Lecture for Chapter 2, Modeling with UML

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Transcript Lecture for Chapter 2, Modeling with UML

Modeling with UML

       What is modeling?

What is UML?

Use case diagrams Class diagrams Sequence diagrams Statechart diagrams Activity diagrams

Modified from originals by Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 1

What is modeling?

    Modeling is a means of dealing with complexity.

Modeling consists of building an abstraction of reality.

Abstractions are simplifications because: 

They ignore irrelevant details and

They only represent the relevant details.

What is

relevant

model.

or

irrelevant

depends on the purpose of the

Modified from originals by Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 2

Systems, Models and Views

    A

model

is an abstraction describing a subset of a system A

view

depicts selected aspects of a model A

notation

is a set of graphical or textual rules for depicting views Views and models of a single system may overlap each other

Modified from originals by Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 3

Systems, Models and Views

System View 1 Model 2 View 2 View 3 Model 1

Electrical Payroll Wiring

Modified from originals by Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 4

Models, Views and Systems (UML)

System * Described by Model * Depicted by View Personnel: System Prototype: Model Use Cases: Model User Interface: View Payroll: View Benfits: View Modified from originals by Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 5

Concepts and Phenomena

Phenomenon  

An observable object in the world of a domain as you perceive it An instance of a

concept

 

Example: Example:

Phone call My cellphone

Concept  

Describes the properties of phenomena that are common.

Example:

Communication medium

Example:

Communication device

Concept is a 3-tuple:  

Name (To distinguish it from other concepts) Purpose (Properties that determine if a phenomenon is a member of a concept)

Members (The set of phenomena which are part of the concept) Modified from originals by Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 6

Concepts and phenomena

Name Purpose Members Clock A device that measures time.

  Abstraction 

Classification of phenomena into concepts

Modeling 

Development of abstractions to answer specific questions about a set of phenomena while ignoring irrelevant details.

Modified from originals by Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 7

Concepts in software: Type and Instance

   Type:  

An abstraction in the context of programming languages Name: int, Purpose: integral number, Members: 0, -1, 1, 2, -2, . . .

Instance: 

Member of a specific type

The type of a variable represents all possible instances the variable can take The following relationships are similar: 

“type” <–> “instance”

“concept” <–> “phenomenon” Modified from originals by Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 8

Abstract Data Types & Classes

    Abstract data type 

Special type whose implementation is hidden from the rest of the system.

Class: 

An abstraction in the context of object oriented languages

Like an abstract data type, a class encapsulates both state (variables) and behavior (methods) 

Class Vector

Unlike abstract data types, classes can be defined in terms of other classes using inheritance

Watch time date SetDate(d) CalculatorWatch calculatorState EnterCalcMode() InputNumber(n) Modified from originals by Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 9

Classes, Objects, Abstract Classes

  Object 

An instance of a class

Abstract class 

A class that is not meant to be instantiated

Used to model generalized concepts

Example:

 

Abstract class: TimeTellingDevice Subclasses: Clock, Watch, HourGlass, CellPhone

Used as a placeholder for defining operations and attributes common to that concept Modified from originals by Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 10

Object-oriented modeling

Application Domain Application Domain Model TrafficControl

UML Package

Aircraft TrafficController FlightPlan Airport Solution Domain System Model SummaryDisplay MapDisplay FlightPlanDatabase TrafficControl Modified from originals by Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 11

Application and Solution Domain

 Application Domain (Requirements Analysis): 

The environment in which the system is operating

 Solution Domain (System Design, Object Design): 

The available technologies to build the system Modified from originals by Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 12

What is UML?

   UML (Unified Modeling Language) 

An emerging standard for modeling object-oriented software.

Resulted from the convergence of notations from three leading object-oriented methods:

  

OMT (James Rumbaugh) OOSE (Ivar Jacobson) Booch (Grady Booch)

Reference: http://www.uml.org Supported by several CASE tools 

Rational ROSE

TogetherJ Modified from originals by Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 13

UML: First Pass

  You can model 80% of most problems by using about 20 % UML We teach you those 20%

Modified from originals by Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 14

UML First Pass

     Use case diagrams 

Describe the functional behavior of the system as seen by the user.

Class diagrams 

Describe the static structure of the system: Objects, Attributes, Associations

Sequence diagrams 

Describe the dynamic behavior between actors and the system and between objects of the system

Statechart diagrams 

Describe the dynamic behavior of an individual object (essentially a finite state automaton)

Activity diagrams 

Model the dynamic behavior of a system, in particular the workflow (essentially a flowchart) Modified from originals by Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 15

UML first pass: Use case diagrams

Package

Watch

Actor

ReadTime

Use case

SetTime WatchUser WatchRepairPerson ChangeBattery

Use case diagrams represent the functionality of the system from user’s point of view

Modified from originals by Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 16

UML first pass: Class diagrams

Class diagrams represent the structure of the system Association Class Multiplicity

2 PushButton state push() release() 1 1 LCDDisplay blinkIdx blinkSeconds() blinkMinutes() blinkHours() stopBlinking() referesh() 1 Watch 1 1 2 Battery load 1 Time now

Attribute Operations

Modified from originals by Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 17

UML first pass: Sequence diagram

Actor Object

:WatchUser :Watch pressButton1() pressButton1() :LCDDisplay blinkHours() blinkMinutes()

Message

pressButton2() pressButtons1And2() :Time incrementMinutes() refresh() commitNewTime() stopBlinking()

Activation Lifeline Sequence diagrams represent the behavior as interactions

Modified from originals by Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 18

UML first pass: Statechart diagrams for objects with interesting dynamic behavior

Event State Initial state

[button2Pressed] [button1&2Pressed] BlinkHours IncrementHrs [button1Pressed]

Transition

[button1&2Pressed] BlinkMinutes [button2Pressed] IncrementMin.

[button1&2Pressed] [button1Pressed] BlinkSeconds [button2Pressed] IncrementSec.

StopBlinking

Final state Represent behavior as states and transitions

Modified from originals by Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 19

Other UML Notations

UML provide other notations that we will be introduced in subsequent lectures, as needed.

  Implementation diagrams 

Component diagrams

Deployment diagrams

Introduced in lecture on System Design

Object constraint language 

Introduced in lecture on Object Design Modified from originals by Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 20

UML Core Conventions

   Rectangles are classes or instances Ovals are functions or use cases Instances are denoted with an underlined names 

myWatch:SimpleWatch

Joe:Firefighter

 Types are denoted with non underlined names 

SimpleWatch

Firefighter

 Diagrams are graphs 

Nodes are entities

Arcs are relationships between entities Modified from originals by Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 21

Use Case Diagrams

Modified from originals by Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 22

Use Case Diagrams

 Used during requirements elicitation to represent external behavior

Passenger

 

Actors

represent roles, that is, a type of user of the system

Use cases

represent a sequence of interaction for a type of functionality 

PurchaseTicket

The use case model is the set of all use cases. It is a complete description of the functionality of the system and its environment

Modified from originals by Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 23

Actors

Passenger

   An actor models an external entity which communicates with the system: 

User

External system

Physical environment

An actor has a unique name and an optional description.

Examples: 

Passenger: A person in the train

GPS satellite: Provides the system with GPS coordinates Modified from originals by Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 24

Use Case

A use case represents a class of functionality provided by the system as an event flow.

PurchaseTicket

A use case consists of:  Unique name   Participating actors Entry conditions    Flow of events Exit conditions Special requirements

Modified from originals by Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 25

Use Case Description: Example

Name:

Purchase ticket

Participating actor:

Passenger

Entry condition:

 Passenger standing in front of ticket distributor.

 Passenger has sufficient money to purchase ticket.

Event flow:

1. Passenger selects the number of zones to be traveled.

2. Distributor displays the amount due.

3. Passenger inserts money, of at least the amount due.

4. Distributor returns change.

5. Distributor issues ticket.

Exit condition:

 Passenger has ticket.

Anything missing

?

Exceptional cases!

Modified from originals by Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 26

The

<>

Relationship

<> Passenger PurchaseTicket

    <> represent exceptional or seldom invoked cases.

relationships The exceptional event flows are factored out of the main event flow for clarity.

Use cases representing exceptional flows can extend more than one use case.

The direction of a case <> relationship is to the extended use

<> <> OutOfOrder <> TimeOut Cancel Modified from originals by Bernd Bruegge & Allen H. Dutoit NoChange Object-Oriented Software Engineering: Using UML, Patterns, and Java 27

The

<>

Relationship

Passenger PurchaseSingleTicket <> PurchaseMultiCard <>

   <> relationship represents behavior that is factored out of the use case.

<> factored out for reuse, not because it is an exception.

behavior is The direction of a (unlike relationships).

<> relationship is to the using use case <>

<> CollectMoney <> NoChange Cancel Modified from originals by Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 28

Use Case Diagrams: Summary

    Use case diagrams represent external behavior Use case diagrams are useful as an index into the use cases Use case descriptions provide meat of model, not the use case diagrams.

All use cases need to be described for the model to be useful.

Modified from originals by Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 29

Discussion

Modified from originals by Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 30

Class Diagrams

Modified from originals by Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 31

Class Diagrams

TarifSchedule Enumeration getZones() Price getPrice(Zone)

* *

Trip zone:Zone Price: Price

  Class diagrams represent the structure of the system.

Used 

during requirements analysis to model problem domain concepts

during system design to model subsystems and interfaces

during object design to model classes.

Modified from originals by Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 32

Classes

TarifSchedule zone2price getZones() getPrice()

Name Attributes

Table zone2price Enumeration getZones() Price TarifSchedule getPrice( Zone )

Signature Operations

TarifSchedule

     A

class

represent a concept A class encapsulates state

(attributes)

and behavior

(operations).

Each attribute can have a

type

.

Each operation can have a

signature

.

The class name is the only mandatory information.

Modified from originals by Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 33

Instances

tarif_1974:TarifSchedule zone2price = { {‘1’, .20}, {‘2’, .40}, {‘3’, .60}}

   An

instance

represents a phenomenon.

The name of an instance is underlined and can contain the class of the instance.

The attributes are represented with their

values

.

Modified from originals by Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 34

Actor vs Instances

    What is the difference between an

actor

, a

class instance

?

and an Actor: 

An entity outside the system to be modeled, interacting with the system (“Passenger”)

Class: 

An abstraction modeling an entity in the problem domain, must be modeled inside the system (“User”)

Object: 

A specific instance of a class (“Joe, the passenger who is purchasing a ticket from the ticket distributor”). Modified from originals by Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 35

Associations

TarifSchedule Enumeration getZones() Price getPrice(Zone)

* *

TripLeg Price Zone

  Associations denote relationships between classes.

The multiplicity of an association end denotes how many objects the source object can legitimately reference.

Modified from originals by Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 36

1-to-1 and 1-to-many Associations

Country 1

Has-capital

name:String

City 1

name:String

Polygon One-to-one association Point *

x: Integer y: Integer draw()

One-to-many association Modified from originals by Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 37

Many-to-Many Associations

Lists

StockExchange * SX_ID * Company tickerSymbol StockExchange

Lists

1 tickerSymbol 1 SX_ID Company Modified from originals by Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 38

From Problem Statement To Object Model

Problem Statement: A stock exchange lists many companies. Each company is uniquely identified by a ticker symbol Class Diagram:

StockExchange *

Lists

* Company tickerSymbol Modified from originals by Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 39

From Problem Statement to Code

Problem Statement

: A stock exchange lists many companies. Each company is identified by a ticker Symbol

Class Diagram:

StockExchange *

Lists

* Company tickerSymbo l

Java Code

public class StockExchange { private Vector m_Company = new Vector(); }; public class Company { public int m_tickerSymbol; private Vector m_StockExchange = new Vector(); }; Modified from originals by Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 40

Aggregation

  An

aggregation

hierarchy.

is a special case of association denoting a “consists of” The

aggregate

is the parent class, the

components

are the children class.

Exhaust system Exhaust system

1

Muffler

diameter 0..2

Tailpipe

diameter 1

Muffler

diameter 0..2

Tailpipe

diameter  A solid diamond denotes

composition

, a strong form of aggregation where components cannot exist without the aggregate. (Bill of Material)

TicketMachine

3

ZoneButton Modified from originals by Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 41

Qualifiers

Without qualification

Directory 1

With qualification

Directory filename 1 0…1 * File filename File

 Qualifiers can be used to reduce the multiplicity of an association.

Modified from originals by Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 42

Inheritance

Button

CancelButton ZoneButton

  The

children classes parent class

.

inherit the attributes and operations of the Inheritance simplifies the model by eliminating redundancy.

Modified from originals by Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 43

Packages

  A package is a UML mechanism for organizing elements into groups (usually not an application domain concept) Packages are the basic grouping construct with which you may organize UML models to increase their readability.

DispatcherInterface Notification IncidentManagement

  A complex system can be decomposed into subsystems, where each subsystem is modeled as a package Packages show system and/or subsystem boundaries, thus clarifying the interfaces between a user and the system or between subsystems.

Modified from originals by Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 44

Sequence Diagrams

Modified from originals by Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 45

UML sequence diagrams

Passenger selectZone() TicketMachine insertCoins() pickupChange() pickUpTicket()

      Used during requirements analysis  

To refine use case descriptions to find additional objects (“participating objects”)

Used during system design 

to refine subsystem interfaces

Classes

columns are represented by

Messages

arrows are represented by

Activations

are represented by narrow rectangles

Lifelines

are represented by dashed lines

Modified from originals by Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 46

Nested activations

Passenger selectZone() ZoneButton TarifSchedule lookupPrice(selection) Display price displayPrice(price)

Dataflow …to be continued...

    The source of an arrow indicates the activation which sent the message An activation is as long as all nested activations Horizontal dashed arrows indicate data flow Vertical dashed lines indicate lifelines

Modified from originals by Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 47

Iteration & condition

…continued from previous slide...

ChangeProcessor Passenger * insertChange(coin) CoinIdentifier lookupCoin(coin)

Iteration

price displayPrice(owedAmount) Display CoinDrop [owedAmount<0] returnChange(-owedAmount)

Condition …to be continued...

  Iteration is denoted by a * preceding the message name Condition is denoted by boolean expression in [ ] before the message name

Modified from originals by Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 48

Creation and destruction

…continued from previous slide...

Passenger ChangeProcessor

Creation

createTicket(selection) Ticket print() free()

Destruction    Creation is denoted by a message arrow pointing to the object.

Destruction is denoted by an X mark at the end of the destruction activation.

In garbage collection environments, destruction can be used to denote the end of the useful life of an object.

Modified from originals by Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 49

Sequence Diagram Summary

    UML sequence diagram represent behavior in terms of interactions.

Useful to find missing objects.

Time consuming to build but worth the investment.

Complement the class diagrams (which represent structure).

Modified from originals by Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 50

State Chart Diagrams

Modified from originals by Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 51

State Chart Diagrams

Event Initial state

[button1&2Pressed] BlinkHours

Transition

[button2Pressed] IncrementHrs [button1Pressed]

State

[button1&2Pressed] BlinkMinutes [button2Pressed] IncrementMin.

[button1&2Pressed] [button1Pressed] BlinkSeconds [button2Pressed] IncrementSec.

Final state

StopBlinking

Represent behavior as states and transitions

Modified from originals by Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 52

State Chart Elements

   State 

A condition satisfied by the attributes of an object

Transition 

A change of state

Triggered by events

Inside a state 

Activity

Behavior that is executed as long as an object resides in some state

Internal transition

A transition that does not leave the state

Nested statecharts

A statechart inside a state Modified from originals by Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 53

State Chart Example: Making a phone call

Hang up Idle No dialtone Pick up Offhook Press digit Line out of service Line in service Hang up Hang up Dialtone Press digit Circuit not available Collecting digit Collecting digits Ringing Circuit available Busy Pick up Talking Modified from originals by Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 54

Activity Diagrams

Modified from originals by Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 55

Activity Diagrams

 An activity diagram shows flow control within a system

Handle Incident Document Incident Archive Incident

  An activity diagram is a special case of a state chart diagram in which states are activities (“functions”) Two types of states:  

Action state:

 

Cannot be decomposed any further Happens “instantaneously” with respect to the level of abstraction used in the model

Activity state:

 

Can be decomposed further The activity is modeled by another activity diagram Modified from originals by Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 56

Statechart Diagram vs. Activity Diagram

Statechart Diagram for Incident (similar to Mealy Automaton) (State: Attribute or Collection of Attributes of object of type Incident)

Event causes State transition

Active Incident Handled Inactive Incident Documented Closed Incident Archived Archived Activity Diagram for Incident (similar to Moore Automaton) (State: Operation or Collection of Operations) Handle Incident Document Incident Archive Incident

Completion of activity causes state transition Triggerless Transition

Modified from originals by Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 57

Activity Diagram: Modeling Decisions

[lowPriority] Open Incident [not fire & highPriority] [fire & highPriority] Notify Fire Chief Allocate Resources Notify Police Chief Modified from originals by Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 58

Activity Diagrams: Modeling Concurrency

  Synchronization of multiple activities Splitting the flow of control into multiple threads

Splitting Allocate Resources Open Incident Coordinate Resources Document Incident Modified from originals by Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java Synchronization Archive Incident 59

Activity Diagrams: Swimlanes

 Actions may be grouped into swimlanes to denote the object or subsystem that implements the actions.

Dispatcher Allocate Resources Open Incident Coordinate Resources Document Incident Archive Incident FieldOfficer Modified from originals by Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 60

Discussion

Modified from originals by Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 61

What should be done first? Coding or Modeling?

 It all depends….

   Forward Engineering: 

Creation of code from a model

Greenfield projects

Reverse Engineering: 

Creation of a model from code

Interface or reengineering projects

Roundtrip Engineering: 

Move constantly between forward and reverse engineering

Useful when requirements, technology and schedule are changing frequently Modified from originals by Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 62

UML Summary

 UML provides a wide variety of notations for representing many aspects of software development 

Powerful, but complex language

Can be misused to generate unreadable models

Can be misunderstood when using too many exotic features

 For now we concentrate on a few notations: 

Functional model: Use case diagram

Object model: class diagram

Dynamic model: sequence diagrams, statechart and activity diagrams Modified from originals by Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 63