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I. CONCEPTUAL BACKGROUND.
Software engineering with components.
What is a good system?
Do we have good systems?
What are good systems like?
How are good systems built?
Summary.
Object concepts.
What is an object?
How does this relate to the aims of the previous chapter?
Inheritance.
Polymorphism and dynamic binding.
Summary.
Introductory case study.
The problem.
Scope and iterations.
Identifying classes.
Relations between classes.
The system in action.
Summary.
The development process.
Defining terms.
The development process.
System, design, model, diagram.
Summary.
II. THE UNIFIED MODELING LANGUAGE.
Essentials of class models.
Identifying objects and classes.
Associations.
Attributes and operations.
Generalisation.
The class model during the development.
CRC cards.
Summary.
More on class models.
More about associations.
More about classes.
Parameterised classes.
Dependency.
Components and packages.
Visibility, protection.
Summary.
Essentials of use case models.
Using use cases.
Summary.
More on use case models.
Relationships between use cases.
Relationships between actors.
Actors and classes.
Essentials of interaction diagrams.
Collaborations.
Interactions on collaboration diagrams.
Sequence diagrams.
More advanced features.
Interaction diagrams for other purposes.
Summary.
More on interaction diagrams.
Generic interaction diagrams.
Concurrency.
Summary.
Essentials of state and activity diagrams.
State diagrams.
Activity Diagrams.
Summary.
More on state andactivity diagrams.
Other kinds of events.
Other kinds of actions.
Looking inside states.
Concurrency within states.
Summary.
Implementation diagrams.
Component model.
Deployment model.
Summary.
Packages, subsystems, models.
Package.
Subsystems.
Models.
Summary.
III. CASE STUDIES.
CS4 administration.
Discussion.
Board games.
Interaction.
States.
Discussion questions.
Discrete event simulation.
A discrete event simulation.
Use cases.
Detailed design.
Use of packages.
Building a complete model.
The dining philosophers.
IV. TOWARDS PRACTICE.
Reuse: components, patterns.
Practicalities of reuse.
Design Patterns.
Frameworks.
Summary.
Product quality: veri cation, validation, testing.
Quality review.
How can high quality be achieved?
Verification.
Validation.
Testing.
Reviews and inspections.
Summary.
Process quality: management, teams, QA.
Management.
Teams.
Leadership.
Quality assurance.
Further reading.
Summary.
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Add Using UML: Software Engineering with Objects and Components, Using UMLis designed to help any developer master effective software design with UML. This new edition has been fully revised to reflect UML 1.3.Experienced modeling language instructors Perdita Stevens and Rob Pooley focus on superior design techn, Using UML: Software Engineering with Objects and Components to the inventory that you are selling on WonderClubX
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Add Using UML: Software Engineering with Objects and Components, Using UMLis designed to help any developer master effective software design with UML. This new edition has been fully revised to reflect UML 1.3.Experienced modeling language instructors Perdita Stevens and Rob Pooley focus on superior design techn, Using UML: Software Engineering with Objects and Components to your collection on WonderClub |