Sign Up

Sign Up to our social questions and Answers Engine to ask questions, answer people’s questions, and connect with other people.

Have an account? Sign In

Have an account? Sign In Now

Sign In

Login to our social questions & Answers Engine to ask questions answer people’s questions & connect with other people.

Sign Up Here

Forgot Password?

Don't have account, Sign Up Here

Forgot Password

Lost your password? Please enter your email address. You will receive a link and will create a new password via email.

Have an account? Sign In Now

You must login to ask a question.

Forgot Password?

Need An Account, Sign Up Here

Please briefly explain why you feel this question should be reported.

Please briefly explain why you feel this answer should be reported.

Please briefly explain why you feel this user should be reported.

Sign InSign Up

The Archive Base

The Archive Base Logo The Archive Base Logo

The Archive Base Navigation

  • SEARCH
  • Home
  • About Us
  • Blog
  • Contact Us
Search
Ask A Question

Mobile menu

Close
Ask a Question
  • Home
  • Add group
  • Groups page
  • Feed
  • User Profile
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Buy Points
  • Users
  • Help
  • Buy Theme
  • SEARCH
Home/ Questions/Q 9269553
In Process

The Archive Base Latest Questions

Editorial Team
  • 0
Editorial Team
Asked: June 18, 20262026-06-18T15:09:07+00:00 2026-06-18T15:09:07+00:00

Ball and socket notation is legal UML 2.0, but I cannot find a way

  • 0

Ball and socket notation is legal UML 2.0, but I cannot find a way to force EA to draw it on the diagram. It refuses to allow dependency between socket and the ball. Is there any way to make it happen, as in diagram below (little ms paint magic):

enter image description here

Also, a side question, can you make the ball or socket appear on the other side of the element?

  • 1 1 Answer
  • 0 Views
  • 0 Followers
  • 0
Share
  • Facebook
  • Report

Leave an answer
Cancel reply

You must login to add an answer.

Forgot Password?

Need An Account, Sign Up Here

1 Answer

  • Voted
  • Oldest
  • Recent
  • Random
  1. Editorial Team
    Editorial Team
    2026-06-18T15:09:09+00:00Added an answer on June 18, 2026 at 3:09 pm

    There are two different ways of showing the ball and socket in EA.

    With the one you’ve used, you’ve drawn connectors from your Consumer and Producer classes to the IProducer interface (a dependency and a realization, respectively).
    You’ve then switched on display of Dependent and Realized interfaces on your classes.

    Doing it this way means the balls and sockets are fixed. You cannot select them (the class gets selected instead), you cannot move them wrt their parent classes, and they cannot be endpoints for connectors.

    The other way is to use Expose Interface.

    With this method, you don’t draw any connectors from your classes to the interface. Instead, you use Expose Interface to create an embedded element, which has the interface as its classifier, in each class.

    These exposed interfaces, being elements in their own right, behave the way you want them to: you can move them around the perimeter of their respective classes, and you can draw connectors between them.

    In the example, note the absence of any connectors to the IProducer interface element.Sample use of Exposed Interfaces

    In order to expose the interfaces, there are two ways to go about it. You can select Expose Interface in the diagram toolbox, but note that that’s only available in the Component toolbox – not the Class toolbox. That’s what I’ve done with the Producer in this example.

    The other way is to right-click the class and select New Element -> Port. This creates a port, which you can give any name. Then you right-click the port and select New Element -> Provided / Required Interface.

    Either way brings up the Exposed Interface dialog, which allows you to select the interface element that should be exposed by using the ellipsis button (…) and browsing the project tree for interfaces.

    Using a port may seem a bit cumbersome but it is, strictly speaking, more correct UML. Note also that a single port can expose several interfaces, both provided and required, allowing you to group interfaces which form some sort of logical unit. It might be that you have several interfaces which form one service and so go together, but that the class provides and requires several services.

    This (to me) makes more sense when you’re discussing not individual classes but rather components, and I generally use realization/dependency whan I’m modelling classes, and ports and exposed interfaces when I’m modelling components.

    • 0
    • Reply
    • Share
      Share
      • Share on Facebook
      • Share on Twitter
      • Share on LinkedIn
      • Share on WhatsApp
      • Report

Sidebar

Related Questions

This class use to draw ball but its onDraw() function not call so ball
Say I want to draw a Ball in the scene and here are two
im trying to create ball animation using gdi but i can't get it working.
I defined ball structure in this way: struct ball { _vector coordinates; _vector velocity;
I have a ball class which is composed by an UIImage I draw on
//I want to paint a ball in a animation //I can't seem to find
I work on a magic eight ball style application. What is the easiest way
I have a ball moving inside a cube, and I detect when it goes
I have a ball (a dynamic body in the shape of a circle) that
My goal is getting the ball to be centered at the paddle even if

Explore

  • Home
  • Add group
  • Groups page
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Users
  • Help
  • SEARCH

Footer

© 2021 The Archive Base. All Rights Reserved
With Love by The Archive Base

Insert/edit link

Enter the destination URL

Or link to existing content

    No search term specified. Showing recent items. Search or use up and down arrow keys to select an item.