A student guide to object-oriented development
This is an introductory text that follows the software development process, from requirements capture to implementation, using an object-oriented approach. The book uses object-oriented techniques to present a practical viewpoint on developing software, providing the reader with a basic understandin...
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Otros Autores: | |
Formato: | Libro electrónico |
Idioma: | Inglés |
Publicado: |
Amsterdam ; London :
Elsevier Butterworth-Heinemann
2005.
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Materias: | |
Ver en Biblioteca Universitat Ramon Llull: | https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009627062806719 |
Tabla de Contenidos:
- Front Cover; A Student Guide to Object-Oriented Development; Copyright Page; Contents; Chapter 1. Introduction; How to get the best from this book; The system life cycle; Traditional life cycle models; The object-oriented approach; The Rational Unified Process (RUP); The Unified Modelling Language (UML); UML models; Introduction to the case study; Chapter summary; Bibliography; Quick check questions; Chapter 2. Requirements for the Wheels case study system; Introduction; Requirements engineering; Requirements elicitation; List of requirements for the Wheels system; Chapter summary
- BibliographyQuick check questions; Exercises; Chapter 3. Use cases; Introduction; Use case diagram; The use case; Use case descriptions; Actors and actor descriptions; Use case relationships: communication association, include and extend; Boundary; Using the use case model in system development; Technical points; Common problems; Chapter summary; Bibliography; Quick check questions; Exercises; Chapter 4. Objects and classes: the basic concepts; Introduction; Why a new development method was needed; What is an object?; What is a class?; Relationships between classes; Technical points
- Common problemsChapter summary; Bibliography; Quick check questions; Exercises; Chapter 5. The class diagram; Introduction; Stages in building a class diagram; Packages; Using the class diagram in system development; Common problems; Chapter summary; Bibliography; Quick check questions; Exercises; Chapter 6. Identifying functionality: CRC cards and interaction diagrams; Introduction; Identifying operations using the CRC card technique; Interaction diagrams; Specifying operations; Using the CRC cards and interaction diagrams in system development; Technical points; Common problems
- Chapter summaryBibliography; Quick check questions; Exercises; Chapter 7. State Diagrams; Introduction; States and events; An example of a simple state diagram; Constructing a state diagram; An example from the Wheels case study; Using state diagrams in system development; Technical points; Common problems; Chapter summary; Bibliography; Quick check questions; Exercises; Chapter 8. Activity diagrams; Introduction; Modelling a sequence of activities; Modelling alternative courses of action; Modelling iteration of activities; Modelling activities that are carried out in parallel; Swimlanes
- Technical pointsCommon problems; Chapter summary; Bibliography; Quick check questions; Exercises; Chapter 9. Design; Introduction; Architecture; Implementation diagrams; The user interface; Dealing with persistent data; Technical points; Chapter summary; Bibliography; Quick check questions; Exercises; Chapter 10. Designing objects and classes; Introduction; The class diagram; Interaction diagrams; Chapter summary; Bibliography; Quick check questions; Exercises; Chapter 11. The code; Introduction; The implementation class diagram; The code; Sequence diagram; Chapter summary; Bibliography
- Quick check questions