Applying UML and patterns : an introduction to object-oriented analysis and design / Craig Larman
Material type:
- text
- unmediated
- volume
- 0137488807
- 9780137488803
- 005.1/17 21
- QA76.9.O35 L37 1998
Item type | Current library | Collection | Shelving location | Call number | Status | Date due | Barcode |
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Dato Maznah Library & Information Services | Open Collection | QA Mathematics | QA76.9.O35 L37 1998 (Browse shelf(Opens below)) | Available | 1002011 |
Browsing Dato Maznah Library & Information Services shelves, Shelving location: QA Mathematics, Collection: Open Collection Close shelf browser (Hides shelf browser)
QA76.9.M65 F67 1994 Computer ethics : cautionary tales and ethical dilemmas in computing / | QA76.9.M65 J64 1994 Computer ethics / | QA76.9.O35 F695 1997 UML distilled : applying the standard object modeling language / | QA76.9.O35 L37 1998 Applying UML and patterns : an introduction to object-oriented analysis and design / | QA76. 9. O35 T39 1998 Object technology : a manager's guide / | QA76.9.S84 B47 1994 Object oriented SSADM / | QA76.9.S88 Y68 1993 YOURDON Systems Method : model-driven systems development / |
Includes bibliographical references (pages 495-496) and index
pt. I. Introduction -- 1. Object-Oriented Analysis and Design -- 2. Introduction to a Development Process -- 3. Defining Models and Artifacts -- pt. 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 -- pt. 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 -- pt. 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 -- pt. V. Construct Phase (1) -- 23. Mapping Designs To Code -- 24. Program Solution In Java -- pt. 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 -- pt. VII. Design Phase (2) -- 34. GRASP: More Patterns for Assigning Responsibilities -- 35. Designing with More Patterns -- pt. VIII. Special Topics -- 36. Other UML Notation -- 37. Development Process Issues -- 38. Frameworks, Patterns, and Persistence
"A proficient software engineer must have the ability to design robust, scalable, maintainable object systems. Applying UML and Patterns was written especially to provide the foundation for how to build systems using object technology." "Applying UML and Patterns provides students and developers with a detailed activity roadmap to guide them through each step of requirements, analysis, design, and coding. During the design phase, it places special emphasis on the critical skills needed for responsibility and collaboration design."--Jacket
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