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9780201648607

Using UML : Software Engineering with Objects and Components

by
  • ISBN13:

    9780201648607

  • ISBN10:

    0201648601

  • Edition: Revised
  • Format: Paperback
  • Copyright: 2006-01-01
  • Publisher: Addison Wesley
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List Price: $59.00

Summary

The essentials of UML 2.0 and how to use it in one concise volume.

Author Biography

Dr. Perdita Stevens lectures in the Computer Science department at the University of Edinburgh.

Table of Contents

Preface xvi
Acknowledgments xx
PART I Conceptual background 1(54)
Software engineering with components
2(12)
What is a good system?
2(1)
Do we have good systems?
3(3)
Problems...
3(1)
... even drastic failures
4(1)
Promises, promises
5(1)
What are good systems like?
6(7)
Encapsulation: low coupling
7(3)
Abstraction: high cohesion
10(1)
Architecture and components
11(1)
Component-based design: pluggability
12(1)
How are good systems built?
13(1)
Object concepts
14(13)
What is an object?
14(6)
Example
15(1)
Messages
16(1)
Interfaces
17(1)
Classes
17(3)
How does this relate to the aims of the previous chapter?
20(2)
What have objects to do with components?
21(1)
Inheritance
22(2)
Polymorphism and dynamic binding
24(3)
Introductory case study
27(17)
The problem
27(4)
Clarifying the requirements
27(2)
Use case model
29(2)
Scope and iterations
31(1)
Identifying classes
32(2)
Relations between classes
34(2)
The system in action
36(3)
Design by Contract I
39(3)
Changes in the system: state diagrams
41(1)
Further work
41(1)
Persistence
42(2)
The development process
44(11)
Defining terms
44(3)
Models and modeling languages
45(1)
Process and quality
46(1)
The development process
47(5)
A unified methodology?
49(1)
Processes to use with UML
50(2)
System, design, model, diagram
52(3)
PART II The Unified Modeling Language 55(114)
Essentials of class models
56(18)
Identifying objects and classes
56(4)
What makes a class model good?
57(1)
How to build a good class model
57(2)
What kinds of things are classes?
59(1)
Real world objects vs their system representation
60(1)
Associations
60(3)
Multiplicities
63(1)
Attributes and operations
63(2)
Operations
64(1)
Attributes
64(1)
Generalization
65(1)
Design by Contract 2: substitutivity
66(3)
Using English to check whether a generalization exists
67(1)
Implementing generalization: inheritance
67(2)
The class model during the development
69(1)
CRC cards
69(5)
Creating CRC cards
70(1)
Using CRC cards in developing a design
70(1)
CRC card example
71(1)
Refactoring
72(2)
More on class models
74(19)
More about associations
74(9)
Aggregation and composition
74(2)
Roles
76(1)
Navigability
77(1)
Qualified associations
78(1)
Derived associations
79(2)
Constraints
81(2)
OCL, the Object Constraint Language
83(2)
Association classes
84(1)
More about classes
85(1)
Stereotypes
86(3)
Interfaces
86(2)
Abstract classes
88(1)
Properties and tagged values
89(1)
Parameterized classes
90(1)
Dependency
91(1)
Components and packages
91(1)
Visibility, protection
92(1)
Essentials of use case models
93(11)
Actors in detail
95(2)
Use cases in detail
97(1)
System boundary
98(1)
Using use cases
99(2)
Use cases for requirements capture
99(1)
Use cases through the development
99(2)
Possible problems with use cases
101(1)
Use case driven development?
102(2)
More on use case models
104(9)
Relationships between use cases
104(5)
Use cases for reuse: «include»
104(3)
Components and use cases
107(1)
Separating variant behavior: «extend»
108(1)
Generalizations
109(1)
Actors and classes
110(3)
Notation: actors as classes
111(2)
Essentials of interaction diagrams
113(15)
Collaborations
114(1)
Interactions on collaboration diagrams
115(2)
Sequence diagrams
117(1)
Where should messages go? Law of Demeter
118(2)
More advanced features
120(6)
Messages from an object to itself
120(1)
Suppressing detailed behavior
120(2)
Returned values
122(1)
Creation and deletion of objects
122(3)
Timing
125(1)
Interaction diagrams for other purposes
126(2)
Show how a class provides an operation
126(1)
Describe how a design pattern works
127(1)
Describe how a component can be used
127(1)
More on interaction diagrams
128(10)
Generic interaction diagrams
128(3)
Conditional behavior
129(2)
Iteration
131(1)
Concurrency
131(7)
Modeling several threads of control
133(5)
Essentials of state and activity diagrams
138(12)
State diagrams
139(5)
Unexpected messages
140(1)
Level of abstraction
140(1)
States, transitions, events
141(1)
Actions
142(1)
Guards
143(1)
Designing classes with state diagrams
144(2)
Activity diagrams
146(4)
More on state and activity diagrams
150(5)
Other kinds of events
150(1)
Other kinds of actions
151(1)
Looking inside states
152(1)
Concurrency within states
153(2)
Implementation diagrams
155(7)
Component model
156(2)
Summary: classifiers and instances
158(1)
Deployment model
159(1)
The physical layer
159(1)
Deploying the software on the hardware
160(1)
The deployment model in the project
160(2)
Packages, subsystems, models
162(7)
Packages
162(4)
Namespace control
164(2)
Subsystems
166(1)
Models
167(2)
PART III Case studies 169(42)
CS4 administration
170(8)
The case study
170(5)
Class model
174(1)
Dynamics
174(1)
State diagrams
175(1)
Activity diagrams
175(1)
Discussion
175(3)
Board games
178(12)
Scope and preliminary analysis
179(4)
Noughts and Crosses (Tic-Tac-Toe)
179(1)
Chess
179(4)
Interaction
183(3)
Back to the framework
186(2)
States
188(2)
Discrete event simulation
190(21)
Requirements
191(1)
More detailed description
191(1)
Outline class model
192(1)
Use cases
193(4)
Summary of create model
193(1)
Summary of observe behavior
194(1)
Summary of collect statistics
194(2)
Summary of run a model
196(1)
Standard mechanism for process based simulation
197(1)
Associations and navigability
198(3)
Classes in detail
201(5)
Class Scheduler
201(1)
Class ActiveEntity
202(1)
Class PassiveEntity
203(1)
Class Resource
204(2)
Class Report
206(1)
Class Statistic
206(1)
Class Average
207(1)
Building a complete simulation model
207(1)
The dining philosophers
208(3)
PART IV Towards practice 211(38)
Reuse: components, patterns
212(13)
Practicalities of reuse
212(1)
What can be reused, and how?
212(1)
What is a component really? Controversial!
213(6)
Why reuse?
215(1)
Why is reuse hard?
215(2)
Which components are genuinely reusable?
217(1)
What about building your own components?
217(1)
What difference does object orientation make?
218(1)
Design patterns
219(5)
Example: Facade
221(1)
UML and patterns
222(2)
Frameworks
224(1)
Product quality: verification, validation, testing
225(12)
Quality review
225(1)
How can high quality be achieved?
226(1)
Focus on the product
226(1)
Focus on the process
226(1)
Further reading
226(1)
Verification
227(1)
Validation
228(1)
Usability
228(1)
Testing
229(5)
Choosing and carrying out tests
230(2)
Special problems of OO
232(2)
Why is testing so often done badly?
234(1)
Reviews and inspections
234(3)
Problems of FTRs
235(2)
Process quality: management, teams, QA
237(12)
Management
237(4)
Project management
238(1)
Estimating an iterative project
239(1)
Managing component based development
240(1)
People management
241(1)
Teams
241(1)
Leadership
242(2)
Reform of development process
244(1)
Quality assurance
244(2)
Quality assurance for iterative projects
245(1)
Total Quality Management
246(1)
Quality assurance: the case against
246(1)
Further reading
247(2)
Bibliography 249(3)
Index 252

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