Interaction diagrams can also show what goes on INSIDE a system as it
responds to a message. These have MANY OBJECTS.
An SSD is a sequence diagram with one primary actor
and an object called ":System".
If the object is called ":System" and it is the only object.... then the
diagram is a SSD. Else it is not.
Semantics: SSDs show the sequence of events between an actor and the whole system.
A sequence diagram should show the objects inside the system doing something.
void Register::makePayment(Money cashTendered)
then in some method in A there must be a an object b:B and a call
object_name : vector<Whatever>
[ for i=0..object_name.size ] .... object_name[i]...
[ for item in object_name ] .... item...
We also presume we can write code to insert and delete items in vectors, lists, etc.
A message like
. . . . . . . . . ( end of section UML Interaction Diagrams) <<Contents | End>>
(Q): Tested in quizzes and/or finals.
(Q5): Tested in Quiz 5.
. . . . . . . . . ( end of section Chapter 15 UML Interaction Diagrams) <<Contents | End>>
This interaction leads to thee fragments of code:
[ 10ExGetUnfilled.cpp ]
to be added to Depot, Customer, and SalesOrder.
[ 11.html ]