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Applying UML and patterns : an introduction to object-oriented analysis and design / Craig Larman

By: Material type: TextTextPublication details: Upper Saddle River, N.J. : Prentice Hall PTR, ℗♭1998Description: xix, 507 pages : illustrations ; 27 cmContent type:
  • text
Media type:
  • unmediated
Carrier type:
  • volume
ISBN:
  • 0137488807
  • 9780137488803
Subject(s): Additional physical formats: Online version:: Applying UML and patterns.DDC classification:
  • 005.1/17 21
LOC classification:
  • QA76.9.O35 L37 1998
Contents:
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
Review: "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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Holdings
Item type Current library Collection Shelving location Call number Status Date due Barcode
Books Books Dato Maznah Library & Information Services Open Collection QA Mathematics QA76.9.O35 L37 1998 (Browse shelf(Opens below)) Available 1002011

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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