What does it mean in UML that instance could realize more than 1 classifier? - class

Does any programming language provide such a thing?
Where could this be used?
For example:
note that somethingStrange is not a class, its an instance (its underlined) and this is an object diagram
Spec (section 7.3.22) says:
An instance specification is depicted using the same notation as its classifier, but in place of the classifier name appears an underlined concatenation of the instance name (if any), a colon (‘:’) and the classifier name or names.
The convention for showing multiple classifiers is to separate their names by commas.
So im stuck with "multiple classifiers".

Any language with extensional rather than intensional typing will allow such constructs.
For example, in RDF two sources could make claims about a web resource which are completely conflicting, or in a 'duck type' language an object could have all the characteristics of two otherwise unrelated types.
Extensional languages classify objects by their properties - if it has prongs it's a fork, if it's got a handle and a bowl it's a spoon, if it has both prongs and a bowl it is both a fork and a spoon.
The difference between such languages and class oriented intensional languages such as C++/Java/C# to which UML is more commonly applied, is that you don't need a spork class to define things which are both spoons and forks - whether things belong to a classifier is defined by whether they meet the requirements of the classifier.

That's multiple inheritance if you're referring to classes (except that you should use solid edges for generalization), nothing wrong with that ;)
Note that an interface is also a classifier, so also the text of your question needs a bit of refinement -- nothing wrong with generalizing more than one interface, after all.

It's is a Dependency.
Dependency is a weaker form of relationship which indicates that one class depends on another because it uses it at some point of time. One class depends on another if the latter is a parameter variable or local variable of a method of the former. This is different from an association, where an attribute of the former is an instance of the latter.
In other words your somethingStance class will use both Cat and Panzer
The below it is just an example of how it might look like
Public class SomethingStrange{
public Cat CatDependency{get;set;}
public Panzer PanzerDependency{get;set;}
}

UML does allow an object to be instance of several different classes (even if they are unrelated) at the same time. The fact that this is not the normal convention and not supported by programming languages is a different issue. UML tries to be as broad as possible even if specific technologies only can implement a subset of it.

Related

What does "class" mean in Modelica?

I do not understand the meaning of class in Modelica context.
From the Modelica Tutorial, version 1.4 on https://modelica.org/publications.html:
In Modelica, the basic structuring element is a class. There are seven restricted classes with specific names, such as model...". Anyone have a simpler explanation? I am very new to Modelica.
If you open the Modelica library in a tool like Dymola or OpenModelica, everything you see in the package or library browser are classes.
As soon as you use one of these classes, e.g. with drag and drop in the diagram layer, you create a new component of this class type.
The instantiated component is not a copy of the class, but a reference to it. Therefore, if you update the class definition, you also update the behavior of all components that are instances of this class.
There are several kinds of classes available. The most general class is actually called class, but it’s not used very often.
It has no restrictions, so it can contain everything that is possible with Modelica: equations, algorithms, public and protected components, etc.
There are more specific class types, which restrict the usage. This helps to make correct use of a class. A function or a record for example cannot be simulated.
The most important restricted class types are:
package: used to group other classes
model: typically used for components with physical connectors and for examples which are simulated
block: used for components with causal connectors (only inputs and outputs, so everything you have in Modelica.Blocks)
function: used for function calls, comparable to other programming languages
record: often used to contain data sets for other components (which allows to quickly change a complete data set)
connector: used to define the interface variables which are needed to connect different components of a domain (e.g. v and i in the electric domain)
type: typically used to define physical quantities like mass, length or time with their unit (e.g. all units in the package Modelica.Units)
More information can be found in chapter 4.6 of the Modelica specification: Specialized Classes
This is just a collection of links to prove that there is an ongoing discussion on class within the Modelica Association:
class still a valid Modelica class type to use?
model no longer identical to class
What is the usage recommendation for class?
Restricted class for parameter record with initial equation

Object-languages misdescribed by UML?

I've read that UML assumes by default that :
a class can inherit several others
an object is an instance of only one class
an object of a given class cannot change to another class
This leads me to the question : as there are 3 hypothesis, there are 2^3 possible combinations. Could you give me languages which would be examples of each of them ?
I mean for me Java is "false-true-true" and C++ is "true-true-true". What about the 6 others ? Or did I misinterpret the assumptions ?
Let's look at the UML 2.5 standard of the OMG, to have a definitive answer:
1.Class inheritance
The UML 2.5 standard clearly defines that a class can have none or several superclasses and, that conversely, a class can be superclass of none or several classes (see section 11.4.2 and 11.8.3.6).
So UML definitively allows multiple inheritance (as in C++ or Python). But you may as well restrict yourself and use only single inheritance and several interface implementations, like in Java and C#. You'd use a realization relationship to show the "inheritance" from an abstract interface (the inheritance arrow is then dotted).
2. Objects and classes
9.8.1: InstanceSpecifications represent instances of Classifiers in a modeled
system. They are often used to model example configurations of
instances.
FYI: the terms used in the standard are a little more general, but an object is an instance, and a class a classifier. This definition is then further refined in the semantcs in chapter 9.8.3 :
The InstanceSpecification may represent: • Classification of the
instance by one or more Classifiers, any of which may be abstract.
So UML allows objects to be an instantiation of several classes. I don't know languages that allow this, but if you do don't hesitate to comment ;-).
3. Changing class of object
I must admit that I can't answer this answer 100%. I don't think so, because, becoming an instance of another class would mean to re-insantiate a class, so it's not corresponding anymore to the definition of an instantiation.
Furthermore (see 9.8.3):
An InstanceSpecification may represent an instance at a point in time
(a snapshot). Changes to the instance may be modeled using multiple
InstanceSpecification, one for each snapshot.
This is somewhat ambiguous: a given object in a given diagram can't change classes. However, you can represent several times the object in different diagrams (snapshot) to show a change.
Conclusions
So your assumption 1 is true, 2 is false, and 3 true or false depending if you're reasoning at diagram or model level.

How can I describe these types in UML class diagram?

I'm making a class diagram for a project.
How can I describe vectors, lists, files or unsigned types?
I would like to make a detailed diagram so I need to specify the types of the members and the input/output parameters of the methods.
Thank you all!
For more detailed description of the inner structure of the class you need a Composite Structure Diagram. There you can describe your methods as "ports". And your fields as attributes. You can show there really almost everything!
For detailed description of the specific instances of the class and their mutual behaviour you need an Object diagram.
At the links applied you can see a bit how to make them. But take it as a start only.
The class diagram is too common to describe the inner structure of the class. It is tooled for the description of the inter-classes relations. So, you can put your information into the model of the class, but some of it won't be seen on the diagram. But I would advise you to start from the class diagram and make it as detailed as it can show and only later go to more detailed diagrams. Maybe you won't need them after all.
Edit:
You can make a port on the border of your class, name it fileName and connect it to io interface you use. (Composite Structure Diagram only)
As for vector/list, it is easier, and could be done in a Class Diagram. If you want to show that some attribute is a vector or list, simply write: someAttr:List or put a List block on the diagram, draw association to it and name its end "someAttribute". You could do it with File, too, but there you should draw more, I think, to show the used io interface.
For showing attributes in class diagram also look here.
You should use an uml class diagramm. [Link][1]
In a class diagramm you can relate class members with types, functions with parameters and signatures.
[1] http://www.holub.com/goodies/uml/
(Somebody can format this? IMHO SO app can not handle links..)
Your question is not clear to me. There are two variants:
you need to define what type of collections (vector, list etc) in specific programming language should be used to implement multicity element ([N], [0..N] ordered or unordered, unique or nonuniqu)
It is not possible to explicitly define in UML. You can only declare, what type it is. For example in note or constraint
You need simply define types of collection
Use ordinary class or DataType element to define
Standard syntax for member (attribute, port etc.) is following: +name:Type[Multiplicity]{contraints}
The same syntax is used for parameters (all types) of operation (methods in programming language)

Interface in a dynamic language?

Interface (or an abstract class with all the methods abstract) is a powerful weapon in a static-typed language such as C#, JAVA. It allows different derived types to be used in a uniformed way. Design patterns encourage us to use interface as much as possible.
However, in a dynamic-typed language, all objects are not checked for their type at compile time. They don't have to implement an interface to be used in a specific way. You just need to make sure that they have some methods (attributes) defined. This makes interface not necessary, or at least not as useful as it is in a static language.
Does a typical dynamic language (e.g. ruby) have interface? If it does, then what are the benefits of having it? If it doesn't, then are we losing many of the beautiful design patterns that require an interface?
Thanks.
I guess there is no single answer for all dynamic languages. In Python, for instance, there are no interfaces, but there is multiple inheritance. Using interface-like classes is still useful:
Interface-like classes can provide default implementation of methods;
Duck-typing is good, but to an extent; sometimes it is useful to be able to write isinstance(x, SomeType), especially when SomeType contains many methods.
Interfaces in dynamic languages are useful as documentation of APIs that can be checked automatically, e.g. by development tools or asserts at runtime.
As an example, zope.interface is the de-facto standard for interfaces in Python. Projects such as Zope and Twisted that expose huge APIs for consumption find it useful, but as far as I know it's not used much outside this type of projects.
In Ruby, which is a dynamically-typed language and only allows single inheritance, you can mimic an "interface" via mixins, rather than polluting the class with the methods of the "interface".
Mixins partially mimic multiple inheritance, allowing an object to "inherit" from multiple sources, but without the ambiguity and complexity of actually having multiple parents. There is only one true parent.
To implement an interface (in the abstract sense, not an actual interface type as in statically-typed languages) You define a module as if it were an interface in a static language. You then include it in the class. Voila! You've gathered the duck type into what is essentially an interface.
Very simplified example:
module Equippable
def weapon
"broadsword"
end
end
class Hero
include Equippable
def hero_method_1
end
def hero_method_2
end
end
class Mount
include Equippable
def mount_method_1
end
end
h = Hero.new
h.weapon # outputs "broadsword"
m = Mount.new
m.weapon # outputs "broadsword"
Equippable is the interface for Hero, Mount, and any other class or model that includes it.
(Obviously, the weapon will most likely be dynamically set by an initializer, which has been simplified away in this example.)

What exactly is a Class Factory?

I see the word thrown around often, and I may have used it myself in code and libraries over time, but I never really got it. In most write-ups I came across, they just went on expecting you to figure it out.
What is a Class Factory? Can someone explain the concept?
Here's some supplemental information that may help better understand several of the other shorter, although technically correct, answers.
In the strictest sense a Class Factory is a function or method that creates or selects a class and returns it, based on some condition determined from input parameters or global context. This is required when the type of object needed can't be determined until runtime. Implementation can be done directly when classes are themselves objects in the language being used, such as Python.
Since the primary use of any class is to create instances of itself, in languages such as C++ where classes are not objects that can be passed around and manipulated, a similar result can often be achieved by simulating "virtual constructors", where you call a base-class constructor but get back an instance of some derived class. This must be simulated because constructors can't really be virtual✶ in C++, which is why such object—not class—factories are usually implemented as standalone functions or static methods.
Although using object-factories is a simple and straight-forward scheme, they require the manual maintenance of a list of all supported types in the base class' make_object() function, which can be error-prone and labor-intensive (if not over-looked). It also violates encapsulation✶✶ since a member of base class must know about all of the base's concrete descendant classes (now and in the future).
✶ Virtual functions are normally resolved "late" by the actual type of object referenced, but in the case of constructors, the object doesn't exist yet, so the type must be determined by some other means.
✶✶ Encapsulation is a property of the design of a set of classes and functions where the knowledge of the implementation details of a particular class or function are hidden within it—and is one of the hallmarks of object-oriented programming.
Therefore the best/ideal implementations are those that can handle new candidate classes automatically when they're added, rather than having only a certain finite set currently hardcoded into the factory (although the trade-off is often deemed acceptable since the factory is the only place requiring modification).
James Coplien's 1991 book Advanced C++: Programming Styles and Idioms has details on one way to implement such virtual generic constructors in C++. There are even better ways to do this using C++ templates, but that's not covered in the book which predates their addition to the standard language definition. In fact, C++ templates are themselves class factories since they instantiate a new class whenever they're invoked with different actual type arguments.
Update: I located a 1998 paper Coplien wrote for EuroPLoP titled C++ Idioms where, among other things, he revises and regroups the idioms in his book into design-pattern form à la the 1994 Design Patterns: Elements of Re-Usable Object-Oriented Software book. Note especially the Virtual Constructor section (which uses his Envelope/Letter pattern structure).
Also see the related answers here to the question Class factory in Python as well as the 2001 Dr. Dobb's article about implementing them with C++ Templates titled Abstract Factory, Template Style.
A class factory constructs instances of other classes. Typically, the classes they create share a common base class or interface, but derived classes are returned.
For example, you could have a class factory that took a database connection string and returned a class implementing IDbConnection such as SqlConnection (class and interface from .Net)
A class factory is a method which (according to some parameters for example) returns you a customised class (not instantiated!).
The Wikipedia article gives a pretty good definition: http://en.wikipedia.org/wiki/Factory_pattern
But probably the most authoritative definition would be found in the Design Patterns book by Gamma et al. (commonly called the Gang of Four Book).
I felt that this explains it pretty well (for me, anyway). Class factories are used in the factory design pattern, I think.
Like other creational patterns, it [the factory design pattern]
deals with the problem of creating
objects (products) without specifying
the exact class of object that will be
created. The factory method design
pattern handles this problem by
defining a separate method for
creating the objects, which subclasses
can then override to specify the
derived type of product that will be
created. More generally, the term
factory method is often used to refer
to any method whose main purpose is
creation of objects.
http://en.wikipedia.org/wiki/Factory_method_pattern
Apologies if you've already read this and found it to be insufficient.