Represents an association between two classifiers.
Represents an association attribute or list of attributes whose values serve to partition the set of objects associated with an object across an association.
UML master stores embedded UML model information.
Root Entry
UML CODEGEN
CodeGen Version
CODEGENERATION 1.0
CSharp 1.0
Element Options 1.0
UML System 1
call
documentation
file
becomes
<unspecified>
location
persistence
responsibility
semantics
deletion
implementation class
copy
friend
protected
utility
create
import
invariant
enumeration
document
destroy
requirement
powertype
stereotype
send
uses
instance
table
library
precondition
process
metaclass
thread
private
derived
inherits
executable
type
subtype
extends
subcla
postcondition
IDL Data Types
object(idl)
long double(idl)
sequence(idl)
unsigned short(idl)
unsigned long long(idl)
unsigned long(idl)
double(idl)
long long(idl)
long(idl)
float(idl)
fixed(idl)
short(idl)
boolean(idl)
octet(idl)
wchar(idl)
char(idl)
any(idl)
wstring(idl)
string(idl)
C++ Data Types
unsigned char
unsigned short
unsigned int
signed short
unsigned long
short
bool
signed char
double
signed int
float
long double
signed long
void
long
wchar_t
char
C# Data Types
object
decimal
byte
uint
sbyte
ushort
string
ulong
VB Data Types
Single
Integer
Byte
Char
Double
Date
Decimal
Long
Object
Boolean
String
Short
useCaseModel
facade
framework
stub
system
topLevelPackage
association
global
local
parameter
self
union
struct
delegate
Static Model
Top Package
LemmingUpdateTimer
Transition2
Guard1
More Lemmings to Update
InitialState3
Transition1
Transition3
No More Lemmings to Update
Process Fall Collision
ActionSequence1
ActionSequence2
Check Collisions
makeJob
JOB_ID_DIGGER
Transition6
Dependency4
InitialState1
Calculate Movement
getLocation()
getVector()
Add Surface
addFloor()
Transition7
More Dirty Components
Transition8
UI Rendered
Comment5
The map is already ready for rendering
when calling get renderMap(). That is,
the changes created by the lemmings
are already applied.
Transition5
Comment2
The screen updates will be done through a separate thread. The thread will
essentially be a loop that will update the screen as fast as it can.
Comment6
This diagram shows an example networking update.
Here, the program receives a lemming update
message from the network and parses it.
Activation30
Activation29
Dependency2
Generalization35
Generalization33
Generalization1
Activation19
child
Activation17
success
java.lang
Thread
start
Runnable
Activation22
Activation20
<<extend>>
Activation16
Object5
Player
Activation2
Activation1
Start Single Player Game
Choose Level
Assign Job
conn
Object1
Activation13
Association3
GraphicsConfiguration
updates
graphics
Renderer
terrainBuffer
mapRectangle
scaleFactor
backgroundViewport
std::list<%s>
std::set<%s>
std::map<%s,%s>
<default>
ClassHeader1
%class_comments%
%template_defn%
class %class_name% %super_class_name% {
%friends%
%innerclasses%
%public_attributes%
%public_methods%
%protected_attributes%
%protected_methods%
%private_attributes%
%private_methods%
%end_class_comments%
Attribute1
%type_name%
%attrib_name%; %comments%
MethodDefn1
%type_name% %method_name%(%mark_indent%
%indent%%params_and_comments%
%indent%);
Ordered Collection
CObList<%s>
Qualified Collection
CMapObToOb<%s, %s>
Unordered Collection
ClassImpl1
%static_attrs%
%constructors%
MethodImpl1
%type_name% %class_name%::%method_name%(%mark_indent%
%inden
t%%params%
%indent%)
%method_body%
System.Collections.SortedList
System.Collections.ArrayList
System.Collections.Hashtable
%visibility% %type_name% %attrib_name%; %comments%
%visibility% class %class_name% %super_class_name%
// METHOD:
%method_name%
// DESCRIPTION:
%comments%
// PARAMETERS:
%params_as_comments%
// RETURN:
%visibility% %type_name% %method_name%(%mark_indent%
%indent%%params%
%visibility% %attrib_name% As %type_name%
%visibility% class %class_name%
%super_class_name%
End Class
FuncImpl1
' METHOD:
' DESCRIPTION:
' PARAMETERS:
' RETURN:
%visibility% Function %method_name%(%mark_indent%%params%) As %type_name%
End Function
SubImpl1
%visibility% Sub %method_name%(%mark_indent%%params%)
End Sub
Visual Basic
setMapViewport
setMapRectangle
value
getMapRectangle
mapViewport
zoomFactor
getMapViewport
getBackgroundViewport
getScaleFactor
setScaleFactor
getZoomFactor
setBackgroundViewport
setZoomFactor
scroll
offset
mouseToWorld
coords
worldToMouse
updateFrame
target
getLevel
setLevel
level
ImageLoader
loadLocalImage
path
loadSystemImage
loadImage
IMAGE_LOCATION
config
AnimatedSprite
getMovementDirection
isInitialized
getNumFrames
getCurrentFrame
getAnimation
resetFrameNumber
renderSprite
setAnimation
anim
nextFrameNumber
getLoopingMode
setLoopingMode
loop
setMovementDirection
loopingMode
currentFrame
movementDirection
animation
TileSet
getImage
reloadTileset
drawTile
tileNum
getLargestDimension
loadTileset
name
getTileCount
documentat
unloadTileset
FrameInformation
setSource
getAnchor
setAnchor
setExtent
getExtent
gretSource
getSource
anchor
extent
source
getFilename
frameList
filename
getDimension
index
frameSetImage
TilesetManager
getTileset
tilesets
isTilesetLoaded
isTilesetLoade
Direction
getValue
NONE
RIGHT
LEFT
Looping
INFINITE
ONCE
GameplayPanel
getRenderer
setRenderer
renderer
ation
IMouseDraggable
processMouseDrag
button
LLeafComponent
renderAll
move
makeDirty
LColoredComponent
DEFAULT_BACKGROUND_COLOR
background
DEFAULT_FOREGROUND_COLOR
foreground
setForeground
getBackground
getForeground
setBackground
antics
LRootPane
dispatchMouseMotionEvent
oldCoords
newCoords
dispatchKeyboradEvent
modifiers
dispatchKeyboradEvents
keyCode
dispatchMouseDragEvent
dispatchMouseClickEvent
LLabel
setText
text
getText
LFancyLabel
getFont
setFont
font
LButton
listeners
image
addActionListener
actionCommand
removeActionListener
fireActionEvent
LContainer
removeChild
addChild
getChildren
findActiveChild
children
findChildAtCoordinates
documentati
clear
LDialog
contents
getContents
getTitle
setContents
setTitle
title
LComponent
parent
getParent
cleanUp
initialize
setParent
setShown
isDirty
isShown
setDirty
bringToTop
isActive
bounds
getBounds
setBounds
setPosition
setSize
visible
dirty
paint
component
LIcon
mode
LApplication
getRootPane
rootPane
setRootPane
repaint
startRenderer
stopRenderer
LTextField
caretPosition
IClickable
registerMouseClick
IMouseMotionable
processMouseMotion
ITypable
processKeyTyped
Association2
Generalization3
Generalization7
engine
Level
getLemmingsOut
update
getLemmingsSaved
activeLemmings
getMap
releaseLemming
setLemmingsSaved
getData
getTimeRemaining
killLemming
lemming
lemmingHeaven
lemmingsOut
getActiveLemmings
pendingLemmings
timeRemaining
lemmingsSaved
updateLevel
data
LevelData
setPercentToSave
percentage
size
percentToSave
getPercentToSave
getNumLemmings
getName
setNumLemmings
numlemmings
setName
getTimeLimit
timeLimit
setTimeLimit
time
getSize
thumbnail
numLemmings
setImage
Lemming
getJob
reverseDirection
getPhysics
setJob
jobId
ocupation
physics
lemmingjob
LemmingJob
nextAnimationFrame
setOwner
getOwner
owner
LemmingJobFactory
LemmingJobSettings
JOB_ID_HAND_GLIDER
JOB_ID_CLIMBER
JOB_ID_BASHER
JOB_ID_BLOCKER
JOB_ID_EXPLODER
JOB_ID_FLOATER
JOB_ID_BRIDGER
JOB_ID_MINER
JOB_ID_JUMPER
JOB_ID_WALKER
JOB_ID_LAUNCHER
ExploderJob
explosionShape
BasherJob
bashShape
LauncherJob
WalkerJob
ClimberJob
DiggerJob
digShape
FloaterJob
HandGliderJob
BlockerJob
BridgerJob
bridgeShape
MinerJob
mineShape
JumperJob
GameEngine
sendMessage
message
receiveMessage
processAction
action
getCurrentState
setCurrentState
newState
getApplication
currentState
AbstractGameState
getUI
docu
mentation
MainMenuState
LevelSelectionState
GameplayState
SplashScreenState
MultiplayerSetupState
subtractShape
applyUpdate
addShape
MultiplayerGameplayState
getOtherPlayerLevel
otherPlayerLevel
ProgramRunner
main
args
execute
Generalization4
Generalization9
Generalization8
PhysicsObject
accelerate
setVelocity
getPosition
position
getVelocity
velocity
PhysicsEngine
calculateNextPoint
PhysicsSettings
getFrictionCoefficient
getSettings
setFrictionCoefficient
setGravity
gravity
frictionCoefficient
Vector
setK
setI
setVector
setJ
setPolar
angle
magnitude
translatePolar
getI
getK
getJ
locat
Point
getY
getX
getZ
setY
setX
setPoint
documenta
tion
setZ
Generalization6
Generalization2
Generalization5
networking
LemmingConnection
closeConn
ection
closeConnection
socket
clientQuit
ConnectionListener
getTimeTillTimeout
getPort
getTimeout
stopListening
port
timeout
stopL
istening
AbstractMessage
messageType
getMessageType
messageAuthor
setAuthor
tokenize
getAuthor
buildMessage
parse
This is the basic abstract network message that all other messages will be derived from.
This function will return a string representation of the message suitable for network transfer via plain text.
This will take in a string representing the message (say, received through the network) and parse it into an actual object.
IdentificationMessage
LemmingNetworking
connection
shutDownNetworking
connectTo
host
isConnected
listenForConnection
ocumentation
acceptConnection
client
MessageFactory
parseMessage
makeMessage
createMessgae
makeBlankMessage
authorName
PauseMessage
pause
setPause
getPause
UpdateMessage
setTerrainUpdates
setLemmings
getTerrainUpdates
getLemmings
terrainUpdates
lemmings
NukeRequestMessage
ChangeLemmingFlowMessage
setLemmingFlow
getLemmingFlow
flowRate
ChangeSpeedMessage
setSpeed
getSpeed
speed
Generalization11
Generalization12
Generalization10
Socket
List
Generalization14
Comment1
The networking package is going to work as follows:
LemmingNetworking will be the fa
ade to the entire
package. That is, it will be the only class that the
classes outside the package will concern themselves
with, and the other classes in this package will not
interact with any outside class either.
Now, when a player can decide to either host a
game, or join a game. The only difference here is who
does the connecting and who does the listening for
the connection. After the connection is established, the
two players are essentially equivalent as far as
netowrking is concerned. To that extent, there is one
LemmingConnection class that will be created once the
connection is successfully established. The way to set
up the connection lies in the LemmingNetworking class,
which has methods to either listen for an incoming
connection, or connect to an existing "server". After
that, sending and receiving messages occurs identically
for both the "server" and the "client".
One last thing to note about the LemmingNetworking
class is that the receiveMessage function is protected.
That is because we don't want ouside packages
emulating network messages.
Association1
Rectangle
BufferedImage
Graphics
Dimension
Color
Font
Association4
docume
ntation
Clear Surface
removeFloor()
Join Game Server
Pause Game
Increase Lemmings Flow
Game Play Domain
Quit Game
Assign Digger
Assign Basher
Assign Blocker
Assign Floater
Assign Climber
Assign Explorer
Assign Miner
Assign Bridger
Begin Level
Change Port
Restart Level
Veiw About Screen
Decrease Lemmings Flow
Nuke 'em
Slow Down Time
View Help Screen
Speed Up Time
Start Multiplayer Game
Host Game Server
Generalization16
Generalization15
Object2
Activation6
Activation15
Activation5
Shape
locati
Comment4
In this diagram, we assume that we already know which
job we would like to assign to the lemming, and the
lemming has been clicked. Suppose we want to make the
lemming a digger.
listener
Generalization22
Activation4
Activation3
Comment3
In UpdateMessage, terrainUpdates will be a List
of java.awt.Shapes, which will be subtracted from the
terrain on the other client. Note that the terrain cannot
be added during the game.
messageStr
Object4
run()
Activation8
Object3
Activation12
Activation7
Activation9
Comment124
After LemmingNetworking receives the parsed message from
MessageFactory, it will take that AbstractMessage, and send
it over to GameEngine.receiveMessage function. (See next
diagram.)
Comment 123
LemmingConnection runs in it's own thread and
listens for stuff from the socket and once it is able
to read something, the string it read is sent out to
LemmingNetworking class. That's where this diagram
starts.
msgObj
Activation10
Generalization21
Activation11
Generalization19
Generalization24
Generalization17
Generalization27
Generalization13
Generalization26
Generalization23
Generalization20
Activation14
Generalization18
<<creates>>
Generalization25
<<include>>
Activation18
Activation24
Activation21
This is the sequence chart for processing a click.
Basically, this works sort of like it does in AWT,
where when the user clicks somewhere in the
frame, we first determine which component was
clicked, and then tell that component that it has
been clicked. After this, the component will notify
all of its listeners and pass them an ActionEvent
corresponding to the click.
start()
Activation23
cumentation
Activation25
ava.awt.event
ActionEvent
ActionListener
Object6
Generalization32
Generalization29
Generalization28
Generalization30
Generalization31
The children of the AbstractGameState will simply
implement the functions provided by it. There will
be nothing additional in them, hence the empty
boxes, for the most part.
Association7
Activation27
Generalization34
initializes
Dependency1
Activation28
Association5
instantiates
Association8
Dependency3
HashMap
Comment7
In this diagram, we have received a lemming update message
from the network and have successfully
parsed it.
Association6
Activation26
state
Comment9
After the level updates the map, it will update
the lemmings within the function.
Comment8
For Direction and Looping, we are essentially
using a typesafe enumeration Java pattern.
That is, the enumeration values are simply
stored as public static final instances of the
class. Since the constructor is private, only
those instances will ever exist.
Rendering
Rendering Map
getMap()
renderMap(map)
Rendering UI
getNextComponent()
renderComponent()
Rendering Background
renderBackground()
InitialState2
Transition12
No More Lemmings
Transition10
Transition11
More Lemmings
Explosions are treated as a Lemming Job
Transition9
Rendering Lemmings
nextLemming()
renderLemming(curLem)
getActiveLemmings()
MessageSettings
TYPE_FLOW
TYPE_HELO
TYPE_PAUSE
TYPE_UPDATE
TYPE_SPEED
TYPE_NUKE
get Lemming Job
checkJob()
Transition4
job_type == basher
|| job_type == digger
|| job_type == exploder
|| job_type == miner
Generalization36
Move
updateLocation()
Other job types
Comment10
GameplayPanel will render the actual
game field. It will be derived from the
LLeafComponent class, though there
is no space for another arrow. :)
FinalState1
job_type == bridger
Transition26
!hitWall
Comment12
The use of the singleton pattern in many
places here may seem unwarranted, but
we did this instead of using classes with
all static methods because PMD would
complain about those and "suggest" the
use of Singleton instead. Other cases of
use of the Singleton pattern are there
because the objects themselves have
such a nature that would warrant only
one instance of them per any running
instance of the program, like the
Game
Engine, for example.
Process Walking
Transition27
Process Floater
lemming.keepConstSpeed
Transition21
!hitGround
Transition19
Transition22
tooFast
Process Impact
Movements and actions of each lemming will be processed by using a timer.
There will be a timer task which will fire at a regular interval. Every time the
timer is fired, each of the lemmings' positions will be updated, and their effect
on the world - calculated.
FinalState2
Process Fallling
Transition23
!tooFast
Process Falling Regular
lemming.increaseDownwardSpeed
Reverse Direction
lemming.reverseDirection()
Comment13
All of the jobs will simply override the process()
method of the LemmingJob abstract class,
hence they look a little empty. This process
method will just use the PhysicsEngine class to
update the position of the lemming, and it will
also, depending on the specific job of the
lemming register the impact of the lemming on
the world.
Transition16
job_type == floater
Updating Lemmings
Updating Lemming
calculatePosition
calculateEffectOnWorld
Transition14
isFalling
Transition13
Transition15
!isFalling
Transition20
hitGround
Transition25
hitWall
Transition18
Smash
Transition17
Other job type
Comment11
See the internal transitions of the
"Update Lemming" state on the
next chart.
Transition24
__CG_VB_lang_comments
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C:\Documents and Settings\Vladimir Urazov\My Documents\
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<def
ault>
singleton
StatusUpdateMessage
Class1
ngJob
objects,shapes,Represents,Class,set,structure,relationships,behavior,Uml,descriptor,similar
Denotes a set of objects that have similar structure, behavior, and relationships in your diagram.
Width User.DefaultWidth
Represents a descriptor for a set of objects with similar structure, behavior and relationships.
Extend Arrow
shapes,more,between,General,specific,Indicates,element,Relationship,generalization,Uml,classification
Adds a classification relationship between a more general and a more specific element in your Static Structure diagram.
Indicates a classification relationship between a more general and a more specific element.
type,shapes,Data,Represents,Uml
Adds a data type to your Static Structure diagram.
Represents a data type.
use,type,shapes,Represents,Class,visible,Entity,interface,Component,behavior,Uml,describe,externally
Adds the externally visible operations of a class, component, package, or other element to your Component diagram.
Represents the use of a type to describe the externally-visible behavior of a class, component or entity.
two,objects,shapes,between,Link,Represents,Uml
Adds a link between two objects to your Static Structure diagram.
Represents a link between two objects.
use,Place,on,shapes,note,diagram,Uml,comment
Adds a customizable comment to your Activity diagram.
Connect Note
Use to place a comment on a diagram.
two,shapes,between,Represents,association,Binary,Uml,classifiers
Adds a customizable relationship between exactly two classes to your Static Structure diagram.
shapes,Represents,form,part,composition,Uml,Aggregation,Whole,strong,ownership,coincident,lifetime
Adds a collaboration in which all of the participants are part of one composite object to a Deployment diagram.
Represents a form of aggregation with strong ownership and coincident lifetime of the part with the whole.
shapes,Represents,object,time,Uml,Lifeline,existence,particular
Adds the existence of an object at a particular time to your Sequence diagram.
Extend Lifeline
Represents the existence of an object at a particular time.
shapes,Represents,object,which,time,action,Uml,Activation,period,during,performing
Adds the time period during which an object or actor is performing an action to your Sequence diagram.
Represents the period of time during which an object is performing an action.
Show Name.
Show Stereotype.
Display Semantic Errors.
objects,shapes,between,communication,Represents,information,message,action,Uml,Call,conveys,expectation,ensue
Adds a communication between objects that conveys information in a synchronous call that should result in an action.
Represents a communication between objects that conveys information with the expectation that action will ensue.
point,shapes,State,Represents,object,which,Initial,Uml,newly,created,starts
Adds the state of an object before any action by included events to your Activity diagram.
Represents the point at which a newly created object starts.
shapes,State,Represents,object,which,event,action,Uml,Condition,during,satisfies,some,performs,waits
Denotes when an object satisfies a condition, performs an action, or waits for an event in your Activity diagram.
Represents a condition during which an object satisfies some condition, performs an action or waits for an event.
shapes,One,State,from,Represents,another,transition,Uml
Denotes where an object in one state enters a second state and performs specific actions in a Statechart diagram.
ertain specified actions.
Represents a transition from one state to another.
shapes,State,Represents,event,Activity,Final,Uml,enclosing,completion,occurrence
Adds the state of an object after the completion of activity to your Activity diagram.
activity in the enclosing state.
Represents the final occurrence of an event at the enclosing state or the completion of activity in the enclosing state.
System,Boundary,use,case,UML,software,modeling
Drag onto the page to add a boundary to the system.
ram.
Use to represent the boundary of a system.
Use,Case,use,case,UML,software,modeling
Drag onto the page to add a coherent unit of functionality provided by a system or class.
Represents a coherent unit of functionality provided by a system or class.
Actor,use,case,UML,software,modeling
Drag onto the page to add a role that is played by an outside object.
Represents an actor which interacts with a use case.
Height User.DefaultHeight
Uses,use,case,UML,software,modeling
Drag onto the page to add an instance of one use case that will also include the behavior specified by another.
Indicates that an instance of one use case will also include the behavior specified by another.
Message,return,UML,sequence,software,modeling
Drag onto the page to add a communication that conveys data in a synchronous call that should result in an action.
Package,use,case,UML,software,modeling
Drag onto the page to add a grouping of model elements.
Represents a grouping of model elements.
Class,UML,state,structure,software,modeling
Drag onto the page to specify a set of objects that have similar structure, behavior, and relationships.
Composition,UML,state,structure,software,modeling
Drag onto the page to add a collaboration in which all of the participants are part of one composite object.
Link,UML,state,structure,software,modeling
Drag onto the page to add a link between two objects.
re diagram.
Generalization,UML,state,structure,software,modeling
Drag onto the page to add a classification relationship between a more general and a more specific element.
Note,UML,state,structure,software,modeling
Drag onto the page and then type to add text.
iagram.
Object,Lifeline,UML,sequence,software,modeling
Drag onto the page to add the existence of an object at a particular time.
Activation,UML,sequence,software,modeling
Drag onto the page to add the time period during which an object or actor is performing an action.
Message,call,UML,sequence,software,modeling
Message,UML,sequence,software,modeling
Drag onto the page to add a communication between objects that conveys data that should result in an action.
Note,UML,sequence,software,modeling
Dependency,UML,state,structure,software,modeling
Drag onto the page to specify where there is a semantic relationship between two model elements.
Indicates a semantic relationship between two model elements.
Show Properties.
Interface,UML,state,structure,software,modeling
Drag onto the page to add the externally visible operations of a class, component, package, or other element.
Transition,UML,statechart,software,modeling
Drag onto the page to specify where an object in one state enters a second state and performs specific actions.
Package,UML,state,structure,software,modeling
Package,UML,deployment,software,modeling
Binary,Association,UML,state,structure,software,modeling
Drag onto the page to add a customizable relationship between exactly two classes.
Initial,State,UML,statechart,software,modeling
Drag onto the page to add the state of an object before any action by included events.
State,UML,statechart,software,modeling
Drag onto the page to specify when an object satisfies a condition, performs an action, or waits for an event.
Final,State,UML,statechart,software,modeling
Drag onto the page to add the state of an object after the completion of activity.
Composite,State,UML,statechart,software,modeling
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Represents a composite state whose sub-states are stored on a separate Statechart diagram.
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C:\Program Files\Microsoft Office\Visio11\1033\UMLACT_U.VSS
C:\Program Files\Microsoft Office\Visio11\1033\UMLCOL_U.VSS
C:\Program Files\Microsoft Office\Visio11\1033\UMLCOM_U.VSS
C:\Program Files\Microsoft Office\Visio11\1033\UMLDEP_U.VSS
C:\Program Files\Microsoft Office\Visio11\1033\UMLSEQ_U.VSS
C:\Program Files\Microsoft Office\Visio11\1033\UMLSTA_U.VSS
C:\Program Files\Microsoft Office\Visio11\1033\UMLSTR_U.VSS
C:\Program Files\Microsoft Office\Visio11\1033\UMLUSE_U.VSS
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UML Background Add-on
/CMD=1
/CMD=2
Guide
TheDoc
LULL
Gesture Format
Static Structure-1
UMLDiagramType
UML Normal
Connector
Black fill
White line
Generalization Arrow
Dynamic Connector
UMLShapeType
UMLObjectGUID
UMLError
BeginAngle
EndAngle
UMLPresOption1
UMLSuppressOption
Navigability
UMLVersion
end1_name
end1_mp
end2_name
end2_mp
Navigable
Shared
Composite
Composite Navigable
Shared Navigable
Qualifier
Shared Qualifier
Composite Qualifier
Composite Navigable Qualifier
Shared Navigable Qualifier
Navigable Qualifier
Procedure Call
Asynchronous Flow
Flat Flow
realize_subshape
real_subshape
Watermark Title
Visio Extended Data
Class
UMLTemplate
UMLAutoLockTextEdit
UMLPresOption2
DefaultWidth
EnsureWidthOK
visDescription
Dependency
visVersion
Operations
Attributes
Name
Parameters
UMLPageGUID
Generalization.49
Generalization
Discriminator
Data Type
Physics
Netwroking
Networking
Interface
Link
Note
Class.53
Class.33
Binary Association
UMLShape34
Composition
Watermark Title.11
Class.11
Class.20
Class.29
Class.38
Link.52
Composition.62
Movement State Chart
Object Lifeline
UMLInstanceType
Row_1
Row_2
Row_3
Row_4
Row_5
Row_6
Row_7
Row_8
Row_9
Row_10
Row_11
Row_12
Row_13
Row_14
Row_15
Row_16
Row_17
Row_18
Row_19
Row_20
DestructionPt
CreationPt
Row_23
Row_24
Row_25
Row_26
Row_27
Row_28
Row_29
Row_30
Row_31
Row_32
Row_33
Row_34
Row_35
Row_36
Row_37
Row_38
Row_39
Row_40
Row_41
Row_42
Row_43
Row_44
Row_45
Row_46
Row_47
Row_48
Row_49
Row_50
Row_51
Row_52
Row_53
Row_54
Row_55
Row_56
Row_57
Row_58
Row_59
Row_60
Row_61
Row_62
Row_63
Row_64
Row_65
Row_66
Row_67
Row_68
Row_69
Row_70
Row_71
Row_72
Row_73
Row_74
Row_75
Row_76
Row_77
Row_78
Row_79
Row_80
Row_81
Row_82
Row_83
Row_84
Use Case
Actor
Activation
Message (call)
Screen Refresh Statechart
Note.33
Initial State
UMLPresOptions
State
OLD State
Transitions
Transition
Watermark Title.2
Transition.11
State.12
Transition.17
State.18
Transition.22
State.23
Transition.27
State.28
Transition .32
Transition.33
Final State
Watermark Title.3
Gameplay Usecases
System Boundary
Watermark Title.41
EnsureWidhtOK
DefaultHeight
Uses
Message (return)
Watermark Title.4
Use Case.5
Use Case.7
Use Case.8
Use Case.9
Use Case.10
Use Case.11
Use Case.12
Use Case.13
UMLShape31
Use Case.17
Use Case.18
Package
GUI Click
Message (return).10
Use Case.6
Message (return).15
Engine
Class.46
Composition.47
Link.48
Composition.52
Composition.57
Note.50
Use Case.41
Use Case.42
Use Case.43
Use Case.44
Use Case.45
Use Case.46
Use Case.49
Use Case.50
Message (return).50
Message (return).51
Message (return).52
Message (return).53
Message (return).54
Network Initialization Sequence
Object Lifeline.51
Activation.52
Message (call).53
Network Initialization Sequence 2
Object Lifeline.10
Activation.16
Network Wrap-Up Sequence
Message
Network Updates
Network Updates Sequence
Object Lifeline.35
Note.55
Object Lifeline.29
Interface.59
Activation.36
Message (call).37
Lemming Jobs
Lemming Job Assignment
UMLShape54
Use Case.58
Use Case.60
Message (return).61
Use Case.63
Use Case.64
Use Case.65
Use Case.66
Message (return).67
Use Case.68
Message (return).55
Message (return).56
Transition .60
Package.61
Transition.63
Package.62
Binary Association.64
Lemming Job Assignment Sequence
Network Update Sequence 2
Object Lifeline.13
Note.38
Initial State.66
State.67
Final State.68
State.7
State.15
State.19
Transition.24
Transition.25
Transition.26
Transition.28
Transition.29
State.30
State.11
Transition.34
Transition.36
Movement State Chart 1
Movement State Chart 2
UMLShape40
UMLShape44
Composite State