没有合适的资源?快使用搜索试试~ 我知道了~
首页Applying UML and Patterns 3rd Edition
资源详情
资源评论
资源推荐

•
Table of
Contents
•
Index
Applying UML and Patterns: An Introduction to Object-Oriented Analysis and Design and
Iterative Development, Third Edition
By Craig Larman
Publisher
: Addison Wesley Professional
Pub Date
: October 20, 2004
ISBN
: 0-13-148906-2
Pages
: 736
Applying UML and Patterns is the world's #1 business and college
introduction to "thinking in objects"and using that insight in real-world
object-oriented analysis and design. Building on two widely acclaimed
previous editions, Craig Larman has updated this book to fully reflect the
new UML 2 standard, to help you master the art of object design, and to
promote high-impact, iterative, and skillful agile modeling practices.
Developers and students will learn object-oriented analysis and design
(OOA/D) through three iterations of two cohesive, start-to-finish case
studies. These case studies incrementally introduce key skills, essential OO
principles and patterns, UML notation, and best practices. You won't just
learn UML diagramsyou'll learn how to apply UML in the context of OO
software development.
Drawing on his unsurpassed experience as a mentor and consultant,
Larman helps you understand evolutionary requirements and use cases,
domain object modeling, responsibility-driven design, essential OO design,
layered architectures, "Gang of Four" design patterns, GRASP, iterative
methods, an agile approach to the Unified Process (UP), and much more.
This edition's extensive improvements include
A stronger focus on helping you master OOA/D through case studies
that demonstrate key OO principles and patterns, while also applying
the UML
New coverage of UML 2, Agile Modeling, Test-Driven Development,
and refactoring
Many new tips on combining iterative and evolutionary development
with OOA/D
Updates for easier study, including new learning aids and graphics
New college educator teaching resources
Guidance on applying the UP in a light, agile spirit, complementary
with other iterative methods such as XP and Scrum
Techniques for applying the UML to documenting architectures
A new chapter on evolutionary requirements, and much more
•
Table of
Contents
•
Index
Applying UML and Patterns: An Introduction to Object-Oriented Analysis and Design and
Iterative Development, Third Edition
By Craig Larman
Publisher
: Addison Wesley Professional
Pub Date
: October 20, 2004
ISBN
: 0-13-148906-2
Pages
: 736
Applying UML and Patterns is the world's #1 business and college
introduction to "thinking in objects"and using that insight in real-world
object-oriented analysis and design. Building on two widely acclaimed
previous editions, Craig Larman has updated this book to fully reflect the
new UML 2 standard, to help you master the art of object design, and to
promote high-impact, iterative, and skillful agile modeling practices.
Developers and students will learn object-oriented analysis and design
(OOA/D) through three iterations of two cohesive, start-to-finish case
studies. These case studies incrementally introduce key skills, essential OO
principles and patterns, UML notation, and best practices. You won't just
learn UML diagramsyou'll learn how to apply UML in the context of OO
software development.
Drawing on his unsurpassed experience as a mentor and consultant,
Larman helps you understand evolutionary requirements and use cases,
domain object modeling, responsibility-driven design, essential OO design,
layered architectures, "Gang of Four" design patterns, GRASP, iterative
methods, an agile approach to the Unified Process (UP), and much more.
This edition's extensive improvements include
A stronger focus on helping you master OOA/D through case studies
that demonstrate key OO principles and patterns, while also applying
the UML
New coverage of UML 2, Agile Modeling, Test-Driven Development,
and refactoring
Many new tips on combining iterative and evolutionary development
with OOA/D
Updates for easier study, including new learning aids and graphics
New college educator teaching resources
Guidance on applying the UP in a light, agile spirit, complementary
with other iterative methods such as XP and Scrum
Techniques for applying the UML to documenting architectures
A new chapter on evolutionary requirements, and much more

Applying UML and Patterns, Third Edition, is a lucid and practical
introduction to thinking and designing with objectsand creating systems
that are well crafted, robust, and maintainable.

•
Table of
Contents
•
Index
Applying UML and Patterns: An Introduction to Object-Oriented Analysis and Design and
Iterative Development, Third Edition
By Craig Larman
Publisher
: Addison Wesley Professional
Pub Date
: October 20, 2004
ISBN
: 0-13-148906-2
Pages
: 736
Copyright
Praise for Applying UML and Patterns
Contents by Major Topics
Foreword
Preface
Educator and Web Resources
Intended Audiencean Introduction!
Prerequisites
Java Examples, But …
Book Organization
About the Author
Contact
Enhancements to the Previous Edition
Acknowledgments
Typographical Conventions
Production Notes
Part 1. Introduction
Chapter 1. Object-Oriented Analysis and Design
Section 1.1. What Will You Learn? Is it Useful?
Section 1.2. The Most Important Learning Goal?
Section 1.3. What is Analysis and Design?
Section 1.4. What is Object-Oriented Analysis and Design?
Section 1.5. A Short Example
Section 1.6. What is the UML?
Section 1.7. Visual Modeling is a Good Thing
Section 1.8. History
Section 1.9. Recommended Resources
Chapter 2. Iterative, Evolutionary, and Agile
Introduction
Section 2.1. What is the UP? Are Other Methods Complementary?
Section 2.2. What is Iterative and Evolutionary Development?
Section 2.3. What About the Waterfall Lifecycle?
Section 2.4. How to do Iterative and Evolutionary Analysis and Design?
Section 2.5. What is Risk-Driven and Client-Driven Iterative Planning?
Section 2.6. What are Agile Methods and Attitudes?
Section 2.7. What is Agile Modeling?

Section 2.8. What is an Agile UP?
Section 2.9. Are There Other Critical UP Practices?
Section 2.10. What are the UP Phases?
Section 2.11. What are the UP Disciplines?
Section 2.12. How to Customize the Process? The UP Development Case
Section 2.13. You Know You Didn't Understand Iterative Development or the UP When...
Section 2.14. History
Section 2.15. Recommended Resources
Chapter 3. Case Studies
Introduction
Section 3.1. What is and isn't Covered in the Case Studies?
Section 3.2. Case Study Strategy: Iterative Development + Iterative Learning
Section 3.3. Case One: The NextGen POS System
Section 3.4. Case Two: The Monopoly Game System
Part 2. Inception
Chapter 4. Inception is Not the Requirements Phase
Introduction
Section 4.1. What is Inception?
Section 4.2. How Long is Inception?
Section 4.3. What Artifacts May Start in Inception?
Section 4.4. You Know You Didn't Understand Inception When...
Section 4.5. How Much UML During Inception?
Chapter 5. Evolutionary Requirements
Introduction
Section 5.1. Definition: Requirements
Section 5.2. Evolutionary vs. Waterfall Requirements
Section 5.3. What are Skillful Means to Find Requirements?
Section 5.4. What are the Types and Categories of Requirements?
Section 5.5. How are Requirements Organized in UP Artifacts?
Section 5.6. Does the Book Contain Examples of These Artifacts?
Section 5.7. Recommended Resources
Chapter 6. Use Cases
Introduction
Section 6.1. Example
Section 6.2. Definition: What are Actors, Scenarios, and Use Cases?
Section 6.3. Use Cases and the Use-Case Model
Section 6.4. Motivation: Why Use Cases?
Section 6.5. Definition: Are Use Cases Functional Requirements?
Section 6.6. Definition: What are Three Kinds of Actors?
Section 6.7. Notation: What are Three Common Use Case Formats?
Section 6.8. Example: Process Sale, Fully Dressed Style
Section 6.9. What do the Sections Mean?
Section 6.10. Notation: Are There Other Formats? A Two-Column Variation
Section 6.11. Guideline: Write in an Essential UI-Free Style
Section 6.12. Guideline: Write Terse Use Cases
Section 6.13. Guideline: Write Black-Box Use Cases
Section 6.14. Guideline: Take an Actor and Actor-Goal Perspective
Section 6.15. Guideline: How to Find Use Cases
Section 6.16. Guideline: What Tests Can Help Find Useful Use Cases?
Section 6.17. Applying UML: Use Case Diagrams

Section 6.18. Applying UML: Activity Diagrams
Section 6.19. Motivation: Other Benefits of Use Cases? Requirements in Context
Section 6.20. Example: Monopoly Game
Section 6.21. Process: How to Work With Use Cases in Iterative Methods?
Section 6.22. History
Section 6.23. Recommended Resources
Chapter 7. Other Requirements
Introduction
Other Requirement Artifacts
Section 7.1. How Complete are these Examples?
Section 7.2. Guideline: Should We Analyze These Thoroughly During Inception?
Section 7.3. Guideline: Should These Artifacts be at the Project Website?
Section 7.4. NextGen Example: (Partial) Supplementary Specification
Section 7.5. Commentary: Supplementary Specification
Section 7.6. NextGen Example: (Partial) Vision
Section 7.7. Commentary: Vision
Section 7.8. NextGen Example: A (Partial) Glossary
Section 7.9. Commentary: Glossary (Data Dictionary)
Section 7.10. NextGen Example: Business Rules (Domain Rules)
Section 7.11. Commentary: Domain Rules
Section 7.12. Process: Evolutionary Requirements in Iterative Methods
Section 7.13. Recommended Resources
Part 3. Elaboration Iteration 1 Basics
Chapter 8. Iteration 1Basics
Introduction
Section 8.1. Iteration 1 Requirements and Emphasis: Core OOA/D Skills
Section 8.2. Process: Inception and Elaboration
Section 8.3. Process: Planning the Next Iteration
Chapter 9. Domain Models
Introduction
Section 9.1. Example
Section 9.2. What is a Domain Model?
Section 9.3. Motivation: Why Create a Domain Model?
Section 9.4. Guideline: How to Create a Domain Model?
Section 9.5. Guideline: How to Find Conceptual Classes?
Section 9.6. Example: Find and Draw Conceptual Classes
Section 9.7. Guideline: Agile ModelingSketching a Class Diagram
Section 9.8. Guideline: Agile ModelingMaintain the Model in a Tool?
Section 9.9. Guideline: Report ObjectsInclude 'Receipt' in the Model?
Section 9.10. Guideline: Think Like a Mapmaker; Use Domain Terms
Section 9.11. Guideline: How to Model the Unreal World?
Section 9.12. Guideline: A Common Mistake with Attributes vs. Classes
Section 9.13. Guideline: When to Model with 'Description' Classes?
Section 9.14. Associations
Section 9.15. Example: Associations in the Domain Models
Section 9.16. Attributes
Section 9.17. Example: Attributes in the Domain Models
Section 9.18. Conclusion: Is the Domain Model Correct?
Section 9.19. Process: Iterative and Evolutionary Domain Modeling
Section 9.20. Recommended Resources
剩余959页未读,继续阅读















安全验证
文档复制为VIP权益,开通VIP直接复制

评论0