This exercise explores a simple method of creating an instance of the Interface pattern on the class or freeform diagram.
When you apply a pattern, the first part of the sequence is creating the pattern instance. You can create more than one instance of a pattern and have them active at the same time. The easiest method to create an instance is to use the drag-and-drop method.
The pattern instance is a structure that is identifiable by the UML keyword Pattern Instance. Because the Interface pattern is based on a collaboration, it is contained by one of two unique user-selected shapes. Other types of patterns are package- or class-based, and these types of patterns mimic the shape of respective elements on the diagram view. The pattern's template parameter definitions are abbreviated in the instantiation. The UML type and the multiplicity for each template parameter are also visible in the instance to aid the pattern applier in selecting or creating appropriate arguments to bind to the pattern.
Before you begin, you must complete Exercise 3: Selecting the pattern.
You are now ready to learn how to supply arguments for the pattern's parameters. Go on to Exercise 5: Binding new arguments to pattern instances.