UML 2 Diagrams: A Comprehensive Guide
UML 2 Diagrams: A Comprehensive Guide
UML 2 advances the successful UML specification, and is quickly becoming the accepted
standard for specifying, documenting and visualizing software systems. The Unified
Modeling Language (UML) is also used for the modeling of non-software systems, and is
extensively implemented in most industry sectors including finance, military and engineering.
If you are new to the Unified Modeling Language, our Introduction to UML is a
recommended starting point.
UML 2 defines thirteen basic diagram types, divided into two general sets:
Structure diagrams define the static architecture of a model. They are used to model the
'things' that make up a model - the classes, objects, interfaces and physical components. In
addition, they are used to model the relationships and dependencies between elements.
- Package diagrams are used to divide the model into logical containers, or 'packages', and
describe the interactions between them at a high level.
- Class or Structural diagrams define the basic building blocks of a model: the types,
classes and general materials used to construct a full model.
- Object diagrams show how instances of structural elements are related and used at run-
time.
- Composite Structure diagrams provide a means of layering an element's structure and
focusing on inner detail, construction and relationships.
- Component diagrams are used to model higher level or more complex structures, usually
built up from one or more classes, and providing a well defined interface.
- Deployment diagrams show the physical disposition of significant artifacts within a real-
world setting.
- Profile diagrams provide a visual way of defining light-weight extensions to the UML
specification. UML Profiles are often used to define a group of constructs with domain-
specific or platform-specific properties and constraints, which extend the underlying UML
elements.
Behavior diagrams capture the varieties of interaction and instantaneous states within a model
as it 'executes' over time; tracking how the system will act in a real-world environment, and
observing the effects of an operation or event, including its results.
- Use Case diagrams are used to model user/system interactions. They define behavior,
requirements and constraints in the form of scripts or scenarios.
- Activity diagrams have a wide number of uses, from defining basic program flow, to
capturing the decision points and actions within any generalized process.
- State Machine diagrams are essential to understanding the instant to instant condition, or
"run state" of a model when it executes.
- Communication diagrams show the network, and sequence, of messages or
communications between objects at run-time, during a collaboration instance.
- Sequence diagrams are closely related to communication diagrams and show the sequence
of messages passed between objects using a vertical timeline.
- Timing diagrams fuse sequence and state diagrams to provide a view of an object's state
over time, and messages which modify that state.
- Interaction Overview diagrams fuse activity and sequence diagrams to allow interaction
fragments to be easily combined with decision points and flows.
Package Diagrams
Package diagrams are used to reflect the organization of packages and their elements. When
used to represent class elements, package diagrams provide a visualization of the
namespaces. The most common use for package diagrams is to organize use case diagrams
and class diagrams, although the use of package diagrams is not limited to these UML
elements.
Elements contained in a package share the same namespace. Therefore, the elements
contained in a specific namespace must have unique names.
Packages can be built to represent either physical or logical relationships. When choosing to
include classes in specific packages, it is useful to assign the classes with the same
inheritance hierarchy to the same package. There is also a strong argument for including
classes that are related via composition, and classes that collaborate with them, in the same
package.
Packages are represented in UML 2.1 as folders and contain the elements that share a
namespace; all elements within a package must be identifiable, and so have a unique name or
type. The package must show the package name and can optionally show the elements within
the package in extra compartments.
Package Merge
A «merge» connector between two packages defines an implicit generalization between
elements in the source package, and elements with the same name in the target package. The
source element definitions are expanded to include the element definitions contained in the
target. The target element definitions are unaffected, as are the definitions of source package
elements that don't match names with any element in the target package.
Package Import
The «import» connector indicates that the elements within the target package, which in this
example is a single class, use unqualified names when being referred to from the source
package. The source package's namespace gains access to the target classes; the target's
namespace is not affected.
Nesting Connectors
The nesting connector between the target package and source packages shows that the source
package is fully contained in the target package.
UML 2 Class Diagram
Class Diagrams
The class diagram shows the building blocks of any object-orientated system. Class diagrams
depict a static view of the model, or part of the model, describing what attributes and
behavior it has rather than detailing the methods for achieving operations. Class diagrams are
most useful in illustrating relationships between classes and interfaces. Generalizations,
aggregations, and associations are all valuable in reflecting inheritance, composition or usage,
and connections respectively.
The diagram below illustrates aggregation relationships between classes. The lighter
aggregation indicates that the class "Account" uses AddressBook, but does not necessarily
contain an instance of it. The strong, composite aggregations by the other connectors indicate
ownership or containment of the source classes by the target classes, for example Contact and
ContactGroup values will be contained in AddressBook.
Classes
A class is an element that defines the attributes and behaviors that an object is able to
generate. The behavior is described by the possible messages the class is able to understand,
along with operations that are appropriate for each message. Classes may also have
definitions of constraints, tagged values and stereotypes.
Class Notation
Classes are represented by rectangles which show the name of the class and optionally the
name of the operations and attributes. Compartments are used to divide the class name,
attributes and operations.
In the diagram below the class contains the class name in the topmost compartment, the next
compartment details the attributes, with the "center" attribute showing initial values. The final
compartment shows the operations setWidth, setLength and setPosition and their parameters.
The notation that precedes the attribute, or operation name, indicates the visibility of the
element: if the + symbol is used, the attribute, or operation, has a public level of visibility; if
a - symbol is used, the attribute, or operation, is private. In addition the # symbol allows an
operation, or attribute, to be defined as protected, while the ~ symbol indicates package
visibility.
Interfaces
An interface is a specification of behavior that implementers agree to meet; it is a contract.
By realizing an interface, classes are guaranteed to support a required behavior, which allows
the system to treat non-related elements in the same way – that is, through the common
interface.
Interfaces may be drawn in a similar style to a class, with operations specified, as shown
below. They may also be drawn as a circle with no explicit operations detailed. When drawn
as a circle, realization links to the circle form of notation are drawn without target arrows.
Tables
Although not a part of the base UML, a table is an example of what can be done with
stereotypes. It is drawn with a small table icon in the upper right corner. Table attributes are
stereotyped «column». Most tables will have a primary key, being one or more fields that
form a unique combination used to access the table, plus a primary key operation which is
stereotyped «PK». Some tables will have one or more foreign keys, being one or more fields
that together map onto a primary key in a related table, plus a foreign key operation which is
stereotyped «FK».
Associations
An association implies two model elements have a relationship - usually implemented as an
instance variable in one class. This connector may include named roles at each end,
cardinality, direction and constraints. Association is the general relationship type between
elements. For more than two elements, a diamond representation toolbox element can be used
as well. When code is generated for class diagrams, named association ends become instance
variables in the target class. So, for the example below, "playsFor" will become an instance
variable in the "Player" class.
Generalizations
A generalization is used to indicate inheritance. Drawn from the specific classifier to a
general classifier, the generalize implication is that the source inherits the target's
characteristics. The following diagram shows a parent class generalizing a child class.
Implicitly, an instantiated object of the Circle class will have attributes x_position, y_position
and radius and a method display(). Note that the class "Shape" is abstract, shown by the name
being italicized.
Aggregations
Aggregations are used to depict elements which are made up of smaller components.
Aggregation relationships are shown by a white diamond-shaped arrowhead pointing towards
the target or parent class.
The following diagram illustrates the difference between weak and strong aggregations. An
address book is made up of a multiplicity of contacts and contact groups. A contact group is a
virtual grouping of contacts; a contact may be included in more than one contact group. If
you delete an address book, all the contacts and contact groups will be deleted too; if you
delete a contact group, no contacts will be deleted.
Association Classes
An association class is a construct that allows an association connection to have operations
and attributes. The following example shows that there is more to allocating an employee to a
project than making a simple association link between the two classes: the role the employee
takes up on the project is a complex entity in its own right and contains detail that does not
belong in the employee or project class. For example, an employee may be working on
several projects at the same time and have different job titles and security levels on each.
Dependencies
A dependency is used to model a wide range of dependent relationships between model
elements. It would normally be used early in the design process where it is known that there
is some kind of link between two elements, but it is too early to know exactly what the
relationship is. Later in the design process, dependencies will be stereotyped (stereotypes
available include «instantiate», «trace», «import», and others), or replaced with a more
specific type of connector.
Traces
The trace relationship is a specialization of a dependency, linking model elements or sets of
elements that represent the same idea across models. Traces are often used to track
requirements and model changes. As changes can occur in both directions, the order of this
dependency is usually ignored. The relationship's properties can specify the trace mapping,
but the trace is usually bi-directional, informal and rarely computable.
Realizations
The source object implements or realizes the destination. Realizations are used to express
traceability and completeness in the model - a business process or requirement is realized by
one or more use cases, which are in turn realized by some classes, which in turn are realized
by a component, etc. Mapping requirements, classes, etc. across the design of your system, up
through the levels of modeling abstraction, ensures the big picture of your system remembers
and reflects all the little pictures and details that constrain and define it. A realization is
shown as a dashed line with a solid arrowhead.
Nestings
A nesting is connector that shows the source element is nested within the target element. The
following diagram shows the definition of an inner class, although in EA it is more usual to
show them by their position in the project view hierarchy.
UML 2 Object Diagrams
Object Diagrams
An object diagram may be considered a special case of a class diagram. Object diagrams use
a subset of the elements of a class diagram in order to emphasize the relationship between
instances of classes at some point in time. They are useful in understanding class diagrams.
They don’t show anything architecturally different to class diagrams, but reflect multiplicity
and roles.
Composite Diagrams
A composite structure diagram is a diagram that shows the internal structure of a classifier,
including its interaction points to other parts of the system. It shows the configuration and
relationship of parts, that together, perform the behavior of the containing classifier.
Class elements have been described in great detail in the section on class diagrams. This
section describes the way classes can be displayed as composite elements exposing interfaces
and containing ports and parts.
Part
A part is an element that represents a set of one or more instances which are owned by a
containing classifier instance. So for example, if a diagram instance owned a set of graphical
elements, then the graphical elements could be represented as parts; if it were useful to do so,
to model some kind of relationship between them. Note that a part can be removed from its
parent before the parent is deleted, so that the part isn't deleted at the same time.
A part is shown as an unadorned rectangle contained within the body of a class or component
element.
Port
A port is a typed element that represents an externally visible part of a containing classifier
instance. Ports define the interaction between a classifier and its environment. A port can
appear on the boundary of a contained part, a class or a composite structure. A port may
specify the services a classifier provides as well as the services that it requires of its
environment.
A port is shown as a named rectangle on the boundary edge of its owning classifier.
Interfaces
An interface is similar to a class but with a number of restrictions. All interface operations are
public and abstract, and do not provide any default implementation. All interface attributes
must be constants. However, while a class may only inherit from a single super-class, it may
implement multiple interfaces.
An interface, when standing alone in a diagram, is either shown as a class element rectangle
with the «interface» keyword and with its name italicized to denote it is abstract, or it is
shown as a circle.
Note that the circle notation does not show the interface operations. When interfaces are
shown as being owned by classes, they are referred to as exposed interfaces. An exposed
interface can be defined as either provided or required. A provided interface is an affirmation
that the containing classifier supplies the operations defined by the named interface element
and is defined by drawing a realization link between the class and the interface. A required
interface is a statement that the classifier is able to communicate with some other classifier
which provides operations defined by the named interface element and is defined by drawing
a dependency link between the class and the interface.
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.
Represents
A represents connector may be drawn from a collaboration to a classifier to show that a
collaboration is used in the classifier. It is shown as a dashed line with arrowhead and the
keyword «represents».
Occurrence
An occurrence connector may be drawn from a collaboration to a classifier to show that a
collaboration represents (sic) the classifier. It is shown as a dashed line with arrowhead and
the keyword «occurrence».
UML 2 Component Diagram
Component Diagrams
Component diagrams illustrate the pieces of software, embedded controllers, etc., that will
make up a system. A component diagram has a higher level of abstraction than a Class
Diagram - usually a component is implemented by one or more classes (or objects) at
runtime. They are building blocks so a component can eventually encompass a large portion
of a system.
The diagram above demonstrates some components and their inter-relationships. Assembly
connectors "link" the provided interfaces supplied by "Product" and "Customer" to the
required interfaces specified by "Order". A dependency relationship maps a customer's
associated account details to the required interface; "Payment", indicated by "Order".
Components are similar in practice to package diagrams, as they define boundaries and are
used to group elements into logical structures. The difference between package diagrams and
component diagrams is that Component Diagrams offer a more semantically rich grouping
mechanism. With component diagrams all of the model elements are private, whereas
package diagrams only display public items.
Representing Components
Components are represented as a rectangular classifier with the keyword «component»;
optionally the component may be displayed as a rectangle with a component icon in the right-
hand upper corner.
Assembly Connector
The assembly connector bridges a component’s required interface (Component1) with the
provided interface of another component (Component2); this allows one component to
provide the services that another component requires.
Deployment Diagrams
A deployment diagram models the run-time architecture of a system. It shows the
configuration of the hardware elements (nodes) and shows how software elements and
artifacts are mapped onto those nodes.
Node
A Node is either a hardware or software element. It is shown as a three-dimensional box
shape, as shown below.
Node Instance
A node instance can be shown on a diagram. An instance can be distinguished from a node by
the fact that its name is underlined and has a colon before its base node type. An instance
may or may not have a name before the colon. The following diagram shows a named
instance of a computer.
Node Stereotypes
A number of standard stereotypes are provided for nodes, namely «cdrom», «cd-rom»,
«computer», «disk array», «pc», «pc client», «pc server», «secure», «server», «storage»,
«unix server», «user pc». These will display an appropriate icon in the top right corner of the
node symbol
Artifact
An artifact is a product of the software development process. That may include process
models (e.g. use case models, design models etc), source files, executables, design
documents, test reports, prototypes, user manuals, etc.
An artifact is denoted by a rectangle showing the artifact name, the «artifact» keyword and a
document icon, as shown below.
Association
In the context of a deployment diagram, an association represents a communication path
between nodes. The following diagram shows a deployment diagram for a network, depicting
network protocols as stereotypes, and multiplicities at the association ends.
Node as Container
A node can contain other elements, such as components or artifacts. The following diagram
shows a deployment diagram for part of an embedded system, depicting an executable artifact
as being contained by the motherboard node.
UML 2 Use Case Diagram
Actors
A use case diagram shows the interaction between the system and entities external to the
system. These external entities are referred to as actors. Actors represent roles which may
include human users, external hardware or other systems. An actor is usually drawn as a
named stick figure, or alternatively as a class rectangle with the «actor» keyword.
Use Cases
A use case is a single unit of meaningful work. It provides a high-level view of behavior
observable to someone or something outside the system. The notation for a use case is an
ellipse.
The notation for using a use case is a connecting line with an optional arrowhead showing the
direction of control. The following diagram indicates that the actor "Customer" uses the
"Withdraw" use case.
The uses connector can optionally have multiplicity values at each end, as in the following
diagram, which shows a customer may only have one withdrawal session at a time, but a
bank may have any number of customers making withdrawals concurrently.
Requirements
The requirements define the formal functional requirements that a use case must supply to the
end user. They correspond to the functional specifications found in structured methodologies.
A requirement is a contract or promise that the use case will perform an action or provide
some value to the system.
Constraints
A constraint is a condition or restriction that a use case operates under and includes pre-,
post- and invariant conditions. A precondition specifies the conditions that need to be met
before the use case can proceed. A post-condition is used to document the change in
conditions that must be true after the execution of the use case. An invariant condition
specifies the conditions that are true throughout the execution of the use case.
Scenarios
A Scenario is a formal description of the flow of events that occur during the execution of a
use case instance. It defines the specific sequence of events between the system and the
external actors. It is normally described in text and corresponds to the textual representation
of the sequence diagram.
Use Cases may be included by one or more Use Case, helping to reduce the level of
duplication of functionality by factoring out common behavior into Use Cases that are re-
used many times.
Extension Points
The point at which an extending use case is added can be defined by means of an extension
point.
System Boundary
It is usual to display use cases as being inside the system and actors as being outside the
system.
UML 2 Activity Diagram
Activity Diagrams
In UML, an activity diagram is used to display the sequence of activities. Activity diagrams
show the workflow from a start point to the finish point detailing the many decision paths that
exist in the progression of events contained in the activity. They may be used to detail
situations where parallel processing may occur in the execution of some activities. Activity
diagrams are useful for business modelling where they are used for detailing the processes
involved in business activities.
The following sections describe the elements that constitute an activity diagram.
Activities
An activity is the specification of a parameterized sequence of behaviour. An activity is
shown as a round-cornered rectangle enclosing all the actions, control flows and other
elements that make up the activity.
Actions
An action represents a single step within an activity. Actions are denoted by round-cornered
rectangles.
Action Constraints
Constraints can be attached to an action. The following diagram shows an action with local
pre- and post-conditions.
Control Flow
A control flow shows the flow of control from one action to the next. Its notation is a line
with an arrowhead.
Initial Node
An initial or start node is depicted by a large black spot, as shown below.
Final Node
There are two types of final node: activity and flow final nodes. The activity final node is
depicted as a circle with a dot inside.
The flow final node is depicted as a circle with a cross inside.
The difference between the two node types is that the flow final node denotes the end of a
single control flow; the activity final node denotes the end of all control flows within the
activity.
An object flow is shown as a connector with an arrowhead denoting the direction the object is
being passed.
An object flow must have an object on at least one of its ends. A shorthand notation for the
above diagram would be to use input and output pins.
A join is different from a merge in that the join synchronizes two inflows and produces a
single outflow. The outflow from a join cannot execute until all inflows have been received.
A merge passes any control flows straight through it. If two or more inflows are received by a
merge symbol, the action pointed to by its outflow is executed two or more times.
Expansion Region
An expansion region is a structured activity region that executes multiple times. Input and
output expansion nodes are drawn as a group of three boxes representing a multiple selection
of items. The keyword "iterative", "parallel" or "stream" is shown in the top left corner of the
region.
Exception Handlers
Exception Handlers can be modelled on activity diagrams as in the example below.
Partition
An activity partition is shown as either a horizontal or vertical swimlane. In the following
diagram, the partitions are used to separate actions within an activity into those performed by
the accounting department and those performed by the customer.
UML 2 State Machine Diagram
As an example, the following state machine diagram shows the states that a door goes
through during its lifetime.
The door can be in one of three states: "Opened", "Closed" or "Locked". It can respond to the
events Open, Close, Lock and Unlock. Notice that not all events are valid in all states; for
example, if a door is opened, you cannot lock it until you close it. Also notice that a state
transition can have a guard condition attached: if the door is Opened, it can only respond to
the Close event if the condition doorWay->isEmpty is fulfilled. The syntax and conventions
used in state machine diagrams will be discussed in full in the following sections.
States
A state is denoted by a round-cornered rectangle with the name of the state written inside it.
"Trigger" is the cause of the transition, which could be a signal, an event, a change in some
condition, or the passage of time. "Guard" is a condition which must be true in order for the
trigger to cause the transition. "Effect" is an action which will be invoked directly on the
object that owns the state machine as a result of the transition.
State Actions
In the transition example above, an effect was associated with the transition. If the target state
had many transitions arriving at it, and each transition had the same effect associated with it,
it would be better to associate the effect with the target state rather than the transitions. This
can be done by defining an entry action for the state. The diagram below shows a state with
an entry action and an exit action.
It is also possible to define actions that occur on events, or actions that always occur. It is
possible to define any number of actions of each type.
Self-Transitions
A state can have a transition that returns to itself, as in the following diagram. This is most
useful when an effect is associated with the transition.
Compound States
A state machine diagram may include sub-machine diagrams, as in the example below.
Entry Point
Sometimes you won’t want to enter a sub-machine at the normal initial state. For example, in
the following sub-machine it would be normal to begin in the "Initializing" state, but if for
some reason it wasn’t necessary to perform the initialization, it would be possible to begin in
the "Ready" state by transitioning to the named entry point.
The following diagram shows the state machine one level up.
Exit Point
In a similar manner to entry points, it is possible to have named alternative exit points. The
following diagram gives an example where the state executed after the main processing state
depends on which route is used to transition out of the state.
Choice Pseudo-State
A choice pseudo-state is shown as a diamond with one transition arriving and two or more
transitions leaving. The following diagram shows that whichever state is arrived at, after the
choice pseudo-state, is dependent on the message format selected during execution of the
previous state.
Junction Pseudo-State
Junction pseudo-states are used to chain together multiple transitions. A single junction can
have one or more incoming, and one or more outgoing, transitions; a guard can be applied to
each transition. Junctions are semantic-free. A junction which splits an incoming transition
into multiple outgoing transitions realizes a static conditional branch, as opposed to a choice
pseudo-state which realizes a dynamic conditional branch.
Terminate Pseudo-State
Entering a terminate pseudo-state indicates that the lifeline of the state machine has ended. A
terminate pseudo-state is notated as a cross.
History States
A history state is used to remember the previous state of a state machine when it was
interrupted. The following diagram illustrates the use of history states. The example is a state
machine belonging to a washing machine.
In this state machine, when a washing machine is running, it will progress from "Washing"
through "Rinsing" to "Spinning". If there is a power cut, the washing machine will stop
running and will go to the "Power Off" state. Then when the power is restored, the Running
state is entered at the "History State" symbol meaning that it should resume where it last left-
off.
Concurrent Regions
A state may be divided into regions containing sub-states that exist and execute concurrently.
The example below shows that within the state "Applying Brakes", the front and rear brakes
will be operating simultaneously and independently. Notice the use of fork and join pseudo-
states, rather than choice and merge pseudo-states. These symbols are used to synchronize the
concurrent threads.
UML 2 Communication Diagram
Communication Diagrams
A communication diagram, formerly called a collaboration diagram, is an interaction diagram
that shows similar information to sequence diagrams but its primary focus is on object
relationships.
On communication diagrams, objects are shown with association connectors between them.
Messages are added to the associations and show as short arrows pointing in the direction of
the message flow. The sequence of messages is shown through a numbering scheme.
The following two diagrams show a communication diagram and the sequence diagram that
shows the same information. Although it is possible to derive the sequencing of messages in
the communication diagram from the numbering scheme, it isn’t immediately visible. What
the communication diagram does show quite clearly though, is the full set of messages passed
between adjacent objects.
UML 2 Sequence Diagram
Sequence Diagrams
A sequence diagram is a form of interaction diagram which shows objects as lifelines running
down the page, with their interactions over time represented as messages drawn as arrows
from the source lifeline to the target lifeline. Sequence diagrams are good at showing which
objects communicate with which other objects; and what messages trigger those
communications. Sequence diagrams are not intended for showing complex procedural logic.
Lifelines
A lifeline represents an individual participant in a sequence diagram. A lifeline will usually
have a rectangle containing its object name. If its name is "self", that indicates that the lifeline
represents the classifier which owns the sequence diagram.
Sometimes a sequence diagram will have a lifeline with an actor element symbol at its head.
This will usually be the case if the sequence diagram is owned by a use case. Boundary,
control and entity elements from robustness diagrams can also own lifelines.
Messages
Messages are displayed as arrows. Messages can be complete, lost or found; synchronous or
asynchronous; call or signal. In the following diagram, the first message is a synchronous
message (denoted by the solid arrowhead) complete with an implicit return message; the
second message is asynchronous (denoted by line arrowhead), and the third is the
asynchronous return message (denoted by the dashed line).
Execution Occurrence
A thin rectangle running down the lifeline denotes the execution occurrence, or activation of
a focus of control. In the previous diagram, there are three execution occurrences. The first is
the source object sending two messages and receiving two replies; the second is the target
object receiving a synchronous message and returning a reply; and the third is the target
object receiving an asynchronous message and returning a reply.
Self Message
A self message can represent a recursive call of an operation, or one method calling another
method belonging to the same object. It is shown as creating a nested focus of control in the
lifeline’s execution occurrence.
Combined Fragments
It was stated earlier that sequence diagrams are not intended for showing complex procedural
logic. While this is the case, there are a number of mechanisms that do allow for adding a
degree of procedural logic to diagrams and which come under the heading of combined
fragments. A combined fragment is one or more processing sequence enclosed in a frame and
executed under specific named circumstances. The fragments available are:
Part Decomposition
An object can have more than one lifeline coming from it. This allows for inter- and intra-
object messages to be displayed on the same diagram.
State Invariant / Continuations
A state invariant is a constraint placed on a lifeline that must be true at run-time. It is shown
as a rectangle with semi-circular ends.
A continuation has the same notation as a state invariant, but is used in combined fragments
and can stretch across more than one lifeline.
UML 2 Timing Diagram
Timing Diagrams
UML timing diagrams are used to display the change in state or value of one or more
elements over time. It can also show the interaction between timed events and the time and
duration constraints that govern them.
State Lifeline
A state lifeline shows the change of state of an item over time. The X-axis displays elapsed
time in whatever units are chosen, while the Y-axis is labelled with a given list of states. A
state lifeline is shown below.
Value Lifeline
A value lifeline shows the change of value of an item over time. The X-axis displays elapsed
time in whatever units are chosen, the same as for the state lifeline. The value is shown
between the pair of horizontal lines which cross over at each change in value. A value lifeline
is shown below.
Interaction Occurrence
Interaction occurrences are references to existing interaction diagrams. An interaction
occurrence is shown as a reference frame; that is, a frame with "ref" in the top-left corner.
The name of the diagram being referenced is shown in the center of the frame.
Interaction Element
Interaction elements are similar to interaction occurrences, in that they display a
representation of existing interaction diagrams within a rectangular frame. They differ in that
they display the contents of the references diagram inline.