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| A collection of models that can be used to capture system requirements based on use cases with the object-oriented approach. |
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| A diagram to show the various user roles and how those roles use the system. |
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| System Sequence Diagram (SSD) |
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| A diagram showing the sequence of messages between an external actor and the system during a use case or scenario. |
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| The communication between objects within a use case. |
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| A model that describes classes of objects within a use case. |
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| A diagram showing the life of an object in states and transitions. |
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| A symbol used to denote a group of similar elements. |
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| Either a communication diagram or a sequence diagram that shows the interactions between objects. |
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| Lifeline, or Object Lifeline |
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| The vertical line under an object on a sequence diagram to show the passage of time for the object. |
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| Part of a message between objects that is evaluated prior to transmission to determine whether the message can be sent. |
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| A condition during an object's life when it satisfies some criterion, performs some action, or waits for an event. |
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| The movement of an object from one state to another state. |
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| The starting point of a state machine diagram, indicated by a black dot. |
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| For particular transition, the state to which an object moves after the completion of a transition. |
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| For a particular transition, the original state of an object from which the transition occurs. |
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| The trigger for a transition, which causes the object to leave the origin state. |
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| A true/false test to see whether a transition can fire. |
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| A description of the activities performed as part of a transition. |
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| Concurrency, or Concurrent State |
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Definition
| The condition of being in more than one state at a time. |
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| A sequential set of connected states and transitions. |
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| A state containing other states and transitions.(that is, a path) |
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| Creation of an object based on the template provided by the class definition. |
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| A system that has shared resources among multiple people or groups in an organization. |
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| A type of implementation diagram that shows the overall system architecture and the logical components within it. |
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| Application Program Interface (API) |
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| The set of public methods that is available to the outside world. |
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Definition
| A type of implementation diagram that shows the physical components across different locations. |
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| A class invented by a system designer to handle a needed system function. |
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| Specification of all detailed system processing for each use case. |
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| A way of categorizing a model element by its characteristics, indicated by guillemets. (<<>>) |
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| A design identifier for a problem domain class. |
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| An entity class that exists after a system is shut down. |
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| Boundary Class or View Class |
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Definition
| A class that exists on a system's automation boundary, such as an input window. |
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| A class that mediates between boundary classes and entity classes, acting as a switchboard between the view layer and domain layer. |
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| A class that is used to retrieve data from a database. |
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| A notation of whether an attribute can be directly accessed by another object; indicated by plus or minus signs. |
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| A notation that shows all of the information needed to invoke, or call, the method. |
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| A method with one name but two or more parameter lists. |
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| A method that is associated with a class instead of with objects of the class. |
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| An attribute that contains the same value for all objects in the system. |
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| A method in a subclass (with inheritance) that overrides the method in the parent class. |
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| A class that can never be instantiated. (no objects can be created of this type) |
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| A normal class that can be instantiated. (objects can be created) |
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| A design principle in which one object has a reference to another object and thus can interact with it. |
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| A design principle of objects in which both data and program logic are included within a single, self-contained unit. |
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| A design principle in which a set of standard objects can be used repeatedly within a system. |
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| A design principle in which data associated with an object is not visible to the outside world, but methods are provided to access or change the data. |
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| A qualitative measure of how closely the classes in a design class diagram are linked. |
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| A qualitative measure of the consistency of functions within a single class. |
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| Protection from Variations |
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Definition
| A design principle in which parts of a system that are unlikely to change are segregated from those that will. |
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| A design principle in which an intermediate class is places between two classes to decouple them but still link them. |
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| A design principle in which objects are responsible for carrying out system processing. |
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| The process of elaborating the detailed design with interaction diagrams of a particular use case. |
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| Standard design techniques and templates that are widely recognized as good practice. |
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| A representation of the period in which a method of an object is alive and executing. |
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| Separation of Responsibilities |
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| A design principle to segregate classes into separate components based on the primary focus of the classes. |
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Definition
| In a communication diagram, the connection between classes that indicates messages can be passed. |
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| A relationship between packages, classes, or use cases that indicates a change in the independent item will require a corresponding change in the dependent item. |
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