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UML logo. The unified modeling language (UML) is a general-purpose visual modeling language that is intended to provide a standard way to visualize the design of a system.. UML provides a standard notation for many types of diagrams which can be roughly divided into three main groups: behavior diagrams, interaction diagrams, and structure diagrams.
Glossary of Unified Modeling Language terms. Glossary of Unified Modeling Language ( UML) terms provides a compilation of terminology used in all versions of UML, along with their definitions. Any notable distinctions that may exist between versions are noted with the individual entry it applies to. Contents:
In software engineering, a class diagram in the Unified Modeling Language (UML) is a type of static structure diagram that describes the structure of a system by showing the system's classes, their attributes, operations (or methods), and the relationships among objects. The class diagram is the main building block of object-oriented modeling.
Umple. Umple is a language for both object-oriented programming and modelling with class diagrams and state diagrams . The name Umple is a portmanteau of "UML", "ample" and "Simple", [1] indicating that it is designed to provide ample features to extend programming languages with UML capabilities.
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The University of Massachusetts Lowell (UMass Lowell and UML) is a public research university in Lowell, Massachusetts, with a satellite campus in Haverhill, Massachusetts.It is the northernmost member of the University of Massachusetts public university system and has been accredited by the New England Commission of Higher Education (NECHE) since 1975.
An object-modeling language is a standardized set of symbols used to model a software system using an object-oriented framework. The symbols can be either informal or formal ranging from predefined graphical templates to formal object models defined by grammars and specifications. A modeling language is usually associated with a methodology for ...
The state pattern is a behavioral software design pattern that allows an object to alter its behavior when its internal state changes. This pattern is close to the concept of finite-state machines. The state pattern can be interpreted as a strategy pattern, which is able to switch a strategy through invocations of methods defined in the pattern ...