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@startuml namespace builder { class BikeBuilder << (S,Aquamarine) >> { - v VehicleProduct + SetWheels() BuildProcess + SetSeats() BuildProcess + SetStructure() BuildProcess + GetVehicle() VehicleProduct } interface BuildProcess { + SetWheels() BuildProcess + SetSeats() BuildProcess + SetStructure() BuildProcess + GetVehicle() VehicleProduct } class BusBuilder << (S,Aquamarine) >> { - v VehicleProduct + SetWheels() BuildProcess + SetSeats() BuildProcess + SetStructure() BuildProcess + GetVehicle() VehicleProduct } class CarBuilder << (S,Aquamarine) >> { - v VehicleProduct + SetWheels() BuildProcess + SetSeats() BuildProcess + SetStructure() BuildProcess + GetVehicle() VehicleProduct } class ManufacturingDirector << (S,Aquamarine) >> { - builder BuildProcess + Construct() + SetBuilder(b BuildProcess) + GetProduct() VehicleProduct } class VehicleProduct << (S,Aquamarine) >> { + Wheels int + Seats int + Structure string } } "builder.BuildProcess" <|-- "builder.BikeBuilder" "builder.BuildProcess" <|-- "builder.BusBuilder" "builder.BuildProcess" <|-- "builder.CarBuilder" @enduml
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@startuml hide empty fields hide empty methods legend |= |= line | |<back:black> </back>| inheritance | |<back:green> </back>| property reference | |<back:blue> </back>| discriminated class | endlegend interface ChannelChangeKeyAction [[ChannelChangeKeyAction.svg]] extends ChannelUpdateAction { action: String key: String } interface ChannelUpdateAction [[ChannelUpdateAction.svg]] { action: String } @enduml
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@startuml skinparam sequenceParticipant underline hide footbox actor "Cliente" as Cliente boundary ":Interfaz Pago" as InterfazPag control ":Controlador Pedido" as ControladorPed entity ":Entidad Pedido" as EntidadPed control ":Controlador Pago" as ControladorPag entity ":Entidad Pago" as EntidadPag boundary ":Interfaz Banco" as InterfazBan actor "Sistema Gestión Pagos Banco" as SistGesPagBan activate Cliente activate SistGesPagBan autonumber "1-" Cliente -> InterfazPag : realizarPago activate InterfazPag InterfazPag -> ControladorPed : listarPedidos activate ControladorPed autonumber 2 ControladorPed -> EntidadPed : recuperarPedidos activate EntidadPed EntidadPed --> ControladorPed : pedidos deactivate EntidadPed ControladorPed -> InterfazPag : mostrarPedidos deactivate ControladorPed loop PEDIDOS autonumber "5-" Cliente -> InterfazPag : seleccionarPedido activate ControladorPed InterfazPag -> ControladorPed : recuperarPedido autonumber 6 ControladorPed -> EntidadPed : recuperarDatosPedido activate EntidadPed EntidadPed --> ControladorPed : datosPedido deactivate EntidadPed ControladorPed -> InterfazPag : mostrarDatosPedido deactivate ControladorPed end autonumber "9-" Cliente -> InterfazPag : confirmarPedido activate ControladorPed InterfazPag -> ControladorPed : solicitarPago activate ControladorPag ControladorPed -> ControladorPag : pagoPedido deactivate ControladorPed ControladorPag -> InterfazPag : solicitarFormaPago autonumber stop autonumber 10 Cliente -> InterfazPag : seleccionarFormaPago InterfazPag -> ControladorPed : procesarTarjeta autonumber stop alt pago = tarjeta autonumber "11- " Cliente -> InterfazPag : introducirDatos InterfazPag -> ControladorPag : confirmaDatos ControladorPag -> InterfazBan : confirmarDatosBancarios activate InterfazBan InterfazBan -> SistGesPagBan : confirmarDatos InterfazBan <-- SistGesPagBan : datosCorrectos InterfazBan -> ControladorPag : pagoPedido deactivate InterfazBan ControladorPag -> InterfazBan : realizarPago activate InterfazBan InterfazBan -> SistGesPagBan : realizarPago deactivate InterfazBan ControladorPag -> EntidadPag : registrarPago deactivate ControladorPag activate EntidadPag EntidadPag -> InterfazPag : confirmarPago deactivate InterfazPag deactivate EntidadPag else ControladorPed --> Cliente : retornoSeleccionPago Cliente -> InterfazPag : aportaEfectivo activate InterfazPag InterfazPag -> ControladorPag : confirmaEfectivo activate ControladorPag ControladorPag -> InterfazPag : confirmarPago deactivate ControladorPag end deactivate InterfazPag autonumber stop @enduml
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@startuml hide circle hide methods hide stereotype show <<Enumeration>> stereotype skinparam class { BackgroundColor<<Enumeration>> #E6F5F7 BackgroundColor<<Ref>> #FFFFE0 BackgroundColor<<Pivot>> #FFFFFFF BackgroundColor #FCF2E3 } class Service <<Pivot>> { category : String description : String endDate : DateTime hasStarted : Boolean href : String id : String isServiceEnabled : Boolean isStateful : Boolean name : String serviceDate : String serviceType : String startDate : DateTime startMode : String state : ServiceStateType @baseType : String @schemaLocation : Uri @type : String } class ServiceStateType <<Enumeration>> { feasibilityChecked designed reserved inactive active terminated } class Note { author : String date : DateTime id : String text : String @baseType : String @schemaLocation : Uri @type : String } class ResourceRef <<Ref>> { href : String id : String name : String value : String @baseType : String @referredType : String @schemaLocation : Uri @type : String } class 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' <== tak się robi komentarz jedno-liniowy /' tak się robi komentarz wielo-liniowy '/ @startuml skinparam defaultFontName "Comic Sans MS" header webrpg.pl title "diagram przypadków użycia" left to right direction :gracz: as user :mistrz gry: as gm rectangle "aplikacja webowa" { rectangle "funkcjalności użytkownika" { usecase "logowanie" as login usecase "rejestracja" as register usecase "dołączenie do gry" as join_game usecase "wybranie gry" as enter_game usecase "stworzenie gry" as create_game rectangle "funkcjonalności mistrza gry" { usecase "modyfikacja dowolnej karty postaci" as modify_any_cc usecase "dodawanie kart postaci" as add_any_cc } rectangle "funkcjonalności gracza" { usecase "modyfikacja swojej karty postaci" as modify_own_cc usecase "wybieranie postaci" as select_char 'usecase "chatowanie" as use_chat usecase "rzucanie kością" as die_roll } } } register ..> login : <<extends>> user -- enter_game enter_game <.. join_game : <<extends>> enter_game <.. modify_own_cc : <<extends>> 'enter_game <.. use_chat : <<extends>> enter_game <.. die_roll : <<extends>> enter_game --> login : <<include>> modify_own_cc --> select_char : <<include>> modify_any_cc --> select_char : <<include>> 'gm --> user gm -- modify_any_cc gm -- add_any_cc gm -- create_game create_game --> login : <<include>> modify_any_cc --> enter_game : <<include>> add_any_cc --> enter_game : <<include>> @enduml
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@startuml title Creación MultipleChoice Parcial Con Opciones Validas Kahoot -> CreadorPregunta: CreadorPregunta.crearPregunta(TipoPregunta.MultipleChoiceParcial, pregunta, opciones) CreadorPregunta -> MultipleChoiceParcial: new MultipleChoiceParcial(pregunta, opciones) activate MultipleChoiceParcial MultipleChoiceParcial -> MultipleChoiceParcial: validarOpciones(opciones) MultipleChoiceParcial -> CreadorPregunta: new MultipleChoiceParcial(pregunta, opciones) deactivate MultipleChoiceParcial CreadorPregunta --> Kahoot: new MultipleChoiceParcial(pregunta, opciones) @enduml
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@startuml skinparam sequenceMessageAlign center participant "TLS A" as tls_a order 10 participant "Veraison XYZ" as verifier order 20 participant "TLS B" as tls_b order 30 participant "PARSEC" as parsec order 50 participant "KAS" as kas order 50 group KAT discovery tls_b --> parsec: get_kat_media_type() tls_b <-- parsec: kat-media-type end group Passport issuance tls_b --> verifier: POST /newSession tls_b <-- verifier: Location: verification-session-URL\nBody: {\n\tnonce,\n\tsupported-kat-media-types\n}\l tls_b --> parsec: attest_key(TIK, nonce) parsec <-> kas: IMPDEF tls_b <-- parsec: KAT tls_b --> verifier: POST $verification-session-URL\nBody: {\n\tkat-media-type\n\tKAT\n}\l tls_b <-- verifier: Body: {\n\tattestation-results: AR{}\n}\l tls_b --> tls_b: cache AR{} end group TLS Handshake (happy path) tls_a --> tls_b: ClientHello\n+ {...}\n+ attested-key-ext-request(\n\ttrusted-verifiers([Veraison XYZ, ...])\n)\l tls_b --> parsec: sign(TIK, HS-transcript) parsec <-> kas: IMPDEF tls_b <-- parsec: signature tls_a <-- tls_b: ServerHello\n+ {...}\n+ attested-key-ext-provide(\n\tverifier(Veraison XYZ)\n)\nCertificate(AR{})\nCertificateVerify(signature)\nFinished\l tls_a <-- tls_a: verify AR{} tls_a <-- tls_a: verify signature tls_a --> tls_b: Finished tls_a <-> tls_b: application data end @enduml
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@startuml class RemittanceManagerTests { + SetupMockUtilityFactory() : UtilityFactory + RemittanceManager_BackOffice_Totals() : void + RemittanceManager_BackOffice_Totals_Auth() : void + RemittanceManager_BackOffice_Totals_NoResults() : void + RemittanceManager_Totals() : void + RemittanceManager_Totals_Auth() : void + RemittanceManager_Totals_NoResults() : void } @enduml
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@startuml class HashUtility <<static>> { + {static} CombineHash(h1:int, h2:int) : int + {static} CombineHash(h1:int, h2:int, h3:int) : int + {static} CombineHash(h1:int, h2:int, h3:int, h4:int) : int + {static} CombineHash(h1:int, h2:int, h3:int, h4:int, h5:int) : int + {static} CombineHash(h1:int, h2:int, h3:int, h4:int, h5:int, h6:int) : int + {static} CombineHash(h1:int, h2:int, h3:int, h4:int, h5:int, h6:int, h7:int) : int + {static} CombineHash(hashes:int[]) : int } @enduml
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@startuml actor Instructor1 Instructor1 -> piazzaForum.ConsoleUI: createAnswerOn() piazzaForum.ConsoleUI -> Instructor1: "Select post: " piazzaForum.ConsoleUI -> piazzaForum.PostCtrl: getPosts(courseCode) piazzaForum.PostCtrl --> piazzaForum.ConsoleUI: Returns postNr, Title and Folder for each post piazzaForum.ConsoleUI -> Instructor1: //Shows StartingPost options// Instructor1 --> piazzaForum.ConsoleUI: "2" //(Input value for option: "Første tittel (Folder: Exam)"// piazzaForum.ConsoleUI -> Instructor1: "Text: " Instructor1 --> piazzaForum.ConsoleUI: "Dette er et svar" piazzaForum.ConsoleUI -> piazzaForum.PostCtrl: createAnswerOn(answerOnPost, answerText, courseCode, userEmail) piazzaForum.PostCtrl -> piazzaForum.PostCtrl: getUserType(userEmail) piazzaForum.PostCtrl --> piazzaForum.PostCtrl: "Instructor" piazzaForum.PostCtrl -> piazzaForum.PostCtrl: //Checks if answer from an instructor already exists// piazzaForum.PostCtrl --> piazzaForum.PostCtrl: //false (answer doesn't exist)// piazzaForum.PostCtrl -> piazzaForum.PostCtrl: createReplyPost(null, answerOnPost, "Answer", answerText, courseCode, userEmail ) piazzaForum.PostCtrl -> piazzaForum.PostCtrl: createPost(answerText, courseCode, userEmail, "ReplyPost") piazzaForum.PostCtrl --> piazzaForum.PostCtrl: true piazzaForum.PostCtrl --> piazzaForum.ConsoleUI: true piazzaForum.ConsoleUI --> Instructor1: "New answer created!" @enduml
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@startuml actor User participant "Regression Test Agent" as msta User -> msta: Run service test activate msta msta -> MGPS: Get service regression\ntest cases activate MGPS msta <- MGPS: Return test cases deactivate MGPS msta -> msta: Run test msta -> MGPS: Upload test report activate MGPS msta <- MGPS: Return result deactivate MGPS User <- msta: Result deactivate msta @enduml
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/' @file plantuml-style.iml @desc: styles for PlantUML files Note that styles can be nested multiple times There seems to be a problem if some styles for an entity are nested and some aren't. @author: Ashley Engelund (ashley@ashleycaroline.com weedySeaDragon @ github) @date 2016-10-24 @see http://plantuml.com/skinparam '/ '............................. ' Layout and General settings: !define DEFAULT_BACKGROUND_COLOR white !define DEFAULT_BORDER_COLOR #111111 !define DEFAULT_FONT Helvetica !define DEFAULT_FONT_SIZE 11 !define DEFAULT_FONT_COLOR #111111 !define DEFAULT_NOT_SO_DARK #666666 !define TITLE_FONT_SIZE 18 skinparam componentStyle uml2 skinparam defaultFontName DEFAULT_FONT skinparam defaultTextAlignment center skinparam handwritten false skinparam monochrome false skinparam shadowing false skinparam BackgroundColor white skinparam HyperlinkColor #0000DD skinparam Default { FontColor DEFAULT_FONT_COLOR FontName DEFAULT_FONT FontSize DEFAULT_FONT_SIZE FontStyle plain } skinparam GenericArrow { FontColor #666666 'FontName courier FontSize 12 FontStyle italic } skinparam title { FontColor black FontName DEFAULT_FONT FontSize TITLE_FONT_SIZE FontStyle plain } skinparam legend { BackgroundColor white BorderColor DEFAULT_NOT_SO_DARK FontColor black FontName DEFAULT_FONT FontSize 10 } skinparam header { FontColor DEFAULT_NOT_SO_DARK FontName DEFAULT_FONT FontSize 9 FontStyle plain } skinparam Footer { FontColor DEFAULT_NOT_SO_DARK FontSize 12 FontName DEFAULT_FONT FontStyle italic } '............................. ' entities /' .............. Classes '/ skinparam class { BackgroundColor DEFAULT_BACKGROUND_COLOR BorderColor DEFAULT_BORDER_COLOR TextAlignment left Arrow { FontStyle normal 'this has no effect. it is ruled by the "activity Arrow" BackgroundColor DEFAULT_BACKGROUND_COLOR BorderColor DEFAULT_BORDER_COLOR BorderColor DEFAULT_NOT_SO_DARK FontColor SlateBlue FontSize 10 } } skinparam package { BackgroundColor DEFAULT_BACKGROUND_COLOR BorderColor SteelBlue FontSize 14 } /' .............. Activities '/ ' problem: activityArrowColor is changed by usecaseArrowColor skinparam activity { Arrow { Color DEFAULT_NOT_SO_DARK 'FontColor DEFAULT_NOT_SO_DARK FontSize 12 FontStyle italic } BackgroundColor white BorderColor DEFAULT_BORDER_COLOR ' have to specify the background color and border color for Diamond ' it does not pick up the default for activity. ' maybe because it is defined? have to define everything for it? Diamond { FontStyle italic ' this is all we really want to change BackgroundColor DEFAULT_BACKGROUND_COLOR BorderColor DEFAULT_BORDER_COLOR BorderColor DEFAULT_NOT_SO_DARK FontColor DEFAULT_FONT_COLOR FontSize 14 } 'EndColor red FontSize 13 StartColor DEFAULT_NOT_SO_DARK } skinparam note { FontSize 18 FontStyle italic FontColor DEFAULT_FONT_COLOR BackgroundColor white BorderColor white } /' .............. Sequences '/ skinparam sequence { Arrow { Color black 'FontColor 'FontName 'FontSize 'FontStyle Thickness 1 } Box { LineColor black BackgroundColor white BorderColor DEFAULT_NOT_SO_DARK FontColor DEFAULT_FONT_COLOR FontSize 11 FontStyle plain } Divider { BackgroundColor white BorderColor DEFAULT_NOT_SO_DARK BorderThickness 1 FontColor DEFAULT_NOT_SO_DARK ' FontSize FontStyle italic } Group { BackgroundColor white BodyBackgroundColor white BorderColor DEFAULT_BORDER_COLOR BorderThickness 2 Header { FontStyle normal } } LifeLine { BackgroundColor white BorderColor navy BorderThickness 1 } 'NewpageSeparatorColor Participant { BackgroundColor white BorderColor navy BorderThickness 1 FontColor navy FontSize 12 } Reference { BackgroundColor white BorderColor DEFAULT_NOT_SO_DARK BorderThickness 1 'FontSize 'HeaderBackgroundColor } Stereotype { ' FontColor ' FontName ' FontSize ' FontStyle } Title { FontColor black FontSize TITLE_FONT_SIZE 'FontStyle } } /' .............. Swimlane '/ skinparam swimlane{ BorderColor DEFAULT_BORDER_COLOR TitleFontSize TITLE_FONT_SIZE } skinparam Component { ArrowColor blue BackgroundColor white BorderColor DEFAULT_BORDER_COLOR FontColor DEFAULT_FONT_COLOR } skinparam State { ArrowColor DEFAULT_BORDER_COLOR 'AttributeFontStyle BackgroundColor DEFAULT_BACKGROUND_COLOR BorderColor DEFAULT_BORDER_COLOR EndColor red StartColor green } skinparam Object { ArrowColor blue ' Attribute { ' FontColor ' FontName ' FontSize ' FontStyle ' } BackgroundColor white BorderColor DEFAULT_BORDER_COLOR BorderThickness 1 } skinparam Usecase { ArrowColor DEFAULT_NOT_SO_DARK BackgroundColor white BorderColor DEFAULT_BORDER_COLOR }
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/'***** License -------------- Copyright © 2017 Bill & Melinda Gates Foundation The Mojaloop files are made available by the Bill & Melinda Gates Foundation under the Apache License, Version 2.0 (the "License") and you may not use these files except in compliance with the License. You may obtain a copy of the License at http://www.apache.org/licenses/LICENSE-2.0 Unless required by applicable law or agreed to in writing, the Mojaloop files are distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License. Contributors -------------- This is the official list of the Mojaloop project contributors for this file. Names of the original copyright holders (individuals or organizations) should be listed with a '*' in the first column. People who have contributed from an organization can be listed under the organization that actually holds the copyright for their contributions (see the Gates Foundation organization for an example). Those individuals should have their names indented and be marked with a '-'. Email address can be added optionally within square brackets <email>. * Gates Foundation - Name Surname <name.surname@gatesfoundation.com> * Steven Oderayi <steven.oderayi@modusbox.com> -------------- ******'/ @startuml ' declare title title 4.1.0. Bulk Transfer Abort autonumber ' Actor Keys: ' boundary - APIs/Interfaces, etc ' collections - Kafka Topics ' control - Kafka Consumers ' entity - Database Access Objects ' database - Database Persistance Store ' declare actors actor "DFSP1\nPayer" as DFSP1 actor "DFSP2\nPayee" as DFSP2 boundary "Bulk API Adapter" as BULKAPI control "Bulk API Notification Event Handler" as NOTIFY_HANDLER boundary "Central Service API" as CSAPI collections "Bulk-Fulfil-Topic" as TOPIC_BULK_FULFIL collections "Fulfil-Topic" as TOPIC_FULFIL control "Bulk Fulfil Event Handler" as BULK_FULFIL_HANDLER control "Fulfil Event Handler" as FULFIL_HANDLER collections "topic-transfer-position" as TOPIC_POSITION control "Position Event Handler" as POS_HANDLER collections "topic-bulk-processing" as TOPIC_BULK_PROCESSING control "Bulk Processing Event Handler" as BULK_PROCESSING_HANDLER collections "Event-Topic" as TOPIC_EVENTS collections "Notification-Topic" as TOPIC_NOTIFICATIONS collections "mojaloop-\nobject-store\n(**MLOS**)" as OBJECT_STORE database "Central Services DB" as DB box "Financial Service Providers" #lightGray participant DFSP1 participant DFSP2 end box box "Bulk API Adapter Service" #LightBlue participant BULKAPI participant NOTIFY_HANDLER end box box "Central Service" #LightYellow participant CSAPI participant TOPIC_BULK_FULFIL participant TOPIC_FULFIL participant BULK_FULFIL_HANDLER participant FULFIL_HANDLER participant TOPIC_POSITION participant TOPIC_EVENTS participant POS_HANDLER participant TOPIC_BULK_PROCESSING participant BULK_PROCESSING_HANDLER participant TOPIC_NOTIFICATIONS participant OBJECT_STORE participant DB end box ' start flow activate NOTIFY_HANDLER activate BULK_FULFIL_HANDLER activate FULFIL_HANDLER activate FULFIL_HANDLER activate BULK_PROCESSING_HANDLER activate POS_HANDLER group DFSP2 sends a Fulfil Abort Transfer request note right of DFSP2 #lightblue **Note**: In the payload for PUT /bulkTransfers/<ID>/error only the **errorInformation** field is **required** end note note right of DFSP2 #yellow Headers - transferHeaders: { Content-Length: <Content-Length>, Content-Type: <Content-Type>, Date: <Date>, X-Forwarded-For: <X-Forwarded-For>, FSPIOP-Source: <FSPIOP-Source>, FSPIOP-Destination: <FSPIOP-Destination>, FSPIOP-Encryption: <FSPIOP-Encryption>, FSPIOP-Signature: <FSPIOP-Signature>, FSPIOP-URI: <FSPIOP-URI>, FSPIOP-HTTP-Method: <FSPIOP-HTTP-Method> } Payload - errorMessage: { "errorInformation": { "errorCode": <string>, "errorDescription": <string>, "extensionList": { "extension": [ { "key": <string>, "value": <string> } ] } } } end note DFSP2 ->> BULKAPI: **PUT - /bulkTransfers/<ID>/error** activate BULKAPI BULKAPI -> OBJECT_STORE: Persist request payload with messageId in cache activate OBJECT_STORE note right of BULKAPI #yellow Message: { messageId: <string>, bulkTransferId: <string>, payload: <object> } end note hnote over OBJECT_STORE #lightyellow individualTransferFulfils end hnote BULKAPI <- OBJECT_STORE: Response of save operation deactivate OBJECT_STORE note right of BULKAPI #yellow Message: { id: <ID>, from: <transferHeaders.FSPIOP-Source>, to: <transferHeaders.FSPIOP-Destination>, type: application/json, content: { headers: <transferHeaders>, payload: <transferMessage> }, metadata: { event: { id: <uuid>, type: fulfil, action: reject, createdAt: <timestamp>, state: { status: "success", code: 0 } } } } end note BULKAPI -> TOPIC_BULK_FULFIL: Produce bulk-fulfil message BULKAPI -->> DFSP2: Respond HTTP - 200 (OK) TOPIC_BULK_FULFIL <- BULK_FULFIL_HANDLER: Consume bulk-fulfil message BULK_FULFIL_HANDLER -> BULK_FULFIL_HANDLER: Perform duplicate check BULK_FULFIL_HANDLER -> BULK_FULFIL_HANDLER: Validate request loop n times, n = number of individual transfers note right of BULK_FULFIL_HANDLER Message: { transferId: <string>, bulkTransferId< <string>, bulkTransferAssociationRecord: { transferId: <string>, bulkTransferId: <string>, bulkProcessingStateId: <string>, errorCode: <string>, errorDescription: <string> } } end note BULK_FULFIL_HANDLER -> DB: Update bulkTransferAssociation table activate DB hnote over DB #lightyellow bulkTransferAssociation end hnote deactivate DB BULK_FULFIL_HANDLER -> TOPIC_FULFIL: Produce fulfil message with action bulk-abort for each individual transfer end ||| loop n times, n = number of individual transfers TOPIC_FULFIL <- FULFIL_HANDLER: Consume message ref over TOPIC_FULFIL, TOPIC_EVENTS: Fulfil Handler Consume (bulk-abort)\n FULFIL_HANDLER -> TOPIC_POSITION: Produce message end ||| loop n times, n = number of individual transfers TOPIC_POSITION <- POS_HANDLER: Consume message ref over TOPIC_POSITION, BULK_PROCESSING_HANDLER: Position Handler Consume (bulk-abort)\n POS_HANDLER -> TOPIC_BULK_PROCESSING: Produce message end ||| loop n times, n = number of individual transfers TOPIC_BULK_PROCESSING <- BULK_PROCESSING_HANDLER: Consume individual transfer message ref over TOPIC_BULK_PROCESSING, TOPIC_NOTIFICATIONS: Bulk Processing Handler Consume (bulk-abort)\n end BULK_PROCESSING_HANDLER -> TOPIC_NOTIFICATIONS: Produce message (Payer) BULK_PROCESSING_HANDLER -> TOPIC_NOTIFICATIONS: Produce message (Payee) TOPIC_NOTIFICATIONS <- NOTIFY_HANDLER: Consume message (Payer) TOPIC_NOTIFICATIONS <- NOTIFY_HANDLER: Consume message (Payee) opt action == 'bulk-abort' ||| ref over DFSP1, TOPIC_NOTIFICATIONS: Notification Handler (Payer)\n NOTIFY_HANDLER -> DFSP1: Send callback notification end ||| opt action == 'bulk-abort' ||| ref over DFSP2, TOPIC_NOTIFICATIONS: Notification Handler (Payee)\n NOTIFY_HANDLER -> DFSP2: Send callback notification end ||| end activate POS_HANDLER activate FULFIL_HANDLER activate FULFIL_HANDLER activate NOTIFY_HANDLER @enduml
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@startuml skinparam classHeaderBackgroundColor orange class testClass1{ -int num1 private #int num2 protected +int num3 public -- int num4 .. int num5 .. Strings.. string name string country method() } class testClass{ int num1 int num2 method() } class class1{ } testClass <|-- class1 testClass *-- class2 testClass o-- class3 testClass <-- class4 note left : class4 is \n test class @enduml
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@startuml [*] --> Ordered: ClearableTransferOrdered Ordered --> InProcess: ClearableTransferInProcess Ordered --> Executed: ClearableTransferExecuted Ordered: tokens of payer are held and not available for transfer InProcess: tokens of payer are held and not available for transfer and the payer can not cancell the transfer InProcess --> Rejected: ClearableTransferRejected InProcess --> Executed: ClearableTransferExecuted Executed: the full transfer has been done Ordered --> Rejected: ClearableTransferRejected Rejected: can only be called by the agent or payee Ordered --> Cancelled: ClearableTransferCancelled Cancelled: can only be called by the payee only if is in Ordered status @enduml
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@startuml challenge class WeatherStation { temperature windSpeed pressure } class UserInterface { display() } class Logger { log() } class AlertSystem { alert() } @enduml @startuml solution interface Subject { registerObserver() removeObserver() notifyObservers() } interface Observer { update() } class WeatherStation { temperature windSpeed pressure } Subject <|-- WeatherStation Observer "many" o-- "1" WeatherStation rectangle Observers { class UserInterface { weatherStation: Subject display() update() } Subject o-- UserInterface Observer <|-- UserInterface class Logger { weatherStation: Subject log() update() } Subject o-- Logger Observer <|-- Logger class AlertSystem { weatherStation: Subject alert() update() } Subject o-- AlertSystem Observer <|-- AlertSystem } @enduml
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@startuml note "{if Order.customer.getCreditRating is\n 'poor' then Order.isPrepai must be\n true}" as n Order .. n Order "1" --> "*{ordered}" OrderLine : lineItems Order "*" -> "1" Customer OrderLine "*" --> "1" Product Customer <|-- CorperateCustomer Customer <|-- PersonalCustomer CorperateCustomer "*" --> "0..1" Employee : salesRep class Order { - dataRecieved: Data[0..1] - isPrepaid: Boolean[1] - number: String[1] - price: Money + dispatch() + close() } class OrderLine { - quantity: Interger - price: Money } class Product class Customer { - name [1] - address [0..1] + getCreditRating(): String } class CorperateCustomer { - contractName - creditRating - creditLimit + billForMonth(Integer) + remind() } class PersonalCustomer { - creditCardNumber + getCreditRating() == "poor" } @enduml
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@startuml interface Strategy Strategy : execute() Context *-- Strategy Strategy <|-- ConcreteStrategyA ConcreteStrategyA : execute() Strategy <|-- ConcreteStrategyB ConcreteStrategyB : execute() @enduml
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@startuml title __REQUESTBODY's Class Diagram__\n namespace Model { namespace RequestBody { class Model.RequestBody.ReportBody { - date : String - medicamentIds : Collection<Long> - note : String - praticienId : Long - sampleNumber : int + getDate() + getMedicamentIds() + getNote() + getPraticienId() + getSampleNumber() + setDate() + setMedicamentIds() + setNote() + setPraticienId() + setSampleNumber() } } } right footer PlantUML diagram generated by SketchIt! (https://bitbucket.org/pmesmeur/sketch.it) For more information about this tool, please contact philippe.mesmeur@gmail.com endfooter @enduml
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@startuml skinparam backgroundcolor transparent skinparam classFontSize 18 skinparam noteFontSize 18 skinparam arrowFontSize 18 skinparam classAttributeFontSize 18 skinparam classStereotypeFontSize 18 skinparam packageFontSize 18 skinparam titleFontColor #5cb85c 'Title Lookup in Java interface Element interface ElementFactory{ + boolean accept(Object mimeType) + Element create() } interface ElementFactoryProvider{ + ElementFactory getFactory(Object mimeType) } ElementFactoryProvider -up-> ElementFactory: provides ElementFactory --> Element: create class DefaultElementFactoryProvider implements ElementFactoryProvider{ + ElementFactory getFactory(Object mimeType) } class DefaultElementFactory implements ElementFactory{ + boolean accept(Object mimeType) + Element create() } 'class DefaultElement implements Element class DefaultElement DefaultElement .right.|> Element class ElementFactoryProviderLookup{ + {static} ElementFactoryProvider lookup(Object mimeType) } class ElementFactoryLookup{ + {static} ElementFactory lookup(Object mimeType) } class ElementLookup #FEFF99{ + {static} Element lookup(Object mimeType) } namespace java.util{ class ServiceLoader<S>{ + {static} ServiceLoader load(Class service) + {static} ServiceLoader load(Class service, ClassLoader loader) } } ElementLookup -left-> ElementFactoryLookup: use ElementFactoryLookup --> ElementFactoryProviderLookup: use ElementFactoryProviderLookup --> DefaultElementFactoryProvider: use ElementFactoryProviderLookup --> java.util.ServiceLoader: use DefaultElementFactoryProvider --> DefaultElementFactory: use DefaultElementFactoryProvider --> java.util.ServiceLoader: use DefaultElementFactory -right-> DefaultElement: use DefaultElementFactory --> java.util.ServiceLoader: use java.util.ServiceLoader --> ElementFactoryProvider: lookup java.util.ServiceLoader --> ElementFactory: lookup java.util.ServiceLoader --> Element: lookup note bottom of DefaultElementFactoryProvider ElementFactory f = null; Iterator<ElementFactory> it = ServiceLoader.load(ElementFactory.class).iterator(); while(it.hasNext()) if( (f = it.next()).accept(mimeType)) return f; return new DefaultElementFactory(); end note @enduml
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@startuml AcquirerBank -> PaymentSystem:RestCall PaymentSystem -> AcquirerBank:Token PaymentSystem -> MongoDB: Save Token and Secure key in database AcquirerBank -> MongoDB:Token AcquirerBank <-- MongoDB:Retrieve Securekey AcquirerBank --> AcquirerBank:Encrypt Data using Secure key AcquirerBank -> MongoDB: Store Encrypted data in the MongoDB AcquirerBank <-- MongoDB:Retrieve Token AcquirerBank -> PaymentSystem:Send Token ID for Encrypted data PaymentSystem-> IssuerBank:RestCall with Network PaymentSystem<--IssuerBank: Rest call to retrieve Token PaymentSystem->IssuerBank:Get the Token MongoDB<--IssuerBank: Retrieve Secure key and data from the MongoDB database MongoDB->IssuerBank:Send the SecureKey and Encrypted data IssuerBank->IssuerBank:Decrypt the data IssuerBank->MongoDB: Verify the User details from the Database IssuerBank->PaymentSystem:Return Approve or Decline depending on the user credentials @enduml
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'https://www.cnblogs.com/youlangta/p/7878777.html' @startuml title Simple Comunication example Alice -> Bob: Authentication Request Bob --> Alice: Authentication Response Alice -> Bob: Another authentication Request Alice <-- Bob: another authentication Response autonumber "<b>[000]" Bob -> Alice : Authentication Request Bob <- Alice : Authentication Response autonumber 15 "<b>(<u>##</u>)" Bob -> Alice : Another authentication Request Bob <- Alice : Another authentication Response autonumber 40 10 "<font color=red>Message 0 " Bob -> Alice : Yet another authentication Request Bob <- Alice : Yet another authentication Response alt successful case Bob -> Alice: Authentication Accepted else some kind of failure Bob -> Alice: Atuhentication Failue group My own label Alice -> Log : Log attack start loop 1000 times Alice -> Bob: DNS Attack end Alice -> Log : Loag alice end end else Another type of failue Bob -> Alice: Please repeat end Alice -> Bob : hello note left: this is a first note Bob -> Alice : ok note right: this is anther note Bob -> Bob : I am thinking note left a note can also be defined on several lines end note participant Alice participant Bob note left of Alice #aqua This is displayed left of Alice. end note note right of Alice: This is displayed right of Alice. note over Alice: This displayed over Alice. note over Alice, Bob #FFAAAA: This is displayed\n over Bob and Alice. note over Bob, Alice This is yet another example of a long note. end note @enduml
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@startuml "common" skinparam linetype ortho package common { interface IClassification { + dataStats(): DataStatsResponse + trainerInfo(): String + trainAndEvaluate(): EvaluationResponse + confusionMatrix(): ConfusionMatrixResponse + serializedModel(): ModelWrapper } class "Classification" as common_classification common_classification -u-> IClassification interface IClustering { + train(centroids: Int, iterations: Int, distanceType: KMeansTrainer.Distance, numThreads: Int, seed: Long): ClusteringEvaluationResponse + centroids(): CentroidsResponse + evaluate(): ClusteringEvaluationResponse } class "Clustering" as common_clustering common_clustering -u-> IClustering interface IRegression { + trainSGD(epochs: Int, seed: Long): RegressionEvaluationResponse + trainAdaGrad(epochs: Int, seed: Long): RegressionEvaluationResponse + trainCART(maxDepth: Int): RegressionEvaluationResponse } class "Regression" as common_regression common_regression -u-> IRegression interface IAnomalyDetection { + trainAndEvaluate(): AnomalyEvaluationResult + confusionMatrix(): String } class "AnomalyDetection" as common_anomaly_detection common_anomaly_detection -u-> IAnomalyDetection interface IConfiguration { + dataStats(): String + initializeLogisticTrainer(): String + mnistLogisticConfig(): ByteArray + lrEvaluator(): EvaluationResponse + lrEvaluatorConfusionMatrix(): ConfusionMatrixResponse + newEvaluator(): EvaluationResponse + newEvaluatorConfusionMatrix(): ConfusionMatrixResponse + newEvaluatorProvenance(): String + transformedEvaluator(): EvaluationResponse + transformedEvaluatorConfusionMatrix(): ConfusionMatrixResponse + mnistTransformedLogisticConfig(): ByteArray } class "Configuration" as common_configuration common_configuration -u-> IConfiguration } @enduml
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@startuml 'https://plantuml.com/sequence-diagram class main42 { +Read_File new BufferedReader "Exercise42_input.txt int line_num =for String[] data return data; -- +Lines_in_Input int line_num = 0 new LineNumberReader =while readLine return line_num -- +Main Output.Print } class output { +Sorting String[] data int line_num =for Sorting[][] data_sort = split regex info[i][0] = data_sort[0]; info[i][1] = data_sort[1]; info[i][2] = data_sort[2]; return info; -- +Print String[][] info println println =for printf } main42 o--> output @enduml
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@startuml hide empty fields hide empty methods legend |= |= line | |<back:black> </back>| inheritance | |<back:green> </back>| property reference | |<back:blue> </back>| discriminated class | endlegend interface ReturnInfoAddedMessagePayload [[ReturnInfoAddedMessagePayload.svg]] extends OrderMessagePayload { type: String returnInfo: [[ReturnInfo.svg ReturnInfo]] } interface OrderMessagePayload [[OrderMessagePayload.svg]] { type: String } @enduml
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@startuml abstract class LevelTemplate{ {abstract} +setYaratik(int) {abstract} +setAsker(int) {abstract} +setOrtam(int) } class GameLevel{ -yaratikSeviye : int -askerSeviye : int -levelOrtam : string +getOyunLevelInfo() } class LevelDesign { +yaratikOlustur() +askerOlustur() +ortamOlustur() +getOyunLevel } class KolaySeviye class ZorSeviye class Designer{ + levelDesign : LevelDesign + Designer(LevelDesign) + getOyunLevel() : GameLevel + levelOlustur() } class Client{ } LevelTemplate <|.. GameLevel LevelDesign <|.. KolaySeviye LevelDesign <|.. ZorSeviye LevelDesign..>GameLevel Designer o-- LevelDesign Client ..> Designer @enduml
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@startuml hide empty fields hide empty methods legend |= |= line | |<back:black> </back>| inheritance | |<back:green> </back>| property reference | |<back:blue> </back>| discriminated class | endlegend interface ProductAddedToCategoryMessagePayload [[ProductAddedToCategoryMessagePayload.svg]] extends MessagePayload { type: String category: [[CategoryReference.svg CategoryReference]] staged: Boolean } interface MessagePayload [[MessagePayload.svg]] { type: String } @enduml
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@startuml skinparam classAttributeIconSize 0 class R{ -success -code -message -data +ok() +error() +setResult() +success() +message() +code() +data() } 'enum ResultCodeEnum{ ' -success; ' -code; ' -message; ' +ResultCodeEnum() '} class RedisUtil{ -redisTemplate +set() +get() } class JwtUtils{ -APP_SECRET -ADVANCE_EXPIRE_TIME +getKeyInstance() +getJwtToken() +checkJwtTToken() } class JwtInfo{ -id; -nickname; -avatar; } class BaseEntity{ -id; -gmtCreate; -gmtModified; } 'class CollegeException{ ' -code ' +CollegeException() ' +toString() '} class CourseController{ -courseService; -videoService; +saveCourseInfo() +getById() +updateCourseInfoById() +index() +removeById() +getCoursePublishVoById() +publishCourseById() } class ApiCourseCollectController{ -courseCollectService +isCollect() +save() +collectList() +remove() } class ApiCourseController{ -courseService -chapterService +list() +getById() +getCourseDtoById() +updateBuyCountById() } class ChapterController{ -chapterService; -videoService; +save() +getById() +updateById() +removeById() +nestedListByCourseId() } interface ChapterService{ +removeChapterById(); +nestedList(); } interface CourseCollectService{ +isCollect() +saveCourseCollect() +selectListByMemberId() +removeCourseCollect } interface CourseDescriptionService{ } interface CourseService{ +saveCourseInfo() +getCourseInfoById() +updateCourseInfoById() +selectPage() +removeCoverById() +removeCourseById() +getCoursePublishVoById() +publishCourseById() +webSelectList() +selectWebCourseVoById() +selectHotCourse() +getCourseDtoById() +updateBuyCountById() } 'interface QuestionCommentService{ ' +getBestComment(); ' +getQuestionCommentByQuestionId(); ' +addQuestionComment(); ' +getQuestionCommentsByMemberId(); '} interface VideoService{ removeMediaVideoById(String id); removeMediaVideoByChapterId(); removeMediaVideoByCourseId(); } interface OssFileService{ +upload() +removeFile() } class ChapterServiceImpl{ -videoMapper +removeChapterById() +nestedList() } class CourseCollectServiceImpl{ +isCollect() +saveCourseCollect() +selectListByMemberId() +removeCourseCollect() } class CourseDescriptionServiceImpl{ } class CourseServiceImpl{ -courseDescriptionMapper -videoMapper -chapterMapper -commentMapper -courseCollectMapper -ossFileService +saveCourseInfo() +getCourseInfoById() +updateCourseInfoById() +selectPage() +removeCoverById() +removeCourseById() +getCoursePublishVoById() +webSelectList() +selectWebCourseVoById() +getCourseDtoById() +updateBuyCountById() } 'class SubjectServiceImpl{ ' +batchImport() ' +nestedList() '} ' 'class TeacherServiceImpl{ ' +ossFileService() ' +courseMapper() ' +selectPage ' +selectNameListByKey() ' +removeAvatarById() ' +updateById() ' +selectTeacherInfoById() ' +selectHotTeacher() '} class VideoServiceImpl{ -vodMediaService +removeMediaVideoById() +removeMediaVideoByChapterId() +removeMediaVideoByCourseId() +getVideoSourceIdList() } class OssFileServiceImpl{ -ossProperties +upload() +removeFile() } class OssProperties{ -endpoint; -keyid; -keysecret; -bucketname; } interface ChapterMapper{ } interface CourseCollectMapper{ +selectPageByMemberId() } interface CourseDescriptionMapper{ } interface CourseMapper{ +selectPageByCourseQueryVo() +selectCoursePublishVoById() +selectWebCourseVoById() +selectCourseDtoById() } 'interface SubjectMapper{ ' +selectNestedList() '} 'interface TeacherMapper{ ' '} interface VideoMapper{ } 'RuntimeException <|-- CollegeException JwtUtils ..> JwtInfo 'CollegeException --> ResultCodeEnum ApiCourseController --> CourseService ApiCourseController --> ChapterService ApiCourseCollectController --> CourseCollectService CourseController --> CourseService CourseController --> CourseDescriptionService CourseController --> VideoService ChapterController --> ChapterService ChapterController --> VideoService ChapterService <|.. ChapterServiceImpl CourseCollectService <|.. CourseCollectServiceImpl CourseDescriptionService <|.. CourseDescriptionServiceImpl CourseService <|.. CourseServiceImpl 'SubjectService <|.. SubjectServiceImpl 'TeacherService <|.. TeacherServiceImpl VideoService <|.. VideoServiceImpl OssFileService <|..OssFileServiceImpl ChapterServiceImpl --> VideoMapper CourseServiceImpl --> CourseDescriptionMapper CourseServiceImpl --> VideoMapper CourseServiceImpl --> ChapterMapper 'CourseServiceImpl --> CommentMapper CourseServiceImpl --> CourseCollectMapper CourseServiceImpl --> OssFileService CourseServiceImpl --> CourseMapper VideoServiceImpl --> VodMediaService CourseCollectServiceImpl --> CourseCollectMapper CourseDescriptionServiceImpl --> CourseDescriptionMapper 'SubjectServiceImpl --> SubjectMapper 'TeacherServiceImpl --> TeacherMapper VideoServiceImpl -->VideoMapper CourseVo o-- ChapterVo ChapterVo o-- VideoVo Course o--- Chapter Chapter o-- Video BaseEntity <|--- Course BaseEntity <|--- Chapter BaseEntity <|-- CourseCollect BaseEntity <|--- Video R <. ChapterController R <. CourseController R <. ApiCourseCollectController R <. ApiCourseController CourseVo <.. CourseController CourseCollectVo<..ApiCourseCollectController VideoVo <.. ApiCourseController ChapterVo <.. ChapterController JwtUtils <.. ApiCourseCollectController JwtInfo <.. ApiCourseCollectController RedisUtil <.. CourseServiceImpl Course <.. CourseServiceImpl Course <.. CourseMapper CourseCollect <.. CourseCollectMapper CourseCollect <.. CourseCollectServiceImpl Video <.. VideoServiceImpl Video <.. VideoMapper Chapter <.. ChapterServiceImpl Chapter <.. ChapterMapper OssProperties <.. OssFileServiceImpl @enduml
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@startuml 'https://plantuml.com/class-diagram class ConsoleIn { -Scanner scanner +String read() } @enduml
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@startuml package com.adrenalinici.adrenaline.common.model.event <<Folder>> { abstract class "BaseModelEvent" class "DashboardCellUpdatedEvent" class "GameModelUpdatedEvent" interface "ModelEvent" class "PlayerDashboardUpdatedEvent" } package com.adrenalinici.adrenaline.common.model.light <<Folder>> { class "LightDashboard" abstract class "LightDashboardCell" class "LightGameModel" class "LightPickupDashboardCell" class "LightPlayerDashboard" class "LightRespawnDashboardCell" } package com.adrenalinici.adrenaline.common.model <<Folder>> { class "AlternativeEffectGun" class "AmmoCard" class "BaseEffectGun" abstract class "BaseGun" class "Effect" interface "Gun" class "Position" class "PowerUpCard" } package com.adrenalinici.adrenaline.common.network.inbox <<Folder>> { class "ChosenMatchMessage" class "ConnectedPlayerMessage" class "DisconnectedPlayerMessage" class "InboxEntry" interface "InboxMessage" class "NewMatchMessage" class "ViewEventMessage" } package com.adrenalinici.adrenaline.common.network.outbox <<Folder>> { class "AvailableActionsMessage" class "AvailableAlternativeEffectsGunMessage" class "AvailableCellsToHitMessage" class "AvailableEnemyMovementsMessage" class "AvailableExtraEffectsMessage" class "AvailableGunsMessage" class "AvailableGunsToPickupMessage" class "AvailableMatchesMessage" class "AvailableMovementsMessage" class "AvailablePowerUpCardsForRespawnMessage" class "AvailableRoomsMessage" class "AvailableTagbackGrenadeMessage" class "ChoosePlayerToHitMessage" class "ChooseScopePlayerMessage" class "InfoMessage" class "ModelEventMessage" class "NextTurnMessage" class "OutboxEntry" interface "OutboxMessage" class "RankingMessage" class "ReloadableGunsMessage" } package com.adrenalinici.adrenaline.common.network.rmi <<Folder>> { interface "GameRmiClient" interface "GameRmiServer" } package com.adrenalinici.adrenaline.common.util <<Folder>> { class "Bag" class "CollectionUtils" class "DecoratedEvent" class "LogUtils" interface "Observable" class "ObservableImpl" interface "Observer" class "SerializationUtils" class "StreamUtils" interface "TriConsumer" interface "TriFunction" interface "TriPredicate" } package com.adrenalinici.adrenaline.common.view <<Folder>> { class "ActionChosenEvent" class "AlternativeGunEffectChosenEvent" class "BaseGunEffectChosenEvent" class "CellToHitChosenEvent" class "EndMatchEvent" class "EnemyMovementChosenEvent" interface "GameView" class "GunChosenEvent" class "MovementChosenEvent" class "NewTurnEvent" class "PlayerChosenEvent" class "PowerUpCardChosenEvent" class "RoomChosenEvent" class "StartMatchEvent" class "UnavailablePlayerEvent" class "UseNewtonEvent" class "UseTagbackGrenadeEvent" class "UseTeleporterEvent" interface "ViewEvent" } package com.adrenalinici.adrenaline.client <<Folder>> { abstract class "ClientNetworkAdapter" interface "ClientViewProxy" } package com.adrenalinici.adrenaline.client.rmi <<Folder>> { class "GameRmiClientImpl" class "SenderRunnable" } package com.adrenalinici.adrenaline.client.socket <<Folder>> { class "SocketEventLoopRunnable" } package com.adrenalinici.adrenaline.cli <<Folder>> { class "BufferedConsoleOut" class "CliGameViewProxy" class "PrintUtils" } package com.adrenalinici.adrenaline.gui <<Folder>> { class "GuiUtils" class "GuiView" } package com.adrenalinici.adrenaline.gui.controller <<Folder>> { class "ConnectMatchController" class "DashboardCellController" class "DashboardGamePaneController" class "MainGamePaneController" class "MyStatusGamePaneController" class "OtherPlayersGamePaneController" class "PlayerGamePaneController" class "StartGuiController" } package com.adrenalinici.adrenaline.server <<Folder>> { class "GameBootstrapper" class "JsonUtils" class "StartServerDialogController" } package com.adrenalinici.adrenaline.server.controller <<Folder>> { interface "ControllerFlowNode" class "DecoratedAlternativeEffectGun" class "DecoratedBaseEffectGun" class "DecoratedEffect" abstract class "DecoratedGun" class "GameController" interface "GunFactory" class "GunLoader" interface "StatelessControllerFlowNode" } package com.adrenalinici.adrenaline.server.controller.guns <<Folder>> { abstract class "AlternativeEffectGunFactory" abstract class "BaseEffectGunFactory" class "CyberbladeGunFactory" class "ElectroscytheGunFactory" class "FlamethrowerGunFactory" class "FurnaceGunFactory" class "GrenadeLauncherGunFactory" class "HeatseekerGunFactory" class "HellionGunFactory" class "LockRifleGunFactory" class "MachineGunGunFactory" class "PlasmaGunGunFactory" class "PowerGloveGunFactory" class "RailgunGunFactory" class "RocketLauncherGunFactory" class "ShockwaveGunFactory" class "ShotgunGunFactory" class "SledgehammerGunFactory" class "ThorGunFactory" class "TractorBeamGunFactory" class "VortexCannonGunFactory" class "WhisperGunFactory" class "ZX2GunFactory" } package com.adrenalinici.adrenaline.server.controller.nodes <<Folder>> { class "ApplyNewtonFlowNode" class "ApplyTeleporterFlowNode" class "ChooseActionFlowNode" class "ChooseGunFlowNode" class "ChooseMovementFlowNode" class "FirstTurnFlowNode" class "NewTurnFlowNode" class "PickupFlowNode" class "ReloadFlowNode" class "RespawnFlowNode" } package com.adrenalinici.adrenaline.server.controller.nodes.guns <<Folder>> { interface "AlternativeEffectGunFlowState" class "AlternativeEffectGunFlowStateImpl" class "AlternativeGunChooseMovementFlowNode" class "ApplyAlternativeGunFlowNode" class "ApplyBaseGunFlowNode" class "ApplyGrenadeLauncherEffectFlowNode" class "ApplyScopeFlowNode" interface "BaseEffectGunFlowState" class "BaseEffectGunFlowStateImpl" class "BaseGunChooseMovementFlowNode" class "ChooseAlternativeEffectForGunFlowNode" class "ChooseBaseEffectForGunFlowNode" class "ChooseCellToHitFlowNode" class "ChoosePlayersToHitFlowNode" class "ChooseRoomToHitFlowNode" class "GunChooseEnemyMovementFlowNode" interface "GunFlowState" abstract class "GunFlowStateImpl" interface "SkippableGunFlowNode" class "TagbackGrenadeFlowNode" } package com.adrenalinici.adrenaline.server.flow <<Folder>> { interface "FlowContext" interface "FlowNode" interface "FlowOrchestrator" interface "FlowState" interface "StatelessFlowNode" } package com.adrenalinici.adrenaline.server.flow.impl <<Folder>> { abstract class "BaseFlowContext" class "FlowOrchestratorImpl" class "VoidState" } package com.adrenalinici.adrenaline.server.model <<Folder>> { abstract class "BaseDashboardCell" class "CardDeck" class "Dashboard" interface "DashboardCell" class "PickupDashboardCell" class "PlayerDashboard" class "RespawnDashboardCell" } package com.adrenalinici.adrenaline.server.network <<Folder>> { interface "MessageHandler" class "ServerContext" class "ServerMessageRouter" abstract class "ServerNetworkAdapter" } package com.adrenalinici.adrenaline.server.network.handlers <<Folder>> { class "ChosenMatchMessageHandler" class "ConnectedPlayerMessageHandler" class "DisconnectedPlayerMessageHandler" class "HandlerUtils" class "NewMatchMessageHandler" class "ViewEventMessageHandler" } package com.adrenalinici.adrenaline.server.network.rmi <<Folder>> { class "SenderRunnable" } package com.adrenalinici.adrenaline.server.network.socket <<Folder>> { abstract class "BaseSocketRunnable" class "SocketEventLoopRunnable" } "AlternativeEffectGun" <-> "BaseEffectGun" : use "AlternativeEffectGun" --> "Effect" : firstEffect/secondEffect "AlternativeEffectGunFactory" --> "AlternativeEffectGun" : use "AlternativeEffectGunFactory" --> "DecoratedAlternativeEffectGun" : use "AlternativeEffectGunFactory" --> "DecoratedGun" : use "AlternativeEffectGunFactory" <|-- "ElectroscytheGunFactory" "AlternativeEffectGunFactory" <|-- "FlamethrowerGunFactory" "AlternativeEffectGunFactory" <|-- "FurnaceGunFactory" "AlternativeEffectGunFactory" --> "Gun" : use "AlternativeEffectGunFactory" <|-- "HellionGunFactory" "AlternativeEffectGunFactory" <|-- "PowerGloveGunFactory" "AlternativeEffectGunFactory" <|-- "RailgunGunFactory" "AlternativeEffectGunFactory" <|-- "ShockwaveGunFactory" "AlternativeEffectGunFactory" <|-- "ShotgunGunFactory" "AlternativeEffectGunFactory" <|-- "SledgehammerGunFactory" "AlternativeEffectGunFactory" <|-- "TractorBeamGunFactory" "AlternativeEffectGunFactory" <|-- "ZX2GunFactory" "AlternativeEffectGunFlowState" <-> "AlternativeEffectGunFlowStateImpl" "AlternativeEffectGunFlowState" --> "DecoratedEffect" : use "AlternativeEffectGunFlowState" --> "DecoratedGun" : use "AlternativeEffectGunFlowStateImpl" --> "DecoratedEffect" : chosenEffect "AlternativeEffectGunFlowStateImpl" --> "DecoratedGun" : use "AlternativeGunChooseMovementFlowNode" --> "AlternativeEffectGunFlowState" : use "AlternativeGunChooseMovementFlowNode" --> "FlowContext" : use "AlternativeGunChooseMovementFlowNode" --> "FlowState" : use "AlternativeGunChooseMovementFlowNode" --> "GameView" : use "AlternativeGunChooseMovementFlowNode" --> "ViewEvent" : use "ApplyAlternativeGunFlowNode" --> "AlternativeEffectGunFlowState" : consumer "ApplyAlternativeGunFlowNode" --> "FlowContext" : use "ApplyAlternativeGunFlowNode" --> "FlowState" : use "ApplyAlternativeGunFlowNode" --> "GameView" : use "ApplyAlternativeGunFlowNode" --> "TriConsumer" : consumer "ApplyAlternativeGunFlowNode" --> "ViewEvent" : use "ApplyBaseGunFlowNode" --> "BaseEffectGunFlowState" : consumer "ApplyBaseGunFlowNode" --> "FlowContext" : use "ApplyBaseGunFlowNode" --> "FlowState" : use "ApplyBaseGunFlowNode" --> "GameView" : use "ApplyBaseGunFlowNode" --> "TriConsumer" : consumer "ApplyBaseGunFlowNode" --> "ViewEvent" : use "ApplyGrenadeLauncherEffectFlowNode" --> "BaseEffectGunFlowState" : use "ApplyGrenadeLauncherEffectFlowNode" --> "FlowContext" : use "ApplyGrenadeLauncherEffectFlowNode" --> "FlowState" : use "ApplyGrenadeLauncherEffectFlowNode" --> "GameView" : use "ApplyGrenadeLauncherEffectFlowNode" --> "ViewEvent" : use "ApplyNewtonFlowNode" --> "FlowContext" : use "ApplyNewtonFlowNode" --> "FlowState" : use "ApplyNewtonFlowNode" --> "GameView" : use "ApplyNewtonFlowNode" --> "ViewEvent" : use "ApplyNewtonFlowNode" --> "VoidState" : use "ApplyScopeFlowNode" --> "FlowContext" : use "ApplyScopeFlowNode" --> "FlowState" : use "ApplyScopeFlowNode" --> "GameView" : use "ApplyScopeFlowNode" --> "GunFlowState" : use "ApplyScopeFlowNode" --> "ViewEvent" : use "ApplyTeleporterFlowNode" --> "FlowContext" : use "ApplyTeleporterFlowNode" --> "FlowState" : use "ApplyTeleporterFlowNode" --> "GameView" : use "ApplyTeleporterFlowNode" --> "ViewEvent" : use "ApplyTeleporterFlowNode" --> "VoidState" : use "AvailableAlternativeEffectsGunMessage" --> "Effect" : firstEffect/secondEffect "AvailableCellsToHitMessage" --> "*" "Position" : cells "AvailableEnemyMovementsMessage" --> "*" "Position" : positions "AvailableExtraEffectsMessage" --> "Effect" : firstExtraEffect/secondExtraEffect "AvailableMovementsMessage" --> "*" "Position" : positions "AvailablePowerUpCardsForRespawnMessage" --> "*" "PowerUpCard" : powerUpCards "AvailableTagbackGrenadeMessage" --> "*" "PowerUpCard" : powerUpCards "BaseDashboardCell" --> "Dashboard" : dashboard "BaseDashboardCell" <|-- "PickupDashboardCell" "BaseDashboardCell" <|-- "RespawnDashboardCell" "BaseEffectGun" --> "Effect" : baseEffect/firstExtraEffect/secondExtraEffect "BaseEffectGunFactory" --> "BaseEffectGun" : use "BaseEffectGunFactory" <|-- "CyberbladeGunFactory" "BaseEffectGunFactory" --> "DecoratedBaseEffectGun" : use "BaseEffectGunFactory" --> "DecoratedGun" : use "BaseEffectGunFactory" <|-- "GrenadeLauncherGunFactory" "BaseEffectGunFactory" --> "Gun" : use "BaseEffectGunFactory" <|-- "HeatseekerGunFactory" "BaseEffectGunFactory" <|-- "LockRifleGunFactory" "BaseEffectGunFactory" <|-- "MachineGunGunFactory" "BaseEffectGunFactory" <|-- "PlasmaGunGunFactory" "BaseEffectGunFactory" <|-- "RocketLauncherGunFactory" "BaseEffectGunFactory" <|-- "ThorGunFactory" "BaseEffectGunFactory" <|-- "VortexCannonGunFactory" "BaseEffectGunFactory" <|-- "WhisperGunFactory" "BaseEffectGunFlowState" <-> "BaseEffectGunFlowStateImpl" "BaseEffectGunFlowState" --> "DecoratedGun" : use "BaseEffectGunFlowStateImpl" --> "DecoratedGun" : use "BaseFlowContext" --> "FlowNode" : actualNode "BaseFlowContext" --> "FlowOrchestrator" : orchestrator "BaseFlowContext" --> "FlowState" : actualState "BaseFlowContext" --> "GameView" : use "BaseFlowContext" --> "ViewEvent" : use "BaseGun" <|-- "AlternativeEffectGun" "BaseGun" <|-- "BaseEffectGun" "BaseGunChooseMovementFlowNode" --> "FlowContext" : use "BaseGunChooseMovementFlowNode" --> "FlowState" : use "BaseGunChooseMovementFlowNode" --> "GameView" : use "BaseGunChooseMovementFlowNode" --> "ViewEvent" : use "BaseModelEvent" <|-- "DashboardCellUpdatedEvent" "BaseModelEvent" <|-- "GameModelUpdatedEvent" "BaseModelEvent" --> "LightGameModel" : gameModel "BaseModelEvent" <|-- "PlayerDashboardUpdatedEvent" "CellToHitChosenEvent" --> "Position" : cellPosition "ChooseActionFlowNode" --> "FlowContext" : use "ChooseActionFlowNode" --> "FlowState" : use "ChooseActionFlowNode" --> "GameView" : use "ChooseActionFlowNode" --> "ViewEvent" : use "ChooseActionFlowNode" --> "VoidState" : use "ChooseAlternativeEffectForGunFlowNode" --> "AlternativeEffectGunFlowState" : use "ChooseAlternativeEffectForGunFlowNode" --> "FlowContext" : use "ChooseAlternativeEffectForGunFlowNode" --> "FlowState" : use "ChooseAlternativeEffectForGunFlowNode" --> "GameView" : use "ChooseAlternativeEffectForGunFlowNode" --> "ViewEvent" : use "ChooseBaseEffectForGunFlowNode" --> "BaseEffectGunFlowState" : use "ChooseBaseEffectForGunFlowNode" --> "FlowContext" : use "ChooseBaseEffectForGunFlowNode" --> "FlowState" : use "ChooseBaseEffectForGunFlowNode" --> "GameView" : use "ChooseBaseEffectForGunFlowNode" --> "ViewEvent" : use "ChooseCellToHitFlowNode" --> "FlowContext" : use "ChooseCellToHitFlowNode" --> "FlowState" : use "ChooseCellToHitFlowNode" --> "GameView" : use "ChooseCellToHitFlowNode" --> "GunFlowState" : use "ChooseCellToHitFlowNode" --> "ViewEvent" : use "ChooseGunFlowNode" --> "FlowContext" : use "ChooseGunFlowNode" --> "FlowState" : use "ChooseGunFlowNode" --> "GameView" : use "ChooseGunFlowNode" --> "ViewEvent" : use "ChooseGunFlowNode" --> "VoidState" : use "ChooseMovementFlowNode" --> "FlowContext" : use "ChooseMovementFlowNode" --> "FlowState" : use "ChooseMovementFlowNode" --> "GameView" : use "ChooseMovementFlowNode" --> "ViewEvent" : use "ChooseMovementFlowNode" --> "VoidState" : use "ChoosePlayersToHitFlowNode" --> "FlowContext" : use "ChoosePlayersToHitFlowNode" --> "FlowState" : use "ChoosePlayersToHitFlowNode" --> "GameView" : use "ChoosePlayersToHitFlowNode" --> "GunFlowState" : use "ChoosePlayersToHitFlowNode" --> "ViewEvent" : use "ChooseRoomToHitFlowNode" --> "FlowContext" : use "ChooseRoomToHitFlowNode" --> "FlowState" : use "ChooseRoomToHitFlowNode" --> "GameView" : use "ChooseRoomToHitFlowNode" --> "GunFlowState" : use "ChooseRoomToHitFlowNode" --> "ViewEvent" : use "ChooseScopePlayerMessage" --> "*" "PowerUpCard" : scopes "ChosenMatchMessageHandler" --> "ChosenMatchMessage" : use "ChosenMatchMessageHandler" --> "InboxMessage" : use "ChosenMatchMessageHandler" --> "ServerContext" : use "CliGameViewProxy" --> "OutboxMessage" : use "ClientNetworkAdapter" --> "ClientViewProxy" : proxy "ClientNetworkAdapter" --> "*" "InboxMessage" : clientViewOutbox "ClientNetworkAdapter" --> "*" "OutboxMessage" : clientViewInbox "ClientViewProxy" <|-- "CliGameViewProxy" "ClientViewProxy" --> "OutboxMessage" : use "ConnectMatchController" --> "GuiView" : view "ConnectedPlayerMessageHandler" --> "ConnectedPlayerMessage" : use "ConnectedPlayerMessageHandler" --> "InboxMessage" : use "ConnectedPlayerMessageHandler" --> "ServerContext" : use "ControllerFlowNode" <|-- "AlternativeGunChooseMovementFlowNode" "ControllerFlowNode" <|-- "ApplyAlternativeGunFlowNode" "ControllerFlowNode" <|-- "ApplyBaseGunFlowNode" "ControllerFlowNode" <|-- "ApplyGrenadeLauncherEffectFlowNode" "ControllerFlowNode" <|-- "ApplyScopeFlowNode" "ControllerFlowNode" <|-- "BaseGunChooseMovementFlowNode" "ControllerFlowNode" <|-- "ChooseAlternativeEffectForGunFlowNode" "ControllerFlowNode" <|-- "ChooseBaseEffectForGunFlowNode" "ControllerFlowNode" <|-- "ChooseCellToHitFlowNode" "ControllerFlowNode" <|-- "ChoosePlayersToHitFlowNode" "ControllerFlowNode" <|-- "ChooseRoomToHitFlowNode" "ControllerFlowNode" <|-- "GunChooseEnemyMovementFlowNode" "ControllerFlowNode" <|-- "RespawnFlowNode" "ControllerFlowNode" <|-- "SkippableGunFlowNode" "ControllerFlowNode" <|-- "TagbackGrenadeFlowNode" "CyberbladeGunFactory" --> "*" "ControllerFlowNode" : use "DashboardCell" <|-- "BaseDashboardCell" "DashboardCell" --> "LightDashboardCell" : use "DashboardCell" <|-- "PickupDashboardCell" "DashboardCell" --> "PickupDashboardCell" : use "DashboardCell" <|-- "RespawnDashboardCell" "DashboardCell" --> "RespawnDashboardCell" : use "DashboardCellUpdatedEvent" --> "Position" : cellPosition "Dashboard" --> "DashboardCell" : use "DashboardGamePaneController" --> "DashboardCellUpdatedEvent" : use "DashboardGamePaneController" --> "GameModelUpdatedEvent" : use "DashboardGamePaneController" --> "LightGameModel" : use "Dashboard" --> "LightDashboard" : use "Dashboard" --> "Position" : use "DecoratedAlternativeEffectGun" --> "AlternativeEffectGun" : use "DecoratedAlternativeEffectGun" --> "DecoratedEffect" : firstEffect/secondEffect "DecoratedBaseEffectGun" --> "BaseEffectGun" : use "DecoratedBaseEffectGun" --> "DecoratedEffect" : baseEffect/firstExtraEffect/secondExtraEffect "DecoratedEffect" --> "Effect" : effect "DecoratedGun" --> "AlternativeEffectGun" : use "DecoratedGun" --> "BaseEffectGun" : use "DecoratedGun" <|-- "DecoratedAlternativeEffectGun" "DecoratedGun" <|-- "DecoratedBaseEffectGun" "DisconnectedPlayerMessageHandler" --> "DisconnectedPlayerMessage" : use "DisconnectedPlayerMessageHandler" --> "InboxMessage" : use "DisconnectedPlayerMessageHandler" --> "ServerContext" : use "ElectroscytheGunFactory" --> "*" "ControllerFlowNode" : use "EnemyMovementChosenEvent" --> "Position" : coordinates "FirstTurnFlowNode" --> "FlowContext" : use "FirstTurnFlowNode" --> "FlowState" : use "FirstTurnFlowNode" --> "GameView" : use "FirstTurnFlowNode" --> "ViewEvent" : use "FirstTurnFlowNode" --> "VoidState" : use "FlamethrowerGunFactory" --> "*" "ControllerFlowNode" : use "FlowContext" <|-- "BaseFlowContext" "FlowContext" <-> "FlowNode" : use "FlowContext" --> "FlowState" : use "FlowContext" --> "GameView" : use "FlowContext" --> "ViewEvent" : use "FlowNode" <|-- "AlternativeGunChooseMovementFlowNode" "FlowNode" <|-- "ApplyAlternativeGunFlowNode" "FlowNode" <|-- "ApplyBaseGunFlowNode" "FlowNode" <|-- "ApplyGrenadeLauncherEffectFlowNode" "FlowNode" <|-- "ApplyNewtonFlowNode" "FlowNode" <|-- "ApplyScopeFlowNode" "FlowNode" <|-- "ApplyTeleporterFlowNode" "FlowNode" <|-- "BaseGunChooseMovementFlowNode" "FlowNode" <|-- "ChooseActionFlowNode" "FlowNode" <|-- "ChooseAlternativeEffectForGunFlowNode" "FlowNode" <|-- "ChooseBaseEffectForGunFlowNode" "FlowNode" <|-- "ChooseCellToHitFlowNode" "FlowNode" <|-- "ChooseGunFlowNode" "FlowNode" <|-- "ChooseMovementFlowNode" "FlowNode" <|-- "ChoosePlayersToHitFlowNode" "FlowNode" <|-- "ChooseRoomToHitFlowNode" "FlowNode" <|-- "ControllerFlowNode" "FlowNode" <|-- "FirstTurnFlowNode" "FlowNode" --> "FlowState" : use "FlowNode" --> "GameView" : use "FlowNode" <|-- "GunChooseEnemyMovementFlowNode" "FlowNode" <|-- "NewTurnFlowNode" "FlowNode" <|-- "PickupFlowNode" "FlowNode" <|-- "ReloadFlowNode" "FlowNode" <|-- "RespawnFlowNode" "FlowNode" <|-- "SkippableGunFlowNode" "FlowNode" <|-- "StatelessControllerFlowNode" "FlowNode" <|-- "StatelessFlowNode" "FlowNode" <|-- "TagbackGrenadeFlowNode" "FlowNode" --> "ViewEvent" : use "FlowOrchestrator" --> "FlowContext" : use "FlowOrchestrator" --> "FlowNode" : use "FlowOrchestrator" <|-- "FlowOrchestratorImpl" "FlowOrchestrator" --> "GameView" : use "FlowOrchestratorImpl" --> "FlowContext" : actualContext "FlowOrchestratorImpl" --> "FlowNode" : use "FlowOrchestratorImpl" --> "GameView" : onEndCallback "FlowOrchestratorImpl" --> "ViewEvent" : use "FlowOrchestrator" --> "ViewEvent" : use "FlowState" <|-- "AlternativeEffectGunFlowState" "FlowState" <|-- "AlternativeEffectGunFlowStateImpl" "FlowState" <|-- "BaseEffectGunFlowState" "FlowState" <|-- "BaseEffectGunFlowStateImpl" "FlowState" <|-- "GunFlowState" "FlowState" <|-- "GunFlowStateImpl" "FlowState" <|-- "VoidState" "FurnaceGunFactory" --> "*" "ControllerFlowNode" : use "GameBootstrapper" --> "*" "InboxEntry" : inbox "GameBootstrapper" "*" --> "*" "OutboxEntry" : outboxRmi/outboxSocket "GameBootstrapper" --> "ServerMessageRouter" : serverMessageRouter "GameBootstrapper" --> "ServerNetworkAdapter" : rmiNetworkAdapter/socketNetworkAdapter "GameController" --> "DecoratedEvent" : use "GameController" --> "FlowOrchestrator" : flowOrchestrator "GameController" --> "GameView" : use "GameController" --> "ViewEvent" : use "GameRmiClient" <|-- "GameRmiClientImpl" "GameRmiClientImpl" --> "*" "OutboxMessage" : clientViewInbox "GameRmiClient" --> "OutboxMessage" : use "GameRmiServer" --> "GameRmiClient" : use "GameRmiServer" --> "InboxMessage" : use "GameView" --> "Effect" : use "GameView" --> "*" "Position" : use "GameView" --> "*" "PowerUpCard" : use "GrenadeLauncherGunFactory" --> "*" "ControllerFlowNode" : use "GuiView" --> "ClientNetworkAdapter" : adapter "Gun" <|-- "AlternativeEffectGun" "Gun" <|-- "BaseEffectGun" "Gun" <|-- "BaseGun" "GunChooseEnemyMovementFlowNode" --> "FlowContext" : use "GunChooseEnemyMovementFlowNode" --> "FlowState" : use "GunChooseEnemyMovementFlowNode" --> "GameView" : use "GunChooseEnemyMovementFlowNode" --> "GunFlowState" : use "GunChooseEnemyMovementFlowNode" --> "ViewEvent" : use "Gun" <-> "DecoratedAlternativeEffectGun" "Gun" <-> "DecoratedBaseEffectGun" "Gun" <-> "DecoratedGun" : /gun "GunFactory" <|-- "AlternativeEffectGunFactory" "GunFactory" <|-- "BaseEffectGunFactory" "GunFactory" --> "*" "ControllerFlowNode" : use "GunFactory" <|-- "CyberbladeGunFactory" "GunFactory" --> "DecoratedGun" : use "GunFactory" <|-- "ElectroscytheGunFactory" "GunFactory" <|-- "FlamethrowerGunFactory" "GunFactory" <|-- "FurnaceGunFactory" "GunFactory" <|-- "GrenadeLauncherGunFactory" "GunFactory" --> "Gun" : use "GunFactory" <|-- "HeatseekerGunFactory" "GunFactory" <|-- "HellionGunFactory" "GunFactory" <|-- "LockRifleGunFactory" "GunFactory" <|-- "MachineGunGunFactory" "GunFactory" <|-- "PlasmaGunGunFactory" "GunFactory" <|-- "PowerGloveGunFactory" "GunFactory" <|-- "RailgunGunFactory" "GunFactory" <|-- "RocketLauncherGunFactory" "GunFactory" <|-- "ShockwaveGunFactory" "GunFactory" <|-- "ShotgunGunFactory" "GunFactory" <|-- "SledgehammerGunFactory" "GunFactory" <|-- "ThorGunFactory" "GunFactory" <|-- "TractorBeamGunFactory" "GunFactory" <|-- "VortexCannonGunFactory" "GunFactory" <|-- "WhisperGunFactory" "GunFactory" <|-- "ZX2GunFactory" "GunFlowState" <|-- "AlternativeEffectGunFlowState" "GunFlowState" <|-- "AlternativeEffectGunFlowStateImpl" "GunFlowState" <|-- "BaseEffectGunFlowState" "GunFlowState" <|-- "BaseEffectGunFlowStateImpl" "GunFlowState" <|-- "GunFlowStateImpl" "GunFlowStateImpl" <|-- "AlternativeEffectGunFlowStateImpl" "GunFlowStateImpl" <|-- "BaseEffectGunFlowStateImpl" "GunFlowStateImpl" --> "DecoratedGun" : chosenGun "GunFlowStateImpl" --> "*" "Position" : chosenCellsToHit "GunLoader" --> "*" "ControllerFlowNode" : use "GunLoader" --> "DecoratedGun" : decoratedGuns "GunLoader" --> "Gun" : guns "GunLoader" --> "*" "GunFactory" : factories "HeatseekerGunFactory" --> "*" "ControllerFlowNode" : use "HellionGunFactory" --> "*" "ControllerFlowNode" : use "InboxEntry" --> "InboxMessage" : message "InboxMessage" <|-- "ChosenMatchMessage" "InboxMessage" <|-- "ConnectedPlayerMessage" "InboxMessage" <|-- "DisconnectedPlayerMessage" "InboxMessage" <|-- "NewMatchMessage" "InboxMessage" --> "NewMatchMessage" : use "InboxMessage" --> "ViewEventMessage" : use "InboxMessage" <|-- "ViewEventMessage" "LightDashboardCell" <|-- "LightPickupDashboardCell" "LightDashboardCell" --> "LightPickupDashboardCell" : use "LightDashboardCell" --> "LightRespawnDashboardCell" : use "LightDashboardCell" <|-- "LightRespawnDashboardCell" "LightDashboard" --> "LightDashboardCell" : use "LightDashboard" --> "Position" : use "LightGameModel" --> "LightDashboard" : dashboard "LightGameModel" --> "*" "LightPlayerDashboard" : playerDashboards "LightPickupDashboardCell" --> "AmmoCard" : ammoCard "LightPickupDashboardCell" <-> "LightRespawnDashboardCell" : use "LightPlayerDashboard" "*" --> "*" "Gun" : loadedGuns/unloadedGuns "LightPlayerDashboard" --> "*" "PowerUpCard" : powerUpCards "LightRespawnDashboardCell" --> "*" "Gun" : availableGuns "LockRifleGunFactory" --> "*" "ControllerFlowNode" : use "MachineGunGunFactory" --> "*" "ControllerFlowNode" : use "MainGamePaneController" --> "DashboardGamePaneController" : dashboardController "MainGamePaneController" --> "GuiView" : view "MainGamePaneController" --> "MyStatusGamePaneController" : thisPlayerController "MainGamePaneController" --> "OtherPlayersGamePaneController" : otherPlayersController "MessageHandler" <|-- "ChosenMatchMessageHandler" "MessageHandler" <|-- "ConnectedPlayerMessageHandler" "MessageHandler" <|-- "DisconnectedPlayerMessageHandler" "MessageHandler" --> "InboxMessage" : use "MessageHandler" <|-- "NewMatchMessageHandler" "MessageHandler" --> "ServerContext" : use "MessageHandler" <|-- "ViewEventMessageHandler" "ModelEvent" <|-- "BaseModelEvent" "ModelEvent" <|-- "DashboardCellUpdatedEvent" "ModelEvent" <|-- "GameModelUpdatedEvent" "ModelEventMessage" --> "ModelEvent" : modelEvent "ModelEvent" --> "PlayerDashboardUpdatedEvent" : use "ModelEvent" <|-- "PlayerDashboardUpdatedEvent" "MovementChosenEvent" --> "Position" : coordinates "MyStatusGamePaneController" --> "GuiView" : view "MyStatusGamePaneController" --> "LightGameModel" : use "MyStatusGamePaneController" --> "PlayerDashboardUpdatedEvent" : use "MyStatusGamePaneController" --> "*" "Position" : dashboardCellPositions "NewMatchMessageHandler" --> "InboxMessage" : use "NewMatchMessageHandler" --> "NewMatchMessage" : use "NewMatchMessageHandler" --> "ServerContext" : use "NewTurnFlowNode" --> "FlowContext" : use "NewTurnFlowNode" --> "FlowState" : use "NewTurnFlowNode" --> "GameView" : use "NewTurnFlowNode" --> "ViewEvent" : use "NewTurnFlowNode" --> "VoidState" : use "Observable" <|-- "CliGameViewProxy" "Observable" <|-- "ClientViewProxy" "ObservableImpl" <|-- "CliGameViewProxy" "ObservableImpl" --> "Observer" : use "Observable" <|-- "ObservableImpl" "Observable" --> "Observer" : use "Observer" <|-- "ClientNetworkAdapter" "Observer" <|-- "GameController" "Observer" <|-- "GameView" "OtherPlayersGamePaneController" --> "LightGameModel" : use "OtherPlayersGamePaneController" --> "PlayerDashboardUpdatedEvent" : use "OtherPlayersGamePaneController" --> "PlayerGamePaneController" : playerGamePaneControllers "OutboxEntry" --> "OutboxMessage" : message "OutboxMessage" <|-- "AvailableActionsMessage" "OutboxMessage" <|-- "AvailableAlternativeEffectsGunMessage" "OutboxMessage" <|-- "AvailableCellsToHitMessage" "OutboxMessage" <|-- "AvailableEnemyMovementsMessage" "OutboxMessage" <|-- "AvailableExtraEffectsMessage" "OutboxMessage" <|-- "AvailableGunsMessage" "OutboxMessage" <|-- "AvailableGunsToPickupMessage" "OutboxMessage" <|-- "AvailableMatchesMessage" "OutboxMessage" <|-- "AvailableMovementsMessage" "OutboxMessage" <|-- "AvailablePowerUpCardsForRespawnMessage" "OutboxMessage" <|-- "AvailableRoomsMessage" "OutboxMessage" <|-- "AvailableTagbackGrenadeMessage" "OutboxMessage" <|-- "ChoosePlayerToHitMessage" "OutboxMessage" <|-- "ChooseScopePlayerMessage" "OutboxMessage" <|-- "InfoMessage" "OutboxMessage" <|-- "ModelEventMessage" "OutboxMessage" <|-- "NextTurnMessage" "OutboxMessage" <|-- "RankingMessage" "OutboxMessage" --> "RankingMessage" : use "OutboxMessage" <|-- "ReloadableGunsMessage" "OutboxMessage" --> "ReloadableGunsMessage" : use "PickupDashboardCell" --> "AmmoCard" : ammoCard "PickupDashboardCell" --> "LightDashboardCell" : use "PickupDashboardCell" <-> "RespawnDashboardCell" : use "PickupFlowNode" --> "FlowContext" : use "PickupFlowNode" --> "FlowState" : use "PickupFlowNode" --> "GameView" : use "PickupFlowNode" --> "ViewEvent" : use "PickupFlowNode" --> "VoidState" : use "PlasmaGunGunFactory" --> "*" "ControllerFlowNode" : use "PlayerDashboard" --> "LightPlayerDashboard" : use "PlayerDashboard" --> "*" "PowerUpCard" : powerUpCards "PlayerGamePaneController" --> "LightGameModel" : use "PowerGloveGunFactory" --> "*" "ControllerFlowNode" : use "PowerUpCardChosenEvent" --> "PowerUpCard" : card "RailgunGunFactory" --> "*" "ControllerFlowNode" : use "ReloadFlowNode" --> "FlowContext" : use "ReloadFlowNode" --> "FlowState" : use "ReloadFlowNode" --> "GameView" : use "ReloadFlowNode" --> "ViewEvent" : use "ReloadFlowNode" --> "VoidState" : use "RespawnDashboardCell" --> "LightDashboardCell" : use "RespawnFlowNode" --> "FlowContext" : use "RespawnFlowNode" --> "FlowState" : use "RespawnFlowNode" --> "GameView" : use "RespawnFlowNode" --> "ViewEvent" : use "RocketLauncherGunFactory" --> "*" "ControllerFlowNode" : use "SenderRunnable" --> "GameRmiClient" : rmiClient "SenderRunnable" --> "GameRmiServer" : rmiServer "SenderRunnable" --> "*" "InboxMessage" : clientViewOutbox "ServerContext" --> "GameController" : matchesControllersMap "ServerContext" --> "*" "InboxEntry" : inbox "ServerContext" --> "InboxMessage" : use "ServerContext" "*" --> "*" "OutboxEntry" : outboxRmi/outboxSocket "ServerContext" --> "OutboxMessage" : use "ServerMessageRouter" --> "*" "InboxEntry" : inbox "ServerMessageRouter" --> "MessageHandler" : handlers "ServerMessageRouter" --> "ServerContext" : context "ServerNetworkAdapter" --> "*" "InboxEntry" : viewInbox "ServerNetworkAdapter" --> "*" "OutboxEntry" : viewOutbox "ShockwaveGunFactory" --> "*" "ControllerFlowNode" : use "ShotgunGunFactory" --> "*" "ControllerFlowNode" : use "SkippableGunFlowNode" <|-- "AlternativeGunChooseMovementFlowNode" "SkippableGunFlowNode" <|-- "BaseGunChooseMovementFlowNode" "SkippableGunFlowNode" --> "FlowContext" : use "SkippableGunFlowNode" --> "FlowState" : use "SkippableGunFlowNode" <|-- "GunChooseEnemyMovementFlowNode" "SkippableGunFlowNode" --> "GunFlowState" : use "SledgehammerGunFactory" --> "*" "ControllerFlowNode" : use "SocketEventLoopRunnable" --> "*" "InboxMessage" : clientViewOutbox "SocketEventLoopRunnable" --> "*" "OutboxMessage" : clientViewInbox "StatelessControllerFlowNode" <|-- "ApplyNewtonFlowNode" "StatelessControllerFlowNode" <|-- "ApplyTeleporterFlowNode" "StatelessControllerFlowNode" <|-- "ChooseActionFlowNode" "StatelessControllerFlowNode" <|-- "ChooseGunFlowNode" "StatelessControllerFlowNode" <|-- "ChooseMovementFlowNode" "StatelessControllerFlowNode" <|-- "FirstTurnFlowNode" "StatelessControllerFlowNode" <|-- "NewTurnFlowNode" "StatelessControllerFlowNode" <|-- "PickupFlowNode" "StatelessControllerFlowNode" <|-- "ReloadFlowNode" "StatelessFlowNode" <|-- "ApplyNewtonFlowNode" "StatelessFlowNode" <|-- "ApplyTeleporterFlowNode" "StatelessFlowNode" <|-- "ChooseActionFlowNode" "StatelessFlowNode" <|-- "ChooseGunFlowNode" "StatelessFlowNode" <|-- "ChooseMovementFlowNode" "StatelessFlowNode" <|-- "FirstTurnFlowNode" "StatelessFlowNode" --> "FlowState" : use "StatelessFlowNode" <|-- "NewTurnFlowNode" "StatelessFlowNode" <|-- "PickupFlowNode" "StatelessFlowNode" <|-- "ReloadFlowNode" "StatelessFlowNode" <|-- "StatelessControllerFlowNode" "StatelessFlowNode" --> "VoidState" : use "TagbackGrenadeFlowNode" --> "FlowContext" : use "TagbackGrenadeFlowNode" --> "FlowState" : use "TagbackGrenadeFlowNode" --> "GameView" : use "TagbackGrenadeFlowNode" --> "ViewEvent" : use "ThorGunFactory" --> "*" "ControllerFlowNode" : use "TractorBeamGunFactory" --> "*" "ControllerFlowNode" : use "UseNewtonEvent" --> "Position" : chosenPosition "UseNewtonEvent" --> "PowerUpCard" : chosenCard "UseTagbackGrenadeEvent" --> "PowerUpCard" : chosenCard "UseTeleporterEvent" --> "Position" : chosenPosition "UseTeleporterEvent" --> "PowerUpCard" : chosenCard "ViewEvent" <|-- "ActionChosenEvent" "ViewEvent" <|-- "AlternativeGunEffectChosenEvent" "ViewEvent" <|-- "BaseGunEffectChosenEvent" "ViewEvent" <|-- "CellToHitChosenEvent" "ViewEvent" <|-- "EndMatchEvent" "ViewEvent" <|-- "EnemyMovementChosenEvent" "ViewEvent" <|-- "GunChosenEvent" "ViewEventMessageHandler" --> "InboxMessage" : use "ViewEventMessageHandler" --> "ServerContext" : use "ViewEventMessageHandler" --> "ViewEventMessage" : use "ViewEventMessage" --> "ViewEvent" : viewEvent "ViewEvent" <|-- "MovementChosenEvent" "ViewEvent" <|-- "NewTurnEvent" "ViewEvent" <|-- "PlayerChosenEvent" "ViewEvent" <|-- "PowerUpCardChosenEvent" "ViewEvent" <|-- "RoomChosenEvent" "ViewEvent" <|-- "StartMatchEvent" "ViewEvent" <|-- "UnavailablePlayerEvent" "ViewEvent" <|-- "UseNewtonEvent" "ViewEvent" <|-- "UseTagbackGrenadeEvent" "ViewEvent" <|-- "UseTeleporterEvent" "VortexCannonGunFactory" --> "*" "ControllerFlowNode" : use "WhisperGunFactory" --> "*" "ControllerFlowNode" : use "ZX2GunFactory" --> "*" "ControllerFlowNode" : use @enduml
false
true
false
false
sequence
e4b576f7558191b9ae1fb06ed2cf59ffd86495e9
09cef010bf980d8b0936dacd2ffdce8a70c43bdc
/documentView/withFactoryMethod/docs/diagrams/src/paquetes.plantuml
45e9c2ba9dedf64a4213316676ccc0076c2d5673
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no_license
kodenix/solution.java.swing.socket.sql-1
6304c3929f9f9570c66a401e457eba03d885aa6e
09cc098dde81898f052266e78f0927484d3900e6
refs/heads/master
2023-01-31T08:53:30.744030
2020-12-09T18:05:53
2020-12-09T18:05:53
null
0
0
null
null
null
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PlantUML
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plantuml
@startuml usantatecla.mastermind class View as "usantatecla.\nmastermind.views.\nView" Class Game as "usantatecla.\nmastermind.models.\nGame" class ConsoleView as "usantatecla.\nmastermind.views.\nconsole.ConsoleView" class GraphicsView as "usantatecla.\nmastermind.views.\nconsole.GraphicsView" abstract class usantatecla.mastermind.Mastermind{ # Mastermind() # {abstract} createView(Game): View # play() } usantatecla.mastermind.Mastermind *-down-> View usantatecla.mastermind.Mastermind *-down-> Game class usantatecla.mastermind.ConsoleMastermind{ # createView(Game): ConsoleView + {static} main(String[]) } usantatecla.mastermind.ConsoleMastermind -up-|> usantatecla.mastermind.Mastermind usantatecla.mastermind.ConsoleMastermind ..> ConsoleView class usantatecla.mastermind.GraphicsMastermind{ # createView(Game): GraphicsView + {static} main(String[]) } usantatecla.mastermind.GraphicsMastermind -up-|> usantatecla.mastermind.Mastermind usantatecla.mastermind.GraphicsMastermind ..> GraphicsView @enduml @startuml usantatecla.mastermind.views class Error as "usantatecla.mastermind.models.\nError"{} class Color as "usantatecla.mastermind.models.\nColor"{} class Game as "usantatecla.mastermind.models.\nGame"{} abstract class usantatecla.mastermind.views.WithGameView { + WithGameView(Game) } usantatecla.mastermind.views.WithGameView *-down-> Game abstract class usantatecla.mastermind.views.ColorView{ + {static} INITIALS: char [] # ColorView() # ColorView(Color) + allInitials(): String # {abstract} resultInitials(int): String + {static} getInstance(char): Color } usantatecla.mastermind.views.ColorView *-down-> Color abstract class usantatecla.mastermind.views.ErrorView{ + MESSAGES: String [] # ErrorView() + ErrorView(Error error) # {abstract} colorInitials(): String } usantatecla.mastermind.views.ErrorView *-down-> Error enum usantatecla.mastermind.views.Message{ + ATTEMPTS + SECRET + RESUME + RESULT + PROPOSED_COMBINATION + TITLE + WINNER + LOOSER - message: String - Message(String) + getMessage(): String } abstract class usantatecla.mastermind.views.View { + View(Game) + interact() # {abstract} start() # {abstract} propose(): boolean # {abstract} isNewGame(): boolean } usantatecla.mastermind.views.View -up-|> usantatecla.mastermind.views.WithGameView usantatecla.mastermind.views.View .down.> Game @enduml @startuml usantatecla.mastermind.views.console class Game as "usantatecla.\nmastermind.models.\nGame" class Error as "usantatecla.\nmastermind.models.\nError" class Result as "usantatecla.\nmastermind.models.\nResult" enum Color as "usantatecla.\nmastermind.models.\nColor" abstract class Combination as "usantatecla.\nmastermind.models.\nCombination" class ProposedCombination as "usantatecla.\nmastermind.models.\nProposedCombination" class SecretCombination as "usantatecla.\nmastermind.models.\nSecretCombination" abstract class WithGameView as "usantatecla.\nmastermind.views.\nWithGameView" abstract class View as "usantatecla.\nmastermind.views.\nView" abstract class ColorView as "usantatecla.\nmastermind.views.\nColorView" abstract class ErrorView as "usantatecla.\nmastermind.views.\nErrorView" enum Message as "usantatecla.\nmastermind.views.\nMessage" class Console as "usantatecla.utils.\nConsole" class YesNoDialog as "usantatecla.utils.\nYesNoDialog" enum ColorCode as "usantatecla.utils.\nColorCode" class usantatecla.mastermind.views.console.ConsoleView { + ConsoleView(Game) # start() # propose() : boolean # isNewGame() : boolean } usantatecla.mastermind.views.console.ConsoleView -up-|> View usantatecla.mastermind.views.console.ConsoleView *-down-> usantatecla.mastermind.views.console.StartView usantatecla.mastermind.views.console.ConsoleView *-down-> usantatecla.mastermind.views.console.ProposalView usantatecla.mastermind.views.console.ConsoleView *-down-> usantatecla.mastermind.views.console.ResumeView usantatecla.mastermind.views.console.ConsoleView --> Game class usantatecla.mastermind.views.console.ResumeView { ~ ResumeView(Game) ~ interact() : boolean } usantatecla.mastermind.views.console.ResumeView -up-|> WithGameView usantatecla.mastermind.views.console.ResumeView .down.> Game usantatecla.mastermind.views.console.ResumeView ..> Message usantatecla.mastermind.views.console.ResumeView .> YesNoDialog class usantatecla.mastermind.views.console.StartView { ~ interact() } usantatecla.mastermind.views.console.StartView ..> Console usantatecla.mastermind.views.console.StartView ..> Message usantatecla.mastermind.views.console.StartView ..> usantatecla.mastermind.views.console.SecretCombinationView class usantatecla.mastermind.views.console.GameView { ~ GameView(Game) ~ write() ~ isWinnerOrLooser() : boolean } usantatecla.mastermind.views.console.GameView -up-|> WithGameView usantatecla.mastermind.views.console.GameView .down.> Game usantatecla.mastermind.views.console.GameView *-down-> usantatecla.mastermind.views.console.SecretCombinationView usantatecla.mastermind.views.console.GameView ..> usantatecla.mastermind.views.console.AttemptsView usantatecla.mastermind.views.console.GameView ..> usantatecla.mastermind.views.console.ResultView usantatecla.mastermind.views.console.GameView ..> usantatecla.mastermind.views.console.ProposedCombinationView usantatecla.mastermind.views.console.GameView ..> Message usantatecla.mastermind.views.console.GameView ..> Console class usantatecla.mastermind.views.console.ProposalView { ~ ProposalView(Game) ~ interact() : boolean } usantatecla.mastermind.views.console.ProposalView -up-|> WithGameView usantatecla.mastermind.views.console.ProposalView .down.> Game usantatecla.mastermind.views.console.ProposalView *-down-> usantatecla.mastermind.views.console.GameView usantatecla.mastermind.views.console.ProposalView ..> ProposedCombination usantatecla.mastermind.views.console.ProposalView ..> usantatecla.mastermind.views.console.ProposedCombinationView class usantatecla.mastermind.views.console.ProposedCombinationView { ~ ProposedCombinationView(ProposedCombination) ~ write() ~ read() } usantatecla.mastermind.views.console.ProposedCombinationView *-down-> ProposedCombination usantatecla.mastermind.views.console.ProposedCombinationView ..> usantatecla.mastermind.views.console.ErrorView usantatecla.mastermind.views.console.ProposedCombinationView ..> usantatecla.mastermind.views.console.ColorView usantatecla.mastermind.views.console.ProposedCombinationView ..> Color usantatecla.mastermind.views.console.ProposedCombinationView ..> Error usantatecla.mastermind.views.console.ProposedCombinationView ..> Combination usantatecla.mastermind.views.console.ProposedCombinationView ..> Message usantatecla.mastermind.views.console.ProposedCombinationView ..> Console class usantatecla.mastermind.views.console.SecretCombinationView { ~ SecretCombinationView() ~ writeln() } usantatecla.mastermind.views.console.SecretCombinationView ..> SecretCombination usantatecla.mastermind.views.console.SecretCombinationView ..> Message usantatecla.mastermind.views.console.SecretCombinationView ..> Console class usantatecla.mastermind.views.console.ResultView { ~ ResultView(Result) ~ writeln() } usantatecla.mastermind.views.console.ResultView *-down-> Result usantatecla.mastermind.views.console.ResultView ..> Message usantatecla.mastermind.views.console.ResultView ..> Console class usantatecla.mastermind.views.console.AttemptsView { ~ AttemptsView(int) ~ writeln() } usantatecla.mastermind.views.console.AttemptsView ..> Console usantatecla.mastermind.views.console.AttemptsView ..> Message class usantatecla.mastermind.views.console.ColorView { ~ ColorView() ~ ColorView(Color) # resultInitials(int) : String ~ write() } usantatecla.mastermind.views.console.ColorView -up-|> ColorView usantatecla.mastermind.views.console.ColorView ..> ColorCode usantatecla.mastermind.views.console.ColorView ..> Console usantatecla.mastermind.views.console.ColorView ..> Color class usantatecla.mastermind.views.console.ErrorView { ~ ErrorView() ~ ErrorView(Error) ~ writeln() # colorInitials() : String } usantatecla.mastermind.views.console.ErrorView -up-|> ErrorView usantatecla.mastermind.views.console.ErrorView ..> Error usantatecla.mastermind.views.console.ErrorView ..> Console usantatecla.mastermind.views.console.ErrorView ..> usantatecla.mastermind.views.console.ColorView @enduml @startuml usantatecla.mastermind.views.graphics class Game as "usantatecla.\nmastermind.models.\nGame" class Error as "usantatecla.\nmastermind.models.\nError" class Result as "usantatecla.\nmastermind.models.\nResult" enum Color as "usantatecla.\nmastermind.models.\nColor" abstract class Combination as "usantatecla.\nmastermind.models.\nCombination" class ProposedCombination as "usantatecla.\nmastermind.models.\nProposedCombination" class SecretCombination as "usantatecla.\nmastermind.models.\nSecretCombination" abstract class View as "usantatecla.\nmastermind.views.\nView" abstract class ColorView as "usantatecla.\nmastermind.views.\nColorView" abstract class ErrorView as "usantatecla.\nmastermind.views.\nErrorView" enum Message as "usantatecla.\nmastermind.views.\nMessage" package javax.swing {} package java.awt {} class usantatecla.mastermind.views.graphics.GraphicsView { + GraphicsView(Game) # start() # propose() : boolean # isNewGame() : boolean } usantatecla.mastermind.views.graphics.GraphicsView -up-|> View usantatecla.mastermind.views.graphics.GraphicsView *-down-> usantatecla.mastermind.views.graphics.GameView usantatecla.mastermind.views.graphics.GraphicsView ..> Game usantatecla.mastermind.views.graphics.GraphicsView ..> usantatecla.mastermind.views.graphics.ResumeDialog class usantatecla.mastermind.views.graphics.GameView { - {static} GAME_OVER : String ~ GameView(Game) ~ start() ~ propose() : boolean - drawGameOver() : boolean - clear() } usantatecla.mastermind.views.graphics.GameView -up-|> javax.swing usantatecla.mastermind.views.graphics.GameView *-down-> Game usantatecla.mastermind.views.graphics.GameView *-down-> usantatecla.mastermind.views.graphics.SecretCombinationView usantatecla.mastermind.views.graphics.GameView *-down-> usantatecla.mastermind.views.graphics.ProposedCombinationsView usantatecla.mastermind.views.graphics.GameView *-down-> usantatecla.mastermind.views.graphics.ProposalCombinationView usantatecla.mastermind.views.graphics.GameView ..> java.awt usantatecla.mastermind.views.graphics.GameView ..> Message usantatecla.mastermind.views.graphics.GameView ..> usantatecla.mastermind.views.graphics.Constraints usantatecla.mastermind.views.graphics.GameView ..> ProposedCombination class usantatecla.mastermind.views.graphics.ProposalCombinationView { - {static} ACCEPT : String - characters : String ~ ProposalCombinationView(JRootPane) ~ resetCharacters() ~ getCharacters() : String + actionPerformed(ActionEvent) + keyTyped(KeyEvent) + keyPressed(KeyEvent) + keyReleased(KeyEvent) } usantatecla.mastermind.views.graphics.ProposalCombinationView -up-|> javax.swing usantatecla.mastermind.views.graphics.ProposalCombinationView .up.|> java.awt usantatecla.mastermind.views.graphics.ProposalCombinationView ..> Message usantatecla.mastermind.views.graphics.ProposalCombinationView ..> usantatecla.mastermind.views.graphics.Constraints class usantatecla.mastermind.views.graphics.ProposedCombinationsView { ~ ProposedCombinationsView(Game) ~ add() } usantatecla.mastermind.views.graphics.ProposedCombinationsView -up-|> javax.swing usantatecla.mastermind.views.graphics.ProposedCombinationsView *-down-> Game usantatecla.mastermind.views.graphics.ProposedCombinationsView ..> usantatecla.mastermind.views.graphics.AttemptsView usantatecla.mastermind.views.graphics.ProposedCombinationsView ..> usantatecla.mastermind.views.graphics.ProposedCombinationView usantatecla.mastermind.views.graphics.ProposedCombinationsView ..> usantatecla.mastermind.views.graphics.ResultView usantatecla.mastermind.views.graphics.ProposedCombinationsView ..> java.awt class usantatecla.mastermind.views.graphics.SecretCombinationView { - {static} TITLE : String ~ SecretCombinationView() } usantatecla.mastermind.views.graphics.SecretCombinationView -up-|> javax.swing usantatecla.mastermind.views.graphics.SecretCombinationView ..> Message usantatecla.mastermind.views.graphics.SecretCombinationView ..> SecretCombination usantatecla.mastermind.views.graphics.SecretCombinationView ..> usantatecla.mastermind.views.graphics.Constraints class usantatecla.mastermind.views.graphics.ProposedCombinationView { ~ ProposedCombinationView(ProposedCombination) ~ ProposedCombinationView() ~ read(String) + isValid() : boolean } usantatecla.mastermind.views.graphics.ProposedCombinationView -up-|> javax.swing usantatecla.mastermind.views.graphics.ProposedCombinationView *-down-> ProposedCombination usantatecla.mastermind.views.graphics.ProposedCombinationView *-down-> Error usantatecla.mastermind.views.graphics.ProposedCombinationView ..> Color usantatecla.mastermind.views.graphics.ProposedCombinationView ..> Combination usantatecla.mastermind.views.graphics.ProposedCombinationView ..> ColorView usantatecla.mastermind.views.graphics.ProposedCombinationView ..> usantatecla.mastermind.views.graphics.ErrorView class usantatecla.mastermind.views.graphics.AttemptsView { ~ AttemptsView(int) } usantatecla.mastermind.views.graphics.AttemptsView -up-|> javax.swing usantatecla.mastermind.views.graphics.AttemptsView ..> Message class usantatecla.mastermind.views.graphics.ColorView { ~ ColorView() ~ ColorView(Color) # resultInitials(int) : String } usantatecla.mastermind.views.graphics.ColorView -up-|> ColorView usantatecla.mastermind.views.graphics.ColorView ..> Color class usantatecla.mastermind.views.graphics.Constraints { ~ Constraints(int, int, int, int) } usantatecla.mastermind.views.graphics.Constraints -up-|> java.awt class usantatecla.mastermind.views.graphics.ErrorView { ~ ErrorView() ~ ErrorView(Error) # colorInitials() : String } usantatecla.mastermind.views.graphics.ErrorView -up-|> ErrorView usantatecla.mastermind.views.graphics.ErrorView ..> usantatecla.mastermind.views.graphics.ColorView usantatecla.mastermind.views.graphics.ErrorView ..> Error class usantatecla.mastermind.views.graphics.ResultView { ~ ResultView(Result) } usantatecla.mastermind.views.graphics.ResultView -up-|> javax.swing usantatecla.mastermind.views.graphics.ResultView *-down-> Result usantatecla.mastermind.views.graphics.ResultView ..> Message class usantatecla.mastermind.views.graphics.ResumeDialog { - newGame : boolean ~ ResumeDialog() ~ isNewGame() : boolean } usantatecla.mastermind.views.graphics.ResumeDialog -down..> javax.swing usantatecla.mastermind.views.graphics.ResumeDialog ..> Message @enduml @startuml usantatecla.mastermind.models enum Color as "usantatecla.\nmastermind.types.\nColor" abstract class usantatecla.mastermind.models.Combination { - {static} WIDTH: int # Combination() + {static} getWidth(): int } usantatecla.mastermind.models.Combination *-down-> "*" Color class usantatecla.mastermind.models.Game { - {static} MAX_LONG: int - attempts: int + Game() + reset() + addProposeCombination(ProposedCombination) + isLooser(): boolean + isWinner(): boolean + getAttempts(): int + getProposedCombination(int): ProposedCombination + getResult(int): Result } usantatecla.mastermind.models.Game *-down-> usantatecla.mastermind.models.SecretCombination usantatecla.mastermind.models.Game *-down-> "*" usantatecla.mastermind.models.Result usantatecla.mastermind.models.Game *-down-> "*" usantatecla.mastermind.models.ProposedCombination class usantatecla.mastermind.models.ProposedCombination { ~ contains(Color, int): boolean ~ contains(Color): boolean + getColors(): List<Color> } usantatecla.mastermind.models.ProposedCombination -up-|> usantatecla.mastermind.models.Combination usantatecla.mastermind.models.ProposedCombination ..> Color class usantatecla.mastermind.models.Result { - blacks: int - whites: int ~ Result(int, int) ~ isWinner(): boolean + getBlacks(): int + getWhites(): int } usantatecla.mastermind.models.Result ..> usantatecla.mastermind.models.Combination class usantatecla.mastermind.models.SecretCombination { ~ SecretCombination() ~ getResult(ProposedCombination): Result } usantatecla.mastermind.models.SecretCombination -up-|> usantatecla.mastermind.models.Combination usantatecla.mastermind.models.SecretCombination ..> usantatecla.mastermind.models.Result usantatecla.mastermind.models.SecretCombination ..> usantatecla.mastermind.models.ProposedCombination usantatecla.mastermind.models.SecretCombination ..> Color @enduml @startuml usantatecla.mastermind.types enum usantatecla.mastermind.types.Color { + RED + BLUE + YELLOW + GREEN + ORANGE + PURPLE + NULL + {static} length(): int + isNull() : boolean } enum usantatecla.mastermind.types.Error { + DUPLICATED + WRONG_CHARACTERS + WRONG_LENGTH + NULL + isNull() : boolean } @enduml @startuml usantatecla.utils class BufferedReader as "java.io.BufferedReader"{} enum usantatecla.utils.ColorCode{ + RED + BLUE + YELLOW + GREEN + ORANGE + PURPLE + RESET_COLOR - color: String ~ ColorCode(String) + getColor(): String + {static} getColorByIndex(int): String } class usantatecla.utils.Console{ - {static} console: Console + {static} getInstance(): Console + readString(String): String + readString(): String + readInt(String): int + readChar(String): char + writeln() + write(String) + writeln(String) + write(char) - writeError(String) } usantatecla.utils.Console *-down-> BufferedReader class usantatecla.utils.YesNoDialog{ - {static} AFIRMATIVE: char - {static} NEGATIVE: char - {static} QUESTION: String - {static} MESSAGE: String + YesNoDialog() + read(String): boolean - {static} isAfirmative(char): boolean - {static} isNegative(char): boolean } usantatecla.utils.YesNoDialog ..> usantatecla.utils.Console @enduml
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AY2021S2-CS2113-T10-4/tp
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@startuml 'https://plantuml.com/sequence-diagram autonumber box DeleteStores ->":DeleteStoresCommand": execute(canteens,ui) activate ":DeleteStoresCommand" alt canteens.size()>0 ":DeleteStoresCommand"->"canteens: ArrayList<Canteen>":get(currentCanteenIndex) activate "canteens: ArrayList<Canteen>" "canteens: ArrayList<Canteen>"-->":DeleteStoresCommand":currentCanteen deactivate "canteens: ArrayList<Canteen>" ":DeleteStoresCommand"->"ui:Ui":showDisplaySelectStores(currentCanteen) activate "ui:Ui" "ui:Ui"-->":DeleteStoresCommand" deactivate "ui:Ui" ":DeleteStoresCommand"->"ui:Ui":readCommand() activate "ui:Ui" "ui:Ui"-->":DeleteStoresCommand":line deactivate "ui:Ui" opt line.equals("cancel") ":DeleteStoresCommand"->"ui:Ui":showStoreNotDeleted() activate "ui:Ui" "ui:Ui"-->":DeleteStoresCommand":return deactivate "ui:Ui" end ":DeleteStoresCommand"->"currentCanteen:Canteen":getStore(storeIndex) activate "currentCanteen:Canteen" "currentCanteen:Canteen"-->":DeleteStoresCommand":store deactivate "currentCanteen:Canteen" ":DeleteStoresCommand"->"store:Store":getStoreName() activate "store:Store" "store:Store" --> ":DeleteStoresCommand": storeName deactivate "store:Store" ":DeleteStoresCommand"->"currentCanteen:Canteen":deleteStore(storeIndex) activate "currentCanteen:Canteen" "currentCanteen:Canteen"-->":DeleteStoresCommand" deactivate "currentCanteen:Canteen" ":DeleteStoresCommand"->"ui:Ui":showDeleteStore(storeName) activate "ui:Ui" "ui:Ui"-->":DeleteStoresCommand" deactivate "ui:Ui" ":DeleteStoresCommand"->"<<class>> \n:UpdateFile":deleteAndUpdateFile() activate "<<class>> \n:UpdateFile" "<<class>> \n:UpdateFile" -->":DeleteStoresCommand" deactivate "<<class>> \n:UpdateFile" <--":DeleteStoresCommand" end deactivate ":DeleteStoresCommand" @enduml
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[ "MIT" ]
permissive
wjacoud/DynaByte
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refs/heads/main
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@startuml hide methods top to bottom direction skinparam classAttributeIconSize 0 class Company { -designation } class ChemicalLaboratory { } class ClinicalAnalysisLaboratory { -id } class TestType { -code -description -collectingMethod } class Laboratory { -name -address -phoneNumber -tin } Company "1" -- "*" TestType : conducts Company "1" -- "*" ClinicalAnalysisLaboratory : owns ClinicalAnalysisLaboratory "*" -- "*" TestType : performs Company "1" -- "0.1" ChemicalLaboratory : owns ChemicalLaboratory --|> Laboratory ClinicalAnalysisLaboratory --|> Laboratory @enduml
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@startuml autonumber actor User participant "User" as User box "Merchant" #LightYellow participant "Merchant APP" as MerchantAPP participant "Merchant Backend" as MerchantBackend end box box "Easypaisa" #LightBlue participant "EP H5" as EPH5 #LightGreen participant "EP App" as EPApp #LightGreen participant "EP Backend" as EPBackend #LightGreen end box == User Binding Flow == User -> MerchantAPP: click the signing agreement button activate MerchantAPP MerchantAPP -> MerchantBackend: Add Easypaisa payment method activate MerchantBackend MerchantBackend -> EPBackend: <font color=#f7a98d><b> Step1: Get PaymentAuthCode via /v2/authorizations/getPaymentAuthCode activate EPBackend EPBackend --> MerchantBackend: Response authUrl deactivate EPBackend MerchantBackend --> MerchantAPP: Response authUrl deactivate MerchantBackend deactivate MerchantAPP alt If EPApp installed MerchantAPP -> EPH5: <font color=#f7a98d><b> Step2: Open authUrl(H5 middle page) activate MerchantAPP activate EPH5 EPH5 -> EPH5: Show middle page EPH5 -> EPApp: Open EP App deactivate EPH5 activate EPApp deactivate EPBackend EPApp -> EPApp: Show sign page User -> EPApp: Confirmation of agreement EPApp -> EPBackend: Sign agreement activate EPBackend EPBackend --> EPApp: Response paymentAuthCode deactivate EPBackend EPApp --> MerchantAPP: Jump back to MerchantAPP with paymentAuthCode and authState deactivate MerchantAPP deactivate EPApp end alt If EPApp not installed MerchantAPP -> EPH5: <font color=#f7a98d><b> Step2: Open authUrl(H5 middle page) activate MerchantAPP activate EPH5 EPH5 -> EPH5: Show middle page EPH5 -> EPH5: Show sign page User -> EPH5: Confirmation of agreement EPH5 -> EPBackend: Sign agreement activate EPBackend EPBackend --> EPH5: Response paymentAuthCode deactivate EPBackend EPH5 --> MerchantAPP: Jump back to MerchantAPP with paymentAuthCode and authState deactivate MerchantAPP deactivate EPH5 end MerchantAPP -> MerchantBackend: Apply paymentToken(paymentAuthCode) activate MerchantAPP activate MerchantBackend MerchantBackend -> EPBackend: <font color=#f7a98d><b> Step3: Apply paymentToken via /v2/authorizations/getPaymentToken activate EPBackend EPBackend --> MerchantBackend: Response paymentToken(pinLessToken‘s business name) deactivate EPBackend MerchantBackend -> MerchantBackend: Save paymentToken MerchantBackend --> MerchantAPP: Return success deactivate MerchantBackend deactivate MerchantAPP == User Payment Flow == User -> MerchantAPP: Open cashier page activate MerchantAPP MerchantAPP -> MerchantBackend: Initiate pre-check activate MerchantBackend MerchantBackend -> EPBackend: <font color=#f7a98d><b> Step4: Pre Check payment via /v2/payments/preCheck activate EPBackend EPBackend --> MerchantBackend: Response query result deactivate EPBackend MerchantBackend --> MerchantAPP: Response query result deactivate MerchantBackend MerchantAPP --> User:Displays available payment options deactivate MerchantAPP User -> MerchantAPP: Choose to pay with EasyPaisa activate MerchantAPP MerchantAPP -> MerchantBackend: Pay with EP and orderInfo(paymentOrderID,merchanetID,paymentAmount,paymentToken...) activate MerchantBackend MerchantBackend -> MerchantBackend: Risk check MerchantBackend -> EPApp: <font color=#f7a98d><b> Step5: Create payment order via /v2/payments/createPayment activate EPApp EPApp -> EPBackend: Request payment activate EPBackend EPBackend --> EPApp: Response payment result deactivate EPBackend EPApp --> MerchantBackend: Response payment result deactivate EPApp MerchantBackend -> EPBackend: <font color=#f7a98d><b> Step6: Inquery payment result via /v2/payments/queryPayment activate EPBackend EPBackend --> MerchantBackend: Response query result deactivate EPBackend MerchantBackend --> MerchantAPP: Response query result deactivate MerchantBackend MerchantAPP --> User: Displaying payment results deactivate MerchantAPP == User Unbinding Flow == User -> MerchantAPP:User unbind agreement activate MerchantAPP MerchantAPP -> MerchantBackend: Send the unbinding request(params:paymentToken,mobileAccountNo) activate MerchantBackend MerchantBackend -> EPApp: <font color=#f7a98d><b> Step1: unbind agreement via /v2/authorizations/unbinding activate EPApp EPApp -> EPBackend : Request unbind activate EPBackend EPBackend --> EPApp: Response result deactivate EPBackend EPApp --> MerchantBackend: Response result deactivate EPApp MerchantBackend --> MerchantAPP: Response result deactivate MerchantBackend MerchantAPP-->"User": Response result deactivate MerchantAPP == User refund Flow == User -> MerchantAPP: Refund order MerchantAPP -> MerchantBackend: Initiate refund request activate MerchantBackend MerchantBackend -> EPBackend:<font color=#f7a98d><b> Step1: refund order via /v2/refund/merchantRefund activate EPBackend EPBackend --> MerchantBackend: Response refund result deactivate EPBackend MerchantBackend --> MerchantAPP: Response refund result deactivate MerchantBackend MerchantAPP --> User:Displaying refund result deactivate MerchantAPP autonumber @enduml
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@startuml "Triggered Error Handler" participant External participant Interlok participant S3 == Runtime Processing == External->Interlok: start processing activate Interlok alt happy Interlok->Interlok: process else sad Interlok->Interlok: trigger error handler note left of Interlok workflowId should already be populated as metadata upon entry into the error-handler end note Interlok->S3: write raw payload Interlok->S3: write metadata note left of S3 The "resulting blobs" should be /bucket/<interlok-uid>/<msg-id>/payload.bin (application/octet-stream) /bucket/<interlok-uid>/<msg-id>/metadata.properties (text/plain) end note Interlok->External: Alert? end deactivate Interlok == Retry Message == opt RetryFromJetty External->Interlok: POST /api/retry/<msgid> activate Interlok Interlok->S3: GET /bucket/<interlok-uid>/<msg-id>/payload.bin Interlok->S3: GET /bucket/<interlok-uid>/<msg-id>/metadata.properties Interlok->Interlok: Submit to workflow. return 200 OK end == View Failed Messages == opt RetryFromJetty External->Interlok: GET /api/list-failed activate Interlok Interlok->S3: List the contents of /bucket/<interlok-uid>/ Interlok->Interlok: Render as JSON return 200 OK + data end @enduml
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@startuml /' calculate covariance of odometry motion input1: const Pose2D &odoMotion input2: const Pose2D &lastPose input3: Eigen::Matrix3d &mcov '/ (*) --> "Eigen::Matrix3d mcovL" --> "double dT = 0.1" --> "cvc.calMotionCovarianceSimple(odoMotion, dt, mcovL)" --> "CovarianceCalculator::rotateCovariance(lastPose, mcovL, mcov)" --> (*) @enduml
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@startuml abstract class AbstractSortAlgorithm<T> { #isReversedOrder: boolean +AbstractSortAlgorithm(Comparator<T>) +isNull(): boolean +isReversedOrder(): boolean +setReversedOrder(boolean): void #swap(Array<T>, int, int): void } @enduml
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@startuml interface Command{ execute(); } class MacroCommand{ commands; execute(); append(); undo(); clear(); } class DrawCommand{ drawable; position; execute(); } interface Drawable{ draw(); } class DrawCanvas{ history; color; radius; draw(); paint(); } class Main{ history; canvas; clearButton; } Command <|.. MacroCommand Command <--o MacroCommand Command <|.. DrawCommand Drawable <-o DrawCommand Drawable <|.. DrawCanvas DrawCanvas o-> MacroCommand DrawCanvas <--o Main MacroCommand <--o Main @enduml
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@startuml class Client class Adapter class Adaptee interface TargetInterface TargetInterface <|.. Adapter Client --> Adapter Adapter --> Adaptee @enduml
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@startuml class infixevaluator.DivideByZero class infixevaluator.InfixEvaluator class infixevaluator.InfixGUI @enduml
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@startuml top to bottom direction skinparam headerFontSize 30 skinparam headerFontStyle bold skinparam classAttributeIconSize 0 scale 1.0 package application { class application.Main { .. Fields .. -controller : SnakesWindowController ~decision : char ~killYourself : boolean ~nextStep : char -notation : StringBuilder -parts : ArrayList -primaryStage : Stage -root : AnchorPane ~steps : int .. Methods .. +CollisionCheck() : boolean +End() : void +GameCicle() : void +MoveParts() : void +start(Stage) : void +windowInit() : void .. Static .. + {static} main() : void .. Interiors .. ~class Oracle ~class Server } } package model { class model.Saver { .. Methods .. .. Static .. + {static} Load() : String + {static} Save() : void } class model.AI { .. Methods .. .. Static .. + {static} MakeMove() : int + {static} StepsToApple() : int } } package view { class view.SnakesWindowController { .. Fields .. -WhereSnakeGoes : int -apple : Circle -autoPlay : CheckMenuItem -easy : RadioMenuItem -end : MenuItem -field : AnchorPane -future : TextField -hard : RadioMenuItem -head : Rectangle -main : Main -medium : RadioMenuItem ~movement : Timeline -playLastGame : MenuItem -retrospective : boolean -start : MenuItem -startPressed : boolean -steps : TextField -text : TextField .. Methods .. +EndHandle(ActionEvent) : void +GetAppleX() : double +GetAppleY() : double +GetHeadX() : double +GetHeadY() : double +GetWhereSnakeGoes() : int +KeyboardHandler(KeyEvent) : void +MoveHead(double, double) : void +PlayLastGameHandler(ActionEvent) : void +RelocateApple() : void +SetAppleX(int) : void +SetAppleY(int) : void +SetFuture(String) : void +SetSteps(String) : void +SetText(String) : void +SetWhereSnakeGoes(int) : void +ShowLastGameHandle(ActionEvent) : void +StartHandle(ActionEvent) : void +StopTheGame() : void -initialize() : void +isAuto() : boolean +isEasy() : boolean +isHard() : boolean +isMedium() : boolean +isRetrospective() : boolean +setMain(Main) : void } } application.Main "1..1" o..o "1..1" view.SnakesWindowController @enduml
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@startuml hide empty fields hide empty methods legend |= |= line | |<back:black> </back>| inheritance | |<back:green> </back>| property reference | |<back:blue> </back>| discriminated class | endlegend interface CategorySetAssetCustomTypeAction [[CategorySetAssetCustomTypeAction.svg]] extends CategoryUpdateAction { action: String assetId: String assetKey: String type: [[TypeResourceIdentifier.svg TypeResourceIdentifier]] fields: [[FieldContainer.svg FieldContainer]] } interface CategoryUpdateAction [[CategoryUpdateAction.svg]] { action: String } @enduml
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@startuml class Bid { + Id : string <<get>> <<set>> + ProjectId : string <<get>> <<set>> + FreelancerId : string <<get>> <<set>> + Message : string <<get>> <<set>> + Amount : decimal <<get>> <<set>> } @enduml
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@startuml /' Copyright 2017-2018 Government of Canada - Public Services and Procurement Canada - buyandsell.gc.ca Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at http://www.apache.org/licenses/LICENSE-2.0 Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License. '/ title Class Diagram class SchemaKey { origin_did name version } class SchemaStore { -_schema_key2schema -_seq_no2schema_key +__setitem__() +__getitem__() +contains() +index() +schema_key_for() } class Wallet { -_seed +pool +name +xtype +handle +did +verkey +cfg +auto_remove +creds +created -_seed2did() } class NodePool { +name +genesis_txn_path +handle +open() +close() } class _AgentCore { +pool +wallet +did +verkey +open() +close() +get_nym() +get_schema() +get_endpoint() } class _BaseAgent { +cfg -_response_from_proxy() -_mro_dispatch() +send_endpoint() +get_claim_def() +process_post() +process_get_txn() +process_get_did() } class AgentRegistrar { +send_nym() +process_post() } class Origin { +send_schema() +process_post() } class Issuer { +send_claim_def() +create_claim_offer() +create_claim() +process_post() } class HolderProver { -_master_secret +create_master_secret() +store_claim_req() +store_claim() +create_proof() +get_claims() +get_claim_by_referent() +reset_wallet() +process_post() } class Verifier { +verify_proof() +process_post() } class TrustAnchorAgent { +process_post() } class SRIAgent { +process_post() } class BCRegistrarAgent { +process_post() } class OrgBookAgent { +process_post() } _AgentCore "1" *-up- "1" SchemaStore _AgentCore "1" *-left- "1" NodePool _AgentCore "1" *-right- "1" Wallet _AgentCore <|-down- _BaseAgent _BaseAgent <|-left- AgentRegistrar _BaseAgent <|-left- Origin _BaseAgent <|-right- HolderProver _BaseAgent <|-right- Verifier AgentRegistrar <|-down- TrustAnchorAgent Origin <|-down- TrustAnchorAgent Origin <|-down- Issuer Issuer <|-down- SRIAgent Verifier <|-down- SRIAgent Issuer <|- BCRegistrarAgent HolderProver <|-down- OrgBookAgent @enduml
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@startuml title Interaction Diagram for [ITI-68] participant consumer as "Document\nConsumer" participant responder as "Document\nResponder" consumer -> responder: Retrieve Document Request Message activate consumer activate responder responder -> consumer: Retrieve Document Response Message deactivate responder deactivate consumer @enduml
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@startuml interface Parser { <extends SerializationSchema> -- public methods -- String getKey() String getTimeIndex() Message parse(String message) byte[] serialize(Message body) } @enduml
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@@startuml title Runtime view of COLOSEO actor stakeholder box "Coloseo" #LightCoral participant "Coloseo FE" as FE participant "Coloseo Server" as BE database "Coloseo DB" as DB end box participant AppIdentifer #LightCoral participant Clarity participant SSoT participant 4me == New Project == stakeholder -> FE: Create new project activate FE FE -> BE: /projects/add BE -> DB: createProject DB --> BE: OK BE --> AppIdentifer: UniqueAppID BE -> Clarity: /clarity/projects/add activate Clarity Clarity -> Clarity: Create Project Clarity --> BE: projectId deactivate Clarity BE -> FE: :200 FE --> stakeholder: project added! deactivate FE BE -> AppIdentifer: projectId BE -> SSoT: /application/create activate SSoT SSoT -> SSoT: Create App SSoT --> BE: AppId deactivate SSoT BE -> AppIdentifer: Update App - Add AppId from SSoT == Update Project == @@enduml
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@startuml 'https://plantuml.com/component-diagram skinparam componentStyle uml1 package "Entities" #Business{ [Domain] } package "Use cases" #Implementation { [Application] -u-> [Domain] InputBoundary - [Application] [Application] -- OutputBoundary [Application] -- Gateway } package "Adapters" #Technology { [Controllers] --> InputBoundary } package "Adapters " #Technology { [Presenters] --|> OutputBoundary View -u- Presenters } package "Adapters " #Technology { [DAO] --|> Gateway [DAO] -- Repository } package "Frameworks " #Application { [Database] -u-|> Repository } package "Frameworks" #Application { [ViewImplementation] -u-|> View } @enduml
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@startuml class ToDoListApplication { + main() + start() } class ItemController { - allList: ToDoList + itemTable: TableView<Item> + descDisplay: TableColumn<Item, String> + dateDisplay: TableColumn<Item, String> + completeDisplay: TableColumn<Item, String> + initialize() + addClicked() + removeClicked() + clearClicked() + editDescription() + editDateClicked() + editCompleteClicked() + displayAllClicked() + displayCompleteClicked() + displayIncompleteClicked() + saveListClicked() + loadListClicked() + openHelpWindowClicked() + addItem() + addItemTable(Item) + removeItem(Item) + removeItemTable(Integer) + clearList() + clearItemTable() + editDescriptionName(Integer, Item) + changeDescription(String, Item) + changeDescriptionTable(Item, Integer) + editDueDate(Integer, Item) + changeDate(String, Item) + changeDateTable(Item, Integer) + editComplete(Item) + editCompleteTable(Integer, Item) + displayAll() + displayComplete(List<Item>) + displayIncomplete(List<Item>) + getCompleteList() + getIncompleteList() + matchItem(Item) + openInputWindow(String, String) + openSaveFileChooser() + openLoadFileChooser() + getAllList() } class HelpWindowController { + helpTextBox: TextArea + tableHelpClicked() + addHelpClicked() + removeHelpClicked() + clearHelpClicked() + editDescriptionHelpClicked() + editDueDateHelpClicked() + editCompleteHelpClicked() + displayHelpClicked() + saveHelpClicked() + tableHelp() + addHelp() + removeHelp() + clearHelp() + editDescriptionHelp() + editDueDateHelp() + editCompleteHelp() + displayHelp() + saveHelp() } class Item { - description: String - dueDate: CreateDate - dueDateString: String - isComplete: boolean + setDescription(String) + setComplete(Boolean) + setDueDate(CreateDate) + getDescription() + getIsComplete() + getDueDateString() } class CreateDate { - year: double - month: double - date: double + CreateDate() + CreateDate(String) + CreateDate(String, String, String) + getDate() } class Validator { + validDescription(String) + validDueDate(String) - validFormat(String[]) - validMonth(Integer) - validDate(Integer, Integer) - CheckFebruary(Integer, Integer) } class ToDoList { - list: List<Item> + getList() + setList(List<Item>) } class Serialization { + saveList(String, List<Item>) + loadJson(String) } javafx.Application <|-- ToDoListApplication ToDoListApplication -- ItemController ItemController -left- Serialization ItemController - HelpWindowController ItemController *-left- Item ItemController - Validator ToDoList *-- Item ToDoList -right- Serialization Item *-- CreateDate @enduml
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@startuml class TestListTreeViewDataSource { + TestListTreeViewDataSource(testListTree:TreeViewController, testListGUI:TestListGUI, rootTest:ITestAdaptor) + UpdateRootTest(rootTest:ITestAdaptor) : void + <<override>> FetchData() : void + <<override>> IsRenamingItemAllowed(item:TreeViewItem) : bool + ExpandTreeOnCreation() : void + <<override>> IsExpandable(item:TreeViewItem) : bool } TreeViewDataSource <|-- TestListTreeViewDataSource @enduml
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@startuml component Client component Server interface " " as CS Client -( CS CS - Server @enduml
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@startuml scale 3 !pragma teoz true participant Controller participant "Robot R1" as R1 participant "Robot R2" as R2 participant "Shelf SH1" as S1 == Initialisation == Controller -> Controller : Create Plan == Task T1 on R1 == Controller -> R1 : Assign Task T1 note left Controller State S1 end note /note over R1 ""holding=nil"" task=T1 location=base end note /note over R2 holding=nil task=nil location=base status=idle end note /note over S1 holding=B2,B3,B4 end note R1 -> R1 : Pick up Box B1 note left Controller State S2 end note /note over R1 holding=B1 task=T1 location=base end note R1 -> R1 : Move to A1,1 note left Controller State S3 end note /note over R1 holding=B1 task=T1 location=A1,1 end note R1 -> Controller : Failure note left Controller State S4 end note /note over R1 holding=B1 task=T1 location=A1,1 status=down end note Controller -> Controller : Replan == Task T1 on R2 == Controller -> R2 : Reassign T1 to R2 note left Controller State S5 end note /note over R1 holding=B1 task=nil location=A1,1 status=down end note /note over R2 holding=nil task=T1 location=base status=executing end note R2 -> R2: Pick B1 from R1 note left Controller State S6 end note /note over R2 holding=B1 task=T1 location=A1,1 status=executing end note R2 -> R2: ... R2 -> S1: Offload B1 to SH1 note left Controller State S7 end note /note over S1 holding=B1,B2,B3,B4 end note /note over R2 holding=nil task=nil location=S1 status=idle end note @enduml
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@startuml package "slf4j" { interface ILoggerFactory { getLogger() } interface Logger { error(...) warn(...) info(...) debug(...) trace(...) } ILoggerFactory .right.> Logger: getLogger } package "org.logevents" { interface LoggerDelegator extends Logger class LogEventFilter LoggerDelegator -right-> LogEventFilter: ownFilter class LogEventFactory implements ILoggerFactory LogEventFactory -right- "*" LoggerDelegator interface LogEventGenerator { log(msg:String) log(:Marker, msg:String) log(msg:String, args:Object[]) } LoggerDelegator --> LogEventGenerator: error LoggerDelegator --> LogEventGenerator: warn LoggerDelegator --> LogEventGenerator: info LoggerDelegator --> LogEventGenerator: debug LoggerDelegator --> LogEventGenerator: trace interface LogEventObserver { logEvent(e) } LogEventGenerator ..> LogEventObserver class CompositeLogEventObserver implements LogEventObserver class ConditionalLogEventObserver implements LogEventObserver class FileLogEventObserver implements LogEventObserver CompositeLogEventObserver ..> "*" LogEventObserver ConditionalLogEventObserver ..> "1" LogEventObserver package "formatting" { interface LogEventFormatter FileLogEventObserver ..> LogEventFormatter class PatternFormatter implements LogEventFormatter class TTLLFormatter implements LogEventFormatter } } @enduml
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@startuml Category <|- ECPCategory Category -- Product : supercategories ECPDimension -- Product ECPCategory <|- ECPBrand ECPBackendInformation -- Product PriceRow -- Product Product "1" .. "many" ECPSocialReviewArticle ECPCategory "1" .. "many" ECPImage ECPBackendCategory "1".."*" ECPBackendCategory : Parent Category ECPCategory "many" .. "many" ECPBackendCategory ECPBackendInformation .. ECPBackendStatusType class Category { } class ECPBackendCategory { +String code +String name } note bottom: Merchant-maintained Category class ECPCategory { +Collection<ECPImage> advertisementBanners +Collection<ECPImage> clearingSalesBanners +BrandDetail brand +Boolean hotspot +localized:String purchaseNotice } note top of ECPCategory Category for Testrite EC Platform Frontend end note class ECPImage { +localized:Media image +integer sequence +Date onlineDate +Date offlineDate } note bottom of ECPImage **Catalog Aware** with ECPCategory end note class ECPBrand { +Localized:String name +Localized:String story } class ECPBackendInformation { +String code +String name +String skuType +ECPBackendStatusType status +String reasonCode +Integer standardPackageType +Boolean negativeProfit } note top of ECPBackendInformation ECPBackendInformation is **Catalog-Aware**. end note enum ECPBackendStatusType { Normal Discontinued Hold } class Product { +ECPBackendInformation backendInfo +Boolean allowVendorDelivery +Boolean allowIslandDelivery +Boolean allowOnlineSell +Boolean allowHomeDelivery +Boolean allowStorePickup +ECPDimension productDimension +ECPDimension packageDimension +Double weight +String countryOfOrigin +String material } class PriceRow { +Double storePrice +Double listPrice +Double cost } class StockLevel { +Date preventUpdateFromBackendStartDate +Date preventUpdateFromBackendEndDate } note bottom of StockLevel With dates the StockLevel is assumed to be ECP only end note class ECPDimension { +String code +Integer length +Integer width +Integer height } note top: Dimension will be catalog aware with product class ECPSocialReviewArticle { +String articleId +String title +String summary +String authorId +String authorName +Date publishDate } note bottom of ECPSocialReviewArticle Non-Catalog Aware, article points to Online-Catalog Only Double check for synchronize properties setting to avoid overwrite from stage catalog end note class Category { } class ECPBackendCategory { +String code +String name } class ECPImage { +localized:Media image +Date onlineDate +Date offlineDate +integer sequence } note bottom of ECPImage **Catalog Aware** with ECPCategory end note note top of ECPCategory Category for Testrite EC Platform Frontend end note class ECPCategory { +Collection<ECPImage> advertisementBanners +Collection<ECPImage> clearingSalesBanners +BrandDetail brand +Boolean hotspot } class ECPBackendStatus { +BackendStatusType status +String reasonCode } enum BackendStatusType { Normal Discontinued Hold } class Dimension { +Integer height +Integer width +Integer depth } note top: Dimension will be catalog aware with product @enduml
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@startuml title __CONTROLLER's Class Diagram__\n namespace com.uwaterloo.iqc.kms.controller { class com.uwaterloo.iqc.kms.controller.KMSController { - keyPoolMgr : KeyPoolManager {static} - logger : Logger - policy : PolicyEngine + getDecKey() + getEncKey() + getKey() + getStatus() + newKey() ~ printKey() } } right footer PlantUML diagram generated by SketchIt! (https://bitbucket.org/pmesmeur/sketch.it) For more information about this tool, please contact philippe.mesmeur@gmail.com endfooter @enduml
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@startuml abstract class Software{ # abstract void init() # abstract void destroy() } class Idea{ # void init() # void destroy() } class Eclipse{ # void init() # void destroy() } Idea --|> Software Eclipse --|> Software @enduml
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@startuml autonumber hide footbox title Mengupload Persetujuan SPT BKD Actor Kepala boundary Dashboard_V boundary SPTBKD_V boundary UploadSPTBKD_V control Admin_C control SuratPerintahTugas_C Entity SuratPerintahTugas_E Admin_C --> Dashboard_V: load->view() Dashboard_V --> Kepala: Halaman Dashboard Kepala --> Dashboard_V: klik menu Persetujuan SPT BKD Dashboard_V --> SuratPerintahTugas_C: index() SuratPerintahTugas_C --> SuratPerintahTugas_E: SuratPerintahTugas_E --> SuratPerintahTugas_C: SuratPerintahTugas_C --> SPTBKD_V: load->view() SPTBKD_V --> Kepala: Halaman Persetujuan SPT BKD Kepala --> SPTBKD_V: klik tombol Upload Persetujuan SPT BKD SPTBKD_V --> SuratPerintahTugas_C: uploadsptbkd() SuratPerintahTugas_C --> UploadSPTBKD_V: load->view() UploadSPTBKD_V --> Kepala: Halaman Upload File Persetujuan SPT BKD Kepala --> UploadSPTBKD_V: Mengisi Inputan dan klik tombol upload note right of Kepala Inputan file SPT BKD lengkap end note UploadSPTBKD_V --> SuratPerintahTugas_C: uploadsptbkd() SuratPerintahTugas_C --> SuratPerintahTugas_E: alt isValid() case SuratPerintahTugas_E --> SuratPerintahTugas_C: isValid() SuratPerintahTugas_C --> SPTBKD_V: load->view() SPTBKD_V --> Kepala: Halaman Persetujuan SPT BKD else isInvalid() case SuratPerintahTugas_E --> SuratPerintahTugas_C: isValid() SuratPerintahTugas_C --> UploadSPTBKD_V: load->view() UploadSPTBKD_V --> Kepala: Halaman Upload SPT BKD end @enduml
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@startuml title __DATA's Class Diagram__\n namespace com.example.edelhome { namespace data { class com.example.edelhome.data.Benutzer { - eMail : String - nachName : String - password : String - telefonNr : String - user : FirebaseUser - userID : String - vorName : String + Benutzer() + Benutzer() + getNachName() + getTelefonNr() + getVorName() + geteMail() + setNachName() + setTelefonNr() + setVorName() + seteMail() + toString() } } } namespace com.example.edelhome { namespace data { class com.example.edelhome.data.GeraeteManager { - geraeteName : String - ipAdress : String - name : String + GeraeteManager() + getGeraeteName() + getIpAdress() + getName() + setGeraeteName() + setIpAdress() + setName() + toString() } } } com.example.edelhome.data.GeraeteManager .up.|> java.io.Serializable right footer PlantUML diagram generated by SketchIt! (https://bitbucket.org/pmesmeur/sketch.it) For more information about this tool, please contact philippe.mesmeur@gmail.com endfooter @enduml
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@startuml title US149 - As an Administrator, I want to detach a room from a house grid, so that the room’s power \n and energy consumption is not included in that grid. The room’s characteristics are not changed. skinparam titleBorderRoundCorner 10 skinparam titleBorderThickness 3 skinparam titleBorderColor indianred skinparam titleBackgroundColor snow skinparam FontName quicksand skinparam actor { BorderColor indianred backgroundColor Snow } skinparam sequence { LifeLineBackgroundColor indianred ParticipantBackgroundColor snow } skinparam roundcorner 10 skinparam component { arrowThickness 1 ArrowFontName Verdana ArrowColor indianred ArrowFontColor darkslategrey } actor "Administrator" Administrator->HTTPClient: Detach Room from Grid HTTPClient -> SpringResolver: delete("gridSettings/grids/{energyGridId}/{roomID}") SpringResolver -> EnergyGridSettingsWebController: detachRoomFromGrid\n(String roomID, String gridID) EnergyGridSettingsWebController->EnergyGridRepository: removeRoomFromGrid\n(String roomID, String gridID) EnergyGridRepository->EnergyGridRepository: findById(gridID) alt if grid is present EnergyGridRepository->"foundGrid :EnergyGrid" : removeRoom(roomID) alt if room is present create ResponseEntity EnergyGridSettingsWebController -> ResponseEntity: create(String body, HttpStatus.OK); ResponseEntity-->HTTPClient: ResponseEntity else if room isn't present EnergyGridSettingsWebController -> ResponseEntity: create(String body, HttpStatus.NOT_FOUND); ResponseEntity-->HTTPClient: ResponseEntity end else if grid isn't present EnergyGridSettingsWebController -> ResponseEntity: create(String body, HttpStatus.NOT_FOUND); ResponseEntity-->HTTPClient: ResponseEntity end @enduml
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@startuml left to right direction actor "BankAdmin" as ba rectangle AdminBankApp { usecase "Register New User" as uc1 usecase "Deactivate User Account" as uc2 usecase "Total Users List" as uc3 usecase "Feedback Review" as uc5 } ba--> uc1 ba--> uc2 ba--> uc3 ba--> uc5 @enduml
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@startuml deleteStudent actor ": Teacher" activate ": Teacher" ": Teacher" -->> ": IStudentForm": // Delete student from classroom activate ": IStudentForm" ": IStudentForm" -> ": StudentController": delete_student(token, classroom_member_id) activate ": StudentController" ": StudentController" -> ": IClassroomMemberDB": read(classroom_id, user_id) activate ": IClassroomMemberDB" alt student is exist in classroom ": StudentController" ->> ": IClassroomMemberDB": delete(classroom_id, user_id) ": IStudentForm" -->> ": Teacher": 7 // student is deleted to classroom else student is not exist in classroom deactivate ": IClassroomMemberDB" deactivate ": StudentController" ": IStudentForm" -->> ": Teacher": 6.1 // student is not deleted from classroom end deactivate ": IStudentForm" deactivate ": Teacher" @enduml
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@startuml !define Widget rectangle #lightyellow !define App rectangle #lightgreen !define Bloc rectangle #lightblue !define Page rectangle #lightgreen Widget WidgetA Widget WidgetB Bloc OrderBloc Bloc CatalogBloc Bloc CustomerBloc App Caderninho Page HomePage Page OrderPage Caderninho -up-> CatalogBloc Caderninho -up-> CustomerBloc Caderninho -up-> OrderBloc Caderninho --> HomePage HomePage --> OrderPage OrderPage -down-> WidgetA OrderPage -down-> WidgetB WidgetB ..up..> "listen" OrderBloc WidgetB --> OrderBloc @enduml
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@startuml class FileOrganizer class Country FileOrganizer o--Country class FileOrganizer{ -ArrayList<Country> countries +largestArea() +largestPopulation() +higestDensity() } class Country{ -String name -int population -int area +getName() +getPopulation() +getArea() +calculateDensity() } @enduml
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@startuml class "ScriptableObjectViewPrefs`1"<TViewModel> { <<const>> k_DefaultFilePath : string = "Library/" <<const>> k_Extension : string = ".pref" <<readonly>> m_RelativePath : string <<readonly>> m_AbsolutePath : string <<readonly>> m_FileName : string m_ViewModel : TViewModel isSavable : bool <<get>> + ScriptableObjectViewPrefs(asset:ScriptableObject, relativeSavePath:string) + viewModel : TViewModel <<get>> + Save() : void + DeleteFile() : void + Dispose() : void + {static} CreateViewModel() : TViewModel LoadViewModel() : TViewModel {static} GetAssetKey(asset:UnityObject) : string } IDisposable <|-- "ScriptableObjectViewPrefs`1" "ScriptableObjectViewPrefs`1" --> "m_Asset" ScriptableObject @enduml
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@startuml hide footbox actor Jugador participant Klondike activate Klondike Jugador -> Klondike : Solicita sacar cartas del deck alt No hay cartas en el deck Klondike -> Klondike : Barajar cartas del waste Klondike -> Klondike : Ocultar cartas barajadas Klondike -> Klondike : Colocar cartas en el deck Klondike -> Klondike : Decrementar puntuación end Klondike -> Klondike : Descubrir hasta 3 cartas Klondike -> Klondike : Colocar cartas descubiertas en el waste Klondike -> Klondike : Actualizar histórico de movimientos Klondike -> Jugador : Mostrar tablero actualizado deactivate Klondike @enduml
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@startuml class CartManagerTests { + CartManager_SaveCartItem() : void + CartManager_SaveCartItemInvalidArgument() : void + CartManager_ShowCart() : void + CartManager_ShowCartNotFound() : void + CartManager_ShowCartNoId() : void + CartManager_ShowCartError() : void + CartManager_RemoveCartItem() : void + CartManager_UpdateBillingInfo() : void + CartManager_UpdateBillingInfoError() : void + CartManager_UpdateShippingInfoError() : void + CartManager_UpdateBillingInfoBoth() : void + CartManager_UpdateShippingInfo() : void + CartManager_UpdateShippingInfoBoth() : void } ManagerTestBase <|-- CartManagerTests CartManagerTests o-> "mockData" MockData @enduml
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@startuml scenario title casual medium multiple domain example box "domain A" #LightBlue actor "You" as AA participant "queue" as QA participant "queue-forward" as QFA participant "example-server" as SA participant "gateway" as GA end box box "domain B" participant "gateway" as GB participant "queue" as QB participant "queue-forward" as QFB end box activate AA group #eeeeee in transaction AA -> GA: **enqueue to b1** GA -> GB: GB -> QB: **enqueue to b1** activate QB QB -> GB: message id deactivate QB GB -> GA: GA -> AA: message id deactivate AA end group #eeeeee in transaction QB -> QFB: **dequeue b1** activate QFB QFB -> GB: call **casual/example/echo** GB -> GA: GA -> SA: call **casual/example/echo** activate SA SA -> GA: reply deactivate SA GA -> GB GB -> QFB: echo reply QFB -> QB: **enqueue b2** deactivate QFB end group #eeeeee in transaction QB -> QFB: **dequeue b2** activate QFB QFB -> GB: **enqueue a1** GB -> GA GA -> QA: **enqueue a1** activate QA QA -> GA deactivate QA GA -> GB GB -> QFB: message id deactivate QFB end group #eeeeee in transaction QA -> QFA: **dequeue a1** activate QFA QFA -> SA: call **casual/example/rollback** activate SA SA -> QFA: reply **TPFAIL** note right This will rollback the dequeue and move the message to a1.error end note deactivate SA deactivate QFA end @enduml
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@startuml recupererTousQuestionnairesEspaceCours skinparam style strictuml skinparam defaultfontname Verdana title RDCU pour recupererTousQuestionnairesEspaceCours participant ": GestionnaireQuestionnaire" as gestionnaireQuestion participant "universite : Universite" as universite participant "espaceCours : EspaceCours" as cours -> gestionnaireQuestion : questionnaires = recupererTousQuestionnairesEspaceCours(idEspaceCours) note left : Selon contrôleur,\ncontrôleur de session gestionnaireQuestion -> universite : espaceCours = recupererUnEspaceCours(idEspaceCours) note left : Selon expert, universite a toutes les\ninformations pour recupererUnEspaceCours gestionnaireQuestion -> cours : questionnaires = recupererTousQuestionnairesEspaceCours() note left : Selon expert, espaceCours contient\ntous ces questionnaires @enduml @startuml recupererQuestionsQuestionnaire skinparam style strictuml skinparam defaultfontname Verdana title RDCU pour recupererQuestionsQuestionnaire participant ": GestionnaireQuestionnaire" as gestionnaireQuestion participant "universite : Universite" as universite participant "espaceCours : EspaceCours" as cours participant "questionnaire : Questionnaire" as questionnaire -> gestionnaireQuestion : questions = recupererQuestionsQuestionnaire\n(idEspaceCours, idQuestionnaire) note left : Selon contrôleur,\ncontrôleur de session gestionnaireQuestion -> universite : espaceCours = recupererUnEspaceCours(idEspaceCours) note left : Selon expert, universite a toutes les\ninformations pour recupererUnEspaceCours gestionnaireQuestion -> cours : questionnaire =\nrecupererUnQuestionnaire(idQuestionnaire) note left : Selon expert, espaceCours contient\ntous ses questionnaires gestionnaireQuestion -> questionnaire : questions = recupererQuestions() note left : Selon expert, questionnaire contient\ntoutes ses questions @enduml @startuml ajouterReponseTentative skinparam style strictuml skinparam defaultfontname Verdana title RDCU pour ajouterReponseTentative participant ": GestionnaireQuestionnaire" as gestionnaireQuestion participant "universite : Universite" as universite participant "espaceCours : EspaceCours" as cours participant "questionnaire : Questionnaire" as questionnaire participant "tentative : Tentative" as tentative participant "questions : Question[]" as questions participant "question : Question" as question -> gestionnaireQuestion : ajouterReponseTentative(idEspaceCours,\nidQuestionnaire, idQuestion, reponse) note left : Selon contrôleur,\ncontrôleur de session gestionnaireQuestion -> universite : espaceCours = recupererUnEspaceCours(idEspaceCours) note left : Selon expert, universite a toutes les\ninformations pour recupererUnEspaceCours gestionnaireQuestion -> cours : questionnaire =\nrecupererUnQuestionnaire(idQuestionnaire) note left : Selon expert, espaceCours contient\ntous ses questionnaires gestionnaireQuestion -> questionnaire : ajouterReponseTentative(idQuestion, reponse) note left : Selon expert, Quesitonnaire\ncontient les informations\npour ajouterReponseTentative questionnaire --> tentative** : create(questions) note left : Selon createur, gestionnaireQuestion\n contient Tentative\nquestions est le tableau de question\ndu questionnaire stocké en attribut tentative --> questions** : create(questions) note left : Selon createur, Tentative\ncontient les questions questionnaire -> tentative : repondre(idQuestion, reponse) note left : Selon expert, tentative doit initialiser\nles reponse à ses questions tentative -> questions : question = getQuestion(idQuestion) note left : Selon expert tentative -> question : setReponse(reponse) note left : Selon expert @enduml @startuml terminerAjouterReponseTentative skinparam style strictuml skinparam defaultfontname Verdana title RDCU pour terminerAjouterReponseTentative participant ": GestionnaireQuestionnaire" as gestionnaireQuestion participant "universite : Universite" as universite participant "espaceCours : EspaceCours" as cours participant "questionnaire : Questionnaire" as questionnaire participant "tentative : Tentative" as tentative participant "questions : Question[]" as questions participant "question : Question" as question -> gestionnaireQuestion : tentative = terminerAjouterReponseTentative(idEspaceCours,\nidQuestionnaire) note left : Selon contrôleur,\ncontrôleur de session gestionnaireQuestion -> universite : espaceCours = recupererUnEspaceCours(idEspaceCours) note left : Selon expert, universite a toutes les\ninformations pour recupererUnEspaceCours gestionnaireQuestion -> cours : questionnaire =\nrecupererUnQuestionnaire(idQuestionnaire) note left : Selon expert, espaceCours contient\ntous ses questionnaires gestionnaireQuestion -> questionnaire : solutionnaire = recupererReponse() note left : Selon expert, Questionnaire\ncontient ces Questions qui\ncontiennent leurs réponses.\nsolutionnaire est un tableau\navec seulement les réponses gestionnaireQuestion -> tentative : tentative = corriger(solutionnaire) note left : Selon faire soi-même, Questionnaire\nse corrige lui même afin de réduire\nle décalage des représentations loop questions.length tentative -> questions : question = getQuestion(i) note left : Selon expert tentative -> question : reponse = getReponse() note left : Selon expert alt reponse == solutionnaire[i] tentative -> tentative : note++ note left : Selon expert end end tentative -> tentative : setStatut("évalué") note left : Selon expert @enduml
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@startuml hide empty fields hide empty methods legend |= |= line | |<back:black> </back>| inheritance | |<back:green> </back>| property reference | |<back:blue> </back>| discriminated class | endlegend interface CartDiscountValueDraft [[CartDiscountValueDraft.svg]] { type: String } interface CartDiscountValueAbsoluteDraft [[CartDiscountValueAbsoluteDraft.svg]] { type: String money: [[Money.svg List<Money>]] } interface CartDiscountValueFixedDraft [[CartDiscountValueFixedDraft.svg]] { type: String money: [[TypedMoneyDraft.svg List<TypedMoneyDraft>]] } interface CartDiscountValueGiftLineItemDraft [[CartDiscountValueGiftLineItemDraft.svg]] { type: String product: [[ProductResourceIdentifier.svg ProductResourceIdentifier]] variantId: Long supplyChannel: [[ChannelResourceIdentifier.svg ChannelResourceIdentifier]] distributionChannel: [[ChannelResourceIdentifier.svg ChannelResourceIdentifier]] } interface CartDiscountValueRelativeDraft [[CartDiscountValueRelativeDraft.svg]] { type: String permyriad: Long } interface CartDiscountDraft [[CartDiscountDraft.svg]] { name: [[LocalizedString.svg LocalizedString]] key: String description: [[LocalizedString.svg LocalizedString]] value: [[CartDiscountValueDraft.svg CartDiscountValueDraft]] cartPredicate: String target: [[CartDiscountTarget.svg CartDiscountTarget]] sortOrder: String stores: [[StoreResourceIdentifier.svg List<StoreResourceIdentifier>]] isActive: Boolean validFrom: DateTime validUntil: DateTime requiresDiscountCode: Boolean stackingMode: [[StackingMode.svg StackingMode]] custom: [[CustomFieldsDraft.svg CustomFieldsDraft]] } interface CartDiscountChangeValueAction [[CartDiscountChangeValueAction.svg]] { action: String value: [[CartDiscountValueDraft.svg CartDiscountValueDraft]] } CartDiscountValueDraft --> CartDiscountValueAbsoluteDraft #blue;text:blue : "type : absolute" CartDiscountValueDraft --> CartDiscountValueFixedDraft #blue;text:blue : "type : fixed" CartDiscountValueDraft --> CartDiscountValueGiftLineItemDraft #blue;text:blue : "type : giftLineItem" CartDiscountValueDraft --> CartDiscountValueRelativeDraft #blue;text:blue : "type : relative" CartDiscountValueDraft --> CartDiscountDraft #green;text:green : "value" CartDiscountValueDraft --> CartDiscountChangeValueAction #green;text:green : "value" @enduml
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@startuml ' ' Resource: CancelProductOrder ' Source: Product_Ordering_4.0.0_oas.yaml ' Generated: 2020-11-18 23:09:09+0100 ' hide circle hide methods hide stereotype show <<Enumeration>> stereotype skinparam class { backgroundColor<<Enumeration>> #E6F5F7 backgroundColor<<Ref>> #FFFFE0 backgroundColor<<Pivot>> #FFFFFFF backgroundColor #FCF2E3 backgroundColor<<SubResource>> MistyRose } skinparam legend { borderRoundCorner 0 borderColor red backgroundColor white } 'sequence: 1 class CancelProductOrder <<Pivot>> { {field}// // } 'sequence: 9 class ProductOrderRef <extends \nEntityRef > <<Ref>> { href : Uri id : String name : String @baseType : String @referredType : String @schemaLocation : Uri @type : String } 'sequence: 19 class CancelOrder <extends \nEntity > { cancellationReason : String effectiveCancellationDate : DateTime href : String id : String requestedCancellationDate : DateTime state : TaskStateType @baseType : String @schemaLocation : Uri @type : String } 'sequence: 20 class TaskStateType <<Enumeration>> { inProgress terminatedWithError accepted done } 'sequence: 1 'processing edges for CancelProductOrder 'sequence: 23 'rule: General below rule CancelProductOrder --|> CancelOrder : allOf 'sequence: 19 'processing edges for CancelOrder 'sequence: 27 CancelOrder -right[hidden]-> TaskStateType 'sequence: 33 'rule: General below rule - either none already or unable to place left / right of currently placed CancelProductOrder *--> "1" ProductOrderRef : productOrder 'layout of the core: [CancelProductOrder, CancelOrder] (seq=21) 'finished layout of the core (seq=30) 'y=10 : CancelProductOrder (10) (seq=41) 'y=11 : ProductOrderRef (10) TaskStateType (11) CancelOrder (10) (seq=42) @enduml
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@startuml 'title SIP INVITE Sending Flow skinparam monochrome true autonumber "F00 " hide footbox skinparam BoxPadding 10 skinparam headerFontSize 14 'skinparam headerFontColor red 'header SIP-0 box "caller" participant "INVITE client transaction" as UAC_ITC << UAC >> end box box "proxy" participant "INVITE server transaction" as Proxy_ITS << Server >> participant "INVITE client transaction" as Proxy_ITC << Server >> end box box "callee" participant "INVITE server transaction" as UAS_ITS << UAS >> end box 'hnote over UAC_ITC: None activate UAC_ITC hnote over UAC_ITC: Calling UAC_ITC ->x Proxy_ITS: INVITE UAC_ITC -> UAC_ITC: start timer A (INVITE request retransmit)\n0.5s, 1s, 2s... UAC_ITC -> UAC_ITC: start timer B (INVITE transaction timeout)\n32s 'hnote over Proxy_ITS: None UAC_ITC -> Proxy_ITS: INVITE (timer A fired) activate Proxy_ITS hnote over Proxy_ITS: Proceeding UAC_ITC <- Proxy_ITS: 100 Trying hnote over UAC_ITC: Proceeding note right of UAC_ITC: stop timer A note right of UAC_ITC: stop timer B UAC_ITC -> UAC_ITC: restart timer C (caller call timeout)\n>3mins 'hnote over Proxy_ITC: None Proxy_ITS -> Proxy_ITC: INVITE activate Proxy_ITC hnote over Proxy_ITC: Calling Proxy_ITC ->x UAS_ITS: INVITE Proxy_ITC -> Proxy_ITC: start timer A (INVITE request retransmit)\n0.5s, 1s, 2s...32s Proxy_ITC -> Proxy_ITC: start timer B (INVITE transaction timeout)\n27.5s 'hnote over UAS_ITS: None Proxy_ITC -> UAS_ITS: INVITE (timer A fired) activate UAS_ITS hnote over UAS_ITS: Proceeding Proxy_ITC <- UAS_ITS: 180 Ringing note right of Proxy_ITC: stop timer A note right of Proxy_ITC: stop timer B Proxy_ITC -> Proxy_ITC: restart timer C (proxy call timeout)\n>3mins note right of UAS_ITS: Ringing hnote over Proxy_ITC: Proceeding Proxy_ITS <- Proxy_ITC: 180 Ringing UAC_ITC <- Proxy_ITS: 180 Ringing note left of UAC_ITC: Ringing == wait for HUMAN input == skinparam footerFontSize 14 footer INVITE request is delivered hop-by-hop and stop retransmit after receiving provisional response(100/180) @enduml
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@startuml namespace de.gematik.ti.cardreader.provider.api { namespace entities { interface de.gematik.ti.cardreader.provider.api.entities.IProviderDescriptor { {abstract} + getClassName() {abstract} + getDescription() {abstract} + getLicense() {abstract} + getName() {abstract} + getShortDescription() } } } namespace de.gematik.ti.cardreader.provider.api { namespace entities { class de.gematik.ti.cardreader.provider.api.entities.ProviderDescriptor { - className : String - description : String - license : String - name : String {static} - serialVersionUID : long - shortDescription : String + ProviderDescriptor() + getClassName() + getDescription() + getLicense() + getName() + getShortDescription() + setClassName() + setDescription() + setLicense() + setShortDescription() } } } de.gematik.ti.cardreader.provider.api.entities.ProviderDescriptor .up.|> de.gematik.ti.cardreader.provider.api.entities.IProviderDescriptor @enduml
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@startuml abstract class "ScriptableResourceDefaultSingleton`1"<TSingleton> { } "ScriptableSingleton`2" "<TSingleton,ScriptableResourceSingletonProvider<TSingleton>>" <|-- "ScriptableResourceDefaultSingleton`1" @enduml
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@startuml class AuthorityEntity { - int authorityId; - Date startDate; - Date endDate; -UserEntity user; -HouseEntity house; -String remark; +AuthorityEntity(); +AuthorityEntity(int userID, int houseID); } class DoorEntity { - int doorId; - String doorLocation; - String doorIp; - String doorStatus; +DoorEntity(); } class HouseEntity { - int houseId; - String housePassword; - DoorEntity door; - UserEntity user; +HouseEntity(); } class OpenRecordEntity { - int openId; - Integer userId; - Integer doorId; - Timestamp openDate; - String openResult; - DoorEntity doorEntity; - UserEntity userEntity; +OpenRecordEntity(); } class UserEntity { - String userName; - int userId; - String userTelephone; - String userPassword; - byte[] userFace; + OpenRecordEntity(); } @enduml
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@startuml package "components/infobars/core" { object InfoBar { PlatformSpecific*() delegate_ owner_ } object InfoBarDelegate object InfoBarManager { infobars_ } object "InfoBarManager::Observer" as IBM_Observer { OnInfoBarAdded OnInfoBarRemoved OnInfoBarReplaced OnManagerShuttingDown } object InfoBarContainer object ConfirmInfoBarDelegate } package "chrome/browser/infobars" { object InfoBarService } object InfoBarAndroid object WebContentsUserData object WebContents object InfoBarContainerAndroid object DuplicateDownloadInfoBarDelegate object ChromeDuplicateDownloadInfoBarDelegate InfoBarDelegate <|-- ConfirmInfoBarDelegate ConfirmInfoBarDelegate <|-- DuplicateDownloadInfoBarDelegate DuplicateDownloadInfoBarDelegate <|-- ChromeDuplicateDownloadInfoBarDelegate InfoBarManager <|-- InfoBarService InfoBarManager *-- "*" InfoBar InfoBarManager ..> "*" IBM_Observer InfoBar .up.> InfoBarContainer InfoBar *-- InfoBarDelegate InfoBar .up.> InfoBarManager IBM_Observer <|-- InfoBarContainer InfoBarContainer <|-- InfoBarContainerAndroid InfoBar <|-- InfoBarAndroid WebContentsUserData <|-- InfoBarService WebContents *-- WebContentsUserData @enduml
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@startuml gameCore class ButtonController { - OnEnable() : void GotoVipRoom() : void GotoTitleButton() : void BetUpButton() : void BetDownButton() : void CanBetUpDown() : void canDoubleDown : bool StartButton() : void StandButton() : void RetryButton() : void HitButton() : void DoubleDownButton() : void SurrenderButton() : void StartWindowButtons() : void ResultWindowButtons() : void } MonoBehaviour <|-right- ButtonController ButtonController -left-> "gotoVipRoomButton" Button ButtonController --> "gotoTitleButton" Button ButtonController --> "betUpButton" Button ButtonController --> "betDownButton" Button ButtonController --> "startButton" Button ButtonController --> "standButton" Button ButtonController --> "retryButton" Button ButtonController --> "hitButton" Button ButtonController --> "doubleDownButton" Button ButtonController --> "surrenderButton" Button ButtonController --> "gameDirector" GameDirector ButtonController --> "playerController" PlayerController ButtonController --> "dealerController" DealerController class CharacterBase { # characterScore : int direction : float # <<virtual>> Awake() : void + <<virtual>> GameStart() : void + <<virtual>> ResetCardsInfo() : void CharacterCardSpritesReset() : void # AddCharacterCards(card:Card) : void # ShowCharacterCards() : void CharacterCardSpritesAdd(cardPos:Vector2) : void score : int aceCount : int CharacterScoreSum() : bool + IsBlackjack : bool <<get>> + IsBust : bool <<get>> # ShowCharacterScore() : void + GetScore() : int } class "List`1"<T> { } MonoBehaviour <|-left- CharacterBase CharacterBase --> "characterController" GameObject CharacterBase -down-> "blackjackOrBust" Text CharacterBase --> "characterTransform" Transform CharacterBase --> "cardPrefab" SpriteRenderer CharacterBase --> "gameDirectorObject" GameObject CharacterBase --> "gameDirector" GameDirector CharacterBase -down-> "trumpController" TrumpController CharacterBase --> "scoreText" Text CharacterBase --> "characterCards<Card>" "List`1" CharacterBase -left-> "characterCardSprites<SpriteRenderer>" "List`1" class DealerController { {static} bet : int + Bet : int <<get>> <<set>> + DividendMultiplier : float <<set>> + Dividend : int <<get>> + <<override>> GameStart() : void + <<override>> ResetCardsInfo() : void UpCard() : void + DrawDealer() : void } CharacterBase <|-- DealerController class GameDirector { maxBet : int MaxBet : int <<set>> minBet : int MinBet : int <<set>> defaultPlayersMoney : int Start() : void + GameStart() : void playerScore : int dealerScore : int Judgement() : void dividendMultiplier : float DividendResult() : void playersMoney : int IsGameFollow() : bool GameOver() : void gameClearMoney : int = 10000 + Stand() : void DividendToPlayer() : void + BetToDealer(bet:int) : void + ResetField() : void BackGround() : void BetLimit() : void Update() : void } enum JudgeEnum { Win, Draw, Lose, } enum StageEnum { Normal, Vip, } MonoBehaviour <|-- GameDirector GameDirector --> "gameOverPanel" GameObject GameDirector --> "gameClearPanel" GameObject GameDirector --> "playerController" PlayerController GameDirector -right-> "dealerController" DealerController GameDirector --> "trumpController" TrumpController GameDirector --> "buttonController" ButtonController GameDirector --> "judgementText" Text GameDirector --> "dividendText" Text GameDirector --> "judgeEnum" JudgeEnum GameDirector --> "stageEnum" StageEnum GameDirector --> "normalBackGround" GameObject GameDirector --> "vipBackGround" GameObject GameDirector +-- JudgeEnum GameDirector +-- StageEnum class PlayerController { {static} money : int + Money : int <<get>> <<set>> bet : int + Bet : int <<get>> <<set>> + MaxBet : int <<set>> + MinBet : int <<set>> # <<override>> Awake() : void + <<override>> GameStart() : void + <<override>> ResetCardsInfo() : void + Hit() : void + DoubleDown() : void + IsSurrender : bool <<get>> + Surrender() : void + CanUp : bool <<get>> + CanDown : bool <<get>> + BetUp() : void + BetDown() : void } CharacterBase <|-- PlayerController PlayerController -up-> "moneyText" Text PlayerController --> "betText" Text @enduml @startuml Trump class TrumpController { + ResetCardsInfo() : void CreateCards() : void ShuffleCards() : void + DrawCard() : Card ConvertNumberForBlackjack(card:Card) : void } class Card { - number : int - suit : string + Number : int <<get>> <<set>> + Suit : string <<get>> <<set>> # Card(sprite:Sprite, number:int) } class Hart { + Hart(sprite:Sprite, number:int) } class Spade { + Spade(sprite:Sprite, number:int) } class Clover { + Clover(sprite:Sprite, number:int) } class Diamond { + Diamond(sprite:Sprite, number:int) } class "List`1"<T> { } class "Stack`1"<T> { } MonoBehaviour <|-- TrumpController TrumpController --> "back" Sprite TrumpController --> "Back" Sprite TrumpController --> "orderCards<Card>" "List`1" TrumpController --> "playingCards<Card>" "Stack`1" Card --> "sprite" Sprite Card --> "Sprite" Sprite Card <|-- Hart Card <|-- Spade Card <|-- Clover Card <|-- Diamond @enduml @startuml class GotoVipRoomManager { Start() : void RuleDescription() : void GotoVipRoom() : void } MonoBehaviour <|-- GotoVipRoomManager GotoVipRoomManager --> "ruleDescriptionButton" Button GotoVipRoomManager --> "gotoVipRoomButton" Button GotoVipRoomManager --> "vipRoomText" GameObject GotoVipRoomManager --> "vipRoomRuleText" GameObject class TitleManager { Start() : void GotoMain() : void GameRule() : void BackToTitle() : void } MonoBehaviour <|-- TitleManager TitleManager --> "gotoMainButton" Button TitleManager --> "gameRuleButton" Button TitleManager --> "backToTitleButton" Button TitleManager --> "gameRulePanel" GameObject @enduml
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@startuml title Just a test (*)--> "Check input args" --> "Fetch some data" --> "Improve your mind" --> "Fix all bugs and repeat!" -->(*) @enduml
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@startuml allow_mixing object Juego object Mazo object Descarte object Objectivo object Trabajo_N { - Carta[N] } object "Carta" as carta1 { - int numero - Palo palo - Estado estado : "Boca arriba" } object "Carta" as carta3 { - int numero - Palo palo - Estado estado } object "Carta" as carta4 { - int numero - Palo palo - Estado estado } object "Carta" as carta5 { - int numero - Palo palo - Estado estado : "Boca abajo" } carta1 "1" <-down- "1" Trabajo_N carta1 <-[hidden]left- carta Trabajo_N "1" -> "N-1" carta Trabajo_N "7" <-down- "1" Juego Descarte "1" <-- "1" Juego Objectivo "4" <-- "1" Juego Mazo "1" <-- "1" Juego carta3 "0" <- "1" Descarte carta4 "0" <-- "1" Objectivo carta5 "24" <-- "1" Mazo @enduml
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keleqnma/influxdb-cluster
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@startuml class ClusterService { -storages: []*SingleStorage -mu: RWMutex -stats: *Statistics +*Query(db string): []byte, error +*QueryT(ql *InfluxQL): []byte, error +*Write(db string, lp []byte): error +*WriteT(ql *InfluxQL): error +*ReloadCfg(configs []StorageConfig): error +*Close(): error +*GetStats(): Statistics } class Statistics { +QueryRequests: int64 +QueryRequestsFail: int64 +WriteRequests: int64 +WriteRequestsFail: int64 +PingRequests: int64 +PingRequestsFail: int64 +PointsWritten: int64 +PointsWrittenFail: int64 +WriteRequestDuration: int64 +QueryRequestDuration: int64 +*Flush(): } @enduml
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@startuml title __COMPLETEFUTURET's Class Diagram__\n namespace com.juc.threadpool { namespace completefuturet { class com.juc.threadpool.completefuturet.Main { {static} + main() {static} ~ fetchPrice() {static} ~ queryCode() {static} - accept() } } } right footer PlantUML diagram generated by SketchIt! (https://bitbucket.org/pmesmeur/sketch.it) For more information about this tool, please contact philippe.mesmeur@gmail.com endfooter @enduml
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@startuml [*] --> EmployeeHomePage EmployeeHomePage : do/ display employee home page ManageEmployeeQuote -> EmployeeHomePage : Selects back EmployeeHomePage -> ManageEmployeeQuote : Selects Manage Quote ManageEmployeeQuote : do/ display employee quote EmployeeHomePage -> CreateQuote : Select Create Quote CreateQuote : do/ display new quote CreateQuote -> EmployeeHomePage : User selects back @enduml
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@startuml 'https://plantuml.com/class-diagram class ToDoList{ + main() + start() } class javafx.Item { - Item: Object - itemName: SimpleStringProperty - itemDescription: SimpleStringProperty - completedMark: SimpleStringProperty - dueDate: LocalDate -- + getItemName() + setItemName() + getItemDescription + setItemDescription + getDueDate + setDueDate + getCompletedMark + setCompletedMark } class FilePathGetterController { - FilePathTextField: TextField + saveButtonClicked() } class EditDateController { - DueDate: DatePicker + saveButtonClicked() } class HelpPageController { + backButtonClicked() } class ExpandItemController { + backButtonClicked() } class ToDoListController{ - itemTableview: TableView - itemColumn: TableColumn - descriptionColumn: TableColumn - dueDateColumn: TableColumn - completeColumn: TableColumn -- - ItemName: TextField - DueDate: DatePicker - ItemDescription: TextField - ItemStatus: TextField -- + clearListButtonClicked() + expandItemButtonClicked() + editDueDateButtonClicked() + addNewItemButtonClicked() + exportListButtonClicked() + loadListButtonClicked() + displayAllItemsButtonClicked() + displayCompletedItemsButtonClicked() + displayIncompleteItemsButtonClicked() + deleteItemButtonClicked() + helpButtonClicked() } javafx.ToDoList <--> javafx.HelpPage javafx.ToDoList <--> javafx.ExpandItem javafx.ToDoList <--> javafx.EditDate javafx.ToDoList <--> javafx.FilePathGetter javafx.Item -> javafx.ToDoList javafx.Item --> javafx.HelpPage javafx.Item --> javafx.ExpandItem javafx.Item --> javafx.EditDate javafx.Item --> javafx.FilePathGetter ToDoList -|> javafx.ToDoList javafx.HelpPage -- HelpPageController javafx.ExpandItem --- ExpandItemController javafx.EditDate -- EditDateController javafx.FilePathGetter --- FilePathGetterController ToDoList -- ToDoListController @enduml
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@startuml interface Iterator{ hasNext(): boolean next(): E remove(): void } class ComputerCollegeIterator class InfoCollegeIterator class Department interface College{ createIterator(): Iterator } class ComputerCollege class InfoCollege class OutputImpl class Client OutputImpl <.. Client Iterator <.. Client OutputImpl o-- College InfoCollege o-- Department ComputerCollege o-- Department College <|.. ComputerCollege College <|.. InfoCollege Iterator <|.. InfoCollegeIterator Iterator <|.. ComputerCollegeIterator InfoCollegeIterator o-- Department ComputerCollegeIterator o-- Department @enduml
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@startuml package "facade" { class "InstrumentFacade" as facade.InstrumentFacade <<E,#FFCC00>> { +Bass: instruments.Bass +Drums: instruments.Drums +Piano: instruments.Piano +Saxophone: instruments.Saxophone +PlayMusic() } } facade.InstrumentFacade --> instruments.Bass facade.InstrumentFacade --> instruments.Drums facade.InstrumentFacade --> instruments.Piano facade.InstrumentFacade --> instruments.Saxophone package "instruments" { class "Bass" as instruments.Bass <<V,Orchid>> { +PlayBass(): string } } package "instruments" { class "Drums" as instruments.Drums <<V,Orchid>> { +PlayRhythm(): string } } package "instruments" { class "Piano" as instruments.Piano <<V,Orchid>> { +PlayChords(): string } } package "instruments" { class "Saxophone" as instruments.Saxophone <<V,Orchid>> { +PlayMelody(): string } } @enduml
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@startuml [-> PicYaPaletteActivity: onCreate activate PicYaPaletteActivity create ImageChooserActivity PicYaPaletteActivity -> ImageChooserActivity: startActivity activate ImageChooserActivity deactivate PicYaPaletteActivity ImageChooserActivity -> ImageChooserActivity: takeAPicture activate ImageChooserActivity create Camera ImageChooserActivity -> Camera: startActivityForResult activate Camera Camera -->ImageChooserActivity: return bmp deactivate Camera deactivate ImageChooserActivity ImageChooserActivity -> ImageChooserActivity: onActivityResult activate ImageChooserActivity create GeneratedPalettesActivity ImageChooserActivity -> GeneratedPalettesActivity: startActivity deactivate ImageChooserActivity deactivate ImageChooserActivity activate GeneratedPalettesActivity loop for all palettes create Palette GeneratedPalettesActivity -> Palette: construct activate Palette loop for all colors Palette -> Palette: generateColor end deactivate Palette Palette --> GeneratedPalettesActivity: render end GeneratedPalettesActivity --> ImageChooserActivity deactivate GeneratedPalettesActivity activate ImageChooserActivity <--ImageChooserActivity deactivate ImageChooserActivity @enduml
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moutainhigh/apusher
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@startuml interface IPushClient IPushClient <|-- ApnsPushClient IPushClient <|-- HuaweiPushClient interface ITargetSource interface IPushClientFactory { IPushClient create() } IPushClientFactory ..> IPushClient CastJobActor --> Pusher Pusher -> IPushClientFactory Pusher *-> PushActor PushActor -> IPushClient IPushClient .> IPushStatusListener CastJobActor -> ITargetSource @enduml
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@startuml hide empty fields hide empty methods legend |= |= line | |<back:black> </back>| inheritance | |<back:green> </back>| property reference | |<back:blue> </back>| discriminated class | endlegend interface GraphQLSearchExecutionFailureError [[GraphQLSearchExecutionFailureError.svg]] extends GraphQLErrorObject { code: String } interface GraphQLErrorObject [[GraphQLErrorObject.svg]] { code: String } @enduml
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@startuml Model4 skinparam classAttributeIconSize 0 User o-- BuildingUser City o-- BuildingCity Building *-- Category Ui <..> User Ui <..> City Ui <..> Building class User{ - int idUser - String email - String passWord - int role - List<BuildingUSer> Buildings + void addBuilding(Building building); + void removeBuilding(Building building); } class BuildingUser{ - int idBuildingUser - String name - String photoUrl } class City{ - int idCity - String name - List<BuildingCity> Buildings + void addBuildingLight(Building building); + void removeBuildingLight(Building building); } class BuildingCity{ - int idBuildingCity - String name - String photoUrl } class Building{ - int idBuilding - String name - String streetNumber - String streetName - String zipCode - String city - String latitude - String longitude - List<String> photos - String description - Category category - int constructionYear - String architect } enum Category{ null Castle House Building Ruin } @enduml @startuml Model3 skinparam classAttributeIconSize 0 User o-- BuildingUser City o-- BuildingCity Building *-- Category Ui <..> User Ui <..> City Ui <..> Building class User{ - int idUser - String email - String passWord - int role - List<BuildingUSer> Buildings + String getIdUser() + void setIdUser(int id) + String getEmail() + void setEmail(String email) + String getPassWord() + void setPassWord(String email) + String getRole() + void setRole(int id) + List<Building> getBuildings() + void addBuilding(Building building); + void removeBuilding(Building building); } class BuildingUser{ - int idBuildingUser - String name - String photoUrl } class City{ - int idCity - String name - List<BuildingCity> Buildings + String getIdCity() + void setIdCity(int id) + String getName() + void setName(String name) + List<BuildingLight> getBuildings() + void addBuildingLight(Building building); + void removeBuildingLight(Building building); } class BuildingCity{ - int idBuildingCity - String name - String photoUrl } class Building{ - int idBuilding - String name - String streetNumber - String streetName - String zipCode - String city - String latitude - String longitude - List<String> photos - String description - Category category - int constructionYear - String architect + int getIdBuilding() + void setIdBuilding(int idBuilding) + String getName() + void setName(String name) + String getStreetNumber() + void setStreetNumber(String streetNumber) + String getStreetName() + void setStreetName(String streetName) + String getZipCode() + void setZipCode(String zipCode) + String getCity() + void setCity(String city) + String getLatitude() + void setLatitude(String latitude) + String getLongitude() + void setLongitude(String longitude) + List<String> getPhotos() + void setPhotos(List<String> photos) + String getDescription() + void setDescription(String description) + String getCategory() + void setCategory(Category category) + int getConstructionYear() + void setConstructionYear(int constructionYear) + String getArchitect() + void setArchitect(String architect) } enum Category{ null Castle House Building Ruin } @enduml @startuml Model2 skinparam classAttributeIconSize 0 User o-- Building City o-- Building Building *-- Category Building o-- Spec Spec <.> Type class User{ - int idUser - String email - String passWord - int role - List<Building> Buildings + String getIdUser() + void setIdUser(int id) + String getEmail() + void setEmail(String email) + String getPassWord() + void setPassWord(String email) + String getRole() + void setRole(int id) + List<Building> getBuildings() + void addBuilding(Building building); + void removeBuilding(Building building); } class City{ - int idCity - String name - List<Building> Buildings + String getIdCity() + void setIdCity(int id) + String getName() + void setName(String name) + List<Building> getBuildings() + void addBuilding(Building building); + void removeBuilding(Building building); } class Building{ - int idBuilding - String name - String streetNumber - String streetName - String zipCode - String city - Point coordinate - List<String> photos - String description - Category category - int constructionYear - String architect - List<Spec> Specs + int getIdBuilding() + void setIdBuilding(int idBuilding) + String getName() + void setName(String name) + String getStreetNumber() + void setStreetNumber(String streetNumber) + String getStreetName() + void setStreetName(String streetName) + String getZipCode() + void setZipCode(String zipCode) + String getCity() + void setCity(String city) + Point getCoordinate() + void setCoordinate(Point coordinate) + List<String> getPhotos() + void addPhoto(String photo); + void removePhoto(String photo); + String getDescription() + void setDescription(String description) + String getCategory() + void setCategory(Category category) + int getConstructionYear() + void setConstructionYear(int constructionYear) + String getArchitect() + void setArchitect(String architect) + List<Spec> getSpecs() + void addSpecs(Spec spec); + void removeSpecs(Spec spec); } enum Category{ null Castle House Building Ruin } class Spec{ -int idSpec -Type name -String description -List<String> photos + int getidSpec() + void setidSpec(int id) + String getName() + void setName(String name) + String getDescription() + void setDescription(String description) } enum Type{ Fundation Windows Roof Wall } @enduml @startuml Model1 skinparam classAttributeIconSize 0 User o-- Building Building *-- Adress City o-- Building Building *-- Category Building o-- Spec Spec *-- Type class User{ - int idUser - String email - String passWord - int role - List<Building> Buildings + String getIdUser() + void setIdUser(int id) + String getEmail() + void setEmail(String email) + String getPassWord() + void setPassWord(String email) + String getRole() + void setRole(int id) + List<Building> getBuildings() + void addBuilding(Building building); + void removeBuilding(Building building); } class City{ - int idCity - String name - List<Building> Buildings + String getIdCity() + void setIdCity(int id) + String getName() + void setName(String name) + List<Building> getBuildings() + void addBuilding(Building building); + void removeBuilding(Building building); } class Building{ -int idBuilding -String name -Adress adress -List<String> photos -String description -Category category -int constructionYear -String architect -List<Spec> Specs + int getIdBuilding() + void setIdBuilding(int id) + String getName() + void setName(String name) + Adress getAdress() + void setAdress(Adress adress) + List<String> getBuildings() + void addBuilding(String photo); + void removeBuilding(String photo); + String getDescription() + void setDescription(String description) + String getCategory() + void setCategory(Category category) + int getConstructionYear() + void setConstructionYear(int constructionYear) + String getArchitect() + void setArchitect(String architect) + List<Spec> getSpecs() + void addSpecs(Spec spec); + void removeSpecs(Spec spec); } class Adress{ - int idAdress - int number - String streetName - int zipCode - String city - Point coordinate + int getIdAdress() + void setIdAdress(int id) + String getNumber() + void setNumber(int number) + String getStreetName() + void setStreetName(String name) + String getZipCode() + void setZipCode(int zipCode) + String getCity() + void setCity(String city) + Point getCoordinate() + void setCoordinate(Point coordinate) } enum Category{ null Castle House Building Ruin } class Spec{ -int idSpec -Type name -String description -List<String> photos + int getidSpec() + void setidSpec(int id) + String getName() + void setName(String name) + String getDescription() + void setDescription(String description) } enum Type{ Fundation Windows Roof Wall } @enduml @startuml model Mod actor User User -> ApiLogin : Login et MPD ApiLogin -> User : OK User -> ApiCity : get all database H2DB ApiCity -> H2DB H2DB -> ApiCity ApiCity -> User : List<city> User -> ApiBuilding : getbuilding From City ApiBuilding -> H2DB H2DB -> ApiBuilding ApiBuilding -> User :List<Building> User -> User : choisir ses batiments User -> ApiMap : envoie sa liste ApiMap -> OpenStreetMap OpenStreetMap -> ApiMap ApiMap -> User : renvoi une image ? @enduml
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@startuml hide empty fields hide empty methods legend |= |= line | |<back:black> </back>| inheritance | |<back:green> </back>| property reference | |<back:blue> </back>| discriminated class | endlegend interface AttributeGroupChangeNameAction [[AttributeGroupChangeNameAction.svg]] extends AttributeGroupUpdateAction { action: String name: [[LocalizedString.svg LocalizedString]] } interface AttributeGroupUpdateAction [[AttributeGroupUpdateAction.svg]] { action: String } @enduml
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@startuml ion-sequence Title: ion sequence diagram v1.0 participant clientA participant biz participant islb participant sfu participant clientB Note left of clientA: 1 Note over clientA: new WebSocket(newUID()) Note over clientA: pc.setLocalDescription(cSDP) clientA->biz: join(sid,cSDP,info) Note over biz: addPeer(uid) & newMID() biz->islb: peer-join(uid,sid,mid,info) islb->>biz: broadcast peer-join(uid,sid,info) biz->>clientB: broadcast peer-join(uid,sid,info) islb-->biz: peer-join(peers,streams) biz->sfu: join(sid,mid,cSDP) Note over sfu: pc.SetRemoteDescription(cSDP) Note over sfu: pc.SetLocalDescription(sSDP) sfu-->biz: join(sSDP) loop for streamId := range cSDP.streams biz->>islb: stream-add(uid,sid,mid,streamId) islb->>biz: broadcast stream-add(sid,uid,stream) biz->>clientB: broadcast stream-add(sid,uid,stream) end biz-->clientA: join(peers,streams,mid,sSDP) Note over clientA: pc.setRemoteDescription(sSDP) Note left of clientA: 2 Note over clientA: pc.onicecandidate(cCandidate) clientA->biz: trickle(sid,mid,cCandidate) biz->sfu: trickle(mid,cCandidate) Note over sfu: pc.AddICECandidate(candidate) Note left of clientA: 3 Note over sfu: pc.OnICECandidate(sCandidate) sfu->>biz: trickle(mid,sCandidate) biz->>clientA: trickle(sid,mid,sCandidate) Note over clientA: pc.addIceCandidate(sCandidate) Note left of clientA: 4 Note over sfu: pc.OnNegotiationNeeded() Note over sfu: pc.SetLocalDescription(sSDP) sfu->>biz: offer(mid,sSDP) biz->>clientA: offer(sid,mid,sSDP) Note over clientA: pc.setRemoteDescription(sSDP) Note over clientA: pc.setLocalDescription(cSDP) clientA-->biz: answer(sid,mid,cSDP) biz-->sfu: answer(mid,cSDP) Note over sfu: pc.SetRemoteDescription(cSDP) Note left of clientA: 5 Note over clientA: pc.onnegotiationneeded() Note over clientA: pc.setLocalDescription(cSDP) clientA->biz: offer(uid,sid,mid,cSDP) biz->sfu: offer(mid,cSDP) Note over sfu: pc.SetRemoteDescription(cSDP) Note over sfu: pc.SetLocalDescription(sSDP) sfu-->biz: answer(mid,sSDP) biz-->clientA: answer(uid,sid,mid,sSDP) Note over clientA: pc.setRemoteDescription(sSDP) Note left of clientA: 6 clientA->biz: broadcast(sid,uid,info) biz->>islb: broadcast(sid,uid,info) islb->>biz: broadcast(sid,uid,info) biz->>clientB: broadcast(sid,uid,info) biz-->clientA: Note left of clientA: 8 clientA->biz: leave(sid,uid) Note over biz: delPeer(sid, uid) biz->>islb: peer-leave(sid,uid) islb->>biz: broadcast peer-leave(sid,uid) biz->>clientB: broadcast peer-leave(sid,uid) biz->sfu: leave(sid,uid,mid) sfu-->biz: biz-->clientA: @enduml
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@startuml skinparam componentStyle uml2 note "A Java program generates partners \n of all ages and nationalities. These \n are first sent into Kafka, then processed \n by a Kafka Stream and then again using KSQL" as N cloud Kafka [Partners] --> [Kafka] : 200 generate [Kafka] --> [Partner Kakfa Stream] : 210 subscribe [Partner Kakfa Stream] --> [Kafka] : 220 filter,\nmap,\njoin [Kafka] --> [KSQL Server] : 230 subscribe\nand\nfilter [KSQL Server] --> [Kafka] : 240 publish @enduml
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@startuml rectangle "Diagram TBD" @enduml interface external control trigger package "app" #lightblue { interface internal node service folder image } service -- image external -- service : 3000 internal -- service : 5000 trigger --> service : 1 note left of trigger condition: always scale: thru-put cardinality: 1 end note
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@startuml class Animal { void Eat() } class Dog { void Eat() void Bark() } class Puppy { void Eat() void Bark() void Weep() } class Cat { void Eat() void Meow() } @enduml
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@startuml title US633 Class Diagram - Web Controller Version skinparam titleBorderRoundCorner 10 skinparam titleBorderThickness 2 skinparam titleBorderColor indianred skinparam titleBackgroundColor Snow skinparam FontName quicksand skinparam titleFontSize 10 skinparam roundcorner 10 skinparam class { BorderColor indianred BackgroundColor indianred BackgroundColor Snow roundcorner 10 ArrowFontName Verdana ArrowColor indianred ArrowFontColor darkslategrey FontSize 12 } HTTPClient -- HouseMonitoringControllerWeb : > HouseMonitoringControllerWeb -- GeographicAreaHouseService : > GeographicAreaHouseService -- GeographicAreaRepository : > GeographicAreaRepository -- GeographicAreaCrudRepo : > GeographicAreaRepository -- GeographicArea : > GeographicAreaCrudRepo -right- GeographicArea : > GeographicAreaHouseService -- HouseRepository : > HouseRepository -- HouseCrudRepo : > HouseRepository -- House : > HouseCrudRepo -right- House : > GeographicArea "1" -- "0.*" AreaSensor : may have > House"1.*" -right- "1" Localization : in in > AreaSensor"1.*" -right- "1" Localization : is in > AreaSensor "1" -left- "0.*" Reading : may have > AreaSensor -- SensorUtils : > AreaSensor"0.*" -- "1"SensorType : has a > Reading -left- ReadingUtils : > SensorUtils -left- ReadingUtils : > class HouseMonitoringControllerWeb { GeographicAreaHouseService; getHighestTemperatureAmplitude(DateIntervalDTO) } class GeographicAreaHouseService{ GeographicAreaRepository; HouseRepository; getClosestAreaSensorOfGivenType(String, House, GeographicArea) getMinDistanceToSensorOfGivenType(List<AreaSensor, House) getAreaSensorsByDistanceToHouse(List<AreaSensor>, House, double) getAreaSensorsDistanceToHouse(List<AreaSensor>, double) calculateDistanceToSensor(AreaSensor, House) validateIntervalDTO(DateIntervalDTO) } class House{ motherAreaID; Localization; getMotherAreaID() getLocalization() } class GeographicArea{ Long ID; List<AreaSensor>; getID() getSensors() } class SensorUtils{ getSensorsOfGivenType(List<AreaSensor>, String) getMostRecentlyUsedSensor(List<AreaSensor>) getAreaSensorsWithReadings(List<AreaSensor>) } class AreaSensor{ String SensorType; Localization; List<Reading>; getSensorType() getReadings() getLocalization() getDateHighestAmplitudeBetweenDates(Date, Date) getDaysWithReadingsWithReadingsBetweenDates(Date, Date) getAmplitudeValueFromDate(Date) getReadingListBetweenDates(Date,Date) } class SensorType{ type; getType() } class Localization{ double latitude; double longitude; getLinearDistanceBetweenLocalsInKm(Location) } class ReadingUtils{ getFirstSecondOfDay(Date) getLastSecondOfDay(Date) getReadingDate() isReadingDateBetweenTwoDates(Date, Date) getValuesOfSpecificDayReadings(Date) compareMonthDayAndYearBetweenDates(Date,Date) getReadingValue(List<Reading>,int) } class Reading{ Date date; double value; getDate() getValue() } class GeographicAreaRepository{ GeographicAreaCrudRepo; getByID() } Interface GeographicAreaCrudRepo{ findByID() } class HouseRepository{ HouseCrudRepo; getAll() } Interface HouseCrudRepo{ findAll() } @enduml
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@startuml title FileSystem Failure Detection box Local Node participant RemoteMonitoringService participant NodeState participant FileSystemStats participant FileSystem participant FileSystemAgent participant StreamLogFiles end box box Cluster participant Cluster participant Layout end box StreamLogFiles --> FileSystemAgent: on each write:\n update resource quota usage FileSystemAgent -->FileSystem: scheduler: get filesystem info FileSystemAgent -> FileSystemStats: update: \n - filesystem/partition attributes\n - resource quota loop failure detection iteration RemoteMonitoringService -> FileSystemStats : get fs statistics FileSystemStats --> RemoteMonitoringService: provide FS stats RemoteMonitoringService-->RemoteMonitoringService: check resource quota/filesystem status RemoteMonitoringService->NodeState: in case of a failure:\n - quota exceeds limits\n - read only FS\n - other fs issues\n **Update Node State** end Cluster -> NodeState: Get node state Cluster -> Layout: a failed node detected @enduml
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@startuml title Class Diagram class DatabaseLayer.Database <<(S,#FF7700)singleton>> { ' Variables + {static} Instance: Database - connection: SqlConnection - transaction: SqlTransaction - transactionCount: int ' Methods + ExecuteQuery(query): SqlDataReader + ExecuteScalar<T>(command): T + ExecuteCommand(command): int + BeginTransaction(): bool + EndTransaction(): bool + RollBack(): void } class DatabaseLayer.JSONDatabase <<(S,#FF7700)singleton>> { ' Variables + {static} Instance: JSONDatabase - dbPath: string - dbCache: JObject - transactionCount: int ' Methods - GetBiggestIDInTable(table): int + CreateInTable(table, value): int + GetInTable(table, id): Dictionary + GetAllInTable(table): List<Dictionary> + SetInTable(table, id, value): void + RemoveFromTable(table, id): void - LoadCache(): void - SaveCache(): void + BeginTransaction(): bool + EndTransaction(): bool + AbortTransaction(): void } class DatabaseLayer.TeamGateway <<static>> { ' Variables - {static} *Statement: string - {static} *Command: SqlCommand ' Methods + {static} Create(...): Team + {static} Find(id) : Team + {static} FindByCoach(coach): Team + {static} FindAll(): List<Team> + {static} Update(team): void + {static} Delete(team): void - {static} ParseFromQuery(query): Team } class DatabaseLayer.TeamToPlayerGateway <<static>> { ' Variables - {static} *Statement: string - {static} *Command: SqlCommand ' Methods + {static} Create(...): TeamToPlayer + {static} FindByPlayer(player) : TeamToPlayer + {static} FindByTeam(team): TeamToPlayer + {static} Delete(teamToPlayer): void + {static} DeleteAllForPlayer(player): void + {static} DeleteAllForTeam(team): void - {static} ParseFromQuery(query): TeamToPlayer } class DatabaseLayer.UserGateway <<static>> { ' Variables - {static} *Statement: string - {static} *Command: SqlCommand ' Methods + {static} Create(...): User + {static} Find(id) : User + {static} FindByUsernamePassword(login, password): User + {static} FindByRole(role): List<User> + {static} FindAll(): List<User> + {static} Update(user): void + {static} Delete(user): void - {static} ParseFromQuery(query): Team } class DatabaseLayer.EventGateway <<static>> { ' Variables - {static} *Statement: string - {static} *Command: SqlCommand ' Methods + {static} CreateTrainingEvent(...): TrainingEvent + {static} CreateMatchEvent(...): MatchEvent + {static} CreateTournamentEvent(...): TournamentEvent + {static} CreateCustomEvent(...): CustomEvent + {static} Find(id): Event + {static} FindEventsForUser(): List<Event> + {static} All(): List<Event> + {static} AllTrainings(): List<TrainingEvent> + {static} AllMatchs(): List<MatchEvent> + {static} AllTournaments(): List<TournamentEvent> + {static} AllCustom(): List<CustomEvent> + {static} Update(event): void + {static} Delete(event): void - {static} ParseEvent(query): Event } class DataTypes.Event { ' Variables + EventID: int + Name: string + Type: string + Description: string + From: long + To: long + Color: string + ParticipantIDs: List<int> } DataTypes.Event <|-- DataTypes.TrainingEvent DataTypes.Event <|-- DataTypes.MatchEvent DataTypes.Event <|-- DataTypes.TournamentEvent DataTypes.Event <|-- DataTypes.CustomEvent class DataTypes.MatchEvent { ' Variables + Server: string } class DataTypes.TournamentEvent { ' Variables + Location: string } class DataTypes.CustomEvent { ' Variables + MaxParticipants: int } BusinessLayer.Event "1" - "1" DataTypes.Event BusinessLayer.Event <|-- BusinessLayer.TrainingEvent BusinessLayer.Event <|-- BusinessLayer.MatchEvent BusinessLayer.Event <|-- BusinessLayer.TournamentEvent BusinessLayer.Event <|-- BusinessLayer.CustomEvent class BusinessLayer.Event { ' Variables # event: DataTypes.Event ' Methods + {static} Find(id): Event + {static} FromType(event): Event + {static} All(): List<Event> + Save(): void + Delete(): void + GetDTO(): DataTypes.Event } class BusinessLayer.TrainingEvent { 'Methods + {static} Create(...): CustomEvent } class BusinessLayer.MatchEvent { 'Methods + {static} Create(...): CustomEvent } class BusinessLayer.TournamentEvent { 'Methods + {static} Create(...): CustomEvent } class BusinessLayer.CustomEvent { 'Methods + {static} Create(...): CustomEvent + {static} GetUpcoming(from): List<CustomEvent> + {static} GetUpcomingNotJoinedBy(from, user): List<CustomEvent> } class DataTypes.User { ' Variables + UserID: int + FirstName: string + LastName: string + Login: string + Password: string + Role: string } BusinessLayer.User "1" - "1" DataTypes.User class BusinessLayer.User { ' Variables - user: DataTypes.User ' Methods + {static} Create(...): User + {static} Find(id): User + {static} FindByUsernamePassword(login, pass): User + {static} FindByRole(role): List<User> + {static} All(): List<User> + Save(): void + Delete(): void + GetTeams(): List<Team> + GetUpcomingEvents(): List<Event> + GetEventsAvailableFromTo(from, to): List<Event> + GetEventsOverlappingWith(from, to): List<Event> + GetEventsOverlappingWithOfType(event, type): List<Event> + GetEventsOverlappingWithNotOfType(event, type): List<Event> + GetDTO(): DataTypes.User } class DataTypes.Team { ' Variables + TeamID: int + CoachID: int + Name: string + Game: string } class DataTypes.TeamToPlayer { + PlayerID: int + TeamID: int } BusinessLayer.Team "1" - "1" DataTypes.Team BusinessLayer.Team "0..*" - "0..*" BusinessLayer.User class BusinessLayer.Team { ' Variables - team: DataTypes.Team - players: BusinessLayer.User ' Methods + {static} Create(...): Team + {static} Find(id): Team + {static} FindByCoach(coach): Team + {static} All(): Team + Save(): void + Delete(): void + GetDTO(): DataTypes.Team } ' More stuff class BusinessLayer.Command { ' Variables - run: CommandDelegate - undo: CommandDelegate + {static} Blank: CommandDelegate ' Methods + Do(): void + Undo(): void } BusinessLayer.CommandQueue "0..*" - "0..*" BusinessLayer.Command class BusinessLayer.CommandQueue { ' Variables - commands: List<Command> - currentCommand: int ' Methods + Add(command): CommandQueue + Remove(command): CommandQueue + Do(numCommands): void + Undo(numCommands): void } BusinessLayer.PreviewList "1" - "1" BusinessLayer.CommandQueue class BusinessLayer.PreviewList<T> { ' Variables - commands: CommandQueue - addCmd: Func<T, Command> - removeCmd: Func<T, Command> - lazyData: Lazy<List<T>> - immediate: bool ' Methods + Add(value): void + Remove(value): void + Do(): void + Undo(): void + ToList(): List<T> } @enduml
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@startuml hide empty members interface Iterable<E> { +iterator() : Iterator<E> } interface Collection<E> { +add(element: E) : boolean +remove(element : E) : boolean +contains(element : E) : boolean +clear() : void +size() : int } note right of Collection : Contient un nombre\nfini d'éléments interface Set<E> note left of Set : Ne contient\naucun doublon interface List<E> { +get(index : int) : E +toArray<T>(T[] array) : T[] } note right of List : Conserve l'ordre\ndes éléments interface SortedSet<E> note left of SortedSet : Tous ses éléments\nsont triés class HashSet<E> class LinkedHashSet<E> class TreeSet<E> class ArrayList<E> class LinkedList<E> interface Queue<E> interface Deque<E> { +addFirst(element : E) : void +addLast(element : E) : void +getFirst() : E +getLast() : E +removeFirst() : E +removeLast() : E } Iterable <|-- Collection Collection <|-- Set Collection <|-- List Set <|-- SortedSet Set <|-- HashSet HashSet <|-- LinkedHashSet SortedSet <|-- TreeSet List <|-- ArrayList List <|-- LinkedList Collection <|-- Queue Queue <|-- Deque Deque <|-- LinkedList @enduml
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@startuml skinparam handwritten true namespace Java_application { class NativeAPI { +method(callback) } class Callback { +invoke() } class BluetoothConnection { +isOpen() +open() +close() +send() +receive() } NativeAPI ..> Callback NativeAPI ..> BluetoothConnection } namespace wrapper_library { class Wrapper << (-,orchid) >> #lavender { {static} +method(callback) {static} -callback() } class WrappedCallback { +invoke() } Wrapper *--> WrappedCallback } namespace native_library { class Facade << (-,orchid) >> #lavender { {static} +method(callback) } abstract class Connection { +send() +receive() } class JavaConnection #tomato Connection <|-- BluetoothConnection Connection <|-- SerialConnection Connection <|-- JavaConnection Facade ..> Connection } native_library.JavaConnection o--> Java_application.BluetoothConnection wrapper_library.Wrapper ..> native_library.Facade wrapper_library.WrappedCallback o--> Java_application.Callback Java_application.NativeAPI ..> wrapper_library.Wrapper ' force layout Java_application -[hidden]-> wrapper_library Java_application -[hidden]-> wrapper_library @enduml
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