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Embedded Systems Development using SysML - Enterprise Architect

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Chapter 3 – Audio Player Behavior<br />

Behavior Modeling Roadmap<br />

Behavior Modeling describes the dynamic behavior of the System as it interacts with users<br />

and with the environment. You’ll use interaction diagrams and use cases to model<br />

interactions between users and the system, and state machines to describe event-driven<br />

behavior that’s not user-centric. Figure 1 shows the Roadmap activities.<br />

act Model System Behavior<br />

Start Behavior Modeling<br />

Model Use Cases<br />

Model Finite State<br />

Behav ior<br />

Allocate Requirements to<br />

Use Cases<br />

Allocate Requirements to<br />

State Machines<br />

Model Interactions for Use<br />

Cases<br />

Complete Behaior Modeling<br />

Figure 1 – Behavior Modeling Roadmap<br />

As you can see, you approach behavior modeling in two parallel branches, one for use cases<br />

and the other for state machines. Each branch includes allocation of Requirements to model<br />

elements (use cases or states). Use cases are described in natural language at the high<br />

level, and are detailed on interaction (sequence) diagrams.<br />

We’ll follow the roadmap through the remainder of this chapter by exploring the dynamic<br />

behavior of our Audio Player example. Then in Chapter 4 we’ll explore the system structure<br />

that supports the desired behavior. We use the terms “static” and “dynamic” to describe the<br />

structural and behavioral parts of the model; structure is static in that it doesn’t change once<br />

it’s defined, while behavior is dynamic – changing based on user actions or external events.

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