Using UML: software engineering with objects and components
Gespeichert in:
Hauptverfasser: | , |
---|---|
Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Harlow ; Munich [u.a.]
Addison-Wesley
2008
|
Ausgabe: | 2. ed., [Nachdr.] |
Schriftenreihe: | The Addison-Wesley object technology series
|
Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis |
Beschreibung: | XXI, 248 S. |
ISBN: | 9780321269676 0321269675 |
Internformat
MARC
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020 | |a 9780321269676 |c pbk |9 978-0-321-26967-6 | ||
020 | |a 0321269675 |c pbk |9 0-321-26967-5 | ||
035 | |a (OCoLC)634650086 | ||
035 | |a (DE-599)HBZHT015834863 | ||
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245 | 1 | 0 | |a Using UML |b software engineering with objects and components |c Perdita Stevens with Rob Pooley |
250 | |a 2. ed., [Nachdr.] | ||
264 | 1 | |a Harlow ; Munich [u.a.] |b Addison-Wesley |c 2008 | |
300 | |a XXI, 248 S. | ||
336 | |b txt |2 rdacontent | ||
337 | |b n |2 rdamedia | ||
338 | |b nc |2 rdacarrier | ||
490 | 0 | |a The Addison-Wesley object technology series | |
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Datensatz im Suchindex
_version_ | 1804139193792724992 |
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adam_text | Contents
Preface
xvi
First edition acknowledgments
xxi
Ш1
Conceptual background
Chapter I Software engineering with components
2
I
.
I What is a good system?
2
1
.2
Do we have good systems?
3
1.2.1
Problems...
3
1.2.2 ...
even drastic failures
4
1.2.3
Promises, promises
5
1
.3
What are good systems like?
6
1.3.1
Encapsulation: low coupling
7
1.3.2
Abstraction: high cohesion
10
1.3.3
Architecture and components II
1
.3.4
Component-based design: pluggability 1
2
1
.4
How are good systems built? 1
3
Chapter
2
Object concepts 1
4
2.1
What is an object?
14
2.1.1
Example
15
2.
1
.2
Messages 1
6
2.1.3
Interfaces
17
2.
1
.4
Classes 1
7
2.2
How does this relate to the aims of the previous chapter?
20
2.2.
1 What have objects to do with components?
21
22
24
27
27
27
28
31
32
VII
2.3
Inheritance
2.4
Polymorphism and dynamic binding
Chapter
3
Introductory case study
3.1
The problem
3.1.1
Clarifying the requirements
3.1.2
Use case model
3.2
Scope and iterations
3.3
Identifying classes
VIII
3.4
Relations
between classes
3.5
The system in action
Panel
3.
1 Design by Contract I
3.5.
1 Changes in the system: state diagrams
3.5.2
Further work
Panel
3.2
Persistence
Chapter
4
The development process
4.
1 Defining terms
4.
1
.
1 Models and modeling languages
4.
1
.2
Process and quality
4.2
The development process
4.2.1
A unified methodology?
4.2.2
Processes to use with UML
4.3
System, design, model, diagram
4.3.1
The uses of models
34
36
38
40
41
41
44
44
45
46
47
48
50
52
53
The Unified Modeling Language
55
Chapter
5
Essentials of class models
56
5.
1 Identifying objects and classes
56
5.
1
.
1 What makes a class model good?
56
5.
1
.2
How to build a good class model
57
5.
1
.3
What kinds of things are classes?
59
5.
1
.4
Real-world objects vs their system representation
60
5.2
Associations
60
5.2.
1 Multiplicities
62
5.3
Attributes and operations
63
5.3.1
Operations
64
5.3.2
Attributes
64
5.4
Generalization
65
Panel
5.
1 Design by Contract
2 -
Substitutivity
66
5.4.
1 Using English to check whether a generalization exists
68
5.4.2
Implementing generalization: inheritance
68
5.5
The class model during the development
69
5.6 CRC
cards
69
5.6.
1 Creating
CRC
cards
70
5.6.2
Using
CRC
cards in developing a design
70
5.6.3 CRC
card example
71
5.6.4
Refactoring
72
Chapter
6
More on class models
74
6.
1 More about associations
74
6.
1
.
1 Aggregation and composition
74
6.1.2
Roles
76
IX
6.
1
.3
Navigability
6.1.4
Qualified associations
6.
1
.5
Derived associations
6.
1
.6
Constraints
Panel
6.
1 OCL, the Object Constraint Language
6.
1
.7
Association classes
6.2
More about classes
Panel
6.2
Stereotypes
6.2.
1 Interfaces
6.2.2
Abstract classes
Panel
6.3
Properties and Tagged Values
6.3
Parameterized classes
6.4
Dependency
6.5
Components and packages
6.6
Visibility, protection
Chapter
7
Essentials of use case models
7.
1 Actors in detail
7.2
Use cases in detail
7.3
System boundary
7.4
Using use cases
7.4.
1 Use cases for requirements capture
7.4.2
Use cases through the development
7.5
Possible problems with use cases
Panel
7.
1 Use Case Driven Development?
Chapter
8
More on use case models
8.
1 Relationships between use cases
8.1.1
Use cases for reuse: <<include>>
8.
1
.2
Components and use cases
8.1.3
Separating variant behavior: <<extend>;
8.2
Generalizations
8.3
Actors and classes
8.3.
1 Notation: actors as classes
Chapter
9
Essentials of interaction diagrams
9.1
Collaborations
9.2
Communication diagrams
9.3
Sequence diagrams
Panel
9.
1 Where Should Messages Go? Law of
Demeter
9.4
More advanced features
9.4.
1 Messages from an object to itself
9.4.2
Returned values
9.4.3
Creation and deletion of objects
9.5
Interaction diagrams for other purposes
9.5.
1 Show how a class provides an operation
77
78
79
81
82
83
84
85
86
88
88
89
91
91
91
93
95
97
98
99
99
99
101
102
104
104
104
106
108
109
10
II
12
13
и
16
17
19
19
19
120
122
122
9.5.2
Describe how a design pattern works
9.5.3
Describe how a component can be used
Chapter 1
0
More on interaction diagrams
1
0.
1 Beyond simple sequences of messages
101
I.I Conditional behavior
1
0.
1
.2
Iteration
10.2
Concurrency
1
0.2.
1 Modeling several threads of control
Chapter I I Essentials of state and activity diagrams
ILI
State diagrams
11
.
1
.
1 Unexpected messages
I 1
.
1
.2
Level of abstraction
11
.
1
.3
States, transitions, events
11
.
1
.4
Actions
I
1.1.5
Guards
Panel
11.1
Designing Classes with State Diagrams
I 1
.2
Activity diagrams
Chapter 1
2
More on state diagrams
1
2.
1 Other kinds of events
1
2.2
Other kinds of actions
1
2.3
Looking inside states
1
2.4
Concurrency within states
Chapter 1
3
Architectural and implementation diagrams
1
3.
1 Component structure diagrams
1
3.2
Deployment model
1
3.2.
1 The physical layer
1
3.2.2
Deploying the software on the hardware
Panel 1
3.
1 The Deployment Model in the Project
Chapter 1
4
Packages and models
1
4.
1 Packages
1
4.
1
.
1 Namespace control
14.2
Models
122
123
124
124
124
125
127
128
132
132
134
134
135
136
138
139
141
145
145
146
147
149
150
150
152
152
152
153
155
155
155
158
Case studies
161
Chapter 1
5
15.1
CS4 administration
The case study
1
5.
1.1 Class model
15.1.2
Dynamics
162
162
166
166
XI
1
5.
1
.3
State diagrams 1
67
1
5.
1
.4
Activity diagrams 1
67
15.2
Discussion
168
Chapter 1
6
Board games 1
70
1
6.
1 Scope and preliminary analysis 1
7
1
161
I.I Noughts and Crosses
171
16.1.2
Chess
172
1
6.2
Interaction 1
75
1
6.3
Back to the framework 1
78
1
6.4
States 1
80
Chapter 1
7
Discrete event simulation 1
82
1
7.
1 Requirements 1
82
1
7.
1
.
1 More detailed description 1
83
17.2
Outline class model
184
1
7.3
Use cases 1
85
17.3.1
Summary of create model
187
17.3.2
Summary of observe behavior
187
17.3.3
Summary of collect statistics
187
17.3.4
Summary of run a model
188
1
7.4
Standard mechanism for process-based simulation 1
88
1
7.5
Associations and navigability 1
89
17.6
Classes in detail
192
17.6.1
Class Scheduler
193
17.6.2
Class ActiveEntity
193
17.6.3
Class PassiveEntity
195
17.6.4
Class Resource
195
17.7
Class Report
197
17.8
Class statistic
198
1
7.8.
1 Class Average 1
98
17.9
Building a complete simulation model
199
17.10
The dining philosophers
199
IV
Towards practice
203
Chapter 1
8
Reuse: components, patterns
204
18.1
Practicalities of reuse
204
1
8.
1
.
1 What can be reused, and how?
204
Panel
18.
1 What is a Component Really? Controversial!
205
18.1.2
Why reuse?
207
18.1.3
Why is reuse hard?
207
18.1.4
Which components are genuinely reusable?
208
1
8.
1
.5
What about building your own components?
209
1
8.
1
.6
What difference does object orientation make?
2
1
0
XII
1
8.2
Design patterns
2
1 I
18.2.1
Example:
Façade
213
18.2.2
UML and patterns
214
18.3
Frameworks
215
Chapter
19
Product quality: verification, validation, testing
217
19.1
Quality review
217
19.2
How can high quality be achieved?
218
1
9.2.
1 Focus on the product
2
1
8
19.2.2
Focus on the process
218
19.2.3
Further reading
218
19.3
Verification
218
19.4
Validation
220
19.4.1
Usability
220
19.5
Testing
221
19.5.1
Choosing and carrying out tests
222
19.5.2
Special problems of object orientation
224
19.5.3
Why is testing so often done badly?
226
1
9.6
Reviews and inspections
226
1
9.6.
1 Problems of FTRs
227
Chapter
20
Process quality: management, teams, QA
229
20.
1 Management
229
20.
1
.
1 Project management
230
20.
1
.2
Estimating an iterative project
23
1
20.
1
.3
Managing component-based development
232
20.
1
.4
People management
232
20.2
Teams
233
20.3
Leadership
234
20.3.
1 Reform of development process
235
20.4
Quality assurance
236
20.4.
1 Quality assurance for iterative projects
237
20.4.2
Total Quality Management
237
Panel
20.
1 Quality Assurance: The Case Against
238
20.5
Further reading
239
Bibliography
241
Index
245
List of Figures
Chapter dependencies, not quite in UML!
xvii
3.
1 Use case diagram for the library.
30
3.2
Use case diagram for the first iteration.
ЗІ
3.3
Nouns and noun phrases in the library.
33
3.4
Initial class model of the library.
35
3.5
Revised library class model.
36
3.6
Interaction shown on a sequence diagram.
38
3.7
State diagram for class Book.
41
4.
1 A simple waterfall process.
47
4.2
A simple spiral process.
49
5.1
A very simple class model.
56
5.2
Simple association between classes.
62
5.3
A simple class model, with attribute and operation.
64
5.4
A simple generalization.
67
5.5
Example of
CRC
cards for the library.
72
6.
1 An aggregation.
75
6.2
A composition.
75
6.3
An association shown with role names.
76
6.4
Association with no navigability shown.
77
6.5
Association with one-way navigability shown.
77
6.6
Plain association between Square and Board.
79
6.7
Qualified association.
79
6.8
Qualified composition.
79
6.9
A derived association.
80
6.
1
0
An under-constrained diagram.
82
6.
1 I Using an xor-constraint.
82
6.
1
2
An association class.
84
6.
1
3
Avoiding an association class.
84
6.14
An interface and its use.
86
6.
1
5
More parsimonious notation for interface dependency.
87
6.
1
6
A parameterized class and its uses.
90
7.
1 Use case diagram for the library.
94
7.2
Simple association between classes.
94
XIII
XIV
7.3
Simple
communication
between an actor and a use case.
95
7.4
Use case diagram for the library.
98
8.1
Use case reuse: <<include>>.
105
8.2
A use case diagram describing a component.
108
8.3
<<extend>>
108
8.4
<<extend>> with extension point.
109
8.5
Generalization between actors.
110
8.6
These two symbols mean the same. I I I
9.
1 A simple collaboration, showing no interaction. I 1
3
9.2
Interaction shown on a communication diagram. I 1
5
9.3
Interaction shown on a sequence diagram.
117
9.4
Bad design, breaking the Law of
Demeter.
1
18
9.5
Interaction shown on a sequence diagram, with optional features.
120
9.6
Sequence diagram: creation and deletion of objects, and use
of return value.
121
1
0.
1 Optional behavior in a sequence diagram. 1
25
10.2
Alternative behaviors in a sequence diagram.
126
10.3
Iterative behavior in a sequence diagram.
127
10.4
Variants of message sending in sequence diagrams. 1
30
10.5
Asynchronous message-passing.
131
I I
.
I State diagram of class Copy. 1
33
I 1
.2
State diagram of class Copy, with actions. 1
36
I 1
.3
State diagram of class Copy, with entry actions. 1
37
11
.4
State diagram of class Copy, with exit actions. 1
37
I 1
.5
Several actions in one diagram. 1
37
I 1
.6
State diagram for class Book. 1
38
11.7
Business level activity diagram of the library.
143
1
2.
1 State diagram for class Average: not good style! 1
46
12.2
State diagram for class Customer.
148
12.3
Nested state diagram activeDetail for class Customer s
active state.
148
12.4
State diagram with concurrency.
149
13.1
A component diagram showing dependencies. 1
5
1
13.2
A deployment diagram without the software.
152
1
3.3
A deployment diagram with the software. 1
53
1
4.
1 Packages and visibility example. 1
56
14.2
A hierarchy of packages.
156
15.1
Use case model.
165
15.2
Class model.
166
XV
15.3
Another class
model.
167
I
5.4 CRC
cards needed for Produce course handbook. 1
67
1
5.5
An activity diagram for course handbook preparation. 1
68
1
6.
1 Noughts and Crosses. 1
72
16.2
Chess.
172
1
6.3
Communication diagram for an X move in Noughts and Crosses. 1
76
1
6.4
Class diagram for Noughts and Crosses. 1
77
16.5
Class diagram for games framework.
178
16.6
State diagram for CurrentPosition.
180
1
7.
1 Class diagram of discrete event simulation system.
185
1
7.2
Some alternatives for classes used in reporting behavior.
186
1
7.3
Use case diagram of discrete event simulation system. 1
87
17.4
Detailed class diagram for a simulation experiment.
190
17.5
State diagram of the generic ActiveEntity.
194
17.6
State diagram of Resource.
196
17.7
activeDetail state diagram of class Worker.
196
17.8
State diagram of Average.
199
17.9
Collaboration diagram of the dining philosophers.
200
17.10
activeDetail state diagram of class Philosopher.
200
18.1
The
Façade
pattern applied to the library.
215
|
any_adam_object | 1 |
author | Stevens, Perdita 1966- Pooley, Rob J. 1951- |
author_GND | (DE-588)12846061X (DE-588)137536488 |
author_facet | Stevens, Perdita 1966- Pooley, Rob J. 1951- |
author_role | aut aut |
author_sort | Stevens, Perdita 1966- |
author_variant | p s ps r j p rj rjp |
building | Verbundindex |
bvnumber | BV035549660 |
classification_rvk | ST 250 |
ctrlnum | (OCoLC)634650086 (DE-599)HBZHT015834863 |
discipline | Informatik |
edition | 2. ed., [Nachdr.] |
format | Book |
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id | DE-604.BV035549660 |
illustrated | Not Illustrated |
indexdate | 2024-07-09T21:40:12Z |
institution | BVB |
isbn | 9780321269676 0321269675 |
language | English |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-017605585 |
oclc_num | 634650086 |
open_access_boolean | |
owner | DE-473 DE-BY-UBG DE-2070s |
owner_facet | DE-473 DE-BY-UBG DE-2070s |
physical | XXI, 248 S. |
publishDate | 2008 |
publishDateSearch | 2008 |
publishDateSort | 2008 |
publisher | Addison-Wesley |
record_format | marc |
series2 | The Addison-Wesley object technology series |
spelling | Stevens, Perdita 1966- Verfasser (DE-588)12846061X aut Using UML software engineering with objects and components Perdita Stevens with Rob Pooley 2. ed., [Nachdr.] Harlow ; Munich [u.a.] Addison-Wesley 2008 XXI, 248 S. txt rdacontent n rdamedia nc rdacarrier The Addison-Wesley object technology series Softwareentwicklung (DE-588)4116522-6 gnd rswk-swf UML (DE-588)4469781-8 gnd rswk-swf Software Engineering (DE-588)4116521-4 gnd rswk-swf Objektorientierung (DE-588)4346172-4 gnd rswk-swf Softwareentwicklung (DE-588)4116522-6 s Objektorientierung (DE-588)4346172-4 s UML (DE-588)4469781-8 s DE-604 Software Engineering (DE-588)4116521-4 s 1\p DE-604 Pooley, Rob J. 1951- Verfasser (DE-588)137536488 aut Digitalisierung UB Bamberg application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=017605585&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis 1\p cgwrk 20201028 DE-101 https://d-nb.info/provenance/plan#cgwrk |
spellingShingle | Stevens, Perdita 1966- Pooley, Rob J. 1951- Using UML software engineering with objects and components Softwareentwicklung (DE-588)4116522-6 gnd UML (DE-588)4469781-8 gnd Software Engineering (DE-588)4116521-4 gnd Objektorientierung (DE-588)4346172-4 gnd |
subject_GND | (DE-588)4116522-6 (DE-588)4469781-8 (DE-588)4116521-4 (DE-588)4346172-4 |
title | Using UML software engineering with objects and components |
title_auth | Using UML software engineering with objects and components |
title_exact_search | Using UML software engineering with objects and components |
title_full | Using UML software engineering with objects and components Perdita Stevens with Rob Pooley |
title_fullStr | Using UML software engineering with objects and components Perdita Stevens with Rob Pooley |
title_full_unstemmed | Using UML software engineering with objects and components Perdita Stevens with Rob Pooley |
title_short | Using UML |
title_sort | using uml software engineering with objects and components |
title_sub | software engineering with objects and components |
topic | Softwareentwicklung (DE-588)4116522-6 gnd UML (DE-588)4469781-8 gnd Software Engineering (DE-588)4116521-4 gnd Objektorientierung (DE-588)4346172-4 gnd |
topic_facet | Softwareentwicklung UML Software Engineering Objektorientierung |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=017605585&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
work_keys_str_mv | AT stevensperdita usingumlsoftwareengineeringwithobjectsandcomponents AT pooleyrobj usingumlsoftwareengineeringwithobjectsandcomponents |