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Umple
Umple is a language for both object-oriented programming and modelling with class diagrams and state diagrams. The name Umple is a portmanteau of "UML", "ample" and "Simple", indicating that it is designed to provide ample features to extend programming languages with UML capabilities. History and philosophy The design of Umple started in 2008 at the University of Ottawa. Umple was open-sourced and its development was moved to Google Code in early 2011 and to GitHub in 2015. Umple was developed, in part, to address certain problems observed in the modelling community. Most specifically, it was designed to bring modelling and programming into alignment, It was intended to help overcome inhibitions against modelling common in the programmer community. It was also intended to reduce some of the difficulties of model-driven development that arise from the need to use large, expensive or incomplete tools. One design objective is to enable programmers to model in a way they see ...
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Umple Logo
Umple is a language for both object-oriented programming and Modeling language, modelling with class diagrams and UML state machine, state diagrams. The name Umple is a portmanteau of "Unified Modeling Language, UML", "ample" and "Simple", indicating that it is designed to provide ample features to extend programming languages with UML capabilities. History and philosophy The design of Umple started in 2008 at the University of Ottawa. Umple was Open sourced software, open-sourced and its development was moved to Google Code in early 2011 and to GitHub in 2015. Umple was developed, in part, to address certain problems observed in the modelling community. Most specifically, it was designed to bring Modeling language, modelling and Programming language, programming into alignment, It was intended to help overcome inhibitions against modelling common in the programmer community. It was also intended to reduce some of the difficulties of model-driven development that arise from the ...
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Timothy Lethbridge
Timothy Christian Lethbridge (born 1963) is a British/Canadian computer scientist and Professor of Computer Science and Software Engineering at University of Ottawa, known for his contributions in the fields of software engineering, knowledge management and computer animation, and the development of Umple. Biography Born in London in 1963, Lethbridge grew up in Denmead and attended St John's College in Portsmouth until he immigrated with his family to Canada in 1975. He received his BSc in 1985 and his MSc in 1987 in Computer Science from the University of New Brunswick. In 1994, he received his PhD in Computer Science and Artificial Intelligence from the University of Ottawa under supervision of Douglas Skuce for a thesis about tools for knowledge management, entitled "Practical Techniques for Organizing and Measuring Knowledge." In 1983, still studying, he started working as programmer and analyst for the Government of New Brunswick, where he assisted in the development of so ...
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Model-driven Development
Model-driven engineering (MDE) is a software development methodology that focuses on creating and exploiting domain models, which are conceptual models of all the topics related to a specific problem. Hence, it highlights and aims at abstract representations of the knowledge and activities that govern a particular application domain, rather than the computing (i.e. algorithmic) concepts. Overview The MDE approach is meant to increase productivity by maximizing compatibility between systems (via reuse of standardized models), simplifying the process of design (via models of recurring design patterns in the application domain), and promoting communication between individuals and teams working on the system (via a standardization of the terminology and the best practices used in the application domain). For instance, in model-driven development, technical artifacts such as source code, documentation, tests, and more are generated algorithmically from a domain model. A modeling pa ...
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Referential Integrity
Referential integrity is a property of data stating that all its references are valid. In the context of relational databases, it requires that if a value of one attribute (column) of a relation (table) references a value of another attribute (either in the same or a different relation), then the referenced value must exist. For referential integrity to hold in a relational database, any column in a base table that is declared a foreign key can only contain either null values or values from a parent table's primary key or a candidate key. In other words, when a foreign key value is used it must reference a valid, existing primary key in the parent table. For instance, deleting a record that contains a value referred to by a foreign key in another table would break referential integrity. Some relational database management systems (RDBMS) can enforce referential integrity, normally either by deleting the foreign key rows as well to maintain integrity, or by returning an error and n ...
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Class Diagram
In software engineering, a class diagram in the Unified Modeling Language (UML) is a type of static structure diagram that describes the structure of a system by showing the system's classes, their attributes, operations (or methods), and the relationships among objects. The class diagram is the main building block of object-oriented modeling. It is used for general conceptual modeling of the structure of the application, and for detailed modeling, translating the models into programming code. Class diagrams can also be used for data modeling. The classes in a class diagram represent both the main elements, interactions in the application, and the classes to be programmed. In the diagram, classes are represented with boxes that contain three compartments: * The top compartment contains the name of the class. It is printed in bold and centered, and the first letter is capitalized. * The middle compartment contains the attributes of the class. They are left-aligned and the first let ...
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Unique Key
In relational database management systems, a unique key is a candidate key that is not the primary key of the relation. All the candidate keys of a relation can uniquely identify the records of the relation, but only one of them is used as the primary key of the relation. The remaining candidate keys are called unique keys because they can uniquely identify a record in a relation. Unique keys can consist of multiple columns. Unique keys are also called alternate keys. Unique keys are an alternative to the primary key of the relation. Generally, the unique keys have a UNIQUE constraint assigned to it in order to prevent duplicates (a duplicate entry is not valid in a unique column). Alternate keys may be used like the primary key when doing a single-table select or when filtering in a ''where'' clause, but are not typically used to join multiple tables. Summary Keys provide the means for database users and application software to identify, access and update information in a databas ...
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Constructor (object-oriented Programming)
In class-based, object-oriented programming, a constructor (abbreviation: ctor) is a special type of subroutine called to create an object. It prepares the new object for use, often accepting arguments that the constructor uses to set required member variables. A constructor resembles an instance method, but it differs from a method in that it has no explicit return type, it is not implicitly inherited and it usually has different rules for scope modifiers. Constructors often have the same name as the declaring class. They have the task of initializing the object's data members and of establishing the invariant of the class, failing if the invariant is invalid. A properly written constructor leaves the resulting object in a ''valid'' state. Immutable objects must be initialized in a constructor. Most languages allow overloading the constructor in that there can be more than one constructor for a class, with differing parameters. Some languages take consideration of some sp ...
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Inheritance (object-oriented Programming)
In object-oriented programming, inheritance is the mechanism of basing an object or class upon another object ( prototype-based inheritance) or class ( class-based inheritance), retaining similar implementation. Also defined as deriving new classes ( sub classes) from existing ones such as super class or base class and then forming them into a hierarchy of classes. In most class-based object-oriented languages, an object created through inheritance, a "child object", acquires all the properties and behaviors of the "parent object" , with the exception of: constructors, destructor, overloaded operators and friend functions of the base class. Inheritance allows programmers to create classes that are built upon existing classes, to specify a new implementation while maintaining the same behaviors ( realizing an interface), to reuse code and to independently extend original software via public classes and interfaces. The relationships of objects or classes through inheritance give ris ...
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Association (object-oriented Programming)
In object-oriented programming, association defines a relationship between classes of objects that allows one object instance to cause another to perform an action on its behalf. This relationship is structural, because it specifies that objects of one kind are connected to objects of another and does not represent behaviour. In generic terms, the causation is usually called "sending a message", "invoking a method" or "calling a member function" to the controlled object. Concrete implementation usually requires the requesting object to invoke a ''method'' or ''member function'' using a reference or pointer to the memory location of the controlled object. The objects that are related via the association are considered to act in a role with respect to the association, if object's current state in the active situation allows the other associated objects to use the object in the manner specified by the role. A role can be used to distinguish two objects of the same class when describi ...
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Attribute (computing)
In computing, an attribute is a specification that defines a property of an object, element, or file. It may also refer to or set the specific value for a given instance of such. For clarity, attributes should more correctly be considered metadata. An attribute is frequently and generally a property of a property. However, in actual usage, the term attribute can and is often treated as equivalent to a property depending on the technology being discussed. An attribute of an object usually consists of a name and a value; of an element, a type or class name; of a file, a name and extension. * Each named attribute has an associated set of rules called operations: one doesn't sum characters or manipulate and process an integer array as an image object—one doesn't process text as type floating point (decimal numbers). * It follows that an object definition can be extended by imposing data typing: a representation format, a default value, and legal operations (rules) and restrict ...
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Interface (object-oriented Programming)
In object-oriented programming, an interface or protocol type is a data type describing a set of method signatures, the implementations of which may be provided by multiple classes that are otherwise not necessarily related to each other. A class which provides the methods listed in a protocol is said to ''adopt'' the protocol, or to ''implement'' the interface. If objects are fully encapsulated then the protocol is the only way in which they may be accessed by other objects. For example, in Java, the Comparable interface specifies a method compareTo() which implementing classes must implement. This means that a sorting method, for example, can sort a collection of any objects of types which implement the Comparable interface, without having to know anything about the inner nature of the class (except that two of these objects can be compared by means of compareTo()). Some programming languages provide explicit language support for protocols (Ada, C#, D, Dart, Delphi, Go, Ja ...
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Class (computer Programming)
In object-oriented programming, a class is an extensible program-code-template for creating objects, providing initial values for state (member variables) and implementations of behavior (member functions or methods). In many languages, the class name is used as the name for the class (the template itself), the name for the default constructor of the class (a subroutine that creates objects), and as the type of objects generated by instantiating the class; these distinct concepts are easily conflated. Although, to the point of conflation, one could argue that is a feature inherent in a language because of its polymorphic nature and why these languages are so powerful, dynamic and adaptable for use compared to languages without polymorphism present. Thus they can model dynamic systems (i.e. the real world, machine learning, AI) more easily. When an object is created by a constructor of the class, the resulting object is called an instance of the class, and the member variable ...
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