UML 2 for Dummies -
UML 2 for DummiesIntroduction - Introduction
Part I - UML and System Development
Chapter 1 - What’s UML About, Alfie?
Chapter 2 - Following Best Practices
Part II - The Basics of Object Modeling
Chapter 3 - Objects and Classes
Chapter 4 - Relating Objects That Work Together
Chapter 5 - Including the Parts with the Whole
Chapter 6 - Reusing Superclasses: Generalization and Inheritance
Chapter 7 - Organizing UML Class Diagrams and Packages
Part III - The Basics of Use-Case Modeling
Chapter 8 - Introducing Use-Case Diagrams
Chapter 9 - Defining the Inside of a Use Case
Chapter 10 - Relating Use Cases to Each Other
Part IV - The Basics of Functional Modeling
Chapter 11 - Introducing Functional Modeling
Chapter 12 - Capturing Scenarios with Sequence Diagrams
Chapter 13 - Specifying Workflows with Activity Diagrams
Chapter 14 - Capturing How Objects Collaborate
Chapter 15 - Capturing the Patterns of Behavior
Part V - Dynamic Modeling
Chapter 16 - Defining the Object’s Lives with States
Chapter 17 - Interrupting the States by Hosting Events
Chapter 18 - Avoiding States of Confusion
Part VI - Modeling the System’s Architecture
Chapter 19 - Deploying the System’s Components
Chapter 20 - Breaking the System into Packages/Subsystems
Part VII - The Part of Tens
Chapter 21 - Ten Common Modeling Mistakes
Chapter 22 - Ten Useful UML Web Sites
Chapter 23 - Ten Useful UML Modeling Tools
Chapter 24 - Ten Diagrams for Quick Development
Index - Index
List of Figures - List of Figures
List of Tables - List of Tables
List of Listings - List of Listings
List of Sidebars - List of Sidebars