel, is added to the code.
Overwriting (code according to model) means that:
· the newly added class Y in the external code is deleted
· the newly added class X, from UModel, is added to the code.
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Merge UModel Project from Program Code
Opens the Synchronization Settings dialog box with the "Model from Code" tab active. Clicking
the Project Settings button allows you to select the specific programming language settings.
Merging or overwriting code
Assuming that code has been generated once from a model, and changes have since been
made to both model and code e.g.:
·
Model elements have been added in UModel e.g. a new class X
·
A new class has been added to the external code e.g. class Y
Merging (code into model) means that:
the newly added class X in UModel, is retained
the newly added class Y, from the external code, is added to the model
Overwriting (Model according to code ) means that:
the newly added class X in UModel is deleted
the newly added class Y, from the external code, is added to the model
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Project
Project settings
Allows you to define the specific languages settings for your project.
Synchronization Settings...
Opens the Synchronization Settings dialog box as shown in the screenshots above.
Include Subproject
UModel is supplied with several files that can be included in a UModel project. Clicking the Java
tab allows you to include Java lang classes, interfaces and packages in your project, by
selecting one of the supplied files.
1. Select Project | Include to open the "Include" dialog box.
2. Click the UModel project file you want to include and press OK.
UModel projects can be included within other UModel projects. To include projects place the
respective *.ump files in:
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·
...\UModel2006\UModelInclude to appear in the Basic tab, or
·
...\UModel2006\UModelInclude\Java to appear in the Java tab.
Project
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Please note:
An include file, which contains all types of the Microsoft .NET Framework 2.0, is
available in the C# 2.0 tab.
To create a user-defined tab/folder:
1. Navigate to the ...\UModel2006\UModelInclude and create/add your folder below
...\UModelInclude, i.e. ...\UModelInclude\myfolder.
To create descriptive text for each UModel project file:
1. Create a text file using the same name as the *.ump file and place in the same folder.
Eg. the MyModel.ump file requires a descriptive file called MyModel.txt.
To remove an included project:
1. Click the included package in the Model Tree view and press the Del. key.
2. You are prompted if you want to continue the deletion process.
3. Click OK to delete the included file from the project.
Please note:
· To delete or remove a project from the "Include" dialog box, delete or remove the
(MyModel).ump file from the respective folder.
Open Subproject as project
Opens the selected subproject as a new project.
Clear Messages
Clears the syntax check and code merging messages, warnings and errors from the Messages
window.
List Elements not used in any Diagram
Creates a list of all elements not used in any diagram in the project.
List shared Packages
Lists all shared packages of the current project.
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Project
List included Packages
Lists all include packages in the current project. Java Profile (Java Profile.ump) and Java Lang
(Java Lang.ump) are automatically supplied in the Bankview example supplied with UModel.
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Layout
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Layout
The commands of the Layout menu allow you to line up and align the elements of your
modeling diagrams.
When using the marquee (drag on the diagram background) to mark several elements, the
element with the dashed outline becomes the "active" element, i.e. the last marked element. All
alignment commands use this element as the origin, or basis for the following alignment
commands.
Align:
The align command allows you to align modeling elements along their borders, or centers
depending on the specific command you select.
Space evenly:
This set of commands allow you to space selected elements evenly both horizontally and
vertically.
Make same size:
This set of commands allow you to adjust the width and height of selected elements based on
the active element.
Line up:
This set of commands allow you to line up the selected elements vertically or horizontally.
Order:
This set of commands allow you bring elements on top or move them to the bottom of a stack of
elements.
Line Style:
This set of commands allow you to select the type of line used to connect the various modeling
elements. The lines can be any type of dependency, association lines used in the various model
diagrams.
Autosize:
This command resizes the selected elements to their respective optimal size(s).
Autolayout all:
This command allows you to choose the type of presentation of the modeling elements in the
UML diagram tab. "Force directed", displays the modeling elements from a centric viewpoint.
"Hierarchic", displays elements according to their relationships, superclass - derived class etc.
Reposition text labels:
Repositions modeling element names (of the selected elements) to their default positions.
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14.5
View
View
The commands available in this menu allow you to:
·
Switch/activate tabs of the various panes
·
Define the modeling element sort criteria of the Model Tree and Favorites tab
·
Define the grouping criteria of the diagrams in the Diagram Tree tab
·
Show or hide specific UML elements in the Favorites and Model Tree tab
·
Define the zoom factor of the current diagram.
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Tools
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Tools
The tools menu allows you to:
·
·
Customize your version: define your own toolbars, keyboard shortcuts, menus, and
macros
Define the global program settings
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Tools
14.6.1 Customize...
The customize command lets you customize UModel to suit your personal needs.
Commands
The Commands tab allows you customize your menus or toolbars.
To add a command to a toolbar or menu:
1. Open this dialog box using Tools | Customize.
2. Select the command category in the Categories list box. The commands available
appear in the Commands list box.
3. Click on a command in the commands list box and drag "it" to an to an existing menu or
toolbar.
4. An I-beam appears when you place the cursor over a valid position to drop the
command.
5. Release the mouse button at the position you want to insert the command.
·
·
·
·
A small button appears at the tip of mouse pointer when you drag a command. The
check mark below the pointer means that the command cannot be dropped at the
current cursor position.
The check mark disappears whenever you can drop the command (over a tool bar or
menu).
Placing the cursor over a menu when dragging, opens it, allowing you to insert the
command anywhere in the menu.
Commands can be placed in menus or tool bars. If you created you own toolbar you
can populate it with your own commands/icons.
Please note:
You can also edit the commands in the context menus (right click anywhere opens the
context menu), using the same method. Click the Menu tab and then select the specific
context menu available in the Context Menus combo box.
To delete a command or menu:
1. Open this dialog box using Tools | Customize.
2. Click on the menu entry or icon you want to delete, and drag with the mouse.
3. Release the mouse button whenever the check mark icon appears below the mouse
pointer.
The command, or menu item is deleted from the menu or tool bar.
Toolbars
The Toolbars tab allows you to activate or deactivate specific toolbars, as well as create your
own specialized ones.
Toolbars contain symbols for the most frequently used menu commands. For each symbol you
get a brief "tool tip" explanation when the mouse cursor is directly over the item and the status
bar shows a more detailed description of the command.
You can drag the toolbars from their standard position to any location on the screen, where they
appear as a floating window. Alternatively you can also dock them to the left or right edge of the
main window.
To activate or deactivate a toolbar:
1. Click the check box to activate (or deactivate) the specific toolbar.
To create a new toolbar:
1. Click the New... button, and give the toolbar a name in the Toolbar name dialog box.
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2. Add commands to the toolbar using the Commands tab of the Customize dialog box.
To reset the Menu Bar
· Click the Menu Bar entry and
· Click the Reset button, to reset the menu commands to the state they were when
installed.
To reset all toolbar and menu commands
· Click the Reset All button, to reset all the toolbar commands to the state they were
when the program was installed. A prompt appears stating that all toolbars and menus
will be reset.
· Click Yes to confirm the reset.
Show text labels:
This option places explanatory text below toolbar icons when activated.
Keyboard
The Keyboard tab allows you to define (or change) keyboard shortcuts for any command.
To assign a new Shortcut to a command:
1. Select the commands category using the Category combo box.
2. Select the command you want to assign a new shortcut to, in the Commands list box
3. Click in the "Press New Shortcut Key:" text box, and press the shortcut keys that are
to activate the command.
The shortcuts appear immediately in the text box. If the shortcut was assigned
previously, then that function is displayed below the text box.
4. Click the Assign button to permanently assign the shortcut.
The shortcut now appears in the Current Keys list box.
(To clear this text box, press any of the control keys, CTRL, ALT or SHIFT).
To de-assign (or delete a shortcut):
1. Click the shortcut you want to delete in the Current Keys list box, and
2. Click the Remove button (which has now become active).
3. Click the Close button to confirm all the changes made in the Customize dialog box.
Menu
The Menu tab allows you to customize the main menu bars as well as the (popup - right click)
context menus.
You can customize both the Default and UModel Project menu bars.
The Default menu is the one visible when no XML documents of any type are open.
The UModel Project menu is the menu bar visible when a *.ump file has been opened.
To customize a menu:
1. Select the menu bar you want to customize from the "Show Menus for:" combo box
2. Click the Commands tab, and drag the commands to the menu bar of your choice.
To delete commands from a menu:
1. Click right on the command, or icon representing the command, and
2. Select the Delete option from the popup menu,
or,
1. Select Tools | Customize to open the Customize dialog box, and
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Tools
2. Drag the command away from the menu, and drop it as soon as the check mark icon
appears below the mouse pointer.
To reset either of the menu bars:
1. Select either the Default or UModel Project entry in the combo box, and
2. Click the Reset button just below the menu name.
A prompt appears asking if you are sure you want to reset the menu bar.
To customize any of the Context menus (right click menus):
1. Select the context menu from the "Select context menus" combo box.
2. Click the Commands tab, and drag the specific commands to context menu that is now
open.
To delete commands from a context menu:
1. Click right on the command, or icon representing the command, and
2. Select the Delete option from the popup menu
or,
1. Select Tools | Customize to open the Customize dialog box, and
2. Drag the command away from the context menu, and drop it as soon as the check
mark icon appears below the mouse pointer.
To reset any of the context menus:
1. Select the context menu from the combo box, and
2. Click the Reset button just below the context menu name.
A prompt appears asking if you are sure you want to reset the context menu.
To close an context menu window:
1. Click on the Close icon at the top right of the title bar, or
2. Click the Close button of the Customize dialog box.
Menu shadows
· Click the Menu shadows check box, if you want all your menus to have shadows.
Options
The Options tab allows you to set general environment settings.
Toolbar
When active, the Show Tooltips on toolbars check box displays a popup when the mouse
pointer is placed over an icon in any of the icon bars. The popup contains a short description of
the icon function, as well as the associated keyboard shortcut, if one has been assigned.
The Show shortcut keys in Tooltips check box, allows you to decide if you want to have the
shortcut displayed in the tooltip.
When active, the Large icons check box switches between the standard size icons, and larger
versions of the icons.
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14.6.2 Options
Select the menu item Tools | Options to define your project options.
The View tab allows you to define:
· Where the program logo should appear.
· The application title bar contents.
· The types of elements you want listed when using the "List elements not used in any
diagram" context menu option in the Model Tree, or Favorites tab. You also have the
option of ignoring elements contained in included files.
· Autolayout settings.
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Tools
The Editing tab allows you to define:
· If a new Diagram created in the Model Tree tab, is also automatically opened in the
main area.
· Default visibility settings when adding new elements.
· The default code language when a new component is added.
· If a newly added constraint, is to automatically constrain its owner as well.
· If a prompt should appear when deleting elements out of the Favorites tab (tree). This
prompt can be deactivated when deleting items there; this option allows you to reset the
"prompt on delete" dialog box.
· The display of Styles when they are automatically added to a diagram.
· If Associations between modeling elements, are to be created automatically when items
are added to a diagram.
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The File tab allows you to define:
· The actions performed when files are changed.
· If the contents of the Favorites tab are to be loaded and saved with the current project.
· If the previously opened project is to automatically be opened when starting the
application.
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Tools
The Code Engineering tab allows you to define:
· The circumstances under which the Message window will open.
· If missing code file names in the merged code are to be generated.
· If a syntax check is to be performed when updating program code.
· directories to be ignored when updating a UModel project from code, or directory.
Separate the respective directories with a semicolon ";". Child directories of the same
name are also ignored.
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Window
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Window
Cascade:
This command rearranges all open document windows so that they are all cascaded (i.e.
staggered) on top of each other.
Tile horizontally:
This command rearranges all open document windows as horizontal tiles, making them all
visible at the same time.
Tile vertically:
This command rearranges all open document windows as vertical tiles, making them all visible
at the same time.
Arrange icons:
Arranges haphazardly positioned, iconized diagrams, along the base of the diagram viewing
area.
Close:
Closes the currently active diagram tab.
Close All:
Closes all currently open diagram tabs.
Close All but Active:
Closes all diagram tabs except for the currently active one.
Forward:
Switches to the next modeling diagram in the tab sequence.
Back:
Switches to the previous modeling diagram in the tab sequence.
Window list:
This list shows all currently open windows, and lets you quickly switch between them.
You can also use the Ctrl-TAB or CTRL F6 keyboard shortcuts to cycle through the open
windows.
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14.8
Help
Help
Allows access to the Table of Contents and Index of the UModel documentation, as well as
Altova web site links. The Registration option opens the Altova Licensing Manager, which
contains the licensing information for all of Altova products.
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Chapter 15
Appendices
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Appendices
15
Appendices
These appendices contain technical information about UModel and important licensing
information.
License Information
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Electronic software distribution
Copyrights
End User License Agreement
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15.1
License Information
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License Information
This section contains:
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Information about the distribution of this software product
Information about the copyrights related to this software product
The End User License Agreement governing the use of this software product
Please read this information carefully. It is binding upon you since you agreed to these terms
when you installed this software product.
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15.1.1 Electronic Software Distribution
This product is available through electronic software distribution, a distribution method that
provides the following unique benefits:
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You can evaluate the software free-of-charge before making a purchasing decision.
Once you decide to buy the software, you can place your order online at the Altova
website and immediately get a fully licensed product within minutes.
When you place an online order, you always get the latest version of our software.
The product package includes a comprehensive integrated onscreen help system. The
latest version of the user manual is available at www.altova.com (i) in HTML format for
online browsing, and (ii) in PDF format for download (and to print if you prefer to have
the documentation on paper).
30-day evaluation period
After downloading this product, you can evaluate it for a period of up to 30 days free of charge.
About 20 days into this evaluation period, the software will start to remind you that it has not yet
been licensed. The reminder message will be displayed once each time you start the
application. If you would like to continue using the program after the 30-day evaluation period,
you have to purchase an End User License Agreement, which is delivered in the form of a
key-code that you enter into the Registration dialog to unlock the product. You can purchase
your license at the online shop at the Altova website.
Distributing the product
If you wish to share the product with others, please make sure that you distribute only the
installation program, which is a convenient package that will install the application together with
all sample files and the onscreen help. Any person that receives the product from you is also
automatically entitled to a 30-day evaluation period. After the expiration of this period, any other
user must also purchase a license in order to be able to continue using the product.
For further details, please refer to the End User License Agreement at the end of this section.
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15.1.2 License Metering
Your Altova product has a built-in license metering module that helps you avoid any
unintentional violation of the End User License Agreement. Your product is licensed either as a
single-user or multi-user installation, and the license-metering module makes sure that no more
than the licensed number of users use the application concurrently.
This license-metering technology uses your local area network (LAN) to communicate between
instances of the application running on different computers.
Single license
When the application starts up, it sends a short broadcast datagram to find any other instance
of the product running on another computer in the same network segment. If it doesn't get any
response, it will open a port for listening to other instances of the application. Other than that, it
will not attempt to communicate over a network. If you are not connected to a LAN, or are using
dial-up connections to connect to the Internet, the application will not generate any network
traffic at all.
Multi license
If more than one instance of the application is used within the same LAN, these instances will
briefly communicate with each other on startup. These instances exchange key-codes in order
to ensure that the number of concurrent licenses purchased is not accidentally violated. This is
the same kind of license metering technology that is common in the Unix world and with a
number of database development tools. It allows Altova customers to purchase
reasonably-priced concurrent-use multi-user licenses..
Please note that your Altova product at no time attempts to send any information out of your
LAN or over the Internet. We have also designed the applications so that they send few and
small network packets so as to not put a burden on your network. The TCP/IP ports (2799)
used by your Altova product are officially registered with the IANA (see
http://www.isi.edu/in-notes/iana/assignments/port-numbers for details) and our license-metering
module is tested and proven technology.
If you are using a firewall, you may notice communications on port 2799 between the computers
that are running Altova products. You are, of course, free to block such traffic between different
groups in your organization, as long as you can ensure by other means, that your license
agreement is not violated.
You will also notice that, if you are online, your Altova product contains many useful functions;
these are unrelated to the license-metering technology.
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15.1.3 Copyright
All title and copyrights in this software product (including but not limited to images, photographs,
animations, video, audio, music, text, and applets incorporated in the product), in the
accompanying printed materials, and in any copies of these printed materials are owned by
Altova GmbH or the respective supplier. This software product is protected by copyright laws
and international treaty provisions.
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This software product ©1998-2006 Altova GmbH. All rights reserved.
The Sentry Spelling-Checker Engine © 2000 Wintertree Software Inc.
STLport © 1999, 2000 Boris Fomitchev, © 1994 Hewlett-Packard Company, © 1996,
1997 Silicon Graphics Computer Systems, Inc, © 1997 Moscow Center for SPARC
Technology.
Scintilla © 1998–2002 Neil Hodgson <[email protected]>.
"ANTLR Copyright © 1989-2005 by Terence Parr (www.antlr.org)"
All other names or trademarks are the property of their respective owners.
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15.1.4 Altova End User License Agreement
THIS IS A LEGAL DOCUMENT -- RETAIN FOR YOUR RECORDS
ALTOVA® END USER LICENSE AGREEMENT
Licensor:
Altova GmbH
Rudolfsplatz 13a/9
A-1010 Wien
Austria
Important - Read Carefully. Notice to User:
This End User License Agreement ("Software License Agreement") is a legal document
between you and Altova GmbH ("Altova"). It is important that you read this document
before using the Altova-provided software ("Software") and any accompanying
documentation, including, without limitation printed materials, 'online' files, or electronic
documentation ("Documentation"). By clicking the "I accept" and "Next" buttons below,
or by installing, or otherwise using the Software, you agree to be bound by the terms of
this Software License Agreement as well as the Altova Privacy Policy ("Privacy Policy")
including, without limitation, the warranty disclaimers, limitation of liability, data use and
termination provisions below, whether or not you decide to purchase the Software. You
agree that this agreement is enforceable like any written agreement negotiated and signed
by you. If you do not agree, you are not licensed to use the Software, and you must destroy any
downloaded copies of the Software in your possession or control. Please go to our Web site at
http://www.altova.com/eula to download and print a copy of this Software License Agreement
for your files and http://www.altova.com/privacy to review the privacy policy.
1.
SOFTWARE LICENSE
License Grant. Upon your acceptance of this Software License Agreement Altova
(a)
grants you a non-exclusive, non-transferable (except as provided below), limited license to
install and use a copy of the Software on your compatible computer, up to the Permitted Number
of computers. The Permitted Number of computers shall be delineated at such time as you elect
to purchase the Software. During the evaluation period, hereinafter defined, only a single user
may install and use the software on one computer. If you have licensed the Software as part of a
suite of Altova software products (collectively, the "Suite") and have not installed each product
individually, then the Software License Agreement governs your use of all of the software
included in the Suite. If you have licensed SchemaAgent, then the terms and conditions of this
Software License Agreement apply to your use of the SchemaAgent server software
("SchemaAgent Server") included therein, as applicable and you are licensed to use
SchemaAgent Server solely in connection with your use of Altova Software and solely for the
purposes described in the accompanying documentation. In addition, if you have licensed
XMLSpy Enterprise Edition or MapForce Enterprise Edition, or UModel, your license to
install and use a copy of the Software as provided herein permits you to generate source code
based on (i) Altova Library modules that are included in the Software (such generated code
hereinafter referred to as the "Restricted Source Code") and (ii) schemas or mappings that you
create or provide (such code as may be generated from your schema or mapping source
materials hereinafter referred to as the "Unrestricted Source Code"). In addition to the rights
granted herein, Altova grants you a non-exclusive, non-transferable, limited license to compile
into executable form the complete generated code comprised of the combination of the
Restricted Source Code and the Unrestricted Source Code, and to use, copy, distribute or license
that executable. You may not distribute or redistribute, sublicense, sell, or transfer to a third
party the Restricted Source Code, unless said third party already has a license to the Restricted
Source Code through their separate license agreement with Altova or other agreement with
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Altova. Altova reserves all other rights in and to the Software. With respect to the feature(s) of
UModel that permit reverse-engineering of your own source code or other source code that you
have lawfully obtained, such use by you does not constitute a violation of this Agreement.
Except as otherwise permitted in Section 1(h) reverse engineering of the Software is strictly
prohibited as further detailed therein.
Server Use. You may install one copy of the Software on your computer file server for
(b)
the purpose of downloading and installing the Software onto other computers within your
internal network up to the Permitted Number of computers. If you have licensed .SchemaAgent,
then you may install SchemaAgent Server on any server computer or workstation and use it in
connection with your Software. No other network use is permitted, including without limitation
using the Software either directly or through commands, data or instructions from or to a
computer not part of your internal network, for Internet or Web-hosting services or by any user
not licensed to use this copy of the Software through a valid license from Altova.
Concurrent Use. If you have licensed a "Concurrent-User" version of the Software,
(c)
you may install the Software on any compatible computers, up to ten (10) times the Permitted
Number of users, provided that only the Permitted Number of users actually use the Software at
the same time. The Permitted Number of concurrent users shall be delineated at such time as you
elect to purchase the Software licenses.
Backup and Archival Copies. You may make one backup and one archival copy of
(d)
the Software, provided your backup and archival copies are not installed or used on any
computer and further provided that all such copies shall bear the original and unmodified
copyright, patent and other intellectual property markings that appear on or in the Software. You
may not transfer the rights to a backup or archival copy unless you transfer all rights in the
Software as provided under Section 3.
Home Use. You, as the primary user of the computer on which the Software is
(e)
installed, may also install the Software on one of your home computers for your use. However,
the Software may not be used on your home computer at the same time as the Software is being
used on the primary computer.
Key Codes, Upgrades and Updates. Prior to your purchase and as part of the
(f)
registration for the thirty (30) -day evaluation period, as applicable, you will receive an
evaluation key code. You will receive a purchase key code when you elect to purchase the
Software. The purchase key code will enable you to activate the Software beyond the initial
evaluation period. You may not re-license, reproduce or distribute any key code except with the
express written permission of Altova. If the Software that you have licensed is an upgrade or an
update, then the update replaces all or part of the Software previously licensed. The update or
upgrade and the associated license keys does not constitute the granting of a second license to
the Software in that you may not use the upgrade or update in addition to the Software that it is
replacing. You agree that use of the upgrade of update terminates your license to use the
Software or portion thereof replaced.
Title. Title to the Software is not transferred to you. Ownership of all copies of the
(g)
Software and of copies made by you is vested in Altova, subject to the rights of use granted to
you in this Software License Agreement. As between you and Altova, documents, files,
stylesheets, generated program code (including the Unrestricted Source Code) and schemas
that are authored or created by you via your utilization of the Software, in accordance with its
Documentation and the terms of this Software License Agreement, are your property.
Reverse Engineering. Except and to the limited extent as may be otherwise
(h)
specifically provided by applicable law in the European Union, you may not reverse engineer,
decompile, disassemble or otherwise attempt to discover the source code, underlying ideas,
underlying user interface techniques or algorithms of the Software by any means whatsoever,
directly or indirectly, or disclose any of the foregoing, except to the extent you may be expressly
permitted to decompile under applicable law in the European Union, if it is essential to do so in
order to achieve operability of the Software with another software program, and you have first
requested Altova to provide the information necessary to achieve such operability and Altova
has not made such information available. Altova has the right to impose reasonable conditions
and to request a reasonable fee before providing such information. Any information supplied by
Altova or obtained by you, as permitted hereunder, may only be used by you for the purpose
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described herein and may not be disclosed to any third party or used to create any software
which is substantially similar to the expression of the Software. Requests for information from
users in the European Union with respect to the above should be directed to the Altova
Customer Support Department.
Other Restrictions. You may not loan, rent, lease, sublicense, distribute or otherwise
(i)
transfer all or any portion of the Software to third parties except to the limited extent set forth in
Section 3 or otherwise expressly provided. You may not copy the Software except as expressly
set forth above, and any copies that you are permitted to make pursuant to this Software License
Agreement must contain the same copyright, patent and other intellectual property markings that
appear on or in the Software. You may not modify, adapt or translate the Software. You may
not, directly or indirectly, encumber or suffer to exist any lien or security interest on the
Software; knowingly take any action that would cause the Software to be placed in the public
domain; or use the Software in any computer environment not specified in this Software License
Agreement. You will comply with applicable law and Altova's instructions regarding the use of
the Software. You agree to notify your employees and agents who may have access to the
Software of the restrictions contained in this Software License Agreement and to ensure their
compliance with these restrictions. you agree that you are solely responsible for the accuracy and
adequacy of the software for your intended use and you will indemnify and HOLD harmless
ALTOVA from any 3rd party suit to the extent based upon the accuracy and adequacy of the
software in your use. without limitation, The Software is not intended for use in the operation of
nuclear facilities, aircraft navigation, communication systems or air traffic control equipment,
where the failure of the Software could lead to death, personal injury or severe physical or
environmental damage.
2.
INTELLECTUAL PROPERTY RIGHTS
Acknowledgement of Altova's Rights. You acknowledge that the Software and any copies that
you are authorized by Altova to make are the intellectual property of and are owned by Altova
and its suppliers. The structure, organization and code of the Software are the valuable trade
secrets and confidential information of Altova and its suppliers. The Software is protected by
copyright, including without limitation by United States Copyright Law, international treaty
provisions and applicable laws in the country in which it is being used. You acknowledge that
Altova retains the ownership of all patents, copyrights, trade secrets, trademarks and other
intellectual property rights pertaining to the Software, and that Altova's ownership rights extend
to any images, photographs, animations, videos, audio, music, text and "applets" incorporated
into the Software and all accompanying printed materials. You will take no actions which
adversely affect Altova's intellectual property rights in the Software. Trademarks shall be used in
accordance with accepted trademark practice, including identification of trademark owners'
names. Trademarks may only be used to identify printed output produced by the Software, and
such use of any trademark does not give you any right of ownership in that trademark. XMLSpy,
Authentic, StyleVision, MapForce, Markup Your Mind, Axad, Nanonull, and Altova are
trademarks of Altova GmbH (registered in numerous countries). Unicode and the Unicode Logo
are trademarks of Unicode, Inc. Windows, Windows 95, Windows 98, Windows NT, Windows
2000 and Windows XP are trademarks of Microsoft. W3C, CSS, DOM, MathML, RDF,
XHTML, XML and XSL are trademarks (registered in numerous countries) of the World Wide
Web Consortium (W3C); marks of the W3C are registered and held by its host institutions, MIT,
INRIA and Keio. Except as expressly stated above, this Software License Agreement does not
grant you any intellectual property rights in the Software. Notifications of claimed copyright
infringement should be sent to Altova's copyright agent as further provided on the Altova Web
Site.
3.
LIMITED TRANSFER RIGHTS
Notwithstanding the foregoing, you may transfer all your rights to use the Software to another
person or legal entity provided that: (a) you also transfer each of this Software License
Agreement, the Software and all other software or hardware bundled or pre-installed with the
Software, including all copies, updates and prior versions, and all copies of font software
converted into other formats, to such person or entity; (b) you retain no copies, including
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backups and copies stored on a computer; (c) the receiving party secures a personalized key
code from Altova; and (d) the receiving party accepts the terms and conditions of this Software
License Agreement and any other terms and conditions upon which you legally purchased a
license to the Software. Notwithstanding the foregoing, you may not transfer education,
pre-release, or not-for-resale copies of the Software.
4.
PRE-RELEASE AND EVALUATION PRODUCT ADDITIONAL TERMS
If the product you have received with this license is pre-commercial release or beta Software
("Pre-release Software"), then this Section applies. In addition, this section applies to all
evaluation and/or demonstration copies of Altova software ("Evaluation Software") and
continues in effect until you purchase a license. To the extent that any provision in this section is
in conflict with any other term or condition in this Software License Agreement, this section
shall supersede such other term(s) and condition(s) with respect to the Pre-release and/or
Evaluation Software, but only to the extent necessary to resolve the conflict. You acknowledge
that the Pre-release Software is a pre-release version, does not represent final product from
Altova, and may contain bugs, errors and other problems that could cause system or other
failures and data loss. CONSEQUENTLY, THE PRE-RELEASE AND/OR EVALUATION
SOFTWARE IS PROVIDED TO YOU "AS-IS" WITH NO WARRANTIES FOR USE OR
PERFORMANCE, AND ALTOVA DISCLAIMS ANY WARRANTY OR LIABILITY
OBLIGATIONS TO YOU OF ANY KIND, WHETHER EXPRESS OR IMPLIED. WHERE
LEGALLY LIABILITY CANNOT BE EXCLUDED FOR PRE-RELEASE AND/OR
EVALUATION SOFTWARE, BUT IT MAY BE LIMITED, ALTOVA'S LIABILITY AND
THAT OF ITS SUPPLIERS SHALL BE LIMITED TO THE SUM OF FIFTY DOLLARS
(USD $50) IN TOTAL. If the Evaluation Software has a time-out feature, then the software will
cease operation after the conclusion of the designated evaluation period. Upon such expiration
date, your license will expire unless otherwise extended. Access to any files created with the
Evaluation Software is entirely at your risk. You acknowledge that Altova has not promised or
guaranteed to you that Pre-release Software will be announced or made available to anyone in
the future, that Altova has no express or implied obligation to you to announce or introduce the
Pre-release Software, and that Altova may not introduce a product similar to or compatible with
the Pre-release Software. Accordingly, you acknowledge that any research or development that
you perform regarding the Pre-release Software or any product associated with the Pre-release
Software is done entirely at your own risk. During the term of this Software License Agreement,
if requested by Altova, you will provide feedback to Altova regarding testing and use of the
Pre-release Software, including error or bug reports. If you have been provided the Pre-release
Software pursuant to a separate written agreement, your use of the Software is governed by such
agreement. You may not sublicense, lease, loan, rent, distribute or otherwise transfer the
Pre-release Software. Upon receipt of a later unreleased version of the Pre-release Software or
release by Altova of a publicly released commercial version of the Software, whether as a
stand-alone product or as part of a larger product, you agree to return or destroy all earlier
Pre-release Software received from Altova and to abide by the terms of the license agreement
for any such later versions of the Pre-release Software.
5.
LIMITED WARRANTY AND LIMITATION OF LIABILITY
Limited Warranty and Customer Remedies. Altova warrants to the person or entity
(a)
that first purchases a license for use of the Software pursuant to the terms of this Software
License Agreement that (i) the Software will perform substantially in accordance with any
accompanying Documentation for a period of ninety (90) days from the date of receipt, and (ii)
any support services provided by Altova shall be substantially as described in Section 6 of this
agreement. Some states and jurisdictions do not allow limitations on duration of an implied
warranty, so the above limitation may not apply to you. To the extent allowed by applicable law,
implied warranties on the Software, if any, are limited to ninety (90) days. Altova's and its
suppliers' entire liability and your exclusive remedy shall be, at Altova's option, either (i) return
of the price paid, if any, or (ii) repair or replacement of the Software that does not meet Altova's
Limited Warranty and which is returned to Altova with a copy of your receipt. This Limited
Warranty is void if failure of the Software has resulted from accident, abuse, misapplication,
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abnormal use, Trojan horse, virus, or any other malicious external code. Any replacement
Software will be warranted for the remainder of the original warranty period or thirty (30) days,
whichever is longer. This limited warranty does not apply to Evaluation and/or Pre-release
Software.
No Other Warranties and Disclaimer. THE FOREGOING LIMITED WARRANTY
(b)
AND REMEDIES STATE THE SOLE AND EXCLUSIVE REMEDIES FOR ALTOVA OR
ITS SUPPLIER'S BREACH OF WARRANTY. ALTOVA AND ITS SUPPLIERS DO NOT
AND CANNOT WARRANT THE PERFORMANCE OR RESULTS YOU MAY OBTAIN BY
USING THE SOFTWARE. EXCEPT FOR THE FOREGOING LIMITED WARRANTY, AND
FOR ANY WARRANTY, CONDITION, REPRESENTATION OR TERM TO THE EXTENT
WHICH THE SAME CANNOT OR MAY NOT BE EXCLUDED OR LIMITED BY LAW
APPLICABLE TO YOU IN YOUR JURISDICTION, ALTOVA AND ITS SUPPLIERS
MAKE NO WARRANTIES, CONDITIONS, REPRESENTATIONS OR TERMS, EXPRESS
OR IMPLIED, WHETHER BY STATUTE, COMMON LAW, CUSTOM, USAGE OR
OTHERWISE AS TO ANY OTHER MATTERS. TO THE MAXIMUM EXTENT
PERMITTED BY APPLICABLE LAW, ALTOVA AND ITS SUPPLIERS DISCLAIM ALL
OTHER WARRANTIES AND CONDITIONS, EITHER EXPRESS OR IMPLIED,
INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE, SATISFACTORY
QUALITY, INFORMATIONAL CONTENT OR ACCURACY, QUIET ENJOYMENT, TITLE
AND NON-INFRINGEMENT, WITH REGARD TO THE SOFTWARE, AND THE
PROVISION OF OR FAILURE TO PROVIDE SUPPORT SERVICES. THIS LIMITED
WARRANTY GIVES YOU SPECIFIC LEGAL RIGHTS. YOU MAY HAVE OTHERS,
WHICH VARY FROM STATE/JURISDICTION TO STATE/JURISDICTION.
Limitation Of Liability. TO THE MAXIMUM EXTENT PERMITTED BY
(c)
APPLICABLE LAW EVEN IF A REMEDY FAILS ITS ESSENTIAL PURPOSE, IN NO
EVENT SHALL ALTOVA OR ITS SUPPLIERS BE LIABLE FOR ANY SPECIAL,
INCIDENTAL, DIRECT, INDIRECT OR CONSEQUENTIAL DAMAGES WHATSOEVER
(INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS OF BUSINESS PROFITS,
BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, OR ANY OTHER
PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE THE
SOFTWARE OR THE PROVISION OF OR FAILURE TO PROVIDE SUPPORT SERVICES,
EVEN IF ALTOVA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
IN ANY CASE, ALTOVA'S ENTIRE LIABILITY UNDER ANY PROVISION OF THIS
SOFTWARE LICENSE AGREEMENT SHALL BE LIMITED TO THE AMOUNT
ACTUALLY PAID BY YOU FOR THE SOFTWARE PRODUCT. Because some states and
jurisdictions do not allow the exclusion or limitation of liability, the above limitation may not
apply to you. In such states and jurisdictions, Altova's liability shall be limited to the greatest
extent permitted by law and the limitations or exclusions of warranties and liability contained
herein do not prejudice applicable statutory consumer rights of person acquiring goods
otherwise than in the course of business. The disclaimer and limited liability above are
fundamental to this Software License Agreement between Altova and you.
Infringement Claims. Altova will indemnify and hold you harmless and will defend or
(d)
settle any claim, suit or proceeding brought against you by a third party that is based upon a
claim that the content contained in the Software infringes a copyright or violates an intellectual
or proprietary right protected by United States or European Union law ("Claim"), but only to the
extent the Claim arises directly out of the use of the Software and subject to the limitations set
forth in Section 5 of this Agreement except as otherwise expressly provided. You must notify
Altova in writing of any Claim within ten (10) business days after you first receive notice of the
Claim, and you shall provide to Altova at no cost with such assistance and cooperation as Altova
may reasonably request from time to time in connection with the defense of the Claim. Altova
shall have sole control over any Claim (including, without limitation, the selection of counsel
and the right to settle on your behalf on any terms Altova deems desirable in the sole exercise of
its discretion). You may, at your sole cost, retain separate counsel and participate in the defense
or settlement negotiations. Altova shall pay actual damages, costs, and attorney fees awarded
against you (or payable by you pursuant to a settlement agreement) in connection with a Claim
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to the extent such direct damages and costs are not reimbursed to you by insurance or a third
party, to an aggregate maximum equal to the purchase price of the Software. If the Software or
its use becomes the subject of a Claim or its use is enjoined, or if in the opinion of Altova's legal
counsel the Software is likely to become the subject of a Claim, Altova shall attempt to resolve
the Claim by using commercially reasonable efforts to modify the Software or obtain a license to
continue using the Software. If in the opinion of Altova's legal counsel the Claim, the injunction
or potential Claim cannot be resolved through reasonable modification or licensing, Altova, at
its own election, may terminate this Software License Agreement without penalty, and will
refund to you on a pro rata basis any fees paid in advance by you to Altova. THE FOREGOING
CONSTITUTES ALTOVA'S SOLE AND EXCLUSIVE LIABILITY FOR INTELLECTUAL
PROPERTY INFRINGEMENT. This indemnity does not apply to infringements that would not
be such, except for customer-supplied elements.
6.
SUPPORT AND MAINTENANCE
Altova offers multiple optional "Support & Maintenance Package(s)" ("SMP") for the version of
Software product edition that you have licensed, which you may elect to purchase in addition to
your Software license. The Support Period, hereinafter defined, covered by such SMP shall be
delineated at such time as you elect to purchase a SMP. Your rights with respect to support and
maintenance as well as your upgrade eligibility depend on your decision to purchase SMP and
the level of SMP that you have purchased:
(a)
If you have not purchased SMP, you will receive the Software AS IS and will not
receive any maintenance releases or updates. However, Altova, at its option and in its sole
discretion on a case by case basis, may decide to offer maintenance releases to you as a courtesy,
but these maintenance releases will not include any new features in excess of the feature set at
the time of your purchase of the Software. In addition, Altova will provide free technical support
to you for thirty (30) days after the date of your purchase (the "Support Period" for the purposes
of this paragraph a), and Altova, in its sole discretion on a case by case basis, may also provide
free courtesy technical support during your thirty (30)-day evaluation period. Technical support
is provided via a Web-based support form only, and there is no guaranteed response time.
(b)
If you have purchased SMP, then solely for the duration of its delineated Support
Period, you are eligible to receive the version of the Software edition that you have licensed
and all maintenance releases and updates for that edition that are released during your Support
Period. For the duration of your SMP's Support Period, you will also be eligible to receive
upgrades to the comparable edition of the next version of the Software that succeeds the
Software edition that you have licensed for applicable upgrades released during your Support
Period. The specific upgrade edition that you are eligible to receive based on your Support
Period is further detailed in the SMP that you have purchased. Software that is introduced as
separate product is not included in SMP. Maintenance releases, updates and upgrades may or
may not include additional features. In addition, Altova will provide Priority Technical Support
to you for the duration of the Support Period. Priority Technical Support is provided via a
Web-based support form only, and Altova will make commercially reasonable efforts to respond
via e-mail to all requests within forty-eight (48) hours during Altova's business hours (MO-FR,
8am UTC – 10pm UTC, Austrian and US holidays excluded) and to make reasonable efforts to
provide work-arounds to errors reported in the Software.
During the Support Period you may also report any Software problem or error to Altova. If
Altova determines that a reported reproducible material error in the Software exists and
significantly impairs the usability and utility of the Software, Altova agrees to use reasonable
commercial efforts to correct or provide a usable work-around solution in an upcoming
maintenance release or update, which is made available at certain times at Altova's sole
discretion.
If Altova, in its discretion, requests written verification of an error or malfunction discovered by
you or requests supporting example files that exhibit the Software problem, you shall promptly
provide such verification or files, by email, telecopy, or overnight mail, setting forth in
reasonable detail the respects in which the Software fails to perform. You shall use reasonable
efforts to cooperate in diagnosis or study of errors. Altova may include error corrections in
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maintenance releases, updates, or new major releases of the Software. Altova is not obligated to
fix errors that are immaterial. Immaterial errors are those that do not significantly impact use of
the Software. Whether or not you have purchased the Support & Maintenance Package,
technical support only covers issues or questions resulting directly out of the operation of the
Software and Altova will not provide you with generic consultation, assistance, or advice under
any circumstances.
Updating Software may require the updating of software not covered by this Software License
Agreement before installation. Updates of the operating system and application software not
specifically covered by this Software License Agreement are your responsibility and will not be
provided by Altova under this Software License Agreement. Altova's obligations under this
Section 6 are contingent upon your proper use of the Software and your compliance with the
terms and conditions of this Software License Agreement at all times. Altova shall be under no
obligation to provide the above technical support if, in Altova's opinion, the Software has failed
due to the following conditions: (i) damage caused by the relocation of the software to another
location or CPU; (ii) alterations, modifications or attempts to change the Software without
Altova's written approval; (iii) causes external to the Software, such as natural disasters, the
failure or fluctuation of electrical power, or computer equipment failure; (iv) your failure to
maintain the Software at Altova's specified release level; or (v) use of the Software with other
software without Altova's prior written approval. It will be your sole responsibility to: (i) comply
with all Altova-specified operating and troubleshooting procedures and then notify Altova
immediately of Software malfunction and provide Altova with complete information thereof; (ii)
provide for the security of your confidential information; (iii) establish and maintain backup
systems and procedures necessary to reconstruct lost or altered files, data or programs.
7.
SOFTWARE ACTIVATION, UPDATES AND LICENSE METERING
License Metering. Altova has a built-in license metering module that helps you to
(a)
avoid any unintentional violation of this Software License Agreement. Altova may use your
internal network for license metering between installed versions of the Software.
Software Activation. Altova's Software may use your internal network and
(b)
Internet connection for the purpose of transmitting license-related data at the time of
installation, registration or update to an Altova-operated license server and validating the
authenticity of the license-related data in order to protect Altova against unlicensed or
illegal use of the Software and to improve customer service. Activation is based on the
exchange of license related data between your computer and the Altova license server. You
agree that Altova may use these measures and you agree to follow any applicable
requirements.
LiveUpdate. Altova provides a new LiveUpdate notification service to you, which is
(c)
free of charge. Altova may use your internal network and Internet connection for the purpose of
transmitting license-related data to an Altova-operated LiveUpdate server to validate your
license at appropriate intervals and determine if there is any update available for you.
Use of Data. The terms and conditions of the Privacy Policy are set out in full at
(d)
http://www.altova.com/privacy and are incorporated by reference into this Software License
Agreement. By your acceptance of the terms of this Software License Agreement or use of the
Software, you authorize the collection, use and disclosure of information collected by Altova for
the purposes provided for in this Software License Agreement and/or the Privacy Policy as
revised from time to time. European users understand and consent to the processing of personal
information in the United States for the purposes described herein. Altova has the right in its
sole discretion to amend this provision of the Software License Agreement and/or Privacy
Policy at any time. You are encouraged to review the terms of the Privacy Policy as posted on
the Altova Web site from time to time.
8.
TERM AND TERMINATION
This Software License Agreement may be terminated (a) by your giving Altova written notice of
termination; or (b) by Altova, at its option, giving you written notice of termination if you
commit a breach of this Software License Agreement and fail to cure such breach within ten (10)
days after notice from Altova. In addition the Software License Agreement governing your use
© 2006 Altova GmbH
Altova UModel User Manual
238
Appendices
License Information
of a previous version that you have upgraded or updated of the Software is terminated upon your
acceptance of the terms and conditions of the Software License Agreement accompanying such
upgrade or update. Upon any termination of the Software License Agreement, you must cease all
use of the Software that it governs, destroy all copies then in your possession or control and take
such other actions as Altova may reasonably request to ensure that no copies of the Software
remain in your possession or control. The terms and conditions set forth in Sections 1(g), (h), (i),
2, 5(b), (c), 9, and 10 survive termination as applicable.
9.
RESTRICTED RIGHTS NOTICE AND EXPORT RESTRICTIONS
The Software was developed entirely at private expense and is commercial computer software
provided with RESTRICTED RIGHTS. Use, duplication or disclosure by the U.S.
Government or a U.S. Government contractor or subcontractor is subject to the restrictions set
forth in this Agreement and as provided in FAR 12.211 and 12.212 (48 C.F.R. §12.211 and
12.212) or DFARS 227. 7202 (48 C.F.R. §227-7202) as applicable. Consistent with the above
as applicable, Commercial Computer Software and Commercial Computer Documentation
licensed to U.S. government end users only as commercial items and only with those rights as
are granted to all other end users under the terms and conditions set forth in this Software
License Agreement. Manufacturer is Altova GmbH, Rudolfsplatz, 13a/9, A-1010 Vienna,
Austria/EU. You may not use or otherwise export or re-export the Software or Documentation
except as authorized by United States law and the laws of the jurisdiction in which the Software
was obtained. In particular, but without limitation, the Software or Documentation may not be
exported or re-exported (i) into (or to a national or resident of) any U.S. embargoed country or
(ii) to anyone on the U.S. Treasury Department's list of Specially Designated Nationals or the
U.S. Department of Commerce's Table of Denial Orders. By using the Software, you represent
and warrant that you are not located in, under control of, or a national or resident of any such
country or on any such list.
10.
GENERAL PROVISIONS
If you are located in the European Union and are using the Software in the European Union and
not in the United States, then this Software License Agreement will be governed by and
construed in accordance with the laws of the Republic of Austria (excluding its conflict of laws
principles and the U.N. Convention on Contracts for the International Sale of Goods) and you
expressly agree that exclusive jurisdiction for any claim or dispute with Altova or relating in any
way to your use of the Software resides in the Handelsgericht, Wien (Commercial Court,
Vienna) and you further agree and expressly consent to the exercise of personal jurisdiction in
the Handelsgericht, Wien (Commercial Court, Vienna) in connection with any such dispute or
claim.
If you are located in the United States or are using the Software in the United States then this
Software License Agreement will be governed by and construed in accordance with the laws of
the Commonwealth of Massachusetts, USA (excluding its conflict of laws principles and the
U.N. Convention on Contracts for the International Sale of Goods) and you expressly agree that
exclusive jurisdiction for any claim or dispute with Altova or relating in any way to your use of
the Software resides in the federal or state courts of Massachusetts and you further agree and
expressly consent to the exercise of personal jurisdiction in the federal or state courts of
Massachusetts in connection with any such dispute or claim.
If you are located outside of the European Union or the United States and are not using the
Software in the United States, then this Software License Agreement will be governed by and
construed in accordance with the laws of the Republic of Austria (excluding its conflict of laws
principles and the U.N. Convention on Contracts for the International Sale of Goods) and you
expressly agree that exclusive jurisdiction for any claim or dispute with Altova or relating in any
way to your use of the Software resides in the Handelsgericht, Wien (Commercial Court,
Vienna) and you further agree and expressly consent to the exercise of personal jurisdiction in
the Handelsgericht Wien (Commercial Court, Vienna) in connection with any such dispute or
claim. This Software License Agreement will not be governed by the conflict of law rules of any
jurisdiction or the United Nations Convention on Contracts for the International Sale of Goods,
the application of which is expressly excluded.
Altova UModel User Manual
© 2006 Altova GmbH
Appendices
License Information
239
This Software License Agreement contains the entire agreement and understanding of the parties
with respect to the subject matter hereof, and supersedes all prior written and oral
understandings of the parties with respect to the subject matter hereof. Any notice or other
communication given under this Software License Agreement shall be in writing and shall have
been properly given by either of us to the other if sent by certified or registered mail, return
receipt requested, or by overnight courier to the address shown on Altova's Web site for Altova
and the address shown in Altova's records for you, or such other address as the parties may
designate by notice given in the manner set forth above. This Software License Agreement will
bind and inure to the benefit of the parties and our respective heirs, personal and legal
representatives, affiliates, successors and permitted assigns. The failure of either of us at any
time to require performance of any provision hereof shall in no manner affect such party's right
at a later time to enforce the same or any other term of this Software License Agreement. This
Software License Agreement may be amended only by a document in writing signed by both of
us. In the event of a breach or threatened breach of this Software License Agreement by either
party, the other shall have all applicable equitable as well as legal remedies. Each party is duly
authorized and empowered to enter into and perform this Software License Agreement. If, for
any reason, any provision of this Software License Agreement is held invalid or otherwise
unenforceable, such invalidity or unenforceability shall not affect the remainder of this Software
License Agreement, and this Software License Agreement shall continue in full force and effect
to the fullest extent allowed by law. The parties knowingly and expressly consent to the
foregoing terms and conditions.
Last updated: 2005-05-05
© 2006 Altova GmbH
Altova UModel User Manual
Index
Index
241
Appendices, 226
Artifact,
add to node, 40
manifest, 40
Assign,
shortcut to a command, 217
.
Association,
aggregate/composite, 19
.NET Framework,
Include file, 111
automatic display of, 124
between classes, 19
class memberEnd, 124
defining the type, 124
1
1.4,
Java, 51
display during code engineering, 51
object links, 30
role, 124
Show property as, 70
Show relationships, 70, 128
show typed property, 120
5
use case, 12
Autocomplete,
function, 19
5.0,
Java, 51
Automatic,
display of associations, 124
A
B
Abstract,
class, 19
Bank,
sample files, 81
Activation box,
Execution Specification, 137
Base,
class, 25
Activity,
Add diagram to transition, 152
Base class,
inserting derived, 76
Add to state, 152
create branch / merge, 167
Batch,
processing, 78
diagram elements, 170
Binding,
template, 119
Activity diagram, 164
inserting elements, 165
Actor,
user-defined, 12
Add,
diagram to package, 12
insert - delete from Model Tree, 59
move - delete - diagram, 70
new project, 84
package to project, 12
to Favorites, 65
© 2006 Altova GmbH
Bitmap,
save elements as, 203
Borland,
bsdj project file, 205
Branch,
create in Activity, 167
bsdj,
Borland project, 205
242
Index
Command,
add to toolbar/menu, 216
C
C#,
code to model correspondence, 98
import settings, 86
Call,
message, 144
CallBehavior,
insert, 165
CallOperation,
insert, 165
Check,
project syntax, 205
Class,
abstract and concrete, 19
add new, 19
add operations, 19
add properties, 19
associations, 19
base, 25
derived, 25
diagrams, 19
icons, 190
in component diagram, 35
inserting derived classes, 76
synchronization, 90
Classifier,
constraining, 116
Close,
all but active diagram, 70
Code,
default, 219
generation - min. conditions, 92
prerequisites, 44
round trip engineering, 44
synchronization, 90
target directory, 44
Code - C#,
to UModel elements, 98
Code - Java,
to UModel elements, 93
context menu, 217
delete from menu, 217
line processing, 78
reset menu, 217
Comments,
documentation, 68
Compatibility,
updating projects, 90
Component,
diagram, 35
icons, 192
insert class, 35
realization, 35
Composite state, 157
add region, 157
Composite Structure,
insert elements, 181
Composite Structure diagram, 180
Composition,
association - create, 19
Concrete,
class, 19
Constrain,
element, 59
Constraining,
classifiers, 116
Constraint,
add in diagram, 59
assign to multiple element, 59
syntax check, 205
Context menu,
commands, 217
Copy,
paste in Diagram, Model Tree, 73
Copyright information, 227
csproj - csdproj,
MS Visual Studio .Net, 205
Customize, 216
context menu, 217
menu, 217
toolbar/menu commands, 216
Code engineering, 44
import directory, 51
showing associations, 51
Combined fragment, 138
© 2006 Altova GmbH
Index
243
Distribution,
of Altova's software products, 227, 228, 230
D
Default,
menu, 217
Documentation tab, 68
Dot,
Ownership, 126
Drag and drop,
right mouse button, 76
project code, 219
SPL templates, 90
Delete,
class relationships, 124
command from context menu, 217
command from toolbar, 216
icon from toolbar, 216
shortcut, 217
toolbar, 216
Dependency,
include, 12
E
Edit, 203
Element,
add to Favorites, 65
assign constraint to, 59
associations when importing, 51
constrain, 59
Show relationships, 70, 128
cut, copy paste, 73
usage, 35
inserting, 76
relationships, 124
save selected as bitmap, 203
Deployment,
diagram, 40
icons, 193
styles, 66
Derived,
class, 25
classes inserting, 76
Elements,
ignore from include files, 219
insert State Machine, 151
Diagram,
Add activity to transition, 152
close all but active, 70
constrain elements, 59
End User License Agreement, 227, 231
Entry point,
add to submachine, 157
icons, 188
ignore elem. from inluded files, 219
open, 63
Paste in Diagram only, 73
properties, 70
save as png, 201
save elements as bitmap, 203
share package and diagram, 113
sizing, 70
state machine, 150
styles, 66
Diagram pane, 70
Diagram Tree, 63
Directory,
for code generation, 44
ignoring on merge, 219
import, 51
importing code from, 86
© 2006 Altova GmbH
Error,
messages, 69
syntax check, 44
Evaluation period,
of Altova's software products, 227, 228, 230
Exception,
Java operation, 86
Execution specification,
lifeline, 137
Exit point,
add to submachine, 157
Expand,
collapsing packages, 59
Export,
as XMI, 184
Extension,
XMI, 184
244
Index
ID,
IDs and UUIDs, 184
F
Ignore,
directories, 219
elements in list, 219
Favorites, 65
File, 201
tutorial example, 8
ump, 84
Files,
sample files, 81
Find,
modeling elements, 59, 203
searching tabs, 58
unused elements, 59
Forward,
engineering, 92
G
Gate,
sequence diagram, 142
Generalize,
specialize, 25
H
Handle,
create relationship, 126
Help, 224
Hotkey, 217
I
Import,
association of elements, 51
C# project, 86
directory, 51
project, 86
source code, 86
source project, 51
XMI file, 184
Importing,
UModel generated XMI, 184
Include,
.NET Framework, 111
dependency, 12
share package and diagram, 113
status - changing, 113
UModel project, 111
Insert,
action (CallBehavior), 165
action (CallOperation), 165
Composite Stucture elements, 181
elements, 76
simple state, 152
with..., 76
Instance,
diagram, 30
object, 30
Intelligent,
autocomplete, 19
Interaction operand, 138
Interaction operator,
defining, 138
Interaction use, 141
Introduction, 6
Icon,
add to toolbar/menu, 216
class, 190
component, 192
J
deployment, 193
object, 191
Java,
code to model correspondence, 93
exception, 86
Sequence, 194
show large, 218
use case, 189
namespace root, 92
versions supported, 51
© 2006 Altova GmbH
Index
JavaDocs, 68
K
Keyboard shortcut, 217
L
Label,
IDs and UUIDs, 184
Layout, 213
Legal information, 227
License, 231
information about, 227
License metering,
in Altova products, 229
Lifeline,
attributes, 137
Limit,
constrain elements, 59
Line,
orthogonal, 35
Line break,
in actor text, 12
Lines,
formatting, 30
List,
unused elements, 59
M
Mail,
send project, 201
Manifest,
artifact, 40
Mapping,
C# to/from model elements, 98
Java to/from model elements, 93
MemberEnd,
association, 124
Menu,
add/delete command, 216
customize, 217
© 2006 Altova GmbH
245
Default/XMLSPY, 217
delete commands from, 217
edit, 203
file, 201
help, 224
layout, 213
project, 205
tools, 215
view, 214
window, 223
Merge,
code from model, 44
code into model, 205
create in Activity, 167
ignore directory, 219
model into code, 205
Message,
arrows, 144
call, 144
create object, 144
inserting, 144
moving, 144
numbering, 144
Messages pane, 69
Metadata,
XMI output, 184
Minimum,
code generation conditions, 92
Missing elements,
listing, 59
Model from code,
showing associations, 51
Model Tree,
opening packages, 59
pane, 59
Mouse,
copy, paste, 73
Moving message arrows, 144
MS Visual Studio .Net,
csproj - csdproj project file, 205
Multiline,
actor text, 12
N
Namespace,
246
Namespace,
Java namespace root, 92
Node,
add, 40
add artifact, 40
styles, 66
Numbering,
messages, 144
O
Object,
create message, 144
diagram, 30
icons, 191
links - associations, 30
Open,
diagram, 63
packages in tree view, 59
Operand,
interaction, 138
Operation,
exception, 86
reusing, 25
template, 120
Operations,
adding, 19
Operator,
interaction, 138
Index
dot, 126
P
Package,
expand/collapse, 59
profile, 130
sharing, 113
Page,
prevent split over pages, 201
Parameter,
batch, 78
template, 120
Paste,
element in diagram, 73
in Diagram only, 73
PNG,
save diagram, 201
Prerequisites,
forward engineering, 92
Pretty print,
XMI output, 184
Print,
preview, 201
Profiles,
stereotypes, 130
Project, 205
create, 84
default code, 219
Options,
project, 121
tools, 219
file - updating, 90
import, 86
include UModel project, 111
Orthogonal,
line, 35
state, 157
insert package, 84
Output,
XMI file, 184
Override,
default SPL templates, 90
Overview pane, 68
Overwrite,
code from model, 205
model from code, 205
OwnedEnd,
association, 124
Ownership,
open last on start, 219
options, 121
send by mail, 201
styles, 66
syntax checking, 205
workflow, 84
Project files,
Borland - MS Visual Studio .Net, 205
Properties,
adding, 19
Properties pane, 66
Property,
reusing, 25
© 2006 Altova GmbH
Index
Property,
show as association, 70, 128
typed - show, 120
247
Searching tabs, 58
Send by mail,
project, 201
Sequence,
icons, 194
R
Raised exception, 86
Realization,
component, 35
Reference, 200
show referenced class, 70
Region,
add to composite state, 157
Relationship,
Show model relationships, 70, 128
Relationships,
element, 124
using handles, 126
Remove,
from Favorites, 65
Reset,
menu commands, 217
shortcut, 217
toolbar & menu commands, 216
Right dragging, 76
Role,
association, 124
Root,
Java namespace, 92
package/class synchronization, 90
Round trip,
code - model -code, 51
engineering, 44
model - code - model, 44
S
Sequence diagram, 134
combined fragment, 138
gate, 142
inserting elements, 135
interaction use, 141
lifeline, 137
messages, 144
state invariant, 143
Setting,
synchronization, 90
Share,
package and diagram, 113
Shortcut, 217
assigning/deleting, 217
show in tooltip, 218
Show,
model relationships, 70, 128
property as association, 70, 120
Signature,
template, 116, 118
Size,
diagram pane, 70
Software product license, 231
Sort,
diagram, 63
elements in Model Tree, 59
Source code,
importing, 86
Specialize,
generalize, 25
SPL,
templates user-defined, 90
Split,
prevent split over pages, 201
Sample,
example files, 81
Start,
UModel, 9
with previous project, 219
Save,
diagram as image, 201
State,
add activity, 152
elements as bitmaps, 203
Search,
Find, 203
© 2006 Altova GmbH
composite, 157
define transition between, 152
insert simple, 152
orthogonal, 157
248
Index
State,
submachine state, 157
Tools, 215
options, 219
State invariant, 143
Tooltip,
show, 218
State Machine,
composite states, regions, 157
diagram elements, 160
insert elements, 151
states, activities, transitions, 152
State Machine Diagram, 150
show shortcuts in, 218
Transition,
Add Activity diagram to, 152
define between states, 152
define trigger, 152
Stereotypes,
profiles, 130
Trigger,
define transition trigger, 152
Styles tab, 66
Sub class,
inserting into diagram, 76
Tutorial,
aims, 8
example files, 8
Submachine state,
add entry/exit point, 157
Type,
property - show, 120
Synchronization,
settings, 90
Synchronize,
merge code from model, 44
merge model from code, 51
root/package/class, 90
Syntax,
batch file, 78
check project syntax, 205
checking, 44
errors - warnings, 44
Syntax check,
messages, 69
U
UML,
diagram - sharing, 113
templates, 116
UModel,
importing generated XMI, 184
starting, 9
to C# code, 98
to Java code, 93
UModel diagram icons, 188
T
Tagged,
values, 130
Template,
binding, 119
operation/parameter, 120
signature, 116, 118
Templates,
user-defined SPL, 90
Toolbar,
activate/deactivate, 216
add command to, 216
create new, 216
reset toolbar & menu commands, 216
show large icons, 218
UModel Inroduction, 6
Ump,
file extension, 84
Unused elements,
listing, 59
Update,
project file, 90
Usage,
dependency, 35
Use case,
adding, 12
association, 12
compartments, 12
icons, 189
User defined,
actor, 12
User interface, 58
User-defined,
© 2006 Altova GmbH
Index
User-defined,
SPL templates, 90
UUID,
Universal Unique identifiers, 184
V
Value,
tagged, 130
View, 214
W
Warning,
messages, 69
syntax check, 44
Window, 223
Workflow,
project, 84
X
XMI, 184
extentions, 184
pretty print output, 184
Z
Zoom,
sizing, 70
© 2006 Altova GmbH
249
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