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+<chapter id="uml-basics">
+<title>&UML; Basics</title>
+<sect1 id="about-uml">
+<title>About &UML;</title>
+<para>
+This chapter will give you a quick overview of the basics of &UML;. Keep in mind
+that this is not a comprehensive tutorial on &UML; but rather a brief introduction to &UML; which can be read as a &UML; tutorial.
+If you would like to learn more about the
+Unified Modelling Language, or in general about software analysis and design, refer to one of the
+many books available on the topic. There are also a lot of tutorials on the Internet which you
+can take as a starting point.
+</para>
+
+<para>
+The Unified Modelling Language (&UML;) is a diagramming language or notation to specify, visualize and document
+models of Object Orientated software systems. &UML; is not a development method, that means it does not tell you
+what to do first and what to do next or how to design your system, but it helps you to visualize
+your design and communicate with others. &UML; is controlled by the Object Management Group (<acronym>OMG</acronym>) and is the
+industry standard for graphically describing software.
+</para>
+<para>
+&UML; is designed for Object Orientated software design and has limited use for other programming paradigms.
+</para>
+<para>
+&UML; is composed of many model elements that represent the different parts of a software system.
+The &UML; elements are used to create diagrams, which represent a certain part, or a point of view of
+the system.
+The following types of diagrams are supported by &umbrello;:
+</para>
+
+<itemizedlist>
+
+<listitem><para><emphasis><link linkend="use-case-diagram">Use Case
+Diagrams</link></emphasis> show actors (people or other users of the
+system), use cases (the scenarios when they use the system), and their
+relationships</para> </listitem>
+
+<listitem><para><emphasis><link linkend="class-diagram">Class
+Diagrams</link></emphasis> show classes and the relationships between
+them</para> </listitem>
+
+<listitem><para><emphasis><link linkend="sequence-diagram">Sequence
+Diagrams</link></emphasis> show objects and a sequence of method calls
+they make to other objects.</para> </listitem>
+
+<listitem><para><emphasis><link
+linkend="collaboration-diagram">Collaboration
+Diagrams</link></emphasis> show objects and their relationship,
+ putting emphasis on the objects that participate in the message exchange</para>
+</listitem>
+
+<listitem><para><emphasis><link linkend="state-diagram">State
+Diagrams</link></emphasis> show states, state changes and events in an
+object or a part of the system</para> </listitem>
+
+<listitem><para><emphasis><link linkend="activity-diagram">Activity
+Diagrams</link></emphasis> show activities and the changes from one
+activity to another with the events occurring in some part of the
+system</para></listitem>
+
+<listitem><para><emphasis><link linkend="component-diagram">Component
+Diagrams</link></emphasis> show the high level programming components
+(such as KParts or Java Beans).</para></listitem>
+
+<listitem><para><emphasis><link
+linkend="deployment-diagram">Deployment Diagrams</link></emphasis> show
+the instances of the components and their
+relationships.</para></listitem>
+
+</itemizedlist>
+
+</sect1> <!-- about-uml -->
+
+<sect1 id="uml-elements">
+<title>&UML; Elements</title>
+<sect2 id="use-case-diagram">
+<title>Use Case Diagram</title>
+<para>Use Case Diagrams describe the relationships and dependencies between a group of <emphasis>Use Cases</emphasis>
+and the Actors participating in the process.</para>
+<para>It is important to notice that Use Case Diagrams are not suited to represent the design,
+and cannot describe the internals of a system. Use Case Diagrams are meant to facilitate the communication
+with the future users of the system, and with the customer, and are specially helpful to determine the required
+features the system is to have. Use Case Diagrams tell, <emphasis>what</emphasis> the system
+should do but do not &mdash; and cannot &mdash; specify <emphasis>how</emphasis> this is to be achieved.</para>
+<para>
+<screenshot>
+<screeninfo>An example Use Case diagram.</screeninfo>
+ <mediaobject>
+ <imageobject>
+ <imagedata fileref="use-case-diagram.png" format="PNG"/>
+ </imageobject>
+ <textobject>
+ <phrase>&umbrello; showing a Use Case Diagram</phrase>
+ </textobject>
+ <caption>
+ <para>&umbrello; showing a Use Case Diagram
+ </para>
+ </caption>
+ </mediaobject>
+</screenshot>
+</para>
+<sect3 id="use-case">
+<title>Use Case</title>
+<para>A <emphasis>Use Case</emphasis> describes &mdash; from the point of view of the actors &mdash; a group of activities
+in a system that produces a concrete, tangible result.</para>
+<para>
+Use Cases are descriptions of the typical interactions between the users of a system and the system itself.
+They represent the external interface of the system and specify a form of requirements of what the
+system has to do (remember, only what, not how).
+</para>
+<para>When working with Use Cases, it is important to remember some simple rules:
+ <itemizedlist>
+ <listitem><para>Each Use Case is related to at least one actor</para></listitem>
+ <listitem><para>Each Use Case has an initiator (&ie; an actor)</para></listitem>
+ <listitem><para>Each Use Case leads to a relevant result (a result with <quote>business value</quote>)</para>
+ </listitem>
+ </itemizedlist>
+</para>
+<para>
+Use Cases can also have relationships with other Use Cases. The three most typical types of relationships
+between Use Cases are:</para>
+<itemizedlist>
+<listitem><para><emphasis>&lt;&lt;include&gt;&gt;</emphasis> which specifies that a Use Case takes place <emphasis>inside</emphasis>
+another Use Case</para></listitem>
+<listitem><para><emphasis>&lt;&lt;extends&gt;&gt;</emphasis> which specifies that in certain situations, or at some point (called an
+extension point) a Use Case will be extended by another.</para></listitem>
+<listitem><para><emphasis>Generalization</emphasis> specifies that a Use Case inherits the characteristics
+of the <quote>Super</quote>-Use Case, and can override some of them or add new ones in a similar way as the
+inheritance between classes.
+</para>
+</listitem>
+</itemizedlist>
+</sect3>
+<sect3 id="actor">
+<title>Actor</title>
+<para>
+An actor is an external entity (outside of the system) that interacts with the system by participating
+(and often initiating) a Use Case. Actors can be in real life people (for example users of the system),
+other computer systems or external events.
+</para>
+<para>
+Actors do not represent the <emphasis>physical</emphasis> people or systems, but their <emphasis>role</emphasis>.
+This means that when a person interacts with the system in different ways (assuming different roles) he will be
+represented by several actors. For example a person that gives customer support by the telephone and takes
+orders from the customer into the system would be represented by an actor <quote>Support Staff</quote> and
+an actor <quote>Sales Representative</quote>
+</para>
+</sect3>
+<sect3 id="use-case-description">
+<title>Use Case Description</title>
+<para> <!-- FIXME this are not defined by UML. -->
+Use Case Descriptions are textual narratives of the Use Case. They usually take the form of a note or
+a document that is somehow linked to the Use Case, and explains the processes or activities that take
+place in the Use Case.
+</para>
+</sect3>
+</sect2> <!-- use-case-diagram -->
+
+<sect2 id="class-diagram">
+<title>Class Diagram</title>
+<para>
+Class Diagrams show the different classes that make up a system and how they relate to each other. Class Diagrams
+are said to be <quote>static</quote> diagrams because they show the classes, along with their methods and
+attributes as well as the static relationships between them: which classes <quote>know</quote> about which classes
+or which classes <quote>are part</quote> of another class, but do not show the method calls
+between them.
+</para>
+<para>
+<screenshot>
+<screeninfo>An example of a Class Diagram</screeninfo>
+ <mediaobject>
+ <imageobject>
+ <imagedata fileref="class-diagram.png" format="PNG"/>
+ </imageobject>
+ <textobject>
+ <phrase>&umbrello; showing a Class Diagram</phrase>
+ </textobject>
+ <caption>
+ <para>&umbrello; showing a Class Diagram
+ </para>
+ </caption>
+ </mediaobject>
+</screenshot>
+</para>
+<sect3 id="class">
+<title>Class</title>
+<para>
+A Class defines the attributes and the methods of a set of objects. All objects of this class (instances
+of this class) share the same behavior, and have the same set of attributes (each object has its own set).
+The term <quote>Type</quote> is sometimes used instead of Class, but it is important to mention that these
+two are not the same, and Type is a more general term.
+</para>
+<para>
+In &UML;, Classes are represented by rectangles, with the name of the class, and can also show
+the attributes and operations of the class in two other <quote>compartments</quote> inside the rectangle.
+</para>
+<para>
+<screenshot>
+<screeninfo>A Class in &UML;</screeninfo>
+ <mediaobject>
+ <imageobject>
+ <imagedata fileref="class.png" format="PNG"/>
+ </imageobject>
+ <textobject>
+ <phrase>Visual representation of a Class in &UML;</phrase>
+ </textobject>
+ <caption>
+ <para>Visual representation of a Class in &UML;
+ </para>
+ </caption>
+ </mediaobject>
+</screenshot>
+</para>
+<sect4 id="attribute">
+<title>Attributes</title>
+<para>
+In &UML;, Attributes are shown with at least their name, and can also show their type, initial value and
+other properties.
+Attributes can also be displayed with their visibility:
+</para>
+<itemizedlist>
+<listitem><para><literal>+</literal> Stands for <emphasis>public</emphasis> attributes</para></listitem>
+<listitem><para><literal>#</literal> Stands for <emphasis>protected</emphasis> attributes</para></listitem>
+<listitem><para><literal>-</literal> Stands for <emphasis>private</emphasis> attributes</para></listitem>
+</itemizedlist>
+</sect4>
+<sect4 id="operation">
+<title>Operations</title>
+<para>
+Operations (methods) are also displayed with at least their name, and can also show their parameters and return
+types.
+Operations can, just as Attributes, display their visibility:
+<itemizedlist>
+<listitem><para><literal>+</literal> Stands for <emphasis>public</emphasis> operations</para></listitem>
+<listitem><para><literal>#</literal> Stands for <emphasis>protected</emphasis> operations</para></listitem>
+<listitem><para><literal>-</literal> Stands for <emphasis>private</emphasis> operations</para></listitem>
+</itemizedlist>
+</para>
+</sect4>
+
+<sect4 id="templates">
+<title>Templates</title>
+<para>
+Classes can have templates, a value which is used for an unspecified class or type. The template type is specified
+when a class is initiated (&ie; an object is created). Templates exist in modern C++ and will be introduced in Java 1.5 where
+they will be called Generics.
+</para>
+</sect4>
+</sect3>
+
+<sect3 id="class-associations">
+<title>Class Associations</title>
+<para>Classes can relate (be associated with) to each other in different ways:</para>
+<sect4 id="generalization">
+<title>Generalization</title>
+<para>Inheritance is one of the fundamental concepts of Object Orientated programming, in which a class
+<quote>gains</quote> all of the attributes and operations of the class it inherits from, and can
+override/modify some of them, as well as add more attributes and operations of its own.</para>
+<para>
+In &UML;, a <emphasis>Generalization</emphasis> association between two classes puts them in a hierarchy
+representing the concept of inheritance of a derived class from a base class. In &UML;, Generalizations are
+represented by a line connecting the two classes, with an arrow on the side of the base class.
+<screenshot>
+<screeninfo>Generalization</screeninfo>
+ <mediaobject>
+ <imageobject>
+ <imagedata fileref="generalization.png" format="PNG"/>
+ </imageobject>
+ <textobject>
+ <phrase>Visual representation of a generalization in &UML;</phrase>
+ </textobject>
+ <caption>
+ <para>Visual representation of a generalization in &UML;
+ </para>
+ </caption>
+ </mediaobject>
+</screenshot>
+</para>
+</sect4>
+
+<sect4 id="uml-associations">
+<title>Associations</title>
+<para>An association represents a relationship between classes, and gives the common semantics and structure
+for many types of <quote>connections</quote> between objects.</para>
+<para>Associations are the mechanism that allows objects to communicate to each other. It describes the connection
+between different classes (the connection between the actual objects is called object connection, or
+<emphasis>link</emphasis>.
+</para>
+<para>
+Associations can have a role that specifies the purpose of the association and can be uni- or bidirectional
+(indicates if the two objects participating in the relationship can send messages to the other, of if only
+one of them knows about the other). Each end of the association also has a multiplicity value, which dictates
+how many objects on this side of the association can relate to one object on the other side.
+</para>
+<para>
+In &UML;, associations are represented as lines connecting the classes participating in the relationship,
+and can also show the role and the multiplicity of each of the participants. Multiplicity is displayed as a
+range [min..max] of non-negative values, with a star (<literal>*</literal>) on the maximum side representing infinite.
+<screenshot>
+<screeninfo>&UML; Association</screeninfo>
+ <mediaobject>
+ <imageobject>
+ <imagedata fileref="association.png" format="PNG"/>
+ </imageobject>
+ <textobject>
+ <phrase>Visual representation of an Association in &UML;</phrase>
+ </textobject>
+ <caption>
+ <para>Visual representation of an Association in &UML;
+ </para>
+ </caption>
+ </mediaobject>
+</screenshot>
+</para>
+</sect4>
+
+<sect4 id="aggregation">
+<title>Aggregation</title>
+<para>Aggregations are a special type of associations in which the two participating classes don't have
+an equal status, but make a <quote>whole-part</quote> relationship. An Aggregation describes how the class
+that takes the role of the whole, is composed (has) of other classes, which take the role of the parts.
+For Aggregations, the class acting as the whole always has a multiplicity of one.
+</para>
+<para>
+In &UML;, Aggregations are represented by an association that shows a rhomb on the side of the whole.
+<screenshot>
+<screeninfo>Aggregation</screeninfo>
+ <mediaobject>
+ <imageobject>
+ <imagedata fileref="aggregation.png" format="PNG"/>
+ </imageobject>
+ <textobject>
+ <phrase>Visual representation of an Aggregation relationship in &UML;</phrase>
+ </textobject>
+ <caption>
+ <para>Visual representation of an Aggregation relationship in &UML;
+ </para>
+ </caption>
+ </mediaobject>
+</screenshot>
+</para>
+</sect4>
+<sect4 id="composition">
+<title>Composition</title>
+<para>Compositions are associations that represent <emphasis>very strong</emphasis> aggregations. This means,
+Compositions form whole-part relationships as well, but the relationship is so strong that the parts cannot
+exist on its own. They exist only inside the whole, and if the whole is destroyed the parts die too.</para>
+<para>In &UML;, Compositions are represented by a solid rhomb on the side of the whole.
+</para>
+<para><screenshot>
+<screeninfo>Composition</screeninfo>
+ <mediaobject>
+ <imageobject>
+ <imagedata fileref="composition.png" format="PNG"/>
+ </imageobject>
+ <textobject>
+ <phrase>Visual representation of a Composition relationship in &UML;</phrase>
+ </textobject>
+ </mediaobject>
+</screenshot></para>
+</sect4>
+</sect3> <!--class-associations-->
+
+<sect3 id="other-class-diagram-items">
+<title>Other Class Diagram Items</title>
+<para>Class diagrams can contain several other items besides classes.</para>
+<sect4 id="interfaces">
+<title>Interfaces</title>
+<para>Interfaces are abstract classes which means instances can not be directly created of them. They can contain operations but no attributes. Classes can inherit from interfaces (through a realisation association) and instances can then be made of these diagrams.</para>
+<!-- FIXME screenshot -->
+</sect4>
+<sect4 id="datatype">
+<title>Datatypes</title>
+<para>Datatypes are primitives which are typically built into a programming language. Common examples include integers and booleans.
+They can not have relationships to classes but classes can have relationships to them.</para>
+<!-- FIXME screenshot -->
+</sect4>
+<sect4 id="enum">
+<title>Enums</title>
+<para>Enums are a simple list of values. A typical example is an enum for days of the week. The options of an enum are called Enum Literals.
+Like datatypes they can not have relationships to classes but classes can have relationships to them.</para>
+<!-- FIXME screenshot -->
+</sect4>
+<sect4 id="package">
+<title>Packages</title>
+<para>Packages represent a namespace in a programming language. In a diagram
+they are used to represent parts of a system which contain more than one class, maybe hundereds of classes.</para>
+<!-- FIXME screenshot -->
+</sect4>
+</sect3>
+
+</sect2> <!-- class diagram -->
+
+<sect2 id="sequence-diagram">
+<title>Sequence Diagrams</title>
+
+<para> Sequence Diagrams show the message exchange (&ie; method call)
+between several Objects in a specific time-delimited
+situation. Objects are instances of classes.
+Sequence Diagrams put special emphasis in the order and the
+times in which the messages to the objects are sent.</para>
+
+<para>
+In Sequence Diagrams objects are represented through vertical dashed lines, with the name of the Object
+on the top. The time axis is also vertical, increasing downwards, so that messages are sent from one Object
+to another in the form of arrows with the operation and parameters name.
+</para>
+
+<!-- FIXME update screenshot to show synchronous messages -->
+<screenshot>
+<screeninfo>Sequence Diagram</screeninfo>
+ <mediaobject>
+ <imageobject>
+ <imagedata fileref="sequence-diagram.png" format="PNG"/>
+ </imageobject>
+ <textobject>
+ <phrase>&umbrello; showing a Sequence Diagram</phrase>
+ </textobject>
+ <caption>
+ <para>&umbrello; showing a Sequence Diagram
+ </para>
+ </caption>
+ </mediaobject>
+</screenshot>
+
+<para>Messages can be either synchronous, the normal type of message call where control is passed to the called object until that
+method has finished running, or asynchronous where control is passed back directly to the calling object. Synchronous messages have
+a vertical box on the side of the called object to show the flow of program control.</para>
+</sect2> <!-- sequence diagrams -->
+
+<sect2 id="collaboration-diagram">
+<title>Collaboration Diagrams</title>
+
+<para>Collaboration Diagrams show the interactions occurring between the objects participating in a specific
+situation. This is more or less the same information shown by Sequence Diagrams but there the emphasis is
+put on how the interactions occur in time while the Collaboration Diagrams
+put the relationships between the objects and their topology in the foreground.</para>
+
+<para>In Collaboration Diagrams messages sent from one object to another are represented by arrows, showing
+the message name, parameters, and the sequence of the message. Collaboration Diagrams are specially well suited
+to showing a specific program flow or situation and are one of the best diagram types to quickly demonstrate
+or explain one process in the program logic.
+</para>
+
+<screenshot>
+<screeninfo>Collaboration</screeninfo>
+ <mediaobject>
+ <imageobject>
+ <imagedata fileref="collaboration-diagram.png" format="PNG"/>
+ </imageobject>
+ <textobject>
+ <phrase>&umbrello; showing a Collaboration Diagram</phrase>
+ </textobject>
+ <caption>
+ <para>&umbrello; showing a Collaboration Diagram
+ </para>
+ </caption>
+ </mediaobject>
+</screenshot>
+
+</sect2> <!-- collaboration diagrams -->
+
+<sect2 id="state-diagram">
+<title>State Diagram</title>
+<para>State Diagrams show the different states of an Object during its life and the stimuli that
+cause the Object to change its state.
+</para>
+<para>State Diagrams view Objects as <emphasis>state machines</emphasis> or finite automates that can
+be in one of a set of finite states and that can change its state via one of a finite set of stimuli. For example
+an Object of type <emphasis>NetServer</emphasis> can be in one of following states during its life:
+</para>
+<itemizedlist>
+<listitem><para>Ready</para></listitem>
+<listitem><para>Listening</para></listitem>
+<listitem><para>Working</para></listitem>
+<listitem><para>Stopped</para></listitem>
+</itemizedlist>
+<para>and the events that can cause the Object to change states are</para>
+<itemizedlist>
+<listitem><para>Object is created</para></listitem>
+<listitem><para>Object receives message listen</para></listitem>
+<listitem><para>A Client requests a connection over the network</para></listitem>
+<listitem><para>A Client terminates a request</para></listitem>
+<listitem><para>The request is executed and terminated</para></listitem>
+<listitem><para>Object receives message stop</para></listitem>
+<listitem><para>etc</para></listitem>
+</itemizedlist>
+<para>
+<screenshot>
+<screeninfo>State Diagram</screeninfo>
+ <mediaobject>
+ <imageobject>
+ <imagedata fileref="state-diagram.png" format="PNG"/>
+ </imageobject>
+ <textobject>
+ <phrase>&umbrello; showing a State Diagram</phrase>
+ </textobject>
+ <caption>
+ <para>&umbrello; showing a State Diagram
+ </para>
+ </caption>
+ </mediaobject>
+</screenshot>
+</para>
+<sect3 id="state">
+<title>State</title>
+<para>States are the building block of State Diagrams. A State belongs to exactly one class and represents
+a summary of the values the attributes of a class can take. A &UML; State describes the internal state of an
+object of one particular class
+</para>
+<para>Note that not every change in one of the attributes of an object should be represented by a State
+but only those changes that can significantly affect the workings of the object</para>
+<para>
+There are two special types of States: Start and End. They are special in that there is no event that
+can cause an Object to return to its Start state, in the same way as there is no event that can possible take
+an Object out of its End state once it has reached it.
+</para>
+</sect3>
+
+</sect2> <!-- state diagrams -->
+
+<sect2 id="activity-diagram">
+<title>Activity Diagram</title>
+<para>Activity Diagrams describe the sequence of activities in a system with the
+help of Activities. Activity Diagrams are a special form of State Diagrams, that only (or mostly) contains
+Activities.
+</para>
+<para>
+<screenshot>
+<screeninfo>An example Activity Diagram.</screeninfo>
+ <mediaobject>
+ <imageobject>
+ <imagedata fileref="activity-diagram.png" format="PNG"/>
+ </imageobject>
+ <textobject>
+ <phrase>&umbrello; showing an Activity Diagram</phrase>
+ </textobject>
+ <caption>
+ <para>&umbrello; showing an Activity Diagram
+ </para>
+ </caption>
+ </mediaobject>
+</screenshot>
+</para>
+<para>Activity Diagrams are similar to procedural Flux Diagrams, with the difference that all Activities
+are clearly attached to Objects.</para>
+
+<para>Activity Diagrams are always associated to a
+<emphasis>Class</emphasis>, an <emphasis>Operation</emphasis> or a
+<emphasis>Use Case</emphasis>.</para>
+
+<para>Activity Diagrams support sequential as well as parallel Activities. Parallel execution is represented
+via Fork/Wait icons, and for the Activities running
+in parallel, it is not important the order in which they are carried out (they can be executed at the same
+time or one after the other)</para>
+<sect3 id="activity">
+<title>Activity</title>
+<para>An Activity is a single step in a process. One Activity is one state
+in the system with internal activity and, at least, one outgoing transition. Activities can also have
+more than one outgoing transition if they have different conditions.
+</para>
+<para>Activities can form hierarchies, this means that an Activity can be composed of several <quote>detail</quote>
+Activities, in which case the incoming and outgoing transitions should match the incoming and outgoing transitions
+of the detail diagram.
+</para>
+
+</sect3>
+</sect2> <!-- activity diagram -->
+
+<sect2 id="helper-elements">
+<title>Helper Elements</title>
+<para>There are a few elements in &UML; that have no real semantic value for the model, but help to clarify
+parts of the diagram. These elements are </para>
+<itemizedlist>
+<listitem><para>Text lines</para></listitem>
+<listitem><para>Text Notes and anchors</para></listitem>
+<listitem><para>Boxes</para></listitem>
+</itemizedlist>
+<para>
+Text lines are useful to add short text information to a diagram. It is free-standing text and has no
+meaning to the Model itself.
+</para>
+
+<para>
+Notes are useful to add more detailed information about an
+object or a specific situation. They have the great advantage that
+notes can be anchored to &UML; Elements to show that the note
+<quote>belongs</quote> to a specific object or situation.
+</para>
+
+<para>Boxes are free-standing rectangles which can be used to group items together to make diagrams more readable. They
+have no logical meaning in the model.</para>
+
+<!-- FIXME, screenshot -->
+</sect2> <!-- helper elements -->
+
+<sect2 id="component-diagram">
+<title>Component Diagrams</title>
+<para>Component Diagrams show the software components (either component technologies such as KParts, CORBA components or Java Beans or
+just sections of the system which are clearly distinguishable) and the artifacts they
+are made out of such as source code files, programming libraries or relational database tables.</para>
+
+<para>Components can have interfaces (&ie; abstract classes with operations) that allow associations between components.</para>
+</sect2>
+
+<sect2 id="deployment-diagram">
+<title>Deployment Diagrams</title>
+
+<para>Deployment diagrams show the runtime component instances and their
+associations. They include Nodes which are physical resources,
+typically a single computer. They also show interfaces and objects (class instances).</para>
+
+</sect2>
+
+</sect1>
+</chapter>