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Prepare for UML Interview. UML interview Q&A

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UML - Unified Modelling Language Q&A

Q1. What is UML?
Ans. Unified Modelling Language.
It is a Industry standard graphical language for modelling and hence visualizing a blue print of all the aspects of the system, before implementing the system. It is an easy way to specify, visuallize, document and understand the structure and behaviour of the system.


Q2.Goals/Benifits of UML?
Ans. few Goals and Benifits of UML are:
1. Being independent of any particular programming language and development process its easy to understand.
2. To provide best engineering practices for large and complex system.
3. Encourage the growth of Object Oriented tools.
4. Provides a good way to gather requirements.
5. Improve software quality and decreases time and cost of the software.
Q3. Name different UML diagrams available?
Ans. Types of UML Diagrams with Static view are: - Class Diagrams.
- Object Diagrams.
- Component & Deployment Diagrams
- Use Case Diagrams.
- Package Diagrams (not official uml diagram).

Types of UML Diagrams with Dyniamic view are:
- Collaboration Diagrams.
- Sequence Diagrams.
- Statechart Diagrams.
- Activity Diagrams.
Q4. Explain core elements of UML diagrams?
Ans. Core elements of Use Case UML diagrams are given below in table:

Elements Name Description Element Image
Use Case. Describes one of the Action of the system.
Actor An Actor is the one who uses the System. Note: It may not always be a human being but can be another system
Association. Links an Actor to the Use Case.
System Boundary. Represents the boundary between an Actor (External entity) and the System.
Extend Links an Actor to the Use Case.
Generalization. Basically describes "Inheritance" Object orientation terms. The arrow points to the base / parent class.
Dependency. Explains dependency relation between two components. Arrow points to the component it depends on.
Class. Class - the building blocks of Object Oriented language. A Rectangle divided into 3 parts horizontally, top gives the class name, middle to give the properties (main variables), the bottom to give the method names
Object. Object is basically ONE instance of a class. Objects are displayed as a rectangle divided in two horizontal parts, with "instance name : class name: on top and properies "Name = Value" in bottom part.
Lifeline. Represents the life time of an object.
Activation. Represents when the object is performing some action.
Message. Links the two objects and Describes the communication taking place between them.


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