General UML Guidelines

This is version 4.2.0 of the general guidelines for UML models. These guidelines describes all elements, relationships and diagrams within UML.

Model Model

A model captures a view of a physical system. It is an abstraction of the physical system, with a certain purpose.

This purpose determines what is to be included in the model and what is irrelevant. Thus the model completely describes those aspects of the physical system that are relevant to the purpose of the model, at the appropriate level of detail.

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Parent

An element of one of the following kinds:

Nested Elements

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Diagrams

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Relations

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Usage

Package Package

A package is used to group elements, and provides a namespace for the grouped elements.

A package can have one or more profile applications to indicate which profiles have been applied.

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Parent

An element of one of the following kinds:

Nested Elements

Rules

Diagrams

Rules

Relations

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Usage

Profile Profile

A profile defines limited extensions to a reference metamodel with the purpose of adapting the metamodel to a specific platform or domain.

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Parent

An element of one of the following kinds:

Nested Elements

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Diagrams

Rules

Relations

Rules

Usage

Actor Actor

An actor specifies a role played by a user or any other system that interacts with the subject.

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Parent

An element of one of the following kinds:

Nested Elements

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Diagrams

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Artifact Artifact

An artifact is the specification of a physical piece of information that is used or produced by a software development process, or by deployment and operation of a system.

Examples of artifacts include model files, source files, scripts, and binary executable files, a table in a database system, a development deliverable, or a word-processing document, a mail message. An artifact is the source of a deployment to a node.

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Parent

An element of one of the following kinds:

Nested Elements

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Diagrams

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Association Association

An association describes a set of tuples whose values refer to typed instances. An instance of an association is called a link.

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Parent

An element of one of the following kinds:

Nested Elements

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Diagrams

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Class Class

A class describes a set of objects that share the same specifications of features, constraints, and semantics.

A class may be designated as active (i.e., each of its instances having its own thread of control) or passive (i.e., each of its instances executing within the context of some other object).

A class may also specify which signals the instances of this class handle. A class has the capability to have an internal structure and ports. Class has derived association that indicates how it may be extended through one or more stereotypes. Stereotype is the only kind of metaclass that cannot be extended by stereotypes.

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Parent

An element of one of the following kinds:

Nested Elements

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Diagrams

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Relations

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Usage

Collaboration Collaboration

A collaboration defines a set of co-operating roles used collectively to illustrate a specific functionality.

A collaboration should only show the roles and attributes required to accomplish its defined task or function. Isolating the primary roles is an exercise in simplifying the structure and clarifying the behavior, and also provides for re-use. A collaboration often implements a pattern.

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Parent

An element of one of the following kinds:

Nested Elements

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Diagrams

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Relations

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Usage

Component Component

A component represents a modular part of a system that encapsulates its contents and whose manifestation is replaceable within its environment.

In the namespace of a component, all model elements that are involved in or related to its definition are either owned or imported explicitly. This may include, for example, use cases and dependencies (e.g. mappings), packages, components, and artifacts.

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Parent

An element of one of the following kinds:

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Data Type Data Type

A data type is a type whose instances are identified only by their value. A data type may contain attributes to support the modeling of structured data types.

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An element of one of the following kinds:

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Device Device

A device is a physical computational resource with processing capability upon which artifacts may be deployed for execution.

Devices may be complex (i.e., they may consist of other devices).

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Parent

An element of one of the following kinds:

Nested Elements

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Diagrams

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Enumeration Enumeration

An enumeration is a data type whose values are enumerated in the model as enumeration literals.

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Parent

An element of one of the following kinds:

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Diagrams

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Extension Extension

An extension is used to indicate that the properties of a metaclass are extended through a stereotype, and gives the ability to flexibly add (and later remove) stereotypes to classes.

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Parent

An element of one of the following kinds:

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Diagrams

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Information Item Information Item

An information item is an abstraction of all kinds of information that can be exchanged between objects. It is a kind of

classifier intended for representing information in a very abstract way, one which cannot be instantiated.

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Parent

An element of one of the following kinds:

Nested Elements

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Represented

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Diagrams

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Interface Interface

An interface is a kind of classifier that represents a declaration of a set of coherent public features and obligations.

An interface specifies a contract; any instance of a classifier that realizes the interface must fulfill that contract.

The obligations that may be associated with an interface are in the form of various kinds of constraints (such as pre- and post-conditions) or protocol specifications, which may impose ordering restrictions on interactions through the interface.

Interfaces may include receptions (in addition to operations). Since an interface specifies conformance characteristics, it does not own detailed behavior specifications. Instead, interfaces may own a protocol state machine that specifies event sequences and pre/post conditions for the operations and receptions described by the interface.

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Parent

An element of one of the following kinds:

Nested Elements

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Diagrams

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Opaque Behavior Opaque Behavior

An behavior with implementation-specific semantics.

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Parent

An element of one of the following kinds:

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Primitive Type Primitive Type

A primitive type defines a predefined data type, without any relevant substructure (i.e., it has no parts in the context of UML). A primitive datatype may have an algebra and operations defined outside of UML, for example, mathematically.

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Parent

An element of one of the following kinds:

Nested Elements

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Diagrams

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Protocol Protocol

Only available together with the Real-Time Extension of RSA.

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Parent

An element of one of the following kinds:

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Diagrams

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Signal Signal

A signal is a specification of send request instances communicated between objects. The receiving object handles the received request instances as specified by its receptions. The data carried by a send request (which was passed to it by the send invocation occurrence that caused that request) are represented as attributes of the signal.

A signal is defined independently of the classifiers handling the signal occurrence.

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Parent

An element of one of the following kinds:

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Diagrams

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Stereotype Stereotype

A stereotype defines how an existing metaclass may be extended, and enables the use of platform or domain specific terminology or notation in place of, or in addition to, the ones used for the extended metaclass.

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Parent

An element of one of the following kinds:

Nested Elements

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Diagrams

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Relations

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Use Case Use Case

A use case is the specification of a set of actions performed by a system, which yields an observable result that is, typically, of value for one or more actors or other stakeholders of the system.

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Parent

An element of one of the following kinds:

Nested Elements

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Subject

Rules

Diagrams

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Relations

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Association End Association End

A property is a structural feature of a classifier that characterizes instances of the classifier.

A property may represents an attribute and might also represent an association end. It relates an instance of the class to a value or set of values of the type of the attribute.

A property related by memberEnd or its specializations to an association represents an end of the association. The type of the property is the type of the end of the association.

An association End is a property that has a reference to an association.

Properties

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Parent

An element of one of the following kinds:

Target

An item of one of the following item kinds:

Association

An item of one of the following item kinds:

Usage

Attribute Attribute

A property is a structural feature of a classifier that characterizes instances of the classifier.

A property may represents an attribute and might also represent an association end. It relates an instance of the class to a value or set of values of the type of the attribute.

A property related by memberEnd or its specializations to an association represents an end of the association. The type of the property is the type of the end of the association.

An attribute is a property that has no reference to an association.

Properties

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Parent

An element of one of the following kinds:

Nested Elements

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Relations

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Call Event Call Event

A call event models the receipt by an object of a message invoking a call of an operation.

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Parent

An element of one of the following kinds:

Relations

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Usage

Collaboration Use Collaboration Use

A collaboration use represents one particular use of a collaboration to explain the relationships between the properties of a classifier.

A collaboration use shows how the pattern described by a collaboration is applied in a given context, by binding specific entities from that context to the roles of the collaboration. Depending on the context, these entities could be structural features of a classifier, instance specifications, or even roles in some containing collaboration. There may be multiple occurrences of a given collaboration within a classifier, each involving a different set of roles and connectors.

A given role or connector may be involved in multiple occurrences of the same or different collaborations. Associated dependencies map features of the collaboration type to features in the classifier. These dependencies indicate which role in the classifier plays which role in the collaboration.

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Parent

An element of one of the following kinds:

Relations

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Usage

Connection Point Reference Connection Point Reference

A connection point reference represents a usage (as part of a submachine state) of an entry/exit point defined in the statemachine reference by the submachine state.

Properties

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Parent

An element of one of the following kinds:

Exit

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Outgoing

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Entry

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Incoming

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Relations

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Connector End Connector End

A connector end is an endpoint of a connector, which attaches the connector to a connectable element. Each connector end is

part of one connector.

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Parent

ConnectorConnector (Connector)

Specifies a link that enables communication between two or more instances. This link may be an instance of anassociation, or it may represent the possibility of the instances being able to communicate because their identitiesare known by virtue of being passed in as parameters, held in variables or slots, or because the communicatinginstances are the same instance.

The link may be realized by something as simple as a pointer or by something ascomplex as a network connection. In contrast to associations, which specify links between any instance of theassociated classifiers, connectors specify links between instances playing the connected parts only.

Enumeration Literal Enumeration Literal

An enumeration literal is a user-defined data value for an enumeration.

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Parent

An element of one of the following kinds:

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Relations

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ExtensionEnd ExtensionEnd (Extension End)

An extension end is used to tie an extension to a stereotype when extending a metaclass. The default multiplicity of an extension end is 0..1.

Extension Point Extension Point

An extension point identifies a point in the behavior of a use case where that behavior can be extended by the behavior of some other (extending) use case, as specified by an extend relationship.

Properties

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Parent

Use CaseUse Case (Use Case)

A use case is the specification of a set of actions performed by a system, which yields an observable result that is, typically, of value for one or more actors or other stakeholders of the system.

Relations

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Usage

Guard Guard

A guard is a condition or restriction expressed in natural language text or in a machine readable language that must be fulfilled for a transition to become possible.

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Parent

An element of one of the following kinds:

Relations

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Usage

Operation Operation

An operation is a behavioral feature of a classifier that specifies the name, type, parameters, and constraints for invoking an associated behavior. An operation may invoke both the execution of method behaviors as well as other behavioral responses.

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Parent

An element of one of the following kinds:

Nested Elements

Rules

Raised Exception

Rules

Relations

Rules

Usage

Parameter Parameter

A parameter is a specification of an argument used to pass information into or out of an invocation of a behavioral feature. Parameters are allowed to be treated as connectable elements. Parameters have support for streaming, exceptions, and parameter sets.

Properties

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Parent

An element of one of the following kinds:

Relations

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Port Port

A port is a property of a classifier that specifies a distinct interaction point between that classifier and its environment or between the (behavior of the) classifier and its internal parts.

Ports are connected to properties of the classifier by connectors through which requests can be made to invoke the behavioral features of a classifier.

A Port may specify the services a classifier provides (offers) to its environment as well as the services that a classifier expects (requires) of its environment. A port has an associated protocol state machine.

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Parent

An element of one of the following kinds:

Nested Elements

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Relations

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Reception Reception

A reception is a declaration stating that a classifier is prepared to react to the receipt of a signal. A reception designates a signal and specifies the expected behavioral response.

The details of handling a signal are specified by the behavior associated with the reception or the classifier itself.

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Parent

An element of one of the following kinds:

Nested Elements

Rules

Raised Exception

Rules

Relations

Rules

Usage

Slot Slot

A slot specifies that an entity modeled by an instance specification has a value or values for a specific structural feature.

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Parent

An element of one of the following kinds:

Template Parameter Template Parameter

A template parameter exposes a parameterable element as a formal template parameter of a template.

Properties

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Parent

Template SignatureTemplate Signature (Template Signature)

A template signature bundles the set of formal template parameters for a templated element.

Nested Elements

Rules

Connector Connector

Specifies a link that enables communication between two or more instances. This link may be an instance of anassociation, or it may represent the possibility of the instances being able to communicate because their identitiesare known by virtue of being passed in as parameters, held in variables or slots, or because the communicatinginstances are the same instance.

The link may be realized by something as simple as a pointer or by something ascomplex as a network connection. In contrast to associations, which specify links between any instance of theassociated classifiers, connectors specify links between instances playing the connected parts only.

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Usage

Protocol Transition Protocol Transition

A protocol transition specifies a legal transition for an operation.

Transitions of protocol state machines have the following information: a pre condition (guard), on trigger, and a post condition.

Every protocol transition is associated to zero or one operation (referred BehavioralFeature) that belongs to the context classifier of the protocol state machine.

Properties

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From

An item of one of the following item kinds:

To

An item of one of the following item kinds:

Usage

Abstraction Abstraction

An abstraction is a relationship that relates two elements or sets of elements that represent the same concept at different levels of abstraction or from different viewpoints.

Properties

Rules

Concretization

An element of one of the following kinds:

Abstraction

An item of one of the following item kinds:

Usage

Component Realization Component Realization

The realization concept is specialized to (optionally) define the classifiers that realize the contract offered by a component in terms of its provided and required interfaces.

The component forms an abstraction from these various

classifiers.

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Rules

Realization

An element of one of the following kinds:

Specification

An item of one of the following item kinds:

Usage

Deployment Deployment

A deployment is the allocation of an artifact or artifact instance to a deployment target. A component deployment is the deployment of one or more artifacts or artifact instances to a deployment target, optionally parameterized by a deployment specification. Examples are executables and configuration files.

Properties

Rules

Deployed by

An element of one of the following kinds:

Deployes

An item of one of the following item kinds:

Usage

Extend Extend

A relationship from an extending use case to an extended use case that specifies how and when the behavior defined in the extending use case can be inserted into the behavior defined in the extended use case.

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Extends

Use CaseUse Case (Use Case)

A use case is the specification of a set of actions performed by a system, which yields an observable result that is, typically, of value for one or more actors or other stakeholders of the system.

Extended

Use CaseUse Case (Use Case)

Usage

Generalization Generalization

A generalization is a taxonomic relationship between a more general classifier and a more specific classifier. Each instance of the specific classifier is also an indirect instance of the general classifier. Thus, the specific classifier inherits the features of the more general classifier.

A generalization relates a specific classifier to a more general classifier, and is owned by the specific classifier.

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Specialized

An element of one of the following kinds:

Generalized

An item of one of the following item kinds:

Include Include

An include relationship defines that a use case contains the behavior defined in another use case.

Properties

Rules

Includes

Use CaseUse Case (Use Case)

A use case is the specification of a set of actions performed by a system, which yields an observable result that is, typically, of value for one or more actors or other stakeholders of the system.

Included

Use CaseUse Case (Use Case)

Usage

Information Flow Information Flow

An information flow specifies that one or more information items circulates from its sources to its targets.

Informationflows require some kind of information channel for transmitting information items from the source to the destination. An information channel is represented in various ways depending on the nature of its sources and targets. It may berepresented by connectors, links, associations, or even dependencies.

For example, if the source and destination are partsin some composite structure such as a collaboration, then the information channel is likely to be represented by aconnector between them. Or, if the source and target are objects (which are a kind of instance specification), they may berepresented by a link that joins the two, and so on.

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From

An element of one of the following kinds:

To

An item of one of the following item kinds:

Usage

Interface Realization Interface Realization

An interface realization is a specialized realization relationship between a classifier and an interface. This relationship signifies that the realizing classifier conforms to the contract specified by the interface.

Properties

Rules

Realization

An element of one of the following kinds:

Specification

InterfaceInterface (Interface)

Usage

Manifestation Manifestation

A manifestation is the concrete physical rendering of one or more model elements by an artifact.

Properties

Rules

Manifasts

An element of one of the following kinds:

Manifested

An item of one of the following item kinds:

Usage

Protocol Conformance Protocol Conformance

Protocol state machines can be redefined into more specific protocol state machines, or into behavioral state machines.

Protocol conformance declares that the specific protocol state machine specifies a protocol that conforms to the general state machine one, or that the specific behavioral state machine abide by the protocol of the general protocol state machine.

Conformed By

Protocol State MachineProtocol State Machine (Protocol State Machine)

A protocol state machine is always defined in the context of a classifier. It specifies which operations of the classifier can be called in which state and under which condition, thus specifying the allowed call sequences on the classifier's operations.

A protocol state machine presents the possible and permitted transitions on the instances of its context classifier, together with the operations which carry the transitions. In this manner, an instance lifecycle can be created for a classifier, by specifying the order in which the operations can be activated and the states through which an instance progresses during its existence.

Conformed

Protocol State MachineProtocol State Machine (Protocol State Machine)

Realization Realization

Realization is a specialized abstraction relationship between two sets of model elements, one representing a specification (the supplier) and the other represents an implementation of the latter (the client). Realization can be used to model stepwise refinement, optimizations, transformations, templates, model synthesis, framework composition, etc.

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Rules

Realization

An element of one of the following kinds:

Specification

An item of one of the following item kinds:

Usage

Substitution Substitution

A substitution is a relationship between two classifiers signifies that the substituting classifier complies with the contract specified by the contract classifier. This implies that instances of the substituting classifier are runtime substitutable where instances of the contract classifier are expected.

Properties

Rules

Substitutes

An element of one of the following kinds:

Substituted

An item of one of the following item kinds:

Usage

Templatebinding Templatebinding

A template binding represents a relationship between a templateable element and a template. A template binding specifies the substitutions of actual parameters for the formal parameters of the template.

Properties

Rules

Binds

An element of one of the following kinds:

Usage Usage

A usage is a relationship in which one element requires another element (or set of elements) for its full implementation or operation. A usage is a dependency in which the client requires the presence of the supplier.

Properties

Rules

Used by

An element of one of the following kinds:

Used

An item of one of the following item kinds:

Usage

Template Signature Template Signature

A template signature bundles the set of formal template parameters for a templated element.

Properties

Rules

Parent

An element of one of the following kinds:

Nested Elements

Rules

Usage

Deployment Specification Deployment Specification

A deployment specification specifies a set of properties that determine execution parameters of a component artifact that is deployed on a node.

A deployment specification can be aimed at a specific type of container. An artifact that reifies or implements deployment specification properties is a deployment descriptor.

Properties

Rules

Parent

An element of one of the following kinds:

Nested Elements

Rules

Diagrams

Rules

Relations

Rules

Usage

Execution Environment Execution Environment

An execution environment is a node that offers an execution environment for specific types of components that are deployed on it in the form of executable artifacts.

Properties

Rules

Parent

An element of one of the following kinds:

Nested Elements

Rules

Diagrams

Rules

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Rules

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Node Node

A node is computational resource upon which artifacts may be deployed for execution. Nodes can be interconnected through communication paths to define network structures.

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Parent

An element of one of the following kinds:

Nested Elements

Rules

Diagrams

Rules

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Rules

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Communication Path Communication Path

A communication path is an association between two deployment targets, through which they are able to exchange signals and messages.

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Usage

Interaction Interaction

An interaction is a unit of behavior that focuses on the observable exchange of information between connectable elements.

Properties

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Parent

An element of one of the following kinds:

Nested Elements

Rules

Diagrams

Rules

Relations

Rules

Usage

Combined Fragment Combined Fragment

A combined fragment defines an expression of interaction fragments. A combined fragment is defined by an interaction operator and corresponding interaction operands. Through the use of combined fragments the user will be able to describe a number of traces in a compact and concise manner.

Properties

Rules

Parent

InteractionInteraction (Interaction)

An interaction is a unit of behavior that focuses on the observable exchange of information between connectable elements.

Covered

Rules

Relations

Rules

Usage

Gate Gate

A gate is a connection point for relating a message outside an interaction fragment with a message inside the interaction fragment.

Properties

Rules

Parent

An element of one of the following kinds:

Relations

Rules

Usage

Interaction Use Interaction Use

An interaction use refers to an interaction. The interaction use is a shorthand for copying the contents of the referenced interaction where the interaction use is. To be accurate the copying must take into account substituting parameters with arguments and connect the formal gates with the actual ones.

Properties

Rules

Parent

InteractionInteraction (Interaction)

An interaction is a unit of behavior that focuses on the observable exchange of information between connectable elements.

Nested Elements

Rules

Relations

Rules

Usage

Lifeline Lifeline

A lifeline represents an individual participant in the interaction. While parts and structural features may have multiplicity greater than 1, lifelines represent only one interacting entity.

Properties

Rules

Parent

InteractionInteraction (Interaction)

An interaction is a unit of behavior that focuses on the observable exchange of information between connectable elements.

Receives

Rules

Sends

Rules

Relations

Rules

Usage

Message Message

A message defines a particular communication between lifelines of an interaction.

Properties

Rules

Parent

InteractionInteraction (Interaction)

An interaction is a unit of behavior that focuses on the observable exchange of information between connectable elements.

Relations

Rules

Usage

Activity Activity

An activity is the specification of parameterized behavior as the coordinated sequencing of subordinate units whose individual elements are actions.

Properties

Rules

Parent

An element of one of the following kinds:

Nested Elements

Rules

Diagrams

Rules

Relations

Rules

Usage

Output Pin Output Pin (Pin)

A pin provides values to actions and accept result values from them. A pin is an object node for inputs and outputs to actions.

An output pin is a pin that holds output values produced by an action.

Properties

Mandatory

Rules

Parent

An element of one of the following kinds:

Outgoing

Rules

Incoming

Rules

Relations

Rules

Usage

Action Input Pin Action Input Pin (Pin)

A pin provides values to actions and accept result values from them. A pin is an object node for inputs and outputs to actions.

An input pin is a pin that holds input values to be consumed by an action.

An action input pin is a kind of pin that executes an action to determine the values to input to another.

Properties

Mandatory

Rules

Parent

An element of one of the following kinds:

Outgoing

Rules

Incoming

Rules

Relations

Rules

Usage

Value Pin Value Pin (Pin)

A pin provides values to actions and accept result values from them. A pin is an object node for inputs and outputs to actions.

An input pin is a pin that holds input values to be consumed by an action.

A value pin is an input pin that provides a value by evaluating a value specification.

Properties

Mandatory

Rules

Parent

An element of one of the following kinds:

Outgoing

Rules

Incoming

Rules

Relations

Rules

Usage

Input Pin Input Pin (Pin)

A pin provides values to actions and accept result values from them. A pin is an object node for inputs and outputs to actions.

An input pin is a pin that holds input values to be consumed by an action.

Properties

Mandatory

Rules

Parent

An element of one of the following kinds:

Outgoing

Rules

Incoming

Rules

Relations

Rules

Usage

Region Region

A region is an orthogonal part of either a composite state or a state machine. It contains states and transitions.

Properties

Rules

Parent

An element of one of the following kinds:

Nested Elements

Rules

Relations

Rules

Usage

Trigger Trigger

A trigger relates an event to a behavior that may affect an instance of the classifier. A trigger specification may be qualified by the port on which the event occurred.

Properties

Rules

Parent

An element of one of the following kinds:

Port

Rules

Relations

Rules

Usage

Add Structural Feature Value Action Add Structural Feature Value Action (Action)

An action is a named element that is the fundamental unit of executable functionality.

The execution of an action represents some transformation or processing in the modeled system, be it a computer system or otherwise.

An action represents a single step within an activity, that is, one that is not further decomposed within the activity.

An action has pre- and post-conditions.

A read structural feature action is a structural feature action that retrieves the values of a structural feature.

A read structural feature action is a structural feature action that retrieves the values of a structural feature.

A constraint is a condition or restriction expressed in natural language text or in a machine readable language for the purpose of declaring some of the semantics of an element.

An add structural feature value action is a write structural feature action for adding values to a structural feature.

Properties

Mandatory

Rules

Parent

An element of one of the following kinds:

Nested Elements

Rules

Outgoing

Rules

Incoming

Rules

Relations

Rules

Usage

Destroy Object Action Destroy Object Action (Action)

A constraint is a condition or restriction expressed in natural language text or in a machine readable language for the purpose of declaring some of the semantics of an element.

An action is a named element that is the fundamental unit of executable functionality.

The execution of an action represents some transformation or processing in the modeled system, be it a computer system or otherwise.

An action represents a single step within an activity, that is, one that is not further decomposed within the activity.

An action has pre- and post-conditions.

A destroy object action is an action that destroys objects.

Properties

Mandatory

Rules

Parent

An element of one of the following kinds:

Nested Elements

Rules

Outgoing

Rules

Incoming

Rules

Relations

Rules

Usage

Clear Structural Feature Action Clear Structural Feature Action (Action)

An action is a named element that is the fundamental unit of executable functionality.

The execution of an action represents some transformation or processing in the modeled system, be it a computer system or otherwise.

An action represents a single step within an activity, that is, one that is not further decomposed within the activity.

An action has pre- and post-conditions.

A read structural feature action is a structural feature action that retrieves the values of a structural feature.

A constraint is a condition or restriction expressed in natural language text or in a machine readable language for the purpose of declaring some of the semantics of an element.

A clear structural feature action is a structural feature action that removes all values of a structural feature.

Properties

Mandatory

Rules

Parent

An element of one of the following kinds:

Nested Elements

Rules

Outgoing

Rules

Incoming

Rules

Relations

Rules

Usage

Read Link Action Read Link Action (Action)

An action is a named element that is the fundamental unit of executable functionality.

The execution of an action represents some transformation or processing in the modeled system, be it a computer system or otherwise.

An action represents a single step within an activity, that is, one that is not further decomposed within the activity.

An action has pre- and post-conditions.

A read link action is a link action that navigates across associations to retrieve objects on one end.

A constraint is a condition or restriction expressed in natural language text or in a machine readable language for the purpose of declaring some of the semantics of an element.

A read link action is a link action that navigates across associations to retrieve objects on one end.

Properties

Mandatory

Rules

Parent

An element of one of the following kinds:

Nested Elements

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Outgoing

Rules

Incoming

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Rules

Usage

Create Object Action Create Object Action (Action)

A constraint is a condition or restriction expressed in natural language text or in a machine readable language for the purpose of declaring some of the semantics of an element.

An action is a named element that is the fundamental unit of executable functionality.

The execution of an action represents some transformation or processing in the modeled system, be it a computer system or otherwise.

An action represents a single step within an activity, that is, one that is not further decomposed within the activity.

An action has pre- and post-conditions.

A create object action is an action that creates an object that conforms to a statically specified classifier and puts it on an output pin at runtime.

Properties

Mandatory

Rules

Parent

An element of one of the following kinds:

Nested Elements

Rules

Outgoing

Rules

Incoming

Rules

Relations

Rules

Usage

Reply Action Reply Action (Action)

A constraint is a condition or restriction expressed in natural language text or in a machine readable language for the purpose of declaring some of the semantics of an element.

An action is a named element that is the fundamental unit of executable functionality.

The execution of an action represents some transformation or processing in the modeled system, be it a computer system or otherwise.

An action represents a single step within an activity, that is, one that is not further decomposed within the activity.

An action has pre- and post-conditions.

A reply action is an action that accepts a set of return values and a value containing return information produced by a previous accept call action. The reply action returns the values to the caller of the previous call, completing execution of the call.

Properties

Mandatory

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Parent

An element of one of the following kinds:

Nested Elements

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Outgoing

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Incoming

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Usage

Read Link Object End Qualifier Action Read Link Object End Qualifier Action (Action)

A constraint is a condition or restriction expressed in natural language text or in a machine readable language for the purpose of declaring some of the semantics of an element.

An action is a named element that is the fundamental unit of executable functionality.

The execution of an action represents some transformation or processing in the modeled system, be it a computer system or otherwise.

An action represents a single step within an activity, that is, one that is not further decomposed within the activity.

An action has pre- and post-conditions.

A read link object end qualifier action is an action that retrieves a qualifier end value from a link object.

Properties

Mandatory

Rules

Parent

An element of one of the following kinds:

Nested Elements

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Outgoing

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Incoming

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Usage

Remove Variable Value Action Remove Variable Value Action (Action)

An action is a named element that is the fundamental unit of executable functionality.

The execution of an action represents some transformation or processing in the modeled system, be it a computer system or otherwise.

An action represents a single step within an activity, that is, one that is not further decomposed within the activity.

An action has pre- and post-conditions.

A remove variable value action is a write variable action that removes values from variables.

WriteVariableAction is an abstract class for variable actions that change variable values.

A constraint is a condition or restriction expressed in natural language text or in a machine readable language for the purpose of declaring some of the semantics of an element.

A remove variable value action is a write variable action that removes values from variables.

Properties

Mandatory

Rules

Parent

An element of one of the following kinds:

Nested Elements

Rules

Outgoing

Rules

Incoming

Rules

Relations

Rules

Usage

Send Signal Action Send Signal Action (Action)

An action is a named element that is the fundamental unit of executable functionality.

The execution of an action represents some transformation or processing in the modeled system, be it a computer system or otherwise.

An action represents a single step within an activity, that is, one that is not further decomposed within the activity.

An action has pre- and post-conditions.

InvocationAction is an abstract class for the various actions that invoke behavior. In addition to targeting an object, invocation actions can also invoke behavioral features on ports from where the invocation requests are routed onwards on links deriving from attached connectors. Invocation actions may also be sent to a target via a given port, either on the sending object or on another object.

A constraint is a condition or restriction expressed in natural language text or in a machine readable language for the purpose of declaring some of the semantics of an element.

A send signal action is an action that creates a signal instance from its inputs, and transmits it to the target object, where it may cause the firing of a state machine transition or the execution of an activity. The argument values are available to the execution of associated behaviors. The requestor continues execution immediately. Any reply message is ignored and is not transmitted to the requestor. If the input is already a signal instance, use a send object action.

Properties

Mandatory

Rules

Parent

An element of one of the following kinds:

Nested Elements

Rules

Outgoing

Rules

Incoming

Rules

Relations

Rules

Usage

Conditional Node Conditional Node (Action)

A constraint is a condition or restriction expressed in natural language text or in a machine readable language for the purpose of declaring some of the semantics of an element.

An action is a named element that is the fundamental unit of executable functionality.

The execution of an action represents some transformation or processing in the modeled system, be it a computer system or otherwise.

An action represents a single step within an activity, that is, one that is not further decomposed within the activity.

An action has pre- and post-conditions.

A structured activity node is an executable activity node that may have an expansion into subordinate nodes as an activity group. The subordinate nodes must belong to only one structured activity node, although they may be nested. Because of the concurrent nature of the execution of actions within and across activities, it can be difficult to guarantee the consistent access and modification of object memory. In order to avoid race conditions or other concurrency-related problems, it is sometimes necessary to isolate the effects of a group of actions from the effects of actions outside the group. This may be indicated by setting the mustIsolate attribute to true on a structured activity node. If a structured activity node is "isolated," then any object used by an action within the node cannot be accessed by any action outside the node until the structured activity node as a whole completes. Any concurrent actions that would result in accessing such objects are required to have their execution deferred until the completion of the node.

A constraint is a condition or restriction expressed in natural language text or in a machine readable language for the purpose of declaring some of the semantics of an element.

A conditional node is a structured activity node that represents an exclusive choice among some number of alternatives.

Properties

Mandatory

Rules

Parent

An element of one of the following kinds:

Nested Elements

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Outgoing

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Incoming

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Usage

Remove Structural Feature Value Action Remove Structural Feature Value Action (Action)

An action is a named element that is the fundamental unit of executable functionality.

The execution of an action represents some transformation or processing in the modeled system, be it a computer system or otherwise.

An action represents a single step within an activity, that is, one that is not further decomposed within the activity.

An action has pre- and post-conditions.

A read structural feature action is a structural feature action that retrieves the values of a structural feature.

A read structural feature action is a structural feature action that retrieves the values of a structural feature.

A constraint is a condition or restriction expressed in natural language text or in a machine readable language for the purpose of declaring some of the semantics of an element.

A remove structural feature value action is a write structural feature action that removes values from structural features.

Properties

Mandatory

Rules

Parent

An element of one of the following kinds:

Nested Elements

Rules

Outgoing

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Incoming

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Usage

Reclassify Object Action Reclassify Object Action (Action)

A constraint is a condition or restriction expressed in natural language text or in a machine readable language for the purpose of declaring some of the semantics of an element.

An action is a named element that is the fundamental unit of executable functionality.

The execution of an action represents some transformation or processing in the modeled system, be it a computer system or otherwise.

An action represents a single step within an activity, that is, one that is not further decomposed within the activity.

An action has pre- and post-conditions.

A reclassify object action is an action that changes which classifiers classify an object.

Properties

Mandatory

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Parent

An element of one of the following kinds:

Nested Elements

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Outgoing

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Incoming

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Usage

Start Object Behavior Action Start Object Behavior Action (Action)

A constraint is a condition or restriction expressed in natural language text or in a machine readable language for the purpose of declaring some of the semantics of an element.

An action is a named element that is the fundamental unit of executable functionality.

The execution of an action represents some transformation or processing in the modeled system, be it a computer system or otherwise.

An action represents a single step within an activity, that is, one that is not further decomposed within the activity.

An action has pre- and post-conditions.

InvocationAction is an abstract class for the various actions that invoke behavior. In addition to targeting an object, invocation actions can also invoke behavioral features on ports from where the invocation requests are routed onwards on links deriving from attached connectors. Invocation actions may also be sent to a target via a given port, either on the sending object or on another object.

CallAction is an abstract class for actions that invoke behavior and receive return values.

StartObjectBehaviorAction is an action that starts the execution either of a directly instantiated behavior or of the classifier behavior of an object. Argument values may be supplied for the input parameters of the behavior. If the behavior is invoked synchronously, then output values may be obtained for output

Properties

Mandatory

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Parent

An element of one of the following kinds:

Nested Elements

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Outgoing

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Incoming

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Usage

Test Identity Action Test Identity Action (Action)

A constraint is a condition or restriction expressed in natural language text or in a machine readable language for the purpose of declaring some of the semantics of an element.

An action is a named element that is the fundamental unit of executable functionality.

The execution of an action represents some transformation or processing in the modeled system, be it a computer system or otherwise.

An action represents a single step within an activity, that is, one that is not further decomposed within the activity.

An action has pre- and post-conditions.

A test identity action is an action that tests if two values are identical objects.

Properties

Mandatory

Rules

Parent

An element of one of the following kinds:

Nested Elements

Rules

Outgoing

Rules

Incoming

Rules

Relations

Rules

Usage

Send Object Action Send Object Action (Action)

An action is a named element that is the fundamental unit of executable functionality.

The execution of an action represents some transformation or processing in the modeled system, be it a computer system or otherwise.

An action represents a single step within an activity, that is, one that is not further decomposed within the activity.

An action has pre- and post-conditions.

InvocationAction is an abstract class for the various actions that invoke behavior. In addition to targeting an object, invocation actions can also invoke behavioral features on ports from where the invocation requests are routed onwards on links deriving from attached connectors. Invocation actions may also be sent to a target via a given port, either on the sending object or on another object.

A constraint is a condition or restriction expressed in natural language text or in a machine readable language for the purpose of declaring some of the semantics of an element.

A send object action is an action that transmits an object to the target object, where it may invoke behavior such as the firing of state machine transitions or the execution of an activity. The value of the object is available to the execution of invoked behaviors. The requestor continues execution immediately. Any reply message is ignored and is not transmitted to the requestor.

Properties

Mandatory

Rules

Parent

An element of one of the following kinds:

Nested Elements

Rules

Outgoing

Rules

Incoming

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Rules

Usage

Call Operation Action Call Operation Action (Action)

A constraint is a condition or restriction expressed in natural language text or in a machine readable language for the purpose of declaring some of the semantics of an element.

An action is a named element that is the fundamental unit of executable functionality.

The execution of an action represents some transformation or processing in the modeled system, be it a computer system or otherwise.

An action represents a single step within an activity, that is, one that is not further decomposed within the activity.

An action has pre- and post-conditions.

InvocationAction is an abstract class for the various actions that invoke behavior. In addition to targeting an object, invocation actions can also invoke behavioral features on ports from where the invocation requests are routed onwards on links deriving from attached connectors. Invocation actions may also be sent to a target via a given port, either on the sending object or on another object.

CallAction is an abstract class for actions that invoke behavior and receive return values.

A call operation action is an action that transmits an operation call request to the target object, where it may cause the invocation of associated behavior. The argument values of the action are available to the execution of the invoked behavior. If the action is marked synchronous, the execution of the call operation action waits until the execution of the invoked behavior completes and a reply transmission is returned to the caller; otherwise execution of the action is complete when the invocation of the operation is established and the execution of the invoked operation proceeds concurrently with the execution of the calling behavior. Any values returned as part of the reply transmission are put on the result output pins of the call operation action. Upon receipt of the reply transmission, execution of the call operation action is complete.

Properties

Mandatory

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Parent

An element of one of the following kinds:

Nested Elements

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Outgoing

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Incoming

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Usage

Opaque Action Opaque Action (Action)

A constraint is a condition or restriction expressed in natural language text or in a machine readable language for the purpose of declaring some of the semantics of an element.

An action is a named element that is the fundamental unit of executable functionality.

The execution of an action represents some transformation or processing in the modeled system, be it a computer system or otherwise.

An action represents a single step within an activity, that is, one that is not further decomposed within the activity.

An action has pre- and post-conditions.

An opaque action is an action with implementation-specific semantics.

Properties

Mandatory

Rules

Parent

An element of one of the following kinds:

Nested Elements

Rules

Outgoing

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Incoming

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Rules

Usage

Create Link Object Action Create Link Object Action (Action)

An action is a named element that is the fundamental unit of executable functionality.

The execution of an action represents some transformation or processing in the modeled system, be it a computer system or otherwise.

An action represents a single step within an activity, that is, one that is not further decomposed within the activity.

An action has pre- and post-conditions.

A read link action is a link action that navigates across associations to retrieve objects on one end.

WriteLinkAction is an abstract class for link actions that create and destroy links.

A constraint is a condition or restriction expressed in natural language text or in a machine readable language for the purpose of declaring some of the semantics of an element.

A create link object action creates a link object.

Properties

Mandatory

Rules

Parent

An element of one of the following kinds:

Nested Elements

Rules

Outgoing

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Incoming

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Usage

Call Behavior Action Call Behavior Action (Action)

A constraint is a condition or restriction expressed in natural language text or in a machine readable language for the purpose of declaring some of the semantics of an element.

An action is a named element that is the fundamental unit of executable functionality.

The execution of an action represents some transformation or processing in the modeled system, be it a computer system or otherwise.

An action represents a single step within an activity, that is, one that is not further decomposed within the activity.

An action has pre- and post-conditions.

InvocationAction is an abstract class for the various actions that invoke behavior. In addition to targeting an object, invocation actions can also invoke behavioral features on ports from where the invocation requests are routed onwards on links deriving from attached connectors. Invocation actions may also be sent to a target via a given port, either on the sending object or on another object.

CallAction is an abstract class for actions that invoke behavior and receive return values.

A call behavior action is a call action that invokes a behavior directly rather than invoking a behavioral feature that, in turn, results in the invocation of that behavior. The argument values of the action are available to the execution of the invoked behavior. For synchronous calls the execution of the call behavior action waits until the execution of the invoked behavior completes and a result is returned on its output pin. The action completes immediately without a result, if the call is asynchronous. In particular, the invoked behavior may be an activity.

Properties

Mandatory

Rules

Parent

An element of one of the following kinds:

Nested Elements

Rules

Outgoing

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Incoming

Rules

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Rules

Usage

Accept Event Action Accept Event Action (Action)

A constraint is a condition or restriction expressed in natural language text or in a machine readable language for the purpose of declaring some of the semantics of an element.

An action is a named element that is the fundamental unit of executable functionality.

The execution of an action represents some transformation or processing in the modeled system, be it a computer system or otherwise.

An action represents a single step within an activity, that is, one that is not further decomposed within the activity.

An action has pre- and post-conditions.

A accept event action is an action that waits for the occurrence of an event meeting specified conditions.

Properties

Mandatory

Rules

Parent

An element of one of the following kinds:

Nested Elements

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Outgoing

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Incoming

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Rules

Usage

Value Specification Action Value Specification Action (Action)

A constraint is a condition or restriction expressed in natural language text or in a machine readable language for the purpose of declaring some of the semantics of an element.

An action is a named element that is the fundamental unit of executable functionality.

The execution of an action represents some transformation or processing in the modeled system, be it a computer system or otherwise.

An action represents a single step within an activity, that is, one that is not further decomposed within the activity.

An action has pre- and post-conditions.

A value specification action is an action that evaluates a value specification.

Properties

Mandatory

Rules

Parent

An element of one of the following kinds:

Nested Elements

Rules

Outgoing

Rules

Incoming

Rules

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Rules

Usage

Structured Activity Node Structured Activity Node (Action)

A constraint is a condition or restriction expressed in natural language text or in a machine readable language for the purpose of declaring some of the semantics of an element.

An action is a named element that is the fundamental unit of executable functionality.

The execution of an action represents some transformation or processing in the modeled system, be it a computer system or otherwise.

An action represents a single step within an activity, that is, one that is not further decomposed within the activity.

An action has pre- and post-conditions.

A structured activity node is an executable activity node that may have an expansion into subordinate nodes as an activity group. The subordinate nodes must belong to only one structured activity node, although they may be nested. Because of the concurrent nature of the execution of actions within and across activities, it can be difficult to guarantee the consistent access and modification of object memory. In order to avoid race conditions or other concurrency-related problems, it is sometimes necessary to isolate the effects of a group of actions from the effects of actions outside the group. This may be indicated by setting the mustIsolate attribute to true on a structured activity node. If a structured activity node is "isolated," then any object used by an action within the node cannot be accessed by any action outside the node until the structured activity node as a whole completes. Any concurrent actions that would result in accessing such objects are required to have their execution deferred until the completion of the node.

Properties

Mandatory

Rules

Parent

An element of one of the following kinds:

Nested Elements

Rules

Outgoing

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Incoming

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Usage

Read Is Classified Object Action Read Is Classified Object Action (Action)

A constraint is a condition or restriction expressed in natural language text or in a machine readable language for the purpose of declaring some of the semantics of an element.

An action is a named element that is the fundamental unit of executable functionality.

The execution of an action represents some transformation or processing in the modeled system, be it a computer system or otherwise.

An action represents a single step within an activity, that is, one that is not further decomposed within the activity.

An action has pre- and post-conditions.

A read is classified object action is an action that determines whether a runtime object is classified by a given classifier.

Properties

Mandatory

Rules

Parent

An element of one of the following kinds:

Nested Elements

Rules

Outgoing

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Incoming

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Rules

Usage

Unmarshall Action Unmarshall Action (Action)

A constraint is a condition or restriction expressed in natural language text or in a machine readable language for the purpose of declaring some of the semantics of an element.

An action is a named element that is the fundamental unit of executable functionality.

The execution of an action represents some transformation or processing in the modeled system, be it a computer system or otherwise.

An action represents a single step within an activity, that is, one that is not further decomposed within the activity.

An action has pre- and post-conditions.

An unmarshall action is an action that breaks an object of a known type into outputs each of which is equal to a value from a structural feature of the object.

Properties

Mandatory

Rules

Parent

An element of one of the following kinds:

Nested Elements

Rules

Outgoing

Rules

Incoming

Rules

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Rules

Usage

Broadcast Signal Action Broadcast Signal Action (Action)

An action is a named element that is the fundamental unit of executable functionality.

The execution of an action represents some transformation or processing in the modeled system, be it a computer system or otherwise.

An action represents a single step within an activity, that is, one that is not further decomposed within the activity.

An action has pre- and post-conditions.

InvocationAction is an abstract class for the various actions that invoke behavior. In addition to targeting an object, invocation actions can also invoke behavioral features on ports from where the invocation requests are routed onwards on links deriving from attached connectors. Invocation actions may also be sent to a target via a given port, either on the sending object or on another object.

A constraint is a condition or restriction expressed in natural language text or in a machine readable language for the purpose of declaring some of the semantics of an element.

A broadcast signal action is an action that transmits a signal instance to all the potential target objects in the system, which may cause the firing of a state machine transitions or the execution of associated activities of a target object. The argument values are available to the execution of associated behaviors. The requestor continues execution immediately after the signals are sent out. It does not wait for receipt. Any reply messages are ignored and are not transmitted to the requestor.

Properties

Mandatory

Rules

Parent

An element of one of the following kinds:

Nested Elements

Rules

Outgoing

Rules

Incoming

Rules

Relations

Rules

Usage

Read Extent Action Read Extent Action (Action)

A constraint is a condition or restriction expressed in natural language text or in a machine readable language for the purpose of declaring some of the semantics of an element.

An action is a named element that is the fundamental unit of executable functionality.

The execution of an action represents some transformation or processing in the modeled system, be it a computer system or otherwise.

An action represents a single step within an activity, that is, one that is not further decomposed within the activity.

An action has pre- and post-conditions.

A read extent action is an action that retrieves the current instances of a classifier.

Properties

Mandatory

Rules

Parent

An element of one of the following kinds:

Nested Elements

Rules

Outgoing

Rules

Incoming

Rules

Relations

Rules

Usage

Accept Call Action Accept Call Action (Action)

A constraint is a condition or restriction expressed in natural language text or in a machine readable language for the purpose of declaring some of the semantics of an element.

A constraint is a condition or restriction expressed in natural language text or in a machine readable language for the purpose of declaring some of the semantics of an element.

An action is a named element that is the fundamental unit of executable functionality.

The execution of an action represents some transformation or processing in the modeled system, be it a computer system or otherwise.

An action represents a single step within an activity, that is, one that is not further decomposed within the activity.

An action has pre- and post-conditions.

A accept event action is an action that waits for the occurrence of an event meeting specified conditions.

An accept call action is an accept event action representing the receipt of a synchronous call request. In addition to the normal operation parameters, the action produces an output that is needed later to supply the information to the reply action necessary to return control to the caller. This action is for synchronous calls. If it is used to handle an asynchronous call, execution of the subsequent reply action will complete immediately with no effects.

Properties

Mandatory

Rules

Parent

An element of one of the following kinds:

Nested Elements

Rules

Outgoing

Rules

Incoming

Rules

Relations

Rules

Usage

Create Link Action Create Link Action (Action)

An action is a named element that is the fundamental unit of executable functionality.

The execution of an action represents some transformation or processing in the modeled system, be it a computer system or otherwise.

An action represents a single step within an activity, that is, one that is not further decomposed within the activity.

An action has pre- and post-conditions.

A read link action is a link action that navigates across associations to retrieve objects on one end.

WriteLinkAction is an abstract class for link actions that create and destroy links.

A constraint is a condition or restriction expressed in natural language text or in a machine readable language for the purpose of declaring some of the semantics of an element.

A create link action is a write link action for creating links.

Properties

Mandatory

Rules

Parent

An element of one of the following kinds:

Nested Elements

Rules

Outgoing

Rules

Incoming

Rules

Relations

Rules

Usage

Sequence Node Sequence Node (Action)

A constraint is a condition or restriction expressed in natural language text or in a machine readable language for the purpose of declaring some of the semantics of an element.

An action is a named element that is the fundamental unit of executable functionality.

The execution of an action represents some transformation or processing in the modeled system, be it a computer system or otherwise.

An action represents a single step within an activity, that is, one that is not further decomposed within the activity.

An action has pre- and post-conditions.

A structured activity node is an executable activity node that may have an expansion into subordinate nodes as an activity group. The subordinate nodes must belong to only one structured activity node, although they may be nested. Because of the concurrent nature of the execution of actions within and across activities, it can be difficult to guarantee the consistent access and modification of object memory. In order to avoid race conditions or other concurrency-related problems, it is sometimes necessary to isolate the effects of a group of actions from the effects of actions outside the group. This may be indicated by setting the mustIsolate attribute to true on a structured activity node. If a structured activity node is "isolated," then any object used by an action within the node cannot be accessed by any action outside the node until the structured activity node as a whole completes. Any concurrent actions that would result in accessing such objects are required to have their execution deferred until the completion of the node.

A constraint is a condition or restriction expressed in natural language text or in a machine readable language for the purpose of declaring some of the semantics of an element.

A sequence node is a structured activity node that executes its actions in order.

Properties

Mandatory

Rules

Parent

An element of one of the following kinds:

Nested Elements

Rules

Outgoing

Rules

Incoming

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Relations

Rules

Usage

Read Structural Feature Action Read Structural Feature Action (Action)

An action is a named element that is the fundamental unit of executable functionality.

The execution of an action represents some transformation or processing in the modeled system, be it a computer system or otherwise.

An action represents a single step within an activity, that is, one that is not further decomposed within the activity.

An action has pre- and post-conditions.

A read structural feature action is a structural feature action that retrieves the values of a structural feature.

A constraint is a condition or restriction expressed in natural language text or in a machine readable language for the purpose of declaring some of the semantics of an element.

A read structural feature action is a structural feature action that retrieves the values of a structural feature.

Properties

Mandatory

Rules

Parent

An element of one of the following kinds:

Nested Elements

Rules

Outgoing

Rules

Incoming

Rules

Relations

Rules

Usage

Destroy Link Action Destroy Link Action (Action)

An action is a named element that is the fundamental unit of executable functionality.

The execution of an action represents some transformation or processing in the modeled system, be it a computer system or otherwise.

An action represents a single step within an activity, that is, one that is not further decomposed within the activity.

An action has pre- and post-conditions.

A read link action is a link action that navigates across associations to retrieve objects on one end.

WriteLinkAction is an abstract class for link actions that create and destroy links.

A constraint is a condition or restriction expressed in natural language text or in a machine readable language for the purpose of declaring some of the semantics of an element.

A destroy link action is a write link action that destroys links and link objects.

Properties

Mandatory

Rules

Parent

An element of one of the following kinds:

Nested Elements

Rules

Outgoing

Rules

Incoming

Rules

Relations

Rules

Usage

Add Variable Value Action Add Variable Value Action (Action)

An action is a named element that is the fundamental unit of executable functionality.

The execution of an action represents some transformation or processing in the modeled system, be it a computer system or otherwise.

An action represents a single step within an activity, that is, one that is not further decomposed within the activity.

An action has pre- and post-conditions.

A remove variable value action is a write variable action that removes values from variables.

WriteVariableAction is an abstract class for variable actions that change variable values.

A constraint is a condition or restriction expressed in natural language text or in a machine readable language for the purpose of declaring some of the semantics of an element.

An add variable value action is a write variable action for adding values to a variable.

Properties

Mandatory

Rules

Parent

An element of one of the following kinds:

Nested Elements

Rules

Outgoing

Rules

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Rules

Usage

Read Link Object End Action Read Link Object End Action (Action)

A constraint is a condition or restriction expressed in natural language text or in a machine readable language for the purpose of declaring some of the semantics of an element.

An action is a named element that is the fundamental unit of executable functionality.

The execution of an action represents some transformation or processing in the modeled system, be it a computer system or otherwise.

An action represents a single step within an activity, that is, one that is not further decomposed within the activity.

An action has pre- and post-conditions.

A read link object end action is an action that retrieves an end object from a link object.

Properties

Mandatory

Rules

Parent

An element of one of the following kinds:

Nested Elements

Rules

Outgoing

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Usage

Start Classifier Behavior Action Start Classifier Behavior Action (Action)

A constraint is a condition or restriction expressed in natural language text or in a machine readable language for the purpose of declaring some of the semantics of an element.

An action is a named element that is the fundamental unit of executable functionality.

The execution of an action represents some transformation or processing in the modeled system, be it a computer system or otherwise.

An action represents a single step within an activity, that is, one that is not further decomposed within the activity.

An action has pre- and post-conditions.

A start classifier behavior action is an action that starts the classifier behavior of the input.

Properties

Mandatory

Rules

Parent

An element of one of the following kinds:

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Usage

Read Variable Action Read Variable Action (Action)

A constraint is a condition or restriction expressed in natural language text or in a machine readable language for the purpose of declaring some of the semantics of an element.

An action is a named element that is the fundamental unit of executable functionality.

The execution of an action represents some transformation or processing in the modeled system, be it a computer system or otherwise.

An action represents a single step within an activity, that is, one that is not further decomposed within the activity.

An action has pre- and post-conditions.

A remove variable value action is a write variable action that removes values from variables.

A read variable action is a variable action that retrieves the values of a variable.

Properties

Mandatory

Rules

Parent

An element of one of the following kinds:

Nested Elements

Rules

Outgoing

Rules

Incoming

Rules

Relations

Rules

Usage

Reduce Action Reduce Action (Action)

A constraint is a condition or restriction expressed in natural language text or in a machine readable language for the purpose of declaring some of the semantics of an element.

An action is a named element that is the fundamental unit of executable functionality.

The execution of an action represents some transformation or processing in the modeled system, be it a computer system or otherwise.

An action represents a single step within an activity, that is, one that is not further decomposed within the activity.

An action has pre- and post-conditions.

A reduce action is an action that reduces a collection to a single value by combining the elements of the collection.

Properties

Mandatory

Rules

Parent

An element of one of the following kinds:

Nested Elements

Rules

Outgoing

Rules

Incoming

Rules

Relations

Rules

Usage

Raise Exception Action Raise Exception Action (Action)

A constraint is a condition or restriction expressed in natural language text or in a machine readable language for the purpose of declaring some of the semantics of an element.

An action is a named element that is the fundamental unit of executable functionality.

The execution of an action represents some transformation or processing in the modeled system, be it a computer system or otherwise.

An action represents a single step within an activity, that is, one that is not further decomposed within the activity.

An action has pre- and post-conditions.

A raise exception action is an action that causes an exception to occur. The input value becomes the exception object.

Properties

Mandatory

Rules

Parent

An element of one of the following kinds:

Nested Elements

Rules

Outgoing

Rules

Incoming

Rules

Relations

Rules

Usage

Expansion Region Expansion Region (Action)

A constraint is a condition or restriction expressed in natural language text or in a machine readable language for the purpose of declaring some of the semantics of an element.

An action is a named element that is the fundamental unit of executable functionality.

The execution of an action represents some transformation or processing in the modeled system, be it a computer system or otherwise.

An action represents a single step within an activity, that is, one that is not further decomposed within the activity.

An action has pre- and post-conditions.

A structured activity node is an executable activity node that may have an expansion into subordinate nodes as an activity group. The subordinate nodes must belong to only one structured activity node, although they may be nested. Because of the concurrent nature of the execution of actions within and across activities, it can be difficult to guarantee the consistent access and modification of object memory. In order to avoid race conditions or other concurrency-related problems, it is sometimes necessary to isolate the effects of a group of actions from the effects of actions outside the group. This may be indicated by setting the mustIsolate attribute to true on a structured activity node. If a structured activity node is "isolated," then any object used by an action within the node cannot be accessed by any action outside the node until the structured activity node as a whole completes. Any concurrent actions that would result in accessing such objects are required to have their execution deferred until the completion of the node.

A constraint is a condition or restriction expressed in natural language text or in a machine readable language for the purpose of declaring some of the semantics of an element.

An expansion region is a structured activity region that executes multiple times corresponding to elements of an input collection.

Properties

Mandatory

Rules

Parent

An element of one of the following kinds:

Nested Elements

Rules

Outgoing

Rules

Incoming

Rules

Relations

Rules

Usage

Clear Association Action Clear Association Action (Action)

A constraint is a condition or restriction expressed in natural language text or in a machine readable language for the purpose of declaring some of the semantics of an element.

An action is a named element that is the fundamental unit of executable functionality.

The execution of an action represents some transformation or processing in the modeled system, be it a computer system or otherwise.

An action represents a single step within an activity, that is, one that is not further decomposed within the activity.

An action has pre- and post-conditions.

A clear association action is an action that destroys all links of an association in which a particular object participates.

Properties

Mandatory

Rules

Parent

An element of one of the following kinds:

Nested Elements

Rules

Outgoing

Rules

Incoming

Rules

Relations

Rules

Usage

Clear Variable Action Clear Variable Action (Action)

A constraint is a condition or restriction expressed in natural language text or in a machine readable language for the purpose of declaring some of the semantics of an element.

An action is a named element that is the fundamental unit of executable functionality.

The execution of an action represents some transformation or processing in the modeled system, be it a computer system or otherwise.

An action represents a single step within an activity, that is, one that is not further decomposed within the activity.

An action has pre- and post-conditions.

A remove variable value action is a write variable action that removes values from variables.

A clear variable action is a variable action that removes all values of a variable.

Properties

Mandatory

Rules

Parent

An element of one of the following kinds:

Nested Elements

Rules

Outgoing

Rules

Incoming

Rules

Relations

Rules

Usage

Read Self Action Read Self Action (Action)

A constraint is a condition or restriction expressed in natural language text or in a machine readable language for the purpose of declaring some of the semantics of an element.

An action is a named element that is the fundamental unit of executable functionality.

The execution of an action represents some transformation or processing in the modeled system, be it a computer system or otherwise.

An action represents a single step within an activity, that is, one that is not further decomposed within the activity.

An action has pre- and post-conditions.

A read self action is an action that retrieves the host object of an action.

The following features are supported:

Properties

Mandatory

Rules

Parent

An element of one of the following kinds:

Nested Elements

Rules

Outgoing

Rules

Incoming

Rules

Relations

Rules

Usage

Loop Node Loop Node (Action)

A constraint is a condition or restriction expressed in natural language text or in a machine readable language for the purpose of declaring some of the semantics of an element.

An action is a named element that is the fundamental unit of executable functionality.

The execution of an action represents some transformation or processing in the modeled system, be it a computer system or otherwise.

An action represents a single step within an activity, that is, one that is not further decomposed within the activity.

An action has pre- and post-conditions.

A structured activity node is an executable activity node that may have an expansion into subordinate nodes as an activity group. The subordinate nodes must belong to only one structured activity node, although they may be nested. Because of the concurrent nature of the execution of actions within and across activities, it can be difficult to guarantee the consistent access and modification of object memory. In order to avoid race conditions or other concurrency-related problems, it is sometimes necessary to isolate the effects of a group of actions from the effects of actions outside the group. This may be indicated by setting the mustIsolate attribute to true on a structured activity node. If a structured activity node is "isolated," then any object used by an action within the node cannot be accessed by any action outside the node until the structured activity node as a whole completes. Any concurrent actions that would result in accessing such objects are required to have their execution deferred until the completion of the node.

A constraint is a condition or restriction expressed in natural language text or in a machine readable language for the purpose of declaring some of the semantics of an element.

A loop node is a structured activity node that represents a loop with setup, test, and body sections.

Properties

Mandatory

Rules

Parent

An element of one of the following kinds:

Nested Elements

Rules

Outgoing

Rules

Incoming

Rules

Relations

Rules

Usage

Activity Partition Activity Partition

An activity partition is a kind of activity group for identifying actions that have some characteristic in common.

Properties

Rules

Parent

An element of one of the following kinds:

Nested Elements

Rules

Edge

Rules

Node

Rules

Relations

Rules

Usage

Decision Node Decision Node (Control Node)

A control node is an abstract activity node that coordinates flows in an activity.

A decision node is a control node that chooses between outgoing flows.

Properties

Mandatory

Rules

Parent

An element of one of the following kinds:

Outgoing

Rules

Incoming

Rules

Relations

Rules

Usage

Initial Node Initial Node (Control Node)

A control node is an abstract activity node that coordinates flows in an activity.

An initial node is a control node at which flow starts when the activity is invoked.

Properties

Mandatory

Rules

Parent

An element of one of the following kinds:

Outgoing

Rules

Incoming

Rules

Relations

Rules

Usage

Join Node Join Node (Control Node)

A control node is an abstract activity node that coordinates flows in an activity.

A join node is a control node that synchronizes multiple flows. Join nodes have a Boolean value specification using the names of the incoming edges to specify the conditions under which the join will emit a token.

Properties

Mandatory

Rules

Parent

An element of one of the following kinds:

Outgoing

Rules

Incoming

Rules

Relations

Rules

Usage

Flow Final Node Flow Final Node (Control Node)

A control node is an abstract activity node that coordinates flows in an activity.

A final node is an abstract control node at which a flow in an activity stops.

A flow final node is a final node that terminates a flow.

Properties

Mandatory

Rules

Parent

An element of one of the following kinds:

Outgoing

Rules

Incoming

Rules

Relations

Rules

Usage

Merge Node Merge Node (Control Node)

A control node is an abstract activity node that coordinates flows in an activity.

A merge node is a control node that brings together multiple alternate flows. It is not used to synchronize concurrent flows but to accept one among several alternate flows.

Properties

Mandatory

Rules

Parent

An element of one of the following kinds:

Outgoing

Rules

Incoming

Rules

Relations

Rules

Usage

Activity Final Node Activity Final Node (Control Node)

A control node is an abstract activity node that coordinates flows in an activity.

A final node is an abstract control node at which a flow in an activity stops.

An activity final node is a final node that stops all flows in an activity.

Properties

Mandatory

Rules

Parent

An element of one of the following kinds:

Outgoing

Rules

Incoming

Rules

Relations

Rules

Usage

Fork Node Fork Node (Control Node)

A control node is an abstract activity node that coordinates flows in an activity.

A fork node is a control node that splits a flow into multiple concurrent flows.

Properties

Mandatory

Rules

Parent

An element of one of the following kinds:

Outgoing

Rules

Incoming

Rules

Relations

Rules

Usage

Data Store Node Data Store Node (Object Node)

An object node is an abstract activity node that is part of defining object flow in an activity. Object nodes have support for token selection, limitation on the number of tokens, specifying the state required for tokens, and carrying control values.

A central buffer node is an object node for managing flows from multiple sources and destinations.

A data store node is a central buffer node for non-transient information.

Properties

Mandatory

Rules

Parent

An element of one of the following kinds:

Outgoing

Rules

Incoming

Rules

Relations

Rules

Usage

Central Buffer Central Buffer (Object Node)

An object node is an abstract activity node that is part of defining object flow in an activity. Object nodes have support for token selection, limitation on the number of tokens, specifying the state required for tokens, and carrying control values.

A central buffer node is an object node for managing flows from multiple sources and destinations.

Properties

Mandatory

Rules

Parent

An element of one of the following kinds:

Outgoing

Rules

Incoming

Rules

Relations

Rules

Usage

Activity Parameter Node Activity Parameter Node (Object Node)

An object node is an abstract activity node that is part of defining object flow in an activity. Object nodes have support for token selection, limitation on the number of tokens, specifying the state required for tokens, and carrying control values.

An activity parameter node is an object node for inputs and outputs to activities.

Properties

Mandatory

Rules

Parent

An element of one of the following kinds:

Outgoing

Rules

Incoming

Rules

Relations

Rules

Usage

Expansion Node Expansion Node (Object Node)

An object node is an abstract activity node that is part of defining object flow in an activity. Object nodes have support for token selection, limitation on the number of tokens, specifying the state required for tokens, and carrying control values.

An expansion node is an object node used to indicate a flow across the boundary of an expansion region. A flow into a region contains a collection that is broken into its individual elements inside the region, which is executed once per element. A flow out of a region combines individual elements into a collection for use outside the region.

Properties

Mandatory

Rules

Parent

An element of one of the following kinds:

Outgoing

Rules

Incoming

Rules

Relations

Rules

Usage

Structured Activity Node Structured Activity Node

A structured activity node is an executable activity node that may have an expansion into subordinate nodes as an activity group. The subordinate nodes must belong to only one structured activity node, although they may be nested.

Because of the concurrent nature of the execution of actions within and across activities, it can be difficult to guarantee the consistent access and modification of object memory.

In order to avoid race conditions or other concurrency-related problems, it is sometimes necessary to isolate the effects of a group of actions from the effects of actions outside the group. This may be indicated by setting the mustIsolate attribute to true on a structured activity node.

If a structured activity node is "isolated," then any object used by an action within the node cannot be accessed by any action outside the node until the structured activity node as a whole completes. Any concurrent actions that would result in accessing such objects are required to have their execution deferred until the completion of the node.

Properties

Rules

Parent

An element of one of the following kinds:

Nested Elements

Rules

Outgoing

Rules

Incoming

Rules

Diagrams

Rules

Relations

Rules

Usage

Control Flow Control Flow

A control flow is an edge that starts an activity node after the previous one is finished.

Properties

Rules

From

An item of one of the following item kinds:

To

An item of one of the following item kinds:

Usage

Object Flow Object Flow

An object flow is an activity edge that can have objects or data passing along it. Object flows have support for multicast/receive, token selection from object nodes, and transformation of tokens.

Properties

Rules

From

An item of one of the following item kinds:

To

An item of one of the following item kinds:

Usage

Protocol State Machine Protocol State Machine

A protocol state machine is always defined in the context of a classifier. It specifies which operations of the classifier can be called in which state and under which condition, thus specifying the allowed call sequences on the classifier's operations.

A protocol state machine presents the possible and permitted transitions on the instances of its context classifier, together with the operations which carry the transitions. In this manner, an instance lifecycle can be created for a classifier, by specifying the order in which the operations can be activated and the states through which an instance progresses during its existence.

Properties

Rules

Parent

An element of one of the following kinds:

Nested Elements

Rules

Diagrams

Rules

Relations

Rules

Usage

State Machine State Machine

State machines can be used to express the behavior of part of a system.

Behavior is modeled as a traversal of a graph of state nodes interconnected by one or more joined transition arcs that are triggered by the dispatching of series of (event) occurrences. During this traversal, the state machine executes a series of activities associated with various elements of the state machine.

Properties

Rules

Parent

An element of one of the following kinds:

Nested Elements

Rules

Diagrams

Rules

Relations

Rules

Usage

Final State Final State

A special kind of state signifying that the enclosing region is completed.

If the enclosing region is directly contained in a state machine and all other regions in the state machine also are completed, then it means that the entire state machine is completed.

Properties

Rules

Parent

RegionRegion (Region)

A region is an orthogonal part of either a composite state or a state machine. It contains states and transitions.

Nested Elements

Rules

Outgoing

Rules

Incoming

Rules

Diagrams

Rules

Relations

Rules

Usage

Entry Point Entry Point (Pseudo State)

An entry point pseudostate is an entry point of a state machine or composite state. In each region of the state machine or composite state it has a single transition to a vertex within the same region.

Properties

Mandatory

Rules

Parent

An element of one of the following kinds:

Outgoing

Rules

Incoming

Rules

Relations

Rules

Usage

Terminate Terminate (Pseudo State)

Entering a terminate pseudostate implies that the execution of this state machine by means of its context object is terminated. The state machine does not exit any states nor does it perform any exit actions other than those associated with the transition leading to the terminate pseudostate. Entering a terminate pseudostate is equivalent to invoking a DestroyObjectAction.

Properties

Mandatory

Rules

Parent

An element of one of the following kinds:

Outgoing

Rules

Incoming

Rules

Relations

Rules

Usage

Exit Point Exit Point (Pseudo State)

An exit point pseudostate is an exit point of a state machine or composite state. Entering an exit point within any region of the composite state or state machine referenced by a submachine state implies the exit of this composite state or submachine state and the triggering of the transition that has this exit point as source in the state machine enclosing the submachine or composite state.

Properties

Mandatory

Rules

Parent

An element of one of the following kinds:

Outgoing

Rules

Incoming

Rules

Relations

Rules

Usage

Join Join (Pseudo State)

Join vertices serve to merge several transitions emanating from source vertices in different orthogonal regions. The transitions entering a join vertex cannot have guards or triggers.

Properties

Mandatory

Rules

Parent

An element of one of the following kinds:

Outgoing

Rules

Incoming

Rules

Relations

Rules

Usage

Fork Fork (Pseudo State)

Fork vertices serve to split an incoming transition into two or more transitions terminating on orthogonal target vertices (i.e. vertices in different regions of a composite state). The segments outgoing from a fork vertex must not have guards or triggers.

Properties

Mandatory

Rules

Parent

An element of one of the following kinds:

Outgoing

Rules

Incoming

Rules

Relations

Rules

Usage

Choice Choice (Pseudo State)

Choice vertices which, when reached, result in the dynamic evaluation of the guards of the triggers of its outgoing transitions. This realizes a dynamic conditional branch. It allows splitting of transitions into multiple outgoing paths such that the decision on which path to take may be a function of the results of prior actions performed in the same run-tocompletion step. If more than one of the guards evaluates to true, an arbitrary one is selected. If none of the guards evaluates to true, then the model is considered ill-formed. (To avoid this, it is recommended to define one outgoing transition with the predefined else guard for every choice vertex.) Choice vertices should be distinguished from static branch points that are based on junction points.

Properties

Mandatory

Rules

Parent

An element of one of the following kinds:

Outgoing

Rules

Incoming

Rules

Relations

Rules

Usage

Initial Initial (Pseudo State)

An initial pseudostate represents a default vertex that is the source for a single transition to the default state of a composite state. There can be at most one initial vertex in a region. The outgoing transition from the initial vertex may have a behavior, but not a trigger or guard.

Properties

Mandatory

Rules

Parent

An element of one of the following kinds:

Outgoing

Rules

Incoming

Rules

Relations

Rules

Usage

Shallow History Shallow History (Pseudo State)

ShallowHistory represents the most recent active substate of its containing state (but not the substates of that substate). A composite state can have at most one shallow history vertex. A transition coming into the shallow history vertex is equivalent to a transition coming into the most recent active substate of a state. At most one transition may originate from the history connector to the default shallow history state. This transition is taken in case the composite state had never been active before. Entry actions of states entered on the path to the state represented by a shallow history are performed.

Properties

Mandatory

Rules

Parent

An element of one of the following kinds:

Outgoing

Rules

Incoming

Rules

Relations

Rules

Usage

Deep History Deep History (Pseudo State)

DeepHistory represents the most recent active configuration of the composite state that directly contains this pseudostate; e.g. the state configuration that was active when the composite state was last exited. A composite state can have at most one deep history vertex. At most one transition may originate from the history connector to the default deep history state. This transition is taken in case the composite state had never been active before. Entry actions of states entered on the path to the state represented by a deep history are performed.

Properties

Mandatory

Rules

Parent

An element of one of the following kinds:

Outgoing

Rules

Incoming

Rules

Relations

Rules

Usage

Junction Junction (Pseudo State)

  Junction vertices are semantic-free vertices that are used to chain together multiple transitions. They are used to construct compound transition paths between states. For example, a junction can be used to converge multiple incoming transitions into a single outgoing transition representing a shared transition path (this is known as an merge). Conversely, they can be used to split an incoming transition into multiple outgoing transition segments with different guard conditions. This realizes a static conditional branch. (In the latter case, outgoing transitions whose guard conditions evaluate to false are disabled. A predefined guard denoted 'else' may be defined for at most one outgoing transition. This transition is enabled if all the guards labeling the other transitions are false.) Static conditional branches are distinct from dynamic conditional branches that are realized by choice vertices.

Properties

Mandatory

Rules

Parent

An element of one of the following kinds:

Outgoing

Rules

Incoming

Rules

Relations

Rules

Usage

State State

A state models a situation during which some (usually implicit) invariant condition holds.

The states of protocol state machines are exposed to the users of their context classifiers. A protocol state represents an exposed stable situation of its context classifier: when an instance of the classifier is not processing any operation, users of this instance can always know its state configuration.

Properties

Rules

Parent

RegionRegion (Region)

A region is an orthogonal part of either a composite state or a state machine. It contains states and transitions.

Nested Elements

Rules

Outgoing

Rules

Incoming

Rules

Diagrams

Rules

Relations

Rules

Usage

Transition Transition

A transition is a directed relationship between a source vertex and a target vertex.

It may be part of a compound transition, which takes the state machine from one state configuration to another, representing the complete response of the state machine to an occurrence of an event of a particular type.

Properties

Rules

From

An item of one of the following item kinds:

To

An item of one of the following item kinds:

Usage

Instance Specification Instance Specification

An instance specification is a model element that represents an instance in a modeled system.

An instance specification has the capability of being a deployment target in a deployment relationship, in the case that it is an instance of a node.

It is also has the capability of being a deployed artifact, if it is an instance of an artifact.

Properties

Rules

Parent

An element of one of the following kinds:

Nested Elements

Rules

Relations

Rules

Usage

Dependency Dependency

A dependency is a relationship that signifies that a single or a set of model elements requires other model elements for their specification or implementation.

This means that the complete semantics of the depending elements is either semantically or structurally dependent on the definition of the supplier element(s).

Properties

Rules

Dependending

An element of one of the following kinds:

Depends on

An item of one of the following item kinds:

Usage

Element Import Element Import

An element import identifies an element in another package, and allows the element to be referenced using its name without a qualifier.

Properties

Rules

Imports

An element of one of the following kinds:

Imported

An item of one of the following item kinds:

Package Import Package Import

A package import is a relationship that allows the use of unqualified names to refer to package members from other namespaces.

Properties

Rules

Imports

An element of one of the following kinds:

Imported

An item of one of the following item kinds:

Package Merge Package Merge

A package merge defines how the contents of one package are extended by the contents of another package.

Merger

An element of one of the following kinds:

Merged

An item of one of the following item kinds:

Constraint Constraint

A constraint is a condition or restriction expressed in natural language text or in a machine readable language for the purpose of declaring some of the semantics of an element.

Properties

Rules

Nested items

May contain any kind of item supported by UML.

Activity Diagram Activity Diagram

An Activity Diagram is a diagram that shows the decomposition of an activity into actions and the control and dataflow between these behavorial elements.

Properties

Rules

Parent

An element of one of the following kinds:

Class Diagram Class Diagram

A Class Diagram is a diagram that shows classes and interfaces and their relationships. However a class diagram may also show packages and all kind of classifier elements.

Properties

Rules

Parent

An element of one of the following kinds:

Diagram Content

Rules

Communication Diagram Communication Diagram

A Communication Diagram is a visual representation of an interaction between a set of objects.

Properties

Rules

Parent

InteractionInteraction (Interaction)

An interaction is a unit of behavior that focuses on the observable exchange of information between connectable elements.

Component Diagram Component Diagram

A Component Diagram is a diagram that shows components, interfaces and artifacts and their relationships. However a component diagram may also show packages and all kind of classifier elements.

Properties

Rules

Parent

An element of one of the following kinds:

Diagram Content

Rules

Deployment Diagram Deployment Diagram

A Deployment Diagram is a diagram that shows nodes and artifacts and their relationships. However a deployment diagram may also show packages and all kind of classifier elements.

Properties

Rules

Parent

An element of one of the following kinds:

Diagram Content

Rules

Freeform Diagram Freeform Diagram

A Free Form diagram is a diagram in which you can make free drawings without the restriction of using UML.

Properties

Rules

Parent

An element of one of the following kinds:

Diagram Content

Rules

Interaction Overview Diagram Interaction Overview Diagram

An Interaction Overview Diagram is a visual representation of a control flow of interaction..

Properties

Rules

Parent

An element of one of the following kinds:

Object Diagram Object Diagram

An Object Diagram is a diagram that shows instance specification, links and slots.

Properties

Rules

Parent

An element of one of the following kinds:

Diagram Content

Rules

Sequence Diagram Sequence Diagram

A Sequence Diagram is a visual representation of an interaction between a set of objects.

Properties

Rules

Parent

InteractionInteraction (Interaction)

An interaction is a unit of behavior that focuses on the observable exchange of information between connectable elements.

Statechart Diagram Statechart Diagram

A State Machine Diagram is a diagram that shows a state machine for some element. A state machine is composed of states and transitions. States may be divided into substates.

Properties

Rules

Parent

An element of one of the following kinds:

Structure Diagram Structure Diagram

A Structure Diagram is a diagram that shows the static structure of an element.

Properties

Rules

Parent

An element of one of the following kinds:

Timing Diagram Timing Diagram

A Timing Diagram is a visual representation of timing constraints between a set of objects.

Properties

Rules

Parent

InteractionInteraction (Interaction)

An interaction is a unit of behavior that focuses on the observable exchange of information between connectable elements.

Use Case Diagram Use Case Diagram

A Use-Case Diagram is a diagram that shows actors and use cases and their relationships. However a Use-Case Diagram may also show packages and all kind of classifier elements.

Properties

Rules

Parent

An element of one of the following kinds:

Diagram Content

Rules