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UML Concepts and Diagrams Guide

The document contains multiple chapters covering UML concepts like classes, objects, use cases, state machines and more. It provides true/false questions to test understanding with answers. Concepts covered include associations, generalizations, use cases, analysis models, interaction diagrams, state machines and their notation.
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0% found this document useful (0 votes)
55 views2 pages

UML Concepts and Diagrams Guide

The document contains multiple chapters covering UML concepts like classes, objects, use cases, state machines and more. It provides true/false questions to test understanding with answers. Concepts covered include associations, generalizations, use cases, analysis models, interaction diagrams, state machines and their notation.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as DOCX, PDF, TXT or read online on Scribd
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Chapter 8

1. Data values are instances of data types. (T)


2. Self-association is also a binary association in which both ends attach to the same class. (T)
3. Association name and role name are not optional. (F)
4. In generalization, superclass is general class.
5. The subclass defines the properties shared by all the specialized classes. (F)
6. Subclasses can override operations to implement specialized behaviour. (T)
7. All the attributes and operations defined in the ancestors must include in a subclass. (T)
8. Aggregation is useful for ruling out invalid cyclic object structures. (T)
9. The special case of association is aggregation. (T)
10. Composition is strong form of aggregation. (T)
Chapter 9

1. Types of interaction diagrams are sequence and object diagrams. (F)


2. Interactions are defined by adding messages to collaborations. (T)
3. Association roles connect classifier roles in collaboration. (T)
4. Collaboration diagrams show classifier role only, but make the sequencing of the message
very clear. (F)
5. On a sequence diagram, a destructor message is labelled by the stereotype ‘<<destroy>>’. (T)
6. Collaboration diagrams cannot explicitly show the time at which an object is destroyed. (T)
7. An alternative way of showing multiplicity information associated with a classifier role is to
use a multiobject. (T)
8. Conditional message are messages that are only sent under certain circumstances. (T)
9. Conditional message consists of a Boolean expression written in < > . (F)
10. Attribute is property of class instance. (T)
Chapter 4
1. Use case view is intended to provide a structured view of the system's functionality. (T)
2. A full description of a use case includes: a basic course of events and a number of alternative and
exceptional courses. (T)
3. A domain model shows important business concepts, the relationships between them and the
business data maintained by the system. (T)
4. UML defines a standard way of presenting use case descriptions. (F)
5. Messages from an external user to the system are known as system messages. (T)
6. The different roles that people can fill when they interact with a system are known as actors. (T)
7. Use case descriptions are graphical documents which describes in detail the interactions that can
take place between a user and the system in performing the use case. (F)
8. A use case denotes a typical type of task that a user can perform with a system. (T)
9. A basic course of events describes ‘special’ progress of the use case, together with a set of
alternative and exceptional courses of events. (F)
10. Domain models are represented as class diagrams, typically showing classes, attributes,
associations and generalizations only. (T)
Chapter 5
1. Typical inputs to the analysis activity are use case and domain models. (t)
2. Control objects are those which interact with external users. (F)
3. Each role or instance has no lifeline. (F)
4. Walk-in bookings are created when a customer arrives to eat at the restaurant with no advance
reservation. (T)
5. When an object receives ‘destroy’ message, its lifeline is terminated with a large ‘X’. (T)
Chapter 6
1. A boundary object in the presentation layer models the system's user interface. (T)
2. Most systems need persistent data which is lost when the system closes down. (F)
3. Statechart shows states, state transitions, and events. (T)
4. Guard condition is written in square brackets after the event label on a transition. (T)
5. Statechart can be used to specify the behavior of classes that display state-dependent behavior. (T)
Chapter 10

1. Final states are shown as small black disk and initial states are shown by a small black disk within a
larger circle. (F)
2. Entry and exit actions are properties of states and are performed whenever an object arrives at or or
leaves the state, respectively. (T)
3. If a composite state is active, exactly one of its substates must also be active. (T)
4. Statecharts can be developed by considering individual sequences of events, derived from object
interaction diagram. (T)
5. Activity states defines periods of time when the object is carrying out internal processing. (T)
6. A statechart defines the behaviour of instances of a given class. (T)
7. Composite state can have entry and exit actions of their own. (T)
8. History states are represented by a capital ‘S’ within a circle and can only appear inside
composite states. (F)
9. The internal processes represented by activity states often can be interrupted by external
events. (F)
10. Guard conditions can be used to specify which one out of a set of transitions actually fires on
a particular occasion. (T)

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