Enumeration of the following literal values: A Transaction is a kind of Embedded Process which enclosed activity (ies) can be rolled back by the mean of an Actor. Inclusive Decision is a Parallel Split that has an outgoing Succession specified as the default if none of the other outgoing successions apply due their conditions. Succession enabled by default if no other next succession connected to the Inclusive Decision has been enabled An Inclusive Merge is a Gateway that requires none of the upstream activities to be executing for the join to apply. An Artifact Flow is a Simple Interaction which has the following characteristics: . It has a Holder as one of its Interactive Parts. . The other interactive part is an Activity. . If this Activity is the source interactive part , it has a next succession to the Artifact Flow. . If this Activity is the target interactive part , it has a previous succession from the Artifact Flow. An Artifact Sequence Flow is a Simple Interaction that has the following characteristics: . Its Interactive Part are activities. . The source interactive part has a next succession to the Artifact Sequence Flow . A Cancel Activity is a kind of Simple Activity that causes the Cancel Event of its enclosing Course In case where the Cancel Activity is part of an Embedded Process, the cancelled Course is this Embedded Process, otherwise the cancelled Course is the Process that owns the Cancel Activity Sequences Flow is Succession from one part to another (see Course). If the source part of the succession is typed (not a Gateway), then if the source part has no intermediate events attached, the source end refers to the end part (which can be omitted as the default), otherwise to the finish part. If the target part is typed, then the target part refers to the start part (which can be omitted as the default). Same as Exclusive Split but with a different name in BPMN Same as Exclusive Join but with a different name in BPMN A Complex Decision is a Parallel Split that has an expression determining which outgoing Successions apply. has to evaluate to a boolean value that when evaluated to true enables the split. A Complex Merge is an Exclusive Join that has an expression determining which which incoming Successions must apply for the merge to apply. BPMN name for Simple Activity A Compensating Activity is an Activity that follows an Event Monitor conditionned by the Compensate Event Event. A Compensating Activity cannot have successors. Terminate is the BPMN name for Abort Activity An Event Decision applies a race connector to the parts on the target end of Successions that have the event decision as source (see Behavior). The targeted parts are Event Monitors. To wait for incoming messages, these can include Event Monitors detecting the finish of simple interactions from the boundary to the processor role. Compensate Activity is a kind of Simple Activity that ends a Process and indicates that a Compensation is necessary. Succession enabled by default if no other next succession connected to the Inclusive Decision has been enabled [1] A compensating activity cannot have next processing succession Enumeration of the following literal values: Enumeration of the following literal values: A Holder is an Interactive Part storing items temporarily as they flow through the Process. For example, a document, phone number, or package can flow along simple interactions, into a holder for some period, and flow out later. The type of the Holder is the type of thing it can hold. A Processor Role is the top-level Performer Role reponsible for all activities and interactions at the boundary of the Process. As all Performer Roles, it can delegate responsibility for a subset of the process activities and interactions to Performer Roles, which in can turn delegate smaller subsets to other Performer Roles (delegated performer role ). A Processor Role may be active or passive. An active processor will control and/or monitor the process and may manage process resources. A passive processor delegates all responsibilities to delegee role. The actor of a passive processor may be a "community", consensus body or group of actors who have agreed to work together in a particular way. The actor of an active processor must be an individual, system or organization capable of taking action, initiating and responding to Interactions and managing resources. specification of the set of Performer Role that the Processor Role is the realization of An Abort Activity is a Simple Activity that interrupts the course of a Process. All activities in the Process should be immediately ended. The Process is ended without compensation or event handling. The type of all Abort Activity(ies) must be Abort Process provided by the BPMN Library for the Activity Model (Activity Library) An Embedded Process is a kind of Behavior Step Group that groups a set of Activity that, as a whole, act as a Behavior Step . Thereby, an Embedded Process is typed by a Course that defines its start change and a finish change . As any Behavior Step, an Embedded Process can be interrupted or constrained in its Course course. Activity that is part of the Embedded Process An Actor is an entity that is responsible for the execution of duties specified by a Performer Role Further sub-type of Actor will be defines in specifications such as the the Organizational Structure Metamodel (OSM) to add specific requirements such as and can as having certain skills or budget. A Simple Activity is an Activity which process type is no further composed of other activities A Sub-Process Activity is an Activity which process type is further composed of other activities A role realization takes a realized performer role and defines a processor role and the associated process that specifies the specific process to be enacted by the specified processor role as required to meet the responsibilities of the realized performer role. A performer role may be realized by any number of processor roles as long as they each satisfy the responsibilities of the role. Performer Role that is the specification of the Role Realization The Process Interaction Boundary is the Interaction Role through which a Process interacts to get its inputs and deliver its outputs. The process is responsible to fulfill all Interactions attached to the Process Interaction Boundary. An Error Activity is a kind of Simple Activity that produces an Error Event and that ends its enclosing Course In case where the Error Activity is part of an Embedded Process, the ended Course is this Embedded Embedded Process, otherwise the ended Course is the Process that owns the Error Activity. Conditional Loop is a kind of Activity Loop that will execute its enclosed activities multiple times as a group while a specified condition is true. If the condition is never true, the enclosed activities are never executed. The multiple subexecutions are sequential. Condition that controls the iterations of a Conditional Loop A Substitutable Derivation is a kind of Derivation that derives one Process from another and that does not alter the Interaction at the owned process interaction boundary Multi Instance Loop is a kind of Activity Loop that will execute its enclosed activities as a group of times, as specified by the number of instances ValueSpecification evaluated at the time the loop begins executing. A Multi Instance Loop supports the option of sequential or parallel subexecutions as specified by its ordering attribute. number of instance of iteration A Performer Role is a Part Group that takes responsibility of performing activities in the process. Being an Interactive Part, a Performer Role also has responsibilities to fulfill Interactions that it is involved with other Performer Roles or with Interaction Roles at the boundary of the Process. A Performer Role is a Typed Part for specifying Actor that can play the role at process enactment. A Performer Role can be decomposed into sub Performer Role to delegate responsibility for a subset of its activities or interactions. A Performer Role may have a realization as defined by a Role Realization that further specifies how the Performer Role will meet its responsibilities. specifies a Sub-Performer Role to which the delegating performer role is delegating part of its responsibilities specifies the set of Activity(ies) that are under the responsibility of the Performer Role Actor that, at runtime, is responsible for the execution of the responsibilities specified by the Performer Role An Activity is a kind of Behavior Step that activates a Behavior (it operates over time) in the context of a Process. It can: be ordered in time by Succession operate under the responsibility of a Performer Role activate a sub-processe or be a simple task that start and stop An Activity is also an Interactive Part that receives its inputs and outputs through Interactions coming from other Interactive Parts in the Process (Activity, Interaction Role, Performer Role, Holder). Type of the Activity An Activity Loop is an Embedded Process that can execute its enclosed activities multiple times. The process can proceed past the loop in several ways: After all subexecutions are complete, with a succession that has the loop as the source. After each subexecution, with succession that has the iterationEnd behavior part as an internal source. This part is defined in a user (M1) library in the Activity Model, typed by the IterationEnd change also defined in the library. After the first subexecution to complete, with a succession that has the IterationEnd as an internal source, and a guard evaluating to the string "first iteration". After each subexecution, but depending on conditions, with a succession that has the iterationEnd behavior part as an internal source, and a guard specified by the modeler. the maximum number of iteration A Process is a kind of Interactive Behavior that describes specific Activity(ies) to be performed, Interactions to be undertaken during its execution under the authority of a Processor Role (or delegated performer role s). The process owns the set of activities to be performed as well as the Conditions on when such activities will be performed and by which performer role. The process also owns the set of Interactive Parts that define the flow of information and other resources between activities,Performer Role and Interaction Roles. A specific Interaction Role defines the set of Interactions the process is responsible of: its is the Process Interaction Boundary. The set of Interactions attached to the Process Interaction Boundary defines the inputs and outputs of the process A Process may utilize sub-processes with a Sub-Process Activity as well as be used in the context of other processes in the same way. Processor Role of the Process specifies the set of Interactions the process is responsible for. This set of Interaction defines the inputs and outputs of the process Activity owned by the Process Holder owned by the Process specifies a Sub-Performer Role to which the delegating performer role is delegating part of its responsibilities specifies the set of Activity(ies) that are under the responsibility of the Performer Role specification of the set of Performer Role that the Processor Role is the realization of Actor that, at runtime, is responsible for the execution of the responsibilities specified by the Performer Role Processor Role of the Process Activity that is part of the Embedded Process Activity owned by the Process number of instance of iteration the maximum number of iteration Holder owned by the Process specifies the set of Interactions the process is responsible for. This set of Interaction defines the inputs and outputs of the process Condition that controls the iterations of a Conditional Loop Performer Role that is the specification of the Role Realization Type of the Activity [1] A Simple Activity is typed by a process that has no owned activity [1] An enclosed activity of an Embedded Process must belong to the Process owning the Embedded Process [1] A Sub-Process Activity is typed by a process that has owned activity Succession in the Business Process Definition MetaModel namespace. Immediate Succession in the Business Process Definition MetaModel namespace. Behavior Steps is a kind of Happening Part which typed is a Behavior. This enables it to "invoke" other Behavior and to build Behavior composites (made of sub- Behaviors). specifies the type of the Behavior Step. The default step type is the Behavior Occurrence. Compound Behavioral Connection indicating that the lifecycle of the Behavior Step is tied to the life cycle of other Behavior Steps. A Behavior Step Group is a kind of Part Group that is also a Behavior Step typed by the Behavior Occurrence in user models (M1). This gives a group of Behavior Steps as a whole the capacity to produce start and end changes playing the standard Event Part, such as Start and End. For example, most process languages have a way of modeling sub-processes without defining a separate process. This is a Behavior Step Group. Behavior Step being part of the Behavior Step Group A Behavior is a kind of Course that order happenings in time, as in the activities of a process model and or the interactions in a choreography. Behavior introduces capabilites shared by both choreography and orchestration: Its steps are typed by Courses which provide them with start/end capabilities As a Course it can organize its part with Succession. It adds the ability to order its steps according to their start and ends (Succession). Rich connections can be establish between its steps to enable time sychronization between them (Compound Behavioral Connection). The reuse of the same Behavior is enabled by (Behavior Step). Detection of events in conditions, such as time events, Fact Changes, or Course Events can be to influence its course (Event Monitor) Its steps can be organize in groups to which start/end constraints can be applied (Behavior Step Group) Behavior Step owned by the Behavior Compound Behavioral Connection owned by the Behavior A Bindable Connection is a kind of Part Connection defined just to categorize those connections that can carry Connected Part Binding. Connected Part Binding owned by the Composite A Race Connection is a kind of Compound Behavioral Connection which has for compound connection type the Racing Behavior. The Racing Behavior ensures that all the connected Behavior Step start at the same time, and that the first one to finish aborts the others. A Compound Behavioral Connection is a Part Connection that enables dedicated lifecycle rule connections to apply between Behavior Steps. These rules are described by the compound connection type of the Compound Behavioral Connection, which is itself a Behavior. This makes Compound Behavioral Connection be itself a Typed Part. Behavior Step connected by the Compound Behavioral Connection Behavior typing the Compound Behavioral Connection and specifying the lifecycle rules (start/start, abort/abort) tying all Behavior Steps connected by the Compound Behavioral Connection Behavior Event Conditions are Event Conditions for detecting Events in Courses, for example the start and ending of a Course. It specifies the conditioning behavior step , such as a step in a process or interaction in choreography, and the conditioning event part , such as the Event Part for starting and ending (see the Happening and Event Model). A Behavior Event Condition can be the condition for an Event Monitor, enabling detection of the starting and ending of Courses identified by Behavior Steps. For example, a Behavior Event Condition can refer to a message and the Normal End in it to specify that the message has arrived (The Business Process Definition MetaModel represents messages as process steps themselves, see Interactive Behavior Model). Event that specifies the Behavior Event Condition. This is derived from the Event Part that defines the Behavior Event Condition Course that specifies the context of the Event that defines the condition. This is derived from conditioning behavior step of the condition. Behavior Step that is the source of the condition, such as an activity in a process or an interaction in a protocol Event Part that specifies the Event that is the source of the condition, such as the start (Start) or end (End) A Group Abort Connection is a kind of Compound Behavioral Connection which has for compound connection type the Group Abort Behavior, an M1 instance of Behavior defined in the Behavior Model Library user (M1) library. It is applied to Behavior Step Groups and their enclosed steps to ensure that the steps are aborted when the group is. (See more details in Group Abort Behavior). An Event Monitor is a kind of Behavior Step that monitors the occurrence of an Event Condition and that has an effect on the course of a Behavior. For instance, an Event Monitor can be used to react to the Abort Event of a specific Course. Event Condition being monitored A Connected Part Binding is an Element specifying that individuals playing the part at an end of a Part Connection also play a Part within the connection. For example, one of the interactions between businesses in a choreography might be a subchoreography composed of many communications between the businesses. Businesses playing a particular role in the larger choreography also play one of the roles in the subchoreography. The player is part of the composite owning the bindable connection. The played is part of the bindable connection. The binding requires the (M0) individuals playing these parts to be the same. They are found by navigating from an individual composite, to the player individuals, and to the played individuals in the connection part of the same composite. The two sets of individuals found this way must be exactly the same. Connected Part Binding is different from Part Connection because part bindings are about which individuals are playing certain parts in a whole, whereas connections are about links between the individuals themselves due to playing parts in the whole. As a convenience, it is assumed that a connection typed by a composite that has only one (non-connection) part implies bindings where that one part is played by all the parts at all the ends of the connector. This is useful for symmetrical connectors. the played is part of the bindable connection. The player is part of the composite owning the bindable connection. Behavior Step owned by the Behavior Behavior Step that is the source of the condition, such as an activity in a process or an interaction in a protocol Event Condition being monitored Course that specifies the context of the Event that defines the condition. This is derived from conditioning behavior step of the condition. specifies the type of the Behavior Step. The default step type is the Behavior Occurrence. Event that specifies the Behavior Event Condition. This is derived from the Event Part that defines the Behavior Event Condition Behavior typing the Compound Behavioral Connection and specifying the lifecycle rules (start/start, abort/abort) tying all Behavior Steps connected by the Compound Behavioral Connection Connected Part Binding owned by the Composite Event Part that specifies the Event that is the source of the condition, such as the start (Start) or end (End) Compound Behavioral Connection owned by the Behavior Behavior Step being part of the Behavior Step Group The player is part of the composite owning the bindable connection. the played is part of the bindable connection. A Sent Intermediate Message is a Message that has the following additional characteristics: . Its target interactive part is an Interaction Role . . It has a previous succession . An Interactive Behavior is a kind of Behavior that can have Interactions as its Parts. To be involved in Interactions, these Parts must be sub-types of Interactive Part. Interaction Role owned by the Interactive Behavior. Interaction owned by the Behavior A Start Message is a Message that has the following additional characteristics: . It's source interactive part is an Interaction Role . . It has a previous succession to the Start Start Event instance of Event . . This Succession is an Immediate Succession. The receipt of the Start Message creates a new execution of the process. An Message Flow is a Message that has no succession to any other Message or Event Part. Such a Message doesn't have any influence on the course of its owning Interactive Behavior. A Received Intermediate Message is a Message that has the following additional characteristics: . It's source interactive part is an Interaction Role . . It has a next succession . Interactive Part is a category of Typed Part that can be connected by Interactions. The types of interactive parts establish requirements for the interacting individuals, for example, that they have a minimum security clearance or market capitalization. Interaction that the Interactive Part is involved in. Simple Interaction going to the target interactive part Simple Interaction coming from the source interactive part An End Message is a Message that has the following additional characteristics: . Its target interactive part is an Interaction Role . . It has a previous succession . . It has a next succession to the End instance of Event Part. . This Succession is an Immediate Succession . The sending the message is simultaneous with the end of the process. A Message is a kind of Simple Interaction that has an Interaction Role as one of its Interactive Parts. An Interaction Role is an Interactive Part where the individuals playing the part are in the environment context where the Behavior is used. For example, the customer is an Interaction Role in a behavior for delivering a product. An Interaction is a Behavior Step that is also a Part Connection , enabling Interaction to have start and end changes, and be ordered in time. An Interaction can be either a simple Simple Interaction or a set of combined Simple Interactions : a Compound Interaction. Ultimately, an Interaction is realized by the exchange of Simple Interactions between its Interactive Parts. Interactive Part involved in the Interaction A Simple Interaction is a kind of Interaction in which something is "transferred" from individuals playing one interactive part to individuals playing another interactive part. For example, a document, phone number, or package may be transferred from one department to another in a company. The transferred items must conform to a Type specified by the Simple Interaction. A Simple Interaction can have an Expression to change the item that arrives at the target based on the item flowing from the source. For example, a transformation may retrieve the zip code from an address flowing from the source to deliver the zip code to the target. Simple Interactions in user (M1) models are always typed by the Behavior Occurrence (see user library Behavior Library). This gives them the standard Event Parts, such as for start and end, so the Simple Interactions can be ordered within an Interaction Protocol. This is different from the type of thing transferred. Simple Interactions can refer to Simple Interactions inside the Interactive Parts being connected. This means the transferred thing is passed along through chains of Simple Interactions from inside to outside the parts, or the other way. Interactive Part that is the target of the Simple Interaction Interactive Part that is the source of the Simple Interaction specifies the type of the item transferred by the Simple Interaction. Expression used to transform the item that arrives at the target based on the item flowing from the source. For example, a transformation may retrieve the zip code from an address flowing from the source to deliver the zip code to the target. Simple Interaction Binding played in the target interactive part Simple Interaction played in the source interactive part specifies the type of the item transferred by the Simple Interaction. Expression used to transform the item that arrives at the target based on the item flowing from the source. For example, a transformation may retrieve the zip code from an address flowing from the source to deliver the zip code to the target. Interaction owned by the Behavior Interaction Role owned by the Interactive Behavior. Simple Interaction played in the source interactive part Simple Interaction Binding played in the target interactive part [1] The target internal interaction must be one of the Simple Interactions of the Course that is the type of the source interactive part [1] At least one of the Interactive Parts of a Message must be an Interaction Role An Interaction Protocol is a kind of Interactive Behavior where Behavior Steps are Interactions that occur between Interaction Roles. The set of Interactions defines the purpose of the Interaction Protocol. A Compound Interaction is an Interaction that is also a Behavior Step, enabling it to reuse an Interaction Protocol. Compound Interaction is complementary to Simple Interaction, which is an Interaction that doesn't have sub-interactions. Interaction Protocol that defines the type of the Compound Interaction An Compound Interaction Binding is a Connected Part Binding that specifies how an Interaction Protocol reused by a Compound Interaction ties in with the larger Behavior reusing it. For each Interactive Part involved in a Compound Interaction, there is a Compound Interaction Binding that specifies which Interaction Role it plays in the Interaction Protocol. The Interactive PartInteractive Part being playing the played interaction role as defined by the Compound Interaction Binding The Interaction Role that is played by the player interactive part connected by the Compound Interaction Binding Interaction Protocol that defines the type of the Compound Interaction The Interactive PartInteractive Part being playing the played interaction role as defined by the Compound Interaction Binding The Interaction Role that is played by the player interactive part connected by the Compound Interaction Binding