class type : interface, enum, abstract, utility, etc...
클래스간의 관계
일반화 : 상속관계 ( 자식 → 부모 )
실체화 : interface ← overiding
의존 : class → ref class and use
연관 : 참조ref를 가짐
집합 : class → List<ref class>
합성 : manager ( 대상class의 생성, 관리, 소멸 등을 제어 )
Object Diagram
Class diagram과 유사
객체간의 관계를 표기 ( class 구조와 instance구조를 병기. name란에 instance name : class name 형태로 표기 )
ERD ( Entity - relation diagram )
Sequence Diagram
Element
Description
1
Lifeline
A vertical line that represents the sequence of events that occur in a participant during an interaction, while time progresses down the line. This participant can be an instance of a class, component, or actor.
2
Actor
A participant that is external to the system that you are developing.
You can make an actor symbol appear at the top of a lifeline by setting itsActorproperty.
3
Synchronous message
The sender waits for a response to a synchronous message before it continues. The diagram shows both the call and the return. Synchronous messages are used to represent ordinary function calls within a program, as well as other kinds of message that behave in the same way.
4
Asynchronous message
A message that does not require a response before the sender continues. An asynchronous message shows only a call from the sender. Use to represent communication between separate threads or the creation of a new thread.
5
Execution occurrence
A vertical shaded rectangle that appears on a participant's lifeline and represents the period when the participant is executing an operation.
The execution begins where the participant receives a message. If the initiating message was a synchronous message, the execution ends with a «return» arrow back to the sender.
6
Callback message
A message that returns back to a participant that is waiting for the return from an earlier call. The resulting execution occurrence appears on top of the existing one.
7
Self message
A message from a participant to itself. The resulting execution occurrence appears on top of the sending execution.
8
Create message
A message that creates a participant. If a participant receives a create message, it should be the first it receives.
9
Found message
An asynchronous message from an unknown or an unspecified participant.
10
Lost message
An asynchronous message to an unknown or an unspecified participant.
11
Comment
A comment can be attached to any point on a lifeline.
12
Interaction Use
Encloses a sequence of messages that are defined in another diagram.
To create anInteraction Use, click the tool and then drag across the lifelines you want to include.
To create a fragment, right-click a message, point toSurround With, and then click a fragment type.
14
Fragment Guard
Can be used to state a condition relevant to whether the fragment will occur.
To set the guard, select a fragment, then select the guard, and type a value.
X
Destruction Event
Represents the point at which the object is deleted or no longer accessible. Appears at the bottom of every lifeline.
Interaction
The collection of messages and lifelines that is displayed in the sequence diagram. To view the properties of an Interaction, you must select it inUML Model Explorer.
Sequence Diagram
The diagram that displays an Interaction. To view its properties, click on an empty part of the diagram.Note:The names of the Sequence Diagram, the Interaction that it displays, and the file that contains the diagram can all be different.
orthonormal, standard / non-orthonormal, non-standard / orthonormal, non-standard
orthonormal ( basis ) : local space의 각 dimension축(basis) 이 독립적인지 ( 직교인지 ) x 각 dimension축시 단위벡터인지 여부
standard : local space의 각 dimension축이 기준 직교좌표계의 축과 일치하는지 여부
렌더링
렌더링 파이프라인
IM → VS → RS → FS(PS) → OM ( shader = program at GPU )
VS ( vertex shader )
view transform world space → eye(camera)의 location & 3dimension space를 통해 camera space로 변환 {u, v, n, EYE} [Eye] = 카메라pos, At = 카메라가 보는 dir → [n], Up X n = u, u X n = [v]
projection transform
view transform world space → eye(camera)의 location & 3dimension space를 통해 camera space로 변환 {u, v, n, EYE} [Eye] = 카메라pos, At = 카메라가 보는 dir → [n], Up X n = u, u X n = [v]
projection transform
view transform world space → eye(camera)의 location & 3dimension space를 통해 camera space로 변환 {u, v, n, EYE} [Eye] = 카메라pos, At = 카메라가 보는 dir → [n], Up X n = u, u X n = [v]