Shopping Cart Sequence Diagram

Posted : admin On 1/24/2022

Here we provide some examples of UMLsequence diagrams:

  1. Just adding a clearer picture because this one at @joel.tony's answer is damn blur. As you can see the loop happens inside the frame called loop n.There is a guard, arraysize, which controls the loop's iterations. In conclusion the sequence of the messages inside the loop n frame (those between DataControl and DataSource objects) will happen arraysize times.
  2. UML Sequence Diagrams are interaction diagrams that detail how operations are carried out. They capture the interaction between objects in the context of a collaboration. Sequence Diagrams are time focus and they show the order of the interaction visually by using the vertical axis of the diagram to represent time what messages are sent and wh.
  3. This is the UML sequence diagram of Shopping Cart System which shows the interaction between the objects of Shopping Cart, Delivery, Shopping, Product, Payment. The instance of class objects involved in this UML Sequence Diagram of Shopping Cart System are as follows.

Sequence diagrams, and the data tier consisting of the database design diagram. Architecture Three-tier (layer) is a client-server architecture in which the user interface, business. ShoppingCart.aspx This web page is used to display the shopping cart and user information details. Shopping Cart Modeliosoft 21, avenue Victor Hugo, 75016 Paris Page 5 2 Use Cases 2.1 Actors Actor Description Client Person purchasing products online The client, also known as customer, is the person that logs onto the shopping cart.


Online bookshop UML sequence diagram

Purpose: An example of high level UML sequence diagram for Online Bookshop.

Summary: Online customer can search book catalog, view description of a selected book, add book to shopping cart, do checkout.


Shopping Cart Sequence DiagramSubmit comments to Pluck using DWR, AJAX, JSON

Purpose: An example of UML sequence diagram which shows how user comments on some article are submitted to Pluck using various AJAX technologies.

Summary: Comments submitted by a web user are first validated by the web site which is hosting commented article. DWR technology (AJAX for Java) is used to convert user comments HTML form data into Java object and possible validation errors - back into JavaScript callbacks for errors. Comments that look Ok are submitted to Pluck server hosting all comments to all articles.

Shopping Cart Sequence Diagram
Facebook user authentication in a web application

Purpose: An example of sequence diagram which shows how Facebook user could be authenticated in a web application to allow access to his/her Facebook resources.

Shopping Cart Sequence Diagram Example

Summary: Facebook uses OAuth 2.0 protocol framework which enables web application (called 'client'), which is usually not the Facebook resource owner but is acting on the Facebook user's behalf, to request access to resources controlled by the FB user and hosted by the Facebook server. Instead of using the Facebook user credentials to access protected resources, the web application obtains an access token.


Spring and Hibernate transaction management

Purpose: An example of UML sequence diagram which illustrates transaction management combined with exception handling using Spring framework for enterprise Java™ and Hibernate.

Summary: Spring application development framework for enterprise Java™ integrates Hibernate transaction management. Business method execution could complete (successfully or not) without throwing any exception, or by throwing some Java runtime (unchecked) exception or some business (checked) exception. Transaction interceptor will will decide to try to commit transaction or to roll it back.


Shopping Cart Sequence Diagram Examples

Notation DescriptionVisual Representation

Actor

  • a type of role played by an entity that interacts with the subject (e.g., by exchanging signals and data)
  • external to the subject (i.e., in the sense that an instance of an actor is not a part of the instance of its corresponding subject).
  • represent roles played by human users, external hardware, or other subjects.

Note that:

  • An actor does not necessarily represent a specific physical entity but merely a particular role of some entity
  • A person may play the role of several different actors and, conversely, a given actor may be played by multiple different person.

Lifeline

  • A lifeline represents an individual participant in the Interaction.

Activations

  • A thin rectangle on a lifeline) represents the period during which an element is performing an operation.
  • The top and the bottom of the of the rectangle are aligned with the initiation and the completion time respectively

Call Message

  • A message defines a particular communication between Lifelines of an Interaction.
  • Call message is a kind of message that represents an invocation of operation of target lifeline.

Return Message

  • A message defines a particular communication between Lifelines of an Interaction.
  • Return message is a kind of message that represents the pass of information back to the caller of a corresponded former message.

Self Message

  • A message defines a particular communication between Lifelines of an Interaction.
  • Self message is a kind of message that represents the invocation of message of the same lifeline.

Recursive Message

  • A message defines a particular communication between Lifelines of an Interaction.
  • Recursive message is a kind of message that represents the invocation of message of the same lifeline. It's target points to an activation on top of the activation where the message was invoked from.

Create Message

  • A message defines a particular communication between Lifelines of an Interaction.
  • Create message is a kind of message that represents the instantiation of (target) lifeline.

Destroy Message

  • A message defines a particular communication between Lifelines of an Interaction.
  • Destroy message is a kind of message that represents the request of destroying the lifecycle of target lifeline.

Duration Message

  • A message defines a particular communication between Lifelines of an Interaction.
  • Duration message shows the distance between two time instants for a message invocation.

Note

A note (comment) gives the ability to attach various remarks to elements. A comment carries no semantic force, but may contain information that is useful to a modeler.