1. The UML gives everyone from business analyst to designer to programmer a common vocabulary to talk about software design.
2. Use Case diagrams help you specify the user goals that the system must carry out.
3. Class diagrams show the physical structure of the objects in the system and their static relationships.
4. Sequence and collaboration diagrams show the dynamic interactions between instances used to carry out a single use case.
5. Use case diagrams describe what a system does from the standpoint of an external observer. The emphasis is on what a system does rather than how.
6. A model is an abstraction of the underlying problem.
7. The domain is the actual world from which the problem comes.
8. Models consist of objects that interact by sending each other messages.
9. Objects have things they know (attributes) and things they can do (behaviors or operations). The values of an object's attributes determine its state.
10. Classes are the "blueprints" for objects. A class wraps attributes (data) and behaviors (methods or functions) into a single distinct entity.
11. Objects are instances of classes.
12. An actor is a person, organization, or external system that plays a role in one or more interactions with your system.
13. Use Cases are used to specify the functional requirements of the system.
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