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## [UML (Unified Modeling Language)](UML.md)
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```mermaid
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classDiagram
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class AdventurePackage {
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-title: String
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-description: String
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}
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class Trip {
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-startingDate: Date
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}
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class Accommodation {
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-name: String
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-address: String
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}
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class Person {
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-name: String
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-address: String
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}
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class Participant {
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}
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class TourGuide {
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}
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class Booking {
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-bookingDate: Date
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-isPaid: Boolean
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}
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Person <|-- Participant
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Person <|-- TourGuide
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AdventurePackage "1" --o "0..*" Trip : contains >
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Trip "0..*" -- "1" Accommodation : has >
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Trip "0..*" -- "1" TourGuide : leads >
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Trip "0..*" -- "0..*" Participant : booked by >
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Participant "1" --o "0..*" Booking : makes >
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Booking "0..*" -- "1" Trip : for >
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Booking "0..*" -- "1" Participant : by >
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TourGuide "1" --o "0..*" AdventurePackage : certified for >
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```
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@ -76,4 +76,3 @@ Indizieren, dass ein [Teilnehmer](UMLSequenzDiagramme.md#participants) aktiv ist
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## Möglicher Spicker
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@ -67,30 +67,33 @@
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- Handhaben Events innerhalb eines States
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- 
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### Types of Events
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#### Call Events
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## Types of Events
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### Call Events
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- Operation calls inklusive der Parameter
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- _occupy(user, LectureHall)_
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#### Time Events
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### Time Events
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- Zeitbasierter Zustandsübergang (relativ / absolut)
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- _relative: after(5 sec)_
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- _absolute: when(time == 16:00)_
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#### Change Events
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### Change Events
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- Permanente Überwachung, ob eine Bedingung wahr wird
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- _when (registration == numberOfSeats)_
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#### Any Receive Events
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### Any Receive Events
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- Zur Spezifikation einen Typ eines _else_ Übergangs
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- Falls ein Event auftritt, welches keine Übergänge für den aktiven Zustand auslöst
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- _the object transitions to S4 without any event that is not e1 or e2_
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#### Completion Events
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### Completion Events
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- Falls alle Verhaltensweisen eines States vollständig sind
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- _once A1 is completed completion event triggers transition to S2_
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### State Transition Examples
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## State Transition Examples
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- 
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- 
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- 
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- 
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## Möglicher Spicker
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