Using UML: software engineering with objects and components
Gespeichert in:
Hauptverfasser: | , |
---|---|
Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Harlow [u.a.]
Addison-Wesley
2000
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Ausgabe: | Updated ed. |
Schriftenreihe: | The Addison-Wesley object technology series
|
Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis |
Beschreibung: | XX, 256 S. graph. Darst. |
ISBN: | 0201648601 |
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Datensatz im Suchindex
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adam_text | USING UML SOFTWARE ENGINEERING WITH OBJECTS AND COMPONENTS UPDATED
EDITION PERDITA STEVENS UNIVERSITY OF EDINBURGH WITH ROB POOLEY
HERIOT-WATT UNIVERSITY F * ADDISON-WESLEY AN IMPRINT OF PEARSON
EDUCATION HARLOW, ENGLAND * LONDON * NEW YORK * READING, MASSACHUSETTS
SAN FRANCISCO * TORONTO * DON MILLS, ONTARIO * SYDNEY TOKYO * SINGAPORE
* HONG KONG * SEOUL * TAIPEI * CAPE TOWN * MADRID * MEXICO CITY *
AMSTERDAM * MUNICH * PARIS * MILAN CONTENTS PREFACE XVI ACKNOWLEDGMENTS
XX PART I CONCEPTUAL BACKGROUND I 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 12 1.4 HOW ARE
GOOD SYSTEMS BUILT? 13 CHAPTER 2 OBJECT CONCEPTS 14 2.1 WHAT IS AN
OBJECT? 14 2.1.1 EXAMPLE 15 2.1.2 MESSAGES 16 2.1.3 INTERFACES 17 2.1.4
CLASSES 17 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 2.3 INHERITANCE 22
2.4 POLYMORPHISM AND DYNAMIC BINDING 24 CHAPTER 3 INTRODUCTORY CASE
STUDY 27 3.1 THE PROBLEM 27 3.1.1 CLARIFYING THE REQUIREMENTS 27 VII
VIII 3.1.2 USE CASE MODEL 29 3.2 SCOPE AND ITERATIONS 3 I 3.3
IDENTIFYING CLASSES 32 3.4 RELATIONS BETWEEN CLASSES 34 3.5 THE SYSTEM
IN ACTION 36 PANEL 3.1 DESIGN BY CONTRACT I 39 3.5.1 CHANGES IN THE
SYSTEM: STATE DIAGRAMS 41 3.5.2 FURTHER WORK 41 PANEL 3.2 PERSISTENCE 42
CHAPTER 4 THE DEVELOPMENT PROCESS 44 4. 1 DEFINING TERMS 44 4.1.1 MODELS
AND MODELING LANGUAGES 45 4.1.2 PROCESS AND QUALITY 46 4.2 THE
DEVELOPMENT PROCESS 47 4.2.1 A UNIFIED METHODOLOGY? 49 4.2.2 PROCESSES
TO USE WITH UML 50 4.3 SYSTEM, DESIGN, MODEL, DIAGRAM 52 PART II 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?
57 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 63 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 67 5.4.2 IMPLEMENTING
GENERALIZATION: INHERITANCE 67 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 IX 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
6.1.3 NAVIGABILITY 77 6.1.4 QUALIFIED ASSOCIATIONS 78 6.1.5 DERIVED
ASSOCIATIONS 79 6.1.6 CONSTRAINTS 81 PANEL 6.1 OCL, THE OBJECT
CONSTRAINT LANGUAGE 83 6.1.7 ASSOCIATION CLASSES 84 6.2 MORE ABOUT
CLASSES 85 PANEL 6.2 STEREOTYPES 86 6.2.1 INTERFACES 86 6.2.2 ABSTRACT
CLASSES 88 PANEL 6.3 PROPERTIES AND TAGGED VALUES 89 6.3 PARAMETERIZED
CLASSES 90 6.4 DEPENDENCY 91 6.5 COMPONENTS AND PACKAGES 91 6.6
VISIBILITY, PROTECTION 92 CHAPTER 7 ESSENTIALS OF USE CASE MODELS 93 7.1
ACTORS IN DETAIL 95 7.2 USE CASES IN DETAIL 97 7.3 SYSTEM BOUNDARY 98
7.4 USING USE CASES 99 7.4.1 USE CASES FOR REQUIREMENTS CAPTURE 99 7.4.2
USE CASES THROUGH THE DEVELOPMENT 99 7.5 POSSIBLE PROBLEMS WITH USE
CASES 101 PANEL 7.1 USE CASE DRIVEN DEVELOPMENT? 102 CHAPTER 8 MORE ON
USE CASE MODELS 104 8.1 RELATIONSHIPS BETWEEN USE CASES 104 8.1.1 USE
CASES FOR REUSE: ^INCLUDE» 104 8.1.2 COMPONENTS AND USE CASES 107 8.1.3
SEPARATING VARIANT BEHAVIOR: 108 8.2 GENERALIZATIONS 109 8.3 ACTORS AND
CLASSES I 10 8.3.1 NOTATION: ACTORS AS CLASSES I I I CHAPTER 9
ESSENTIALS OF INTERACTION DIAGRAMS 113 9.1 COLLABORATIONS I 14 9.2
INTERACTIONS ON COLLABORATION DIAGRAMS 115 9.3 SEQUENCE DIAGRAMS 117
PANEL 9.1 WHERE SHOULD MESSAGES GO? LAW OF DEMETER I 18 9.4 MORE
ADVANCED FEATURES 120 9.4.1 MESSAGES FROM AN OBJECT TO ITSELF 120 X
9.4.2 SUPPRESSING DETAILED BEHAVIOR 120 9.4.3 RETURNED VALUES 122 9.4.4
CREATION AND DELETION OF OBJECTS 122 9.4.5 TIMING 125 9.5 INTERACTION
DIAGRAMS FOR OTHER PURPOSES 126 9.5.1 SHOW HOW A CLASS PROVIDES AN
OPERATION 126 9.5.2 DESCRIBE HOW A DESIGN PATTERN WORKS 127 9.5.3
DESCRIBE HOW A COMPONENT CAN BE USED 127 CHAPTER 10 MORE ON INTERACTION
DIAGRAMS 128 10.1 GENERIC INTERACTION DIAGRAMS 128 10.1.1 CONDITIONAL
BEHAVIOR 129 10.1.2 ITERATION 131 10.2 CONCURRENCY 131 10.2.1 MODELING
SEVERAL THREADS OF CONTROL 133 CHAPTER I I ESSENTIALS OF STATE AND
ACTIVITY DIAGRAMS 138 I I. I STATE DIAGRAMS 139 I I.I.I UNEXPECTED
MESSAGES 140 11.1.2 LEVEL OF ABSTRACTION 140 I 1.1.3 STATES,
TRANSITIONS, EVENTS 141 I 1.1.4 ACTIONS 142 I 1.1.5 GUARDS 143 PANEL I
I.I DESIGNING CLASSES WITH STATE DIAGRAMS 144 11.2 ACTIVITY DIAGRAMS 146
CHAPTER 12 MORE ON STATE AND ACTIVITY DIAGRAMS 150 12.1 OTHER KINDS OF
EVENTS 150 12.2 OTHER KINDS OF ACTIONS 151 12.3 LOOKING INSIDE STATES
152 12.4 CONCURRENCY WITHIN STATES 153 CHAPTER 13 IMPLEMENTATION
DIAGRAMS 155 13.1 COMPONENT MODEL 156 PANEL 13.1 SUMMARY: CLASSIFIERS
AND INSTANCES 158 13.2 DEPLOYMENT MODEL 159 13.2.1 THE PHYSICAL LAYER
159 13.2.2 DEPLOYING THE SOFTWARE ON THE HARDWARE 160 PANEL 13.2 THE
DEPLOYMENT MODEL IN THE PROJECT 160 CHAPTER 14 PACKAGES, SUBSYSTEMS,
MODELS 162 1 4. 1 PACKAGES 162 14.I.I NAMESPACE CONTROL 164 14.2
SUBSYSTEMS 166 14.3 MODELS 167 XI PART III CASE STUDIES 169 CHAPTER 15
CS4 ADMINISTRATION 170 15.1 THE CASE STUDY 170 15.1.1 CLASS MODEL 174
15.1.2 DYNAMICS 174 15.1.3 STATE DIAGRAMS 175 15.1.4 ACTIVITY DIAGRAMS
175 15.2 DISCUSSION 175 178 179 179 179 183 186 188 190 191 191 192 193
17.3.1 SUMMARY OF CREATE MODEL 193 17.3.2 SUMMARY OF OBSERVE BEHAVIOR
194 17.3.3 SUMMARY OF COLLECT STATISTICS 194 17.3.4 SUMMARY OF RUN A
MODEL 196 17.4 STANDARD MECHANISM FOR PROCESS BASED SIMULATION 197 17.5
ASSOCIATIONS AND NAVIGABILITY 198 17.6 CLASSES IN DETAIL 201 17.6.1
CLASS SCHEDULER 201 17.6.2 CLASS ACTIVEENTITY 202 17.6.3 CLASS
PASSIVEENTITY 203 17.6.4 CLASS RESOURCE 204 17.7 CLASS REPORT 206 17.8
CLASS STATISTIC 206 17.8.1 CLASS AVERAGE 207 17.9 BUILDING A COMPLETE
SIMULATION MODEL 207 17.10 THE DINING PHILOSOPHERS 208 PART IV TOWARDS
PRACTICE 21 I CHAPTER 18 REUSE: COMPONENTS, PATTERNS 212 18.1
PRACTICALITIES OF REUSE 212 18.1.1 WHAT CAN BE REUSED, AND HOW? 212
CHAPTER 16 16.1 16.2 16.3 16.4 CHAPTER 17 17.1 17.2 17.3 BOARD GAMES
SCOPE AND PRELIMINARY ANALYSIS 16.1.1 NOUGHTS AND CROSSES (TIC-TAC-TOE)
16.1.2 CHESS INTERACTION BACK TO THE FRAMEWORK STATES DISCRETE EVENT
SIMULATION REQUIREMENTS 17.1.1 MORE DETAILED DESCRIPTION OUTLINE CLASS
MODEL USE CASES XIL PANEL 18.1 18.2 18.3 CHAPTER 19 19.1 19.2 19.3 19.4
19.5 19.6 CHAPTER 20 20.1 20.2 20.3 20.4 PANEL 20.1 20.5 WHAT IS A
COMPONENT REALLY? CONTROVERSIAL! 18.1.2 WHY REUSE? 18.1.3 WHY IS REUSE
HARD? 18.1.4 WHICH COMPONENTS ARE GENUINELY REUSABLE? 18.1.5 WHAT ABOUT
BUILDING YOUR OWN COMPONENTS? 18.1.6 WHAT DIFFERENCE DOES OBJECT
ORIENTATION MAKE? DESIGN PATTERNS 18.2.1 EXAMPLE: FACADE 18.2.2 UML AND
PATTERNS FRAMEWORKS PRODUCT QUALITY: VERIFICATION, VALIDATION, TESTING
QUALITY REVIEW HOW CAN HIGH QUALITY BE ACHIEVED? 19.2.1 FOCUS ON THE
PRODUCT 19.2.2 FOCUS ON THE PROCESS 19.2.3 FURTHER READING VERIFICATION
VALIDATION 19.4.1 USABILITY TESTING 19.5.1 CHOOSING AND CARRYING OUT
TESTS 19.5.2 SPECIAL PROBLEMS OF OO 19.5.3 WHY IS TESTING SO OFTEN DONE
BADLY? REVIEWS AND INSPECTIONS 19.6.1 PROBLEMS OF FTRS PROCESS QUALITY:
MANAGEMENT, TEAMS, QA MANAGEMENT 20.1.1 PROJECT MANAGEMENT 20.1.2
ESTIMATING AN ITERATIVE PROJECT 20.1.3 MANAGING COMPONENT BASED
DEVELOPMENT 20.1.4 PEOPLE MANAGEMENT TEAMS LEADERSHIP 20.3.1 REFORM OF
DEVELOPMENT PROCESS QUALITY ASSURANCE 20.4.1 QUALITY ASSURANCE FOR
ITERATIVE PROJECTS 20.4.2 TOTAL QUALITY MANAGEMENT QUALITY ASSURANCE:
THE CASE AGAINST FURTHER READING BIBLIOGRAPHY INDEX 213 215 215 217 217
218 219 221 222 224 225 225 226 226 226 226 227 228 228 229 230 232 234
234 235 237 237 238 239 240 241 241 242 244 244 245 246 246 247 249 252
|
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author | Stevens, Perdita 1966- Pooley, Rob |
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ctrlnum | (OCoLC)247846590 (DE-599)BVBBV013416090 |
dewey-full | 005.1/17 |
dewey-hundreds | 000 - Computer science, information, general works |
dewey-ones | 005 - Computer programming, programs, data, security |
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discipline | Informatik |
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id | DE-604.BV013416090 |
illustrated | Illustrated |
indexdate | 2024-07-09T18:45:30Z |
institution | BVB |
isbn | 0201648601 |
language | English |
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physical | XX, 256 S. graph. Darst. |
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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 Updated ed. Harlow [u.a.] Addison-Wesley 2000 XX, 256 S. graph. Darst. txt rdacontent n rdamedia nc rdacarrier The Addison-Wesley object technology series Component object model gtt Object-georiënteerd programmeren gtt Programmatuurtechniek gtt UML gtt Software engineering UML (Computer science) Objektorientierung (DE-588)4346172-4 gnd rswk-swf 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 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 Verfasser aut GBV Datenaustausch application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=009154479&sequence=000001&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 Using UML software engineering with objects and components Component object model gtt Object-georiënteerd programmeren gtt Programmatuurtechniek gtt UML gtt Software engineering UML (Computer science) Objektorientierung (DE-588)4346172-4 gnd Softwareentwicklung (DE-588)4116522-6 gnd UML (DE-588)4469781-8 gnd Software Engineering (DE-588)4116521-4 gnd |
subject_GND | (DE-588)4346172-4 (DE-588)4116522-6 (DE-588)4469781-8 (DE-588)4116521-4 |
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 | Component object model gtt Object-georiënteerd programmeren gtt Programmatuurtechniek gtt UML gtt Software engineering UML (Computer science) Objektorientierung (DE-588)4346172-4 gnd Softwareentwicklung (DE-588)4116522-6 gnd UML (DE-588)4469781-8 gnd Software Engineering (DE-588)4116521-4 gnd |
topic_facet | Component object model Object-georiënteerd programmeren Programmatuurtechniek UML Software engineering UML (Computer science) Objektorientierung Softwareentwicklung Software Engineering |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=009154479&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
work_keys_str_mv | AT stevensperdita usingumlsoftwareengineeringwithobjectsandcomponents AT pooleyrob usingumlsoftwareengineeringwithobjectsandcomponents |