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# 实验6名称:交互建模 | ||
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## 一、实验目标 | ||
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#### 1. 理解系统交互; | ||
#### 2. 掌握UML顺序图的画法; | ||
#### 3. 掌握对象交互的定义与建模方法。 | ||
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## 二、实验内容 | ||
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#### 1. 根据用例模型和类模型,确定功能所涉及的系统对象; | ||
#### 2. 在顺序图上画出参与者(对象); | ||
#### 3. 在顺序图上画出消息(交互)。 | ||
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## 三、实验步骤 | ||
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#### 1. 观看录制视频、学习课堂文档: | ||
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1.1 学习来源: | ||
- [b站资料](https://space.bilibili.com/44472532/)的实验6部分 | ||
- [实验6内容及讲义](https://github.com/hzuapps/uml-modeling-2020/issues/6) | ||
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1.2 学习笔记: | ||
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1.2.1 基本概念 | ||
- 对象的概念及其画法: 对象是类的实体,title要有横线,类的首字母大写,对象的首字母小写。 | ||
- 顺序图的构成与时间顺序:由参与者和消息的交互构成。时间先后对应从上到下,时间的顺序会自动标号。 | ||
- 参与者的存活条/激活条的画法:点击Lifeline。 | ||
- 消息画法:点击Message,并编辑消息名称。 | ||
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1.2.2 实验要求及注意事项 | ||
- 顺序图和用例图的数量要相等。 | ||
- 总集里面有分集的时间表示,可以跳时间分开看。 | ||
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1.2.3 视频演示收获 | ||
- 先找到第一个参与者(一般是系统外的用户),然后根据类图(lab3)找到N个参与者,最后结合活动图传递消息。注意期间可能需要改进类图和活动图。 | ||
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1.2.4 问题汇总 | ||
- 问题1: 提交文件冲突。原因是,多次修改导致gihub无法识别修改。解决方式是先从备份处拷贝相关文件,保证没有冲突先,之后再进行修改。 | ||
- 问题2: 建议不要M发送信息给M。原因是,控制器是交互的核心,这样逻辑比较清晰。解决方式是以控制器为媒介,进行M之间的消息传递。 | ||
- 问题3: 允许Actor与M类同名。原因是,Actor是系统外的,M类是系统内部的,不会产生混淆。解决方式是,以准确表达意思为准,不必刻意同名,也不需避开同名。 | ||
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#### 2. 确定核心要素 | ||
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2.1 "1 + N"参与者的确定: 主要根据类图确定 | ||
- 添加航班: 管理员 + (航班、添加航班控制器、航班添加成功的页面和航班添加的操作页面) | ||
- 取消航班: 管理员 + (航班、订单、航班取消控制器、所选航班正在取消的页面、可取消的航班的信息页面和航班取消成功的页面) | ||
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2.2 消息确定: 主要根据活动图确定 | ||
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## 四、实验结果 | ||
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#### 1. 顺序图1:添加航班 | ||
![SequenceDiagram1](./lab6_SequenceDiagram1.png) | ||
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#### 2. 顺序图2:取消航班 | ||
![SequenceDiagram2](./lab6_SequenceDiagram2.png) | ||
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## 五、实验总结 | ||
- 实验总是需要迭代修改的,不能期望一次性完成实验,而且要反复检查,才能尽可能避免低级错误。老师若是提到不足的地方,要主动修改,想想有没有类似的错误。 | ||
- 先找到第一个参与者(一般是系统外的用户),然后根据类图找到N个参与者,(就有1+N个参与者了),最后结合活动图传递消息。注意期间(很)可能需要改进类图和活动图。 |
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