Appropriate for courses in Object-Oriented Programming.
The first book to apply the Unified Modeling Language (UML) to communicating object-oriented analysis and design results. You'll learn the fundamental concepts of object-oriented analysis and design, and then walk step-by-step through the entire process of analysis and design— using a single case study that takes full advantage of UML and design patterns.
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Written for the developer with previous programming and design experience, Applying UML and Patterns combines UML, software patterns and Java to illustrate the author's own design strategy. Though author Craig Larman sometimes relies heavily on the jargon of software engineering, there is no doubt that his book contains some immediately useful ideas on software design, using the latest and greatest in software-engineering research.
This book begins by outlining a basic process of software design using iterative, object-oriented techniques. The case study used for this text is a point-of-sale (POS) system, a helpful real-world example. The book constructs use case diagrams and basic conceptual and class models for this system. The author then adds sequence diagrams to show how the POS system will do its processing and collaboration diagrams to show how objects will interact with one another. The author uses standard UML diagrams to document the design.
When it comes to refining class design, the author's experience with patterns really shines. His General Responsibility Assignment Software Patterns (GRASP) suggest guidelines for designing classes that work together effectively. Larman believes that the ability to assign responsibilities to classes effectively is one of the most important aspects of good object-oriented design. His patterns allow this to happen and provide an interesting contribution to the design process. (The author also introduces more widely used software patterns to enhance the design process.)
When it comes to coding the design, Java is the programming language of choice for this text. Further chapters discuss how to refine an initial design using an iterative process of software engineering. While it is unlikely that readers will adopt Larman's approach to software design in its entirety, his guidelines--and application of patterns to class design, all documented using UML--make this a worthwhile text for the more experienced reader. --Richard DraganFrom the Publisher:
Table of contents
1. Object-Oriented Analysis and Design. 2. Introduction to a Development Process. 3. Defining Models and Artifacts.
II. PLAN AND ELABORATE PHASE.
4. Case Study: Point-of-Sale. 5. Understanding Requirements. 6. Use Cases: Describing Processes. 7. Ranking and Scheduling Use Cases. 8. Starting a Development Cycle.
III. ANALYZE PHASE (1).
9. Building a Conceptual Model. 10. Conceptual Model-Adding Associations. 11. Conceptual Model-Adding Attributes. 12. Recording Terms in the Glossary. 13. System Behavior-System Sequence Diagrams. 14. System Behavior-Contracts.
IV. DESIGN PHASE (1).
15. From Analysis to Design. 16. Describing Real Use Cases. 17. Collaboration Diagrams. 18. GRASP: Patterns for Assigning Responsibilities. 19. Designing a Solution with Objects and Patterns. 20. Determining Visibility. 21. Design Class Diagrams. 22. Issues in System Design.
V. CONSTRUCT PHASE (1).
23. Mapping Designs To Code. 24. Program Solution In Java.
VI. ANALYZE PHASE (2).
25. Choosing Development Cycle 2 Requirements. 26. Relating Multiple Use Cases. 27. Extending the Conceptual Model. 28. Generalization. 29. Packages: Organizing Elements. 30. Polishing the Conceptual Model. 31. Conceptual Model-Summary. 32. System Behavior. 33. Modeling Behavior in State Diagrams.
VII. DESIGN PHASE (2).
34. GRASP: More Patterns for Assigning Responsibilities.
35. Designing with More Patterns.
VIII. SPECIAL - TOPICS.
36. Other UML Notation. 37. Development Process Issues. 38. Frameworks, Patterns, and Persistence. Appendix A. Recommended Readings. Appendix B. Sample Development Activities and Models. Bibliography. Glossary. Index.
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