• UML类图关系


    《The Unified Modeling Language User Guide;2nd 》的对于几种关系的描述

     
     
    In the UML, the ways that things can connect to one another, either logically or physically, are modeled as relationships. In object-oriented modeling, there are three kinds of relationships that are most important: dependencies, generalizations, and associations.
    Dependencies are using relationships. For example, pipes depend on the water heater to heat the water they carry.
    Associations are structural relationships among instances. For example, rooms consist of walls and other things; walls themselves may have embedded doors and windows; pipes may pass through walls.
    Generalizations connect generalized classes to more-specialized ones in what is known as subclass/superclass or child/parent relationships. For example, a picture window is a kind of window with very large, fixed panes; a patio window is a kind of window with panes that open side to side.
    These three kinds of relationships cover most of the important ways in which things collaborate with one another. Not surprisingly, they also map well to the ways that are provided by most object-oriented programming languages to connect objects.
     
    Dependencies
    A dependency is a relationship that states that one thing (for example, class Window) uses the information and services of another thing (for example, class Event), but not necessarily the reverse. Graphically, a dependency is rendered as a dashed directed line, directed to the thing being depended on. Choose dependencies when you want to show one thing using another.
    Most often, you will use dependencies between classes to show that one class uses operations from another class or it uses variables or arguments typed by the other class; see Figure 5-2. This is very much a using relationshipif the used class changes, the operation of the other class may be affected as well, because the used class may now present a different interface or behavior. In the UML you can also create dependencies among many other things, especially notes and packages.
     
     
    Figure 5-2. Dependencies
     
     
     
    Note
    A dependency can have a name, although names are rarely needed unless you have a model with many dependencies and you need to refer to or distinguish among dependencies. More commonly, you'll use stereotypes to distinguish different flavors of dependencies.(Chapter 5)
     
     
    A dependency is a using relationship, specifying that a change in the specification of one thing (for example, class SetTopController) may affect another thing that uses it (for example, class ChannelIterator), but not the reverse. (Chapter 10)
     
    Generalizations
    A generalization is a relationship between a general kind of thing (called the superclass or parent) and a more specific kind of thing (called the subclass or child). Generalization is sometimes called an "is-a-kind-of" relationship: one thing (like the class BayWindow) is-a-kind-of a more general thing (for example, the class Window). An objects of the child class may be used for a variable or parameter typed by the parent, but not the reverse. In other words, generalization means that the child is substitutable for a declaration of the parent. A child inherits the properties of its parents, especially their attributes and operations. Oftenbut not alwaysthe child has attributes and operations in addition to those found in its parents. An implementation of an operation in a child overrides an implementation of the same operation of the parent; this is known as polymorphism. To be the same, two operations must have the same signature (same name and parameters). Graphically, generalization is rendered as a solid directed line with a large unfilled triangular arrowhead, pointing to the parent, as shown in Figure 5-3. Use generalizations when you want to show parent/child relationships.
     
    Figure 5-3. Generalization
     
     

    A class may have zero, one, or more parents. A class that has no parents and one or more children is called a root class or a base class. A class that has no children is called a leaf class. A class that has exactly one parent is said to use single inheritance; a class with more than one parent is said to use multiple inheritance.
    Most often, you will use generalizations among classes and interfaces to show inheritance relationships. In the UML, you can also create generalizations among other kinds of classifiers, such as nodes.
    Note
    A generalization with a name indicates a decomposition of the subclasses of a superclass on a particular aspect, called a generalization set. Multiple generalization sets are orthogonal; the superclass is intended to be specialized using multiple inheritance to select one subclass from each generalization set. This is an advanced topic that we do not cover in this book.(Chapter 5)


    Associations
    An association is a structural relationship that specifies that objects of one thing are connected to objects of another. Given an association connecting two classes, you can relate objects of one class to objects of the other class. It's quite legal to have both ends of an association circle back to the same class. This means that, given an object of the class, you can link to other objects of the same class. An association that connects exactly two classes is called a binary association. Although it's not as common, you can have associations that connect more than two classes; these are called n-ary associations. Graphically, an association is rendered as a solid line connecting the same or different classes. Use associations when you want to show structural relationships.
     
    Associations and dependencies (but not generalization relationships) may be reflective, as discussed in Chapter 10.
     
    Beyond this basic form, there are four adornments that apply to associations.
    Name
    An association can have a name, and you use that name to describe the nature of the relationship. So that there is no ambiguity about its meaning, you can give a direction to the name by providing a direction triangle that points in the direction you intend to read the name, as shown in Figure 5-4.
     
    Figure 5-4. Association Names
     
     
     
     
    Don't confuse name direction with association navigation, as discussed in Chapter 10.
     
    Note
    Although an association may have a name, you typically don't need to include one if you explicitly provide end names for the association. If you have more than one association connecting the same classes, it is necessary to use either association names or association end names to distinguish them. If an association has more than one end on the same class, it is necessary to use association end names to distinguish the ends. If there is only one association between a pair of classes, some modelers omit the names, but it is better to provide them to make the purpose of the association clear.(Chapter 5)
     
     
     
    Aggregation
    A plain association between two classes represents a structural relationship between peers, meaning that both classes are conceptually at the same level, no one more important than the other. Sometimes you will want to model a "whole/part" relationship, in which one class represents a larger thing (the "whole"), which consists of smaller things (the "parts"). This kind of relationship is called aggregation, which represents a "has-a" relationship, meaning that an object of the whole has objects of the part. Aggregation is really just a special kind of association and is specified by adorning a plain association with an unfilled diamond at the whole end, as shown in Figure 5-7.
     
     
    Figure 5-7. Aggregation
     
     
     
     
    Aggregation has a number of important variations, as discussed in Chapter 10.
     
    Note
    The meaning of this simple form of aggregation is entirely conceptual. The open diamond distinguishes the "whole" from the "part," no more, no less. This means that simple aggregation does not change the meaning of navigation across the association between the whole and its parts, nor does it link the lifetimes of the whole and its parts. See the section on composition in Chapter 10 for a tighter form of aggregation.(Chapter 5)
     
     
    Realizations
    A realization is a semantic relationship between classifiers in which one classifier specifies a contract that another classifier guarantees to carry out. Graphically, a realization is rendered as a dashed directed line with a large open arrowhead pointing to the classifier that specifies the contract.
    Realization is different enough from dependency, generalization, and association relationships that it is treated as a separate kind of relationship. Semantically, realization is somewhat of a cross between dependency and generalization, and its notation is a combination of the notation for dependency and generalization. You'll use realization in two circumstances: in the context of interfaces and in the context of collaborations.
     
    Interfaces are discussed in Chapter 11; classes are discussed in Chapters 4 and components are discussed in Chapter 15; the five views of an architecture are discussed in Chapter 2.
     
    Most of the time you'll use realization to specify the relationship between an interface and the class or component that provides an operation or service for it. An interface is a collection of operations that are used to specify a service of a class or a component. Therefore, an interface specifies a contract that a class or component must carry out. An interface may be realized by many such classes or components, and a class or component may realize many interfaces. Perhaps the most interesting thing about interfaces is that they let you separate the specification of a contract (the interface itself) from its implementation (by a class or a component). Furthermore, interfaces span the logical and physical parts of a system's architecture. For example, as Figure 10-8 shows, a class (such as AccountBusinessRules in an order entry system) in a system's design view might realize a given interface (such as IRuleAgent). That same interface (IRuleAgent) might also be realized by a component (such as acctrule.dll) in the system's implementation view. Note that you can represent realization in two ways: in the canonical form (using the interface stereotype and the dashed directed line with a large open arrowhead) and in an elided form (using the interface lollipop notation for a provided interface).
     
    Figure 10-8. Realization of an Interface
     
     
     
    You'll also use realization to specify the relationship between a use case and the collaboration that realizes that use case, as Figure 10-9 shows. In this circumstance, you'll almost always use the dashed arrow form of realization.
     
    Figure 10-9. Realization of a Use Case
     
     
     
     
    Use cases are discussed in Chapter 17; collaborations are discussed in Chapter 28.
     
    Note
    When a class or a component realizes an interface, it means that clients can rely on the class or component to faithfully carry out the behavior specified by the interface. That means the class or component implements all the operations of the interface, responds to all its signals, and in all ways follows the protocol established by the interface for clients who use those operations or send those signals.(Chapter 10)
     
     
    Composition
     
    Aggregation turns out to be a simple concept with some fairly deep semantics. Simple aggregation is entirely conceptual and does nothing more than distinguish a "whole" from a "part." Simple aggregation does not change the meaning of navigation across the association between the whole and its parts, nor does it link the lifetimes of the whole and its parts.
     
    Simple aggregation is discussed in Chapter 5.
     
    However, there is a variation of simple aggregation composition that does add some important semantics. Composition is a form of aggregation, with strong ownership and coincident lifetime as part of the whole. Parts with non-fixed multiplicity may be created after the composite itself, but once created they live and die with it. Such parts can also be explicitly removed before the death of the composite.
     
    An attribute is essentially a shorthand for composition; attributes are discussed in Chapters 4 and 9.
     
    This means that, in a composite aggregation, an object may be a part of only one composite at a time. For example, in a windowing system, a Frame belongs to exactly one Window. This is in contrast to simple aggregation, in which a part may be shared by several wholes. For example, in the model of a house, a Wall may be a part of one or more Room objects.
    In addition, in a composite aggregation the whole is responsible for the disposition of its parts, which means that the composite must manage the creation and destruction of its parts. For example, when you create a Frame in a windowing system, you must attach it to an enclosing Window. Similarly, when you destroy the Window, the Window object must in turn destroy its Frame parts.
    As Figure 10-6 shows, composition is really just a special kind of association and is specified by adorning a plain association with a filled diamond at the whole end.
     
    Figure 10-6. Composition
     
     
     
    Note
    Alternately, you can show composition by using a structured class and nesting the symbols of the parts within the symbol of the composite. This form is most useful when you want to emphasize the relationships among the parts that apply only in the context of the whole.(Chapter 10)
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  • 原文地址:https://www.cnblogs.com/chiefhsing/p/3063374.html
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