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Sequence diagram
Illustrates how components interact over time to complete a specific functionality in a system
Interaction diagrams
Used to represent communication and behavior between system parts during execution
Sequence diagram purpose
Focuses on ordered interactions between participants within a single scenario
Sequence diagram timeline
Time flows vertically downward indicating the order of operations
Lifeline notation
Represents the existence of a participant during the interaction period
Lifeline arrangement
Participants are placed horizontally and remain distinct without overlapping
Actor lifeline
Used to depict an external role interacting with the system
Entity lifeline
Used to represent stored data or persistent information components
Boundary lifeline
Represents interface elements through which users or systems interact
Control lifeline
Handles coordination and logic between interface and data components
Activation bar
Indicates the duration during which a participant is performing an operation
Activation bar meaning
Shows when execution is taking place within a participant
Message arrow
Represents communication or invocation between participants
Message signature
Describes the format of a message including name, parameters, and return type
Synchronous message
Execution pauses until a response is received before proceeding
Synchronous notation
Displayed using a filled arrowhead
Asynchronous message
Execution continues immediately without waiting for a response
Asynchronous notation
Displayed using an open arrowhead
Return message
Represents the completion of processing and transfer of control back
Return message notation
Displayed using a dashed arrow
Participant creation message
Indicates that a new participant begins existence during the interaction
Participant destruction message
Indicates termination of a participant before completion
Reflexive message
Occurs when processing is handled internally within the same participant
Self message meaning
Represents internal logic or computation without external interaction
Sequence diagram layout
Participants are aligned horizontally and interactions occur vertically
Loop notation (*)
Indicates repeated execution of a set of interactions
alt fragment
Represents branching behavior with multiple possible paths
opt fragment
Represents conditional execution of a single optional path
Message passing (UML)
Describes communication where one component triggers behavior in another
Message passing (AutoGen)
Communication occurs through structured exchanges such as prompts and responses
Sequence diagram vs AutoGen
Both describe systems where communication drives behavior over time
Method call in UML
Represents invocation of behavior on another component
Method call in AutoGen
Represents sending a request or executing a capability through an agent
Tool invocation
Execution of an external capability triggered by an agent
AssistantAgent
Component responsible for reasoning and generating outputs using language models
UserProxyAgent
Component representing human input and enabling user involvement
UserProxyAgent notation
Modeled similarly to an external role interacting with the system
Backend LLM role
Provides intelligence for processing, reasoning, and generating responses
CodeExecutorAgent
Executes generated instructions within a controlled environment
Agent communication cycle
Process involving input, processing, response, and iterative collaboration
Agent message types
Includes text exchanges, execution requests, results, and completion signals
Agentic AI
System composed of multiple independent components working together toward a goal
Agentic AI characteristics
Includes autonomy, collaboration, iteration, and ability to use tools
Agent lifecycle
Components are dynamically created, perform tasks, and are terminated afterward
Super agent
Coordinates multiple components and manages their lifecycle
Sub-agents
Perform specialized tasks independently or collaboratively
Concurrency in AutoGen
Multiple components execute tasks simultaneously without blocking each other
State diagram
Represents how a single component behaves through different conditions over time
State
Represents a condition during which behavior or waiting occurs
Transition
Defines movement between conditions based on triggers
Event trigger
Stimulus that causes a change from one condition to another
Guard condition
Constraint that must be satisfied before a change occurs
Action
Operation executed as part of a change between conditions
Initial state
Starting point of behavior representation
Final state
Indicates completion of behavior execution
Self-transition
Represents a change that begins and ends in the same condition
Concurrent substates
Multiple conditions active simultaneously within a larger context
Sequential substates
Conditions that occur one after another within a larger context
State machine
Defines how behavior progresses through different conditions over time
State machine use
Applied in systems that respond to external or asynchronous inputs
Entry action
Executed when entering a condition
Exit action
Executed when leaving a condition
Internal transition
Handled without leaving the current condition
Deferred event
Delayed until a more appropriate condition is reached
Class diagram
Describes system structure including components and relationships
Class
Defines properties and behaviors shared by a group of objects
Attribute
Represents data stored within a component
Operation
Defines behavior that can be performed by a component
Inheritance
Represents specialization where one component builds on another
Composition
Represents strong ownership where parts depend entirely on the whole
Aggregation
Represents weak ownership where parts exist independently
Association
Represents a general connection between components
Dependency
Represents a temporary reliance between components
Multiplicity
Specifies the number of related instances between components
Use case diagram
Describes system functionality from an external perspective
Actor (use case)
Represents an external role interacting with the system
Use case
Represents a complete functionality delivered to a role
Use case model
Represents the full set of functionalities of a system
<
Represents functionality that is always required as part of another
<
Represents additional behavior that occurs under certain conditions
Include vs extend difference
Distinguishes between mandatory reuse and conditional extension
Entity element
Represents stored or persistent information
Boundary element
Represents interaction points with external entities
Control element
Represents coordination and decision-making logic
Information flow
Represents how data or control moves between components
Synchronous vs asynchronous
Differentiates between blocking and non-blocking communication
Coffee machine synchronous
User must wait until the process completes before continuing
Coffee machine asynchronous
Process continues while the user performs other actions
Object destruction notation
Marks termination of a component before interaction ends
Self-check behavior
Represents internal evaluation without external communication
Common sequence diagram mistake
Incorrect ordering or misuse of communication types
Common class diagram mistake
Overcomplicating structure or missing key relationships
Common state diagram mistake
Failing to clearly define transitions or conditions
Modeling (UML)
Process of simplifying reality to focus on relevant aspects
Model
Representation of selected aspects of a system
View
Perspective focusing on specific elements of a representation
Notation
Set of rules used to represent models visually or textually
System vs model vs view
Distinguishes real-world entity, abstraction, and perspective
Concept vs phenomenon
Differentiates between general definition and specific occurrence
Type vs instance
Differentiates between a category and a specific example