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148 lines
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HTML
148 lines
8.8 KiB
HTML
<!DOCTYPE html>
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<html>
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<head>
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<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
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<title>CUCC Expo Handbook: Troggle UML Class Diagrams</title>
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<link rel="stylesheet" type="text/css" href="../../css/main2.css" />
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</head>
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<body><style>body { background: #fff url(/images/style/bg-system.png) repeat-x 0 0 }</style>
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<h2 id="tophead">CUCC Expo Handbook - Troggle UML Class Diagrams</h2>
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<h1>Troggle UML Class Diagrams</h1>
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<style>figure {font-weight: bold; font-size: small; font-family: sans-serif;font-variant-caps: small-caps;}</style>
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<div class="onright">
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<figure>
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<a href="https://yuml.me/mkay2100/edit/Troggle-1"><img alt="Troggle UML Class Diagram" src="../i/trogclass-1.jpg"></a>
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<br><figcaption>Class Diagram - Essential Level (draft - to be corrected)</figcaption>
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</figure>
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</div>
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<p>This shows the major "things" in troggle and how they relate to each other.
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<p>So <strong>a survex (SVX) file</strong> is dated to a particular day during the expedition and usually has between 1 and 3 people associated with it.
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<p>A <strong>Logbook entry</strong> has several people involved and may relate to a cave. It will be dated to a day during the expedition.
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<p>Although the volume of data in troggle is small, the complexity is significantly intricate that "modern" (i.e. from the mid 1990s) system design tools are compact and useful.
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<h3>Design Diagrams</h3>
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<p>Analysis of expo and design of troggle is done using <a href="#cookanddaniels">three levels</a>:
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<style>
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li {padding-left: 0;margin-left: 0;line-height:160%;}
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ul, ol {padding-inline-start: 1em;}
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</style>
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<ol>
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<li>The '<strong>essential</strong>' or 'real-world' level.
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<li>The '<strong>specification</strong>' level.
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<li>The '<strong>implementation</strong>' level.
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</ol>
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<p>As anyone reading this has probably been on expo and you might think that we can skip the <strong>real-world level</strong>. Not so: the multiplicities (the number of participants in the association) of the relationships between the different cave survey artefacts can be surprising.
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<p>The <strong>specification level</strong> is where the action is.
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This is where we decide which aspects of the real world <em>we will ignore</em> and what <em>extra concepts</em> we need to make things work.
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<p>So <em>we ignore</em> who is resident at top-camp (even though today we record this religiously because of the tax implications for the GastHof at base). We <em>do</em> need to track the in-computer associations between survex files: the <var>*include</var> tree, what directories they live in, what wallet-directory they relate to, and all the individual survex blocks of survey measurements within each survex file.
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<p>We only need <strong>implementation-level</strong> diagrams for tiny, tricky issues. Python is very clear so serves as its own implementation specification. However Django does need some explanation even to a competent python programmer if they have not used it before.
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<p>For a fundamental background to system specification the classic work of <a href="http://www.syntropy.co.uk/syntropy/designing-object-systems.pdf">Cook and Daniels</a> (online PDF, 400 pages) cannot easily be improved upon (start reading at page 10, second paragraph).
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<h3>Class Diagrams</h3>
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<p>A Class Diagram is one the the basic types of structural diagram (as opposed to behavioral diagrams) used to understand complex systems.
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<ul>
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<li><a href="https://en.wikipedia.org/wiki/Class_diagram">wikipedia:Class diagram</a>
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<li><a href="https://www.tutorialspoint.com/uml/uml_class_diagram.htm">UML - Class Diagram</a>
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</ul>
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<p>
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The purpose of class diagram is to model the static view of an application: the unchanging structure.
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<h3>Other UML Diagrams documenting Expo systems</h3>
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<p>Class diagrams describe structure, but there are useful diagrams that describe <em>behaviour</em> too. Not much of our process is complicated enough to need them though.
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<p>The <a href="life-wallet.html">wallet lifecycle</a> is a "<a href="https://en.wikipedia.org/wiki/Interaction_overview_diagram">interaction</a>" diagram showing the states and transitions between the states for a plastic wallet holding original caving notes and the software equivalent directory. The <a href="seq-wallet">wallet process</a> is a "<a href="https://en.wikipedia.org/wiki/Sequence_diagram">sequence</a>" diagram showing which actors (people) interact with a wallet during its lifecycle: inserting pages from the waterproof notebook, taking the notes and sketches and scanning the, processing the survey data to produce centreline plots etc.
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<p>The hand-drawn sketch title "Packages" on the <a href="../troggle/trogarch.html">troggle architecture</a> page is a UML "deployment" diagram.
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<p>See <a href="https://www.martinfowler.com/tags/uml.html">Fowlers pages on UML</a> for more examples of UML in use.
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<h3>Online free class diagram editor</h3>
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<p>The Class diagram on this page was created online using the YUML free software at <a href="https://yuml.me/mkay2100/edit/Troggle-1">https://yuml.me//</a>.
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<p>
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You can edit your own version to revise this when it becomes outdated. <br>This is the entire source code that generates the diagram:
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<pre><code style ="font-size:x-small">
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// Troggle Class Diagram
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// ------------------------------
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// Chain elements like this
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[SVX file]<>-wallet 1..*>
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[Wallet]++-1..*>[Scanned Note]
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[Wallet]++-1..*>[Scanned CentreLine]
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[Scanned CentreLine]++-1..*>
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[Drawing{bg:turquoise}]
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[People{bg:wheat}]<->
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[LogBook Entry{bg:violet}]
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[People]1..3<->[SVX file]
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[Cave{bg:cyan}]->[LogBook Entry]
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[Cave]->[SVX file]
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// note:
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[Cave]-.-[Drawing{bg:turquoise}]
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[Expedition{bg:green}]1<>-1..*
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[ExpeditionDay{bg:green}]<>-
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[LogBook Entry]
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[ExpeditionDay]1<>-1..*[SVX file]
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[PersonExpedition{bg:yellowgreen}]1<-1
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[People{bg:wheat}]
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[ExpeditionDay]1..*--1.*
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[PersonExpedition{bg:yellowgreen}]
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</code></pre>
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<h3 id="cookanddaniels">Cook & Daniels - Three Levels</h3>
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<p>From <a href="http://www.syntropy.co.uk/syntropy/designing-object-systems.pdf">Cook and Daniels</a> (online PDF, 400 pages, pp10-11):
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<div style="text-align: left; font-size: smaller; margin-left: 7%; margin-right:15%">
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<p>
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"In this book we present three kinds of object-oriented model. The first kind, which
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we call <em>the essential model</em>, considers the model to be a description of some real or
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imaginary situation, which may or may not contain software. We use the word
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situation rather than system because ‘system’ has so many possible meanings including
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the software we may be trying to build, and rather than world to emphasise that we are
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considering purposeful systems situated in a context rather than trying to describe all of
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some supposedly objective reality. <em>The purpose of building the essential model is to
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understand and establish the facts about this situation.</em> The building blocks which we
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use to build essential models are objects (actually object types) and events (actually
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event types). An essential model is built by drawing annotated diagrams, and
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interpreted as descriptions of sets, functions and sequences with meanings in the
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situation being described.
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<p>
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In the second kind of model, called <em>the specification model</em>, we are concerned with
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specifying software. To create a specification model it is necessary to establish <em>which
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parts of the overall situation will be implemented in software</em>. In some cases this might
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be a large part of the situation, whereas in others it might not be a part at all. The
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activity of specifying exactly what is to be implemented in software is quite different
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from the activity of establishing the facts about the overall situation; however both of
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these activities would conventionally fall under the heading of ‘analysis’. Like
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essential models, specification models deal with objects and events and are built by
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drawing annotated diagrams. They are interpreted as a description of the abstract
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stimulus–response behaviour of the software. The specification model describes
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software at a high level of abstraction, and in particular says nothing about internal
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sequencing or concurrency. An important part of building a specification model is the
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allocation among object types of responsibility for aspects of software behaviour.
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<p>
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The third kind of model, <em>the implementation model</em>, is concerned with establishing
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patterns of control flow within the software. In this model we take into account the
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fact that computer programs have a limited number of well-defined flows of control,
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which execute at a finite speed. The building blocks for implementation models are
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objects and messages. Object interactions are described as messages sent from one
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object to another, and the implementation model describes message sequencing and
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concurrency control. Annotated diagrams are used again, although in the
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implementation model our repertoire of diagrams is richer than for the other kinds of
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model."
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</div>
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<hr />
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</body>
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</html> |