Does time go downward in an UML sequence diagram? - time

I believe that in any UML sequence diagram, time goes downward (and to the right), for example:
2013
2014
2015
2016
So the end would be at the bottom and (optionally) to the right. Is this in fact the case? The reason for asking is that I want to verify that a manager indeed wants the opposite of an UML sequence diagram, i.e. a manager has explicitly said that he prefers in this case is a time sequence stated with the latest update first e.g.
2016
2015
2014
2013
which is the opposite of UML. I don't mind either way but I feel reluctant to keep 2 standards at once for the same procedure. So what I'm asking is whether it's correct to say that my manager indeed want the opposite of the way an UML sequence diagram is?

You're right: in a sequence diagram, time is understood to pass from the top to the bottom. If you want to change it and make time pass from the bottom up, you will have to put the swimlane's labels at the button, or you'll have issues with swimlane creation if one happens during the sequence (i.e. a message creates a new object with its own swimlane).
Similarly, activity diagrams are understood to be represented with time moving from top to bottom or from left to right.

By UML definition, time goes downward, but time for individual lifeline is mutually independent. It means, that points (occurrences) placed at the same position from top on two lifelines does not have to occur at the same time ! See traces definition of interactions in UML superstructure.

Related

Collision Management in a Simulation with Discrete Motion

I am building a simulation in which items (like chess pieces) move on a discrete set of positions that do not follow a sequence (like positions on a chessboard) according to a schedule.
Each position can hold only one item at any given time. The schedule could ask multiple items to move at the same time. If the destination position is occupied, the scheduled movement is cancelled.
Here is the question: if item A and item B, originally situated at position 1 and position 2 respectively, are scheduled to move simultaneously to their next positions position 2 and position 3, how do I make sure that item A gets to position 2, hopefully in an efficient design?
The reason to ask this question is that naively I would check whether position 2 is being occupied for item 1 to move into. If the check happens before item B is moved out of the way, item 1 would not move while in fact it should. Because the positions do not follow a sequence, it is not obvious which one to check first. You could imagine things gets messy if many items want to move at the same time. In the extreme case, a full chessboard of items should be allowed to move/rearrange themselves but the naive check may not be able to facilitate that.
Is there a common practice to handle such "nonexistent collision"? Ideas and references are all welcomed.
Two researchers, Ahmed Al Rowaei and Arnold Buss, published a paper in 2010 investigating the impact that using discrete time steps has on model accuracy/fidelity when the real-world system is event-based. There was also some follow-on work in 2011 with their colleague Stephen Lieberman. A major finding was that if you use time stepped models, order of execution matters and can cause the models to deviate from real-world behaviors in significant ways. Time-stepped models generally require you to introduce tie-breaking logic which doesn't exist in the real system. Logic that is needed for the model but doesn't exist in reality is called a "modeling artifact," and can lead to increased model complexity and inaccuracies. Systematic collision resolution schemes can lead to systematic biases.
Their recommendation was to build models based on continuous time. Events are scheduled using the actual (continuous) event times, which determine the order of event execution as in the real-world system. This occasionally (but rarely) requires priority tie breaking based on event type, so that (for example) departure events occur before arrival events if both were to occur at the exact same time.
If you insist on sticking with time-stepped models, a different strategy is to use two or more passes at each time step. The first pass lays out the desired state transitions and identifies potential conflicts, the last pass applies the actual transitions after conflicts have been resolved. The resolution process might be do-able in the initial setup pass, or may require additional passes if it's sufficiently complex.

Expressing both concurrency and time in activity diagrams

I am not sure how to express my scenario using activity diagrams:
What I am trying to visualise is the fact that:
A message is received
Two independent and concurrent actions take place: logging of the message and processing the message
Logging always takes less time than processing
The first activity in the diagram is correct in the sense that the actions are independent but it does not relay the fact that logging is guaranteed to take less time than processing.
The second activity in the diagram is not correct because, even if logging completes before processing, it looks as though processing depended on the logging's finishing first and that does not represent the reality.
Here is a non-computer related example:
You are a novice in birdwatching, trying to make your first notes in your notebook about birds passing by
A flock of birds approaches, you try to recognise as many details as possible
You want to write down the details in your notebook, but wait, you begin to realise that your theoretical background does not work in practice, what should be a quick scribble actually amounts to nothing in the end because you did not recognise anything
In the meantime, the birds majestically flew away without waiting for you, the activity is gone
Or maybe you did actually write it down, it took you only a moment and the birds are still nearby, slowly flying away, ending the activity again after some time
Or maybe you were under such awe that you just kept watching at them, without taking any notes - they fly away, disappearing in the horizon, ending the activity
After a few hours, you have enough notes and you come home very happy - maybe you did not capture everything but this was enough to make you smile anyway
I can always add a comment to a diagram to express it all somehow but I wonder, is there a more structured way to express what I described in an activity diagram? If not an activity diagram then what kind of a diagram would be better suited in your opinion? Thank you.
Your first diagram assumes that the duration of logging is always shorter than processing:
If this assumption is correct, the upper flow reaches the flow-final node, and the remaining flows continue until the first reaches the activity-final node. Here, the processing continues and the activity ends when the processing ends. This is exactly what you want.
But if once, the execution would deviate from this assumption and logging would get delayed for any reason, then the end of the processing would reach the activity-final node, resulting in the immediate interruption of all other ongoing activities. So logging would not complete. Maybe it’s not a problem for you, but in most cases audit expects logs to be complete.
You may be interested in a safer way that would be to add a join node:
The advantage is that the activity does not depend on any assumptions. It will always work:
whenever the logging is faster, the token on that flow will wait at the join node, and as soon as process is finished the activity (safely) the join can happen and the outgoing token reaches the end. This is exactly what you currently expect.
if the logging is exceptionally slower, no problem: the processing will be over, but the activity will wait for the logging to be completed.
This robust notation makes logging like Schroedinger's cat in its box: we don't have to know what activity is longer or shorter. At the end of the activity, both actions are completed.
Time in activity diagrams?
Activity diagrams are not really meant to express timing and duration. It's about the flow of control and the synchronization.
However, if time is important to you, you could:
visually make one activity shorter than the other. This is super-ambiguous and absolute meaningless from a formal UML point of view. But it's intuitive when readers see the parallel flow (a kind of sublminal communication ;-) ) .
add a comment note to express your assumption in plain English. This has the advantage of being very clear an unambiguous.
using UML duration constraints. This is often used in timing diagram, sometimes in sequence diagrams, but in general not in activity diagrams (personally I have never seen it, but UML specs doesn't exclude it either).
Time is something very general in the UML specs, and defined independently of the diagram. For example:
8.4.4.2: A Duration is a value of relative time given in an implementation specific textual format. Often a Duration is a non- negative integer expression representing the number of “time ticks” which may elapse during this duration.
8.5.1: An Interval is a range between two values, primarily for use in Constraints that assert that some other Element has a value in the given range. Intervals can be defined for any type of value, but they are especially useful for time and duration values as part of corresponding TimeConstraints and DurationConstraints.
In your case you have a duration observation for the processing (e.g. d), and a duration constraint for the logging (e.g. 0..d).
8.5.4.2: An IntervalConstraint is shown as an annotation of its constrainedElement. The general notation for Constraints may be used for an IntervalConstraint, with the specification Interval denoted textually (...).
Unfortunately little more is said. The only graphical examples are for messages in sequence diagrams (Fig 8.5 and 17.5) and for timing diagrams (Fig 17.28 to 17.30). Nevertheless, the notation could be extrapolated for activity diagrams, but it would be so unusal that I'd rather recommend the comment note.

Algorithm for RC car

I'm looking for an algorithm, and I have no idea where to start!
I'm trying to get from point A to point B in a cartesian graph. Movement is restricted to that of a RC car: backward, forward, forward-left, and forward-right (constant turning radius; car is either turning completely, or it is not turning at all).
How would I construct an algorithm which takes the following:
turningRadius, initialPosition, initialOrientation, finalPosition
And yields an ordered set of steps to get to finalPosition?
Note that I don't care what the final orientation is.
Thanks!
EDIT: Note that this is not in a graph with discreet nodes, but a continuous coordinate system
The way you problem is described, the algorithm is straightforward and requires only two simple steps: 1) move forward while turning (left or right) until the car is pointed directly at B, 2) move straight forward until you hit B. Done.
The only relatively tricky part is the first step. If B lies to the left from the longitudinal axis of the car in its initial position, the natural approach would be to start by turning left. This will work, unless point B lies inside the circular trajectory produced by such a left turn (of radius turningRadius). In the latter case the car will run in circles, but will never be able to aim directly at B. In such cases the proper strategy is actually to start with a right turn and keep turning until you aim the car at B.
So, if you don't have any optimality requirements for your trajectory, the simplest algorithm for the first step would be to unconditionally turn "away" from the point: turn right if B lies to the left of the longitudinal axis of the car, and turn left if B lies to the right. Keep turning until the car is aimed directly at B. This sounds a bit unnatural, but it always works, i.e. you will always be able to eventually aim the car.
If you care for a more optimal (shorter) trajectory, then you need to analyze the location of B with respect to the initial position/orientation of the car ("Is B inside the turning circle or outside?") and choose the direction of the first turn accordingly.
In general this is not an easy problem. It falls under the category of "Planning under differential constrains". The last three chapters of LaValle's book (available online here) deal with this. In particular, look at section 14.4.2., that deals with a "Dubins car", which is like your RC car, except that it doesn't move backwards.
Also search for "Dubins car path planning". You will find a lot of papers.
Have your tried a* (a-star)? it is also nice when you provide it a terrain map. You can assign weights to different portions of terrain which will result in a different path. I believe the algorithm by default does not provide diagonal directions, but you can add that in pretty easily.
Also it does not by default deal with "turning" but a-star will give the full path. What you could do is calculate the turn radius based on 2 points. The current position and the next calculated position, OR the last position and the current position. You can then add or subtract the facing direction with the change in angle. You may need to tweak this some.
Sounds like an interesting and fun project! To get a specific algorithm recommendation, you should probably provide more detail… Like are you expecting to literally run this on some sort of embedded controller attached to an RC car? Or is the algorithm to run on a workstation and control the car remotely? (Or is this purely an abstract exercise and there is no car… awwww.)
My generic recommendation for getting a handle on where to start would be Building Problem Solvers, which is a great intro to the world of "AI" problem solving techniques. It might be a bit dated these days… but wait, what am I saying! Probably not. :-)
[Okay I should explain that last comment: Most "modern" AI techniques that I've seen in practice actually date back to ideas many years old… They've just become practical now thanks to the relentless advance of Moore's Law. So a book written in 1993 is still discussing fairly state-of-the-art techniques, from what I have personally seen. I'd love to be pointed at a counter-example!]

Techniques for visualising change over time in graphs

I'm looking to display a graph (network diagram, not a chart) and show its changes over time. Is there a standard or best way to do this, or any kind of 'network diff' tool?
I'm looking for an overview of the general layout decisions involved, i.e. a list of options and trade-offs to be made, and best-practice guidelines where these exist.
Wow. Not an easy question! I'm curious if anyone can come up with some authoritative resources for you.
I haven't found any standard or best practice documented anywhere from a design standpoint, nor do I know of any tool specifically designed for determining and displaying the changes, but I have some ideas.
First, a few technical notes. There's GraphML, which you can use (and extend) to represent your graph in a standard format, and there are some parsers available, and it works with Prefuse and probably other display libraries. It's just XML, though - nothing too special. Creating the "diff" by comparing two GraphML files should be pretty simple.
The really interesting part is how to communicate the differences to the user.
In all cases, you should have a visual indicator for nodes and edges that are added or removed. You may use color, showing existing nodes as something neutral, say gray, new nodes as green, and removed nodes as red. There are lots of options.
You might find this slideshow interesting.
It's probably obvious, but, over time, the nodes should not move more than necessary to adapt to the new state of the graph - the layout should evolve, not start from scratch for every state. This is crucial for comparing the states.
Side-by-side before/after comparison. Present before and after snapshots of the same graph side-by-side. If your graph is very large and complicated, a side-by-side layout may be impractical. You could try overlaying one graph over the other, though that is likely to be disorienting.
Side-by-side series comparison. AKA small multiples. Same as above but showing as many points in time as is useful. Even more restrictive than before-after in terms of how much space required, and difficult for.
Animate a single graph. I think the most intuitive method is to smoothly animate the graph changes, though a choppy slideshow could work if the changes between slides are not too drastic.
Showing details. If useful, you can spell out the change event details in a few different ways.
Show labels on the graph node (could be interactive if there are too many to show at once)
Show a list in a sidebar / legend. Nice if reading the progression of changes is useful, but harder to connect to the visual.
Show a timeline instead of a list. This shows the 'real' progression of events better than a simple list, which gives the impression that all the events are evenly spaced over time.
What you actually choose to do would depend largely on the nature of your dataset and your goals. A simple graph of a few dozen nodes and a few changes is a much different challenge than a huge network, like say every constellation in the night sky!
Here is an interesting study: http://publik.tuwien.ac.at/files/PubDat_198995.pdf
This paper presents a prototype, and user tests will be published soon in:
P. Federico, W. Aigner, S. Miksch, F. Windhager, M. Smuc:
"Vertigo zoom: combining relational and temporal perspectives on
dynamic networks";
accepted as talk for: 11th International Working Conference on
Advanced Visual Interfaces (AVI2012), Capri Island; 2012-05-21 -
2012-05-25; in: "Proceedings of the 11th International Working
Conference on Advanced Visual Interfaces (AVI2012)", ACM, (2012),
ISBN: 978-1-4503-1287-5.
http://ieg.ifs.tuwien.ac.at/~federico/pub.php
Your question is kind of general, I'm not clear exactly what kinds of analysis you are aiming for. The are several network analysis packages that have some dynamics capacity. Gephi is one. The networkDynamic and ndtv R packages provide tools for representing and visualizing dynamics as animations and static layouts (disclaimer: I'm a maintainer)

critical path analysis

I'm trying to write a VB6 program (for a laugh) that will compute event times + the critical path JUST BASED ON A PRECEDENCE TABLE. I want my students to use it as a checking mechanism ie. to do everything without drawing the activity network. I'm happy that I can do all this once I've got start and finish events for each activity. How do I allocate events without drawing the network. Everything I come up with works for a specific example and then doesn't work for another one. I need a more general algorithm and it's driving me mental. Help!
I am not a professional programmer - I do this in my spare time to create teaching resources - simple English would really be appreciated.
Okay, so you have a precedence table, which I take to be a table of pairs like
A→B
B→C
and so forth, for activities {A,B,C}. Each of the activities also has a duration and (maybe) a distribution on the duration, so you know A takes 3 days, B takes 2, and so on. This would be interpreted as "A must be finished before B which must be finished before C".
Right?
Now, the obvious thing to do is construct the graph of activities and arrows -- in fact, you basically have the graph there in incidence-list form. The critical part is the greatest-weight (biggest sum of times) path. This is a longest-path problem, and assuming your chart isn't cyclic (which would be bad anyway) it can be solved with topological sort or transitive closure.

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