Zicomi Systems Logo
contact us  |  your privacy
Company
Services
Products
Support
Resources
  OMG Standards
OMG Logo
  Have You Heard?
UML Diagrams
Zicomi Systems publishes some UML example diagrams online from the world famous UML dictionary.
more...
Version 2.5 Released
Zicomi Systems is delighted to announce that version 2.5 of Zicomi Mentor is released. With support for UML 2.0 and all thirteen UML diagrams
more...
Zicomi Systems' Director
speaks about the UML at Objects by Design - an informative interview
more...
Partner Programme
Zicom Systems is delighted to announce a new world wide partner programme, become a partner today.
more...
OMG Member
Zicom Systems is made a member of the OMG!
UML Element Description
Manifestation
Manifestation    
A manifestation is an abstraction dependency that describes the physical embodiment of a packageable model element in an artifact. An artifact can have any number of manifestations each of which is a dependency on a single model element.
Merge Node
Merge Node    
A merge node is a type of control node that has two or more incoming flows and a single outgoing flow. It is used to re-unite alternate flows that originate from one or more decision nodes. The merge node accepts a token on any one (and only one) of the incoming flows and passes it to the single outgoing flow. Tokens cannot be detained at the node, nor are they copied; they are passed onto a single outgoing flow.
Message (Instance Creation)
Message (Instance Creation)    
An instance creation is used if an instance needs to be created during the lifetime represented by the diagram. Many of the instances are assumed to be in existence when the diagram lifetime starts, those that aren't need to be created. Created instances typically appear at a point on the diagram offset from the other instances. When time is represented by the vertical axis they appear lower than the other instances.
Message Synchronous
Message Synchronous    
A synchronous message is a visual synonym of a synchronous message. It adds no additional semantics; it is simply an example of the synchronous message adapted for use on a communication diagram. This usage of the synchronous message has the same form as a synchronous message used on other interaction diagrams: a solid line with a solid arrowhead directed from one lifeline to another (possibly reflexive). It has a different appearance from other forms of the synchronous message as it uses a Dewey decimal system (x.y.z) of message sequence labels that indicate the time ordering of messages. There is a single form of presentation in the three different types of interaction diagrams and the two different presentations of the timing diagram.
Model
Model    
A model is a cohesive and complete representation of a system from a particular perspective. The perspectives are not predefined but there are a number of commonly used perspectives, such as use case model, analysis model, design model which are detailed in the UML Profile for Software Development Processes. Each model can form part of a model hierarchy, whose root is the topLevel package representing the entire entity being modeled (usually a system), and whose individual nodes are the models themselves.
Model Library
Model Library    
A model library is a stereotyped package that has been created with the express purpose of providing model elements that can be used by other elements or packages in the model. A model library is typically reused by a number of different models at different times or locations or by different modelers or teams of modelers.
Multiplicity
Multiplicity    
multiplicity is a property of an association end that specifies the number of instances of the classifier connected at the target end (near end) that can be associated with a single instance of the classifier at the source end (far end). It is specified in the form of a string stipulating a possible infinite number governed by a lower and upper bound.
N-ary Association
N-ary Association    
An n-ary association is the more general form of association, it is an association between three or more classifiers that all participate in the relationship. It is the more general case of the more specific binary association, but has different semantics. Multiplicity may be used on any of the roles, but no role can contain an aggregation or composition symbol, or a qualifier.
Negative (Combined Fragment)
Negative (Combined Fragment)    
A negative interaction operator (signified by the value of neg) defines a combined fragment where the enclosed traces are all invalid. The operator is used to express the fact that the traces cannot occur. By implication any traces not enclosed in the negative interaction operator are valid. A combined fragment with a negative operator can have one (and only one) operand.
Node
Node    
A node is a physical resource, that carries out some of the work of the system. It can be an electronic, mechanical or human resource.
Node Association
Node Association    
A node association is a structural relationship between two nodes. It represents a physical connection between the two nodes; the connection may express a communication path or a type of network.
Node Instance
Node Instance    
A node instance represents a distinct instance of a node. It is an actual instance of a resource that carries out the work of the system. It has unique identity as well as attribute values, which determine its state at any point in time. A node instance can exhibit behavior, but only as a result of being an instance of a node. A node instance is an instance of one (and only one) node.
Non-Navigable
Non-Navigable    
An association end is non-navigable if it is marked with an x. This icon is optional and is used to indicate that the classifier at the other end (source) of the association has no access to the classifier at the end (target) marked with the x.
Object
Object    
An object represents a distinct instance of a class. It has unique identity as well as attribute values, which determine its state at any point in time. An object can exhibit behavior, but only as a result of being an instance of a class. An object is an instance of one and only one class.
Object Flow
Object Flow    
An object flow is one of two types of activity edges, which are directed connection (flows) between activity nodes, the other being a control flow. As soon as the activity node at the source (tail) end of the flow is finished it presents tokens to the object flow at the target (arrowhead) end of the flow. An object flow can only carry object (data) tokens; it cannot carry control tokens. There are rules that specify whether tokens can flow along the object flow and these are determined by the type of activity node at the source and target of the flow. In the case of complete activities an object flow may define a weight, which specifies the minimum number of tokens that must flow along the object flow as a group.
Operation
Operation    
An operation is a string item listed in the operation compartment of a classifier. The operations define the behavior of the classifier and the work that the classifier can carry out. An operation can take a list of parameters and return a type. Its visibility can be restricted and other factors, such as concurrency, can be specified using the property-string.
Option (Combined Fragment)
Option (Combined Fragment)    
An option interaction operator (signified by the value of opt) defines a combined fragment where there is a choice between a single defined set of traces occurring or no traces. It is semantically equivalent to an alternatives operator (alt) where there is a single choice between a set of traces and an empty alternative.
Ordered
Ordered    
The value ordered can be set for the ordering property of an association end. This signifies that instances of the classifiers at the target end of the association are ordered. Any operation that adds or changes the instances is responsible for maintaining the order. The multiplicity at the target end must be greater than one since a value of one or less would specify a set with one or less elements, for which ordering would be meaningless.
Output Pin
Output Pin    
An output pin is a type of object node, which gives the node the capability of storing (buffering) tokens. Tokens produced by actions may accumulate at output pins before being passed onto other downstream object nodes via object flows. Output pins have only incoming flows all of which must be object flows. They receive tokens produced by the actions.
Overlapping
Overlapping    
Overlapping is a constraint added to a set of generalization relationships to indicate that an instance of one child may simultaneously be an instance of another.
Unified Modeling Language and UML are either registered

trademarks or trademarks of Object Management Group, Inc. in the

United States and/or other countries.