#Comm_Arch
- Activity diagram components
Activity diagrams have a few major parts: - Start/End nodes : denoted by a labeled opaque circle where your software begins/Ends…
- Artifacts
A physical result of a development process, for example: in a game, artifacts include things like an executable to run the game, an…
- Communicating Architecture
It is difficult to capture the complete behavior of a system with a single perspective, when looking at whether the software…
- Deployment Details
When creating a deployment diagram, it is important to use the correct notation for various elements: - Artifacts: these are created as…
- Development View
This view describes The Hierarchical Software Structure and considers elements such as: - Programming Languages - libraries - Toolsets It…
- Draw a Component Diagram
This is my Solution:
- Draw a Deployment Diagram
This is my Solution:
- Environment
The environment or target for development can be very specific, involving certain hardware devices, or general, involving supported…
- Instance-level diagrams
Instance-level diagrams are much more specific, they map specific artifacts to specific deployment targets, in particular, instance level…
- Kruchten's 4 + 1 Model Views
Multiple perspectives are necessary to capture the complete behavior and development of a software system.
- Logical View
t--- # Note This view focuses on the Functional requirements of the system, usually involving the objects of the system, from these object…
- Manifistation
The Player.class file manifists the player component, the encapsulated unit that contains all the functionality of a player.
- Nodes
Hardware device are displayed in the same way as nodes with a device tag to differentiate it from other types of nodes.
- Package Diagram Legend
Packages are simply depicted as a tabbed folder with an empty package (with no elements) having it's name in the center.
- Physical View
This view handles how elements in the logical, process, and development views must be mapped to different nodes or hardware for running…
- Practical Scenario (Wishlist feature)
This scenario will show how the Kruchten's 4 + 1 Model Views apply on a real world project, we want to add a wishlist feature to an…
- Process View
This view focuses on achieving the non-functional requirements, these are the requirements that specify the desired qualities of the…
- Provided interface
A provided interface is used to show that a component offers an interface for others (clients and consumers) to interact with it, a…
- Relations
This is an example of a relationship between two nodes, or communication path, which denotes a particular communication protocol between…
- relevant libraries
Relevant libraries are all the third-party libraries and implementations along with your implementations, they must be identified and…
- Required interface
A required interface shows that a component expects a certain interface provided by another component to achieve it's goals, the required…
- Scenarios
Scenarios are made with a script that describes the sequence of interactions between objects and processes, this involves the: - Key…
- Specification-level diagrams
Specification-level diagrams give an overview of artifacts and deployment targets, without referencing specific details like machine names.
- UML Activity Diagram
In a video game you follow a sequence of levels to reach a goal, moving between levels with each level serving a specific purpose.
- UML Component Diagram
UML component diagrams are a static view of a system depicting it's design at a specific time of it's development and/or evolution.
- UML Deployment Diagram
Software releases are more than just lines of code bundled together, it involves separate parts like: - Libraries - Executables…
- UML Package Diagram
In Object Oriented Software you define interacting classes and sometimes they are related, In video games you have several classes for…