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         Senior Freelance Technical Writer/Editor, Journalist & Photographer

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https://www.linkedin.com/in/grace-aspinall-1556a41/;  http://www.graceaspinall.com/4901.html


Education: 

Master of Arts - Organizational Development: Corporate Communications, Norwich University, Oct 1997

Bachelor of Arts:  English; Skidmore College, May 1995

Skills:  Advanced Technical Writer; Software Tester; Journalist; Photographer; Content Cultivator; Quality Assurance Analyst. Proficient with Capability Maturity Model Integration (CMMI); Software Reviews; Agile Software Development; System Development Life Cycle Development; Continuous Diagnostics and Mitigation (CDM) - Her Nexx Chapter-Editorial Project Director & Member Editorial Board; regular blog contributor

Top Secret (TS) / Eligible for Sensitive Compartmentalized Information (SCI) Clearance

                                          References available on request
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Writing Samples:

How to Tell Time with an Analog Clock

Assumption:  The user knows how to tell time with a digital clock

The use of a clock to explain or “tell” time has become one of the most effective ways to determine the time of day or night. Two basic clocks, digital and analog, generally appear on walls, watches, and a variety of locations including on towers like Big Ben in London and along the walls of the New York Stock Exchange.

Digital Clocks

A digital clock either 

1)       displays time in a 12 hour format and uses AM and PM

     o    AM:  from the Latin Anti Meridian for before noon or the time from midnight to noon (also known as morning) 

     o   PM:  from the Latin Post Meridian for after noon of the time from noon to midnight (also known as afternoon and evening )

2)        displays time in a 24 hour format

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Analog Clocks

An analog clock generally uses a round or square format. The 12 hour clock uses the AM and PM format, although the AM and PM may not appear on the clock itself.

Note:  Analog clocks may display 24 hours instead of 12; the method for determining time is the same except the hours increase from 12 to 24 (see
24 Hour Analog Clock).

Note:  The indicators that point to the numbers to show hours and minutes are called hands.


An analog clock displays numbers or markers from 1-12 to indicate 12 hours or one-half a day. It has at least two hands that point at the numbers and the space between them to show the time. Some clocks do not show all the numbers and some only have marks at each hour, but the concept remains the same.

Note:  The lengths of the hands indicate the measurement. The shortest hand measures hours, the longer hand measures minutes and, if there is a third hand, it is the longest and measures seconds.
 

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The Hours and the Hour Hand

The shortest or smallest hand or indicator is the Hour Hand and this tells the person reading the clock the hour. When it points to the 1, it is 1:00. When it points to the 8, it is 8:00. When the hour hand points between two numbers, the time shows somewhat after the first and before the next hour. The minute hand explains the exact time between hours.

The Minutes and the Minute Hand

If there are two hands, the longest is the Minute Hand; if there are three hands, the longest indicates the seconds within the minute and the middle length hand shows the minutes within the hours. When it points to the 12 or top of the clock, it is on the hour (for example, 1-o’clock).

Note:  the longer the hand, the faster it moves and the smaller segment of time it shows.

The minute hand shows the minutes and each of the numbers indicated in 5 minute intervals. The number 1 equals 5 minutes, the number 2 equals 10 minutes, the number 3 equals 15 minutes, etc. The number 12 is 60 minutes and therefore a new hour.

The Seconds and the Second Hand


The longest and third hand may not be included in all analog clocks and that indicates the seconds. The format is the same as the minute hand, but the time intervals are seconds. The same numbers apply so that 1 equals 5 seconds, 2 equals 10 seconds, etc.

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24 Hour Analog Clock

The 24 hour analog clock shows numbers from 1 to 24 for all the hours in one day. The hour hand points to the hour and the same concept applies from digital clocks and therefore the hour hand pointing at 15 means the time is 3:00 PM. This clock below displays the time as 6:03 PM because the hour hand points to 18 (6:00 p.m.) and the minute hand is 3 minutes past the hour. The minute and second hand still only use 60 minutes/seconds. Often the minutes and seconds appear on the face of the clock to assist with reading it correctly.











 

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Explanation:

A Brief Explanation of UML Modeling (Otherwise known as “UML Modeling for Dummies”) The Unified Modeling Language (UML) is a general-purpose visual modeling language that is used to specify, visualize, construct, and document the artifacts of a system.  The most obvious part of UML is its notation, an iconography for depicting the elements of a system and their interrelationships. 


According to The Unified Modeling Language Reference Manual (Rumbaugh, Jacobson, Booch 1999), a model is a more or less complete abstraction of a system from a particular viewpoint.  It is complete in the sense that it fully describes the system or entity, at the chosen level of precision and viewpoint.  A set of models may capture different aspects of the same subject matter and the models can (to a large extent, anyway) be manipulated separately.  

A model may also include relevant parts of the system’s environment, represented, for example, by actors and their interfaces.  In particular, the relationship of the environment to the system elements may be modeled.  A system and its environment form a larger system at a higher level of scope.  Therefore, it is possible to relate elements at various levels of detail in a smooth way.

The Unified Modeling Language (UML) is a general-purpose visual modeling language that is used to specify, visualize, construct, and document the artifacts of a system.  The most obvious part of UML is its notation, an iconography for depicting the elements of a system and their interrelationships.  However, this graphic notation is just the surface of UML, beneath which is a grammar that defines what is and is not legal in UML.  (Hence the term language, rather than notation, in UML.) 

UML offers many representations for capturing both dynamic aspects (procedures, state-transitions, etc.) and static aspects (class structure, class associations, etc.) of systems.  Each of these representations generally affords a modeler some flexibility in approach and style.  Although this is good news for an individual modeler, this flexibility can result in a babble of UML dialects and idioms across a widely dispersed group of modelers.  In turn, this could lead to an inability to synthesize models from different sources or even lead to mutual incomprehension among modelers.


TERMS  

Activity Diagram:  An activity diagram depicts the flow of execution among individual activities  

Aggregation:  An aggregation is a special form of association that specifies a whole-part relationship between the aggregate (the whole) and the components (the parts).  

Association:  An association is the semantic relationship between two or more classes that involves  connections among their instances  

Attributes:  An attribute is a named property of a class that is used in the object description to hold data values for each object in that Class.  A list of attributes is an integral part of an object description.  

Class:  A class is a description of a group of objects with similar properties and common behavior.  A class represents a set of objects that have the same attributes, operations, relationships, and semantics.  

Class Diagram:  A class diagram shows the relationships between classes in the system.  

Composition:  A Composition is a form of Aggregation association with strong ownership and consequent lifetime of parts is dependent on the whole.   

Dependency:  Dependency is a semantic relationship between two things in which a change in one thing (the independent thing) may affect the semantics of the other thing (the dependent thing)  

Event:  An Event is the specification of a significant occurrence that has a location in time and space. In the context of state machines, an Event is an occurrence of a stimulus that can trigger a state transition.  

Objects:  An object is a thing, a concept or an entity with well defined boundaries and meaning for the application under consideration.  

Operation:  An operation encapsulates behavior that an object may carry out.   Sequence

Diagram:  A sequence diagram depicts a time ordering of messages for some part of a system  
State:  A state is condition or situation during the life of an object during which it satisfies some condition, performs some activity, or waits for some events.  

Statechart Diagram:  A statechart diagram provides a way to model the various states in which an object can exist and the transitions among them. 

Use Case:  A Use Case is a description of system behavior, in terms of sequences of actions. A use case should  yield an observable result of value to an actor. A use case contains all alternate flows of events related to producing the "observable result of value".  More formally, a use case defines a set of use-case instances or scenarios.   The specification of a sequence of actions, including variants, that a system (or other entity) can perform, interacting with actors of the system.  

Use Case Diagram:  A Use Case Diagram shows the interaction between the use cases and the actors.    
ACTIVITY DIAGRAMS

An activity diagram depicts the flow of execution among individual activities.  Although the flow is often in a single linear sequence, more complex flows are possible. These diagrams define where the flow starts, where it ends, what activities occur during the workflow, and in what order the activities occur. The solid lines represent transitions and illustrate how one activity leads to another.  The swimlanes represent a role in the workflow.  By looking at the transitions between activities in different swimlanes, you can find out who needs to communicate with whom. The flow may take one of several different paths from a decision point based on the value (true or false) of a guard condition.  Subsequently, the different paths will come back together at a merge point.    



Another possibility is that flow proceeds in multiple concurrent paths, as the result of a fork.  Later, these concurrent paths will synchronize and recombine into a single path at a join.

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SEQUENCE DIAGRAMS  

Sequence diagrams depict a time ordering of messages for some part of a system.  Specifically, a sequence diagram depicts: synchronous and asynchronous messages; communication latency; data passed and returned in messages; and constraints.  Sequence diagrams also help to define and depict subsystem responsibilities and the related subsystem interfaces. 

Organize messages in a general left-to-right order, with the use case’s initiating actor positioned as the leftmost lifeline, and the use case’s initiating event being the topmost message.  All of the objects depicted in the diagram should correspond with classes that have already been defined.  The initiating actor should be placed on the left side, and the message flow should begin in the top-left corner of the diagram.

 Passive actors, which are ones that just react to the system, should be placed on the right side of the diagram.  Typically, moving from left to right, one should see the initiating actor, system objects and other (passive) actors.

 Objects are required by the system to perform.  The arrows indicated the messages passed between objects and object or object and actor. 

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Use Case Diagram

The initiating actor or actors are located to the left.  Other actors are outside the use case, never inside.  The arrows and <<includes>> (or, not shown here, <<extends>>) indicated ancillary use cases.  The actor represents anyone or anything that is outsides the systems scope.  The use case is a high level piece of functionality that the system will provide

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References: 
Boggs, Wendy and Boggs, Michael.  UML with Rationale Rose 2002.  Alameda, CA:  SYBEX, Inc, 2002.  
Boeing:  UML Modeling Guidelines.  D950-10677-1, Rev B, 19 April 04.  
Presentation:  Foundation Technologies – Object-Oriented Technology Concepts, by Dr. Arun K. Das. Definitions:

 


 




 
   
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