Package UML.Semantic.BehavioralElements.CommonBehavior

Interface Summary
Request A request is a specification of a stimulus being sent to instances.
 

Class Summary
Action An action is a specification of an executable statement that forms an abstraction of a computational procedure that results in a change in the state of the model, realized by sending a message to an object or modifying a value of an attribute.
ActionSequence An action sequence is a collection of actions.
Argument An argument represents the actual values passed to a dispatched request and aggregated within an action.
AttributeLink An attribute link is a named slot in an instance, which holds the value of an attribute.
CallAction A call action is an action resulting in an invocation of an operation on an instance.
CreateAction A create action is an action resulting a creation of an instance of some classifier.
DataValue A data value is an instance with no identity.
DestroyAction A destroy action is an action results in the destruction of an object specified in the action.
Exception An exception is a signal raised by behavioral features typically in case of execution faults.
Instance The instance construct defines an entity to which a set of operations can be applied and which has a state that stores the effects of the operations.
Link The link construct is a connection between instances.
LinkEnd A link end is an end point of a link.
LinkObject A link object is a link with its own set of attribute values and to which a set of operations may be applied.
LocalInvocation A local invocation is a special type of action that invokes a local operation (an operation on “self”).
MessageInstance A message instance reifies a communication between two instances.
Object An object is an instance that originates from a class.
Reception A reception is a declaration stating that a classifier is prepared to react to the receipt of a signal.
ReturnAction A return action is an action that results in returning a value to a caller.
SendAction A send action is an action that results in the (asynchronous) sending of a signal.
Signal A signal is a specification of an asynchronous stimulus communicated between instances.
TerminateAction A terminate action results in self-destruction of an object.
UninterpretedAction An uninterpreted action represents all actions that are not explicitly reified in the UML Taken to the extreme, any action is a call or raise on some instance (e.g.