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基于项目的软件工程 面向对象方法 影印版【2025|PDF下载-Epub版本|mobi电子书|kindle百度云盘下载】
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- (美)EvelynStiller,(美)CathieLeBlanc著 著
- 出版社: 北京:高等教育出版社
- ISBN:7040114038
- 出版时间:2002
- 标注页数:382页
- 文件大小:79MB
- 文件页数:401页
- 主题词:
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图书目录
CHAPTER 1 Introduction to Software Engineering1
1.1 Key Concepts1
1.2 Why Engineer Software?1
1.3 Elements of a Software Development Paradigm7
1.3.1 Project Conceptualization7
1.3.2 Project Representation9
1.3.3 Project Implementation10
1.4 A Brief History of Software Engineering Techniques10
1.4.1 Structured Programming12
1.4.2 Functional Decomposition12
1.4.3 Structured Analysis and Design14
1.4.4 Data-Centered Paradigm16
1.4.5 Object-Oriented Paradigm18
1.5 The Costs of Not Engineering Software22
1.6 Why Software Engineering Is Not Universal22
1.7 The Role of the Project23
1.8 Working in Teams24
1.9 Creating the Project Team24
1.10 CLASS PROJECT:Functional Requirements26
1.10.1 Project Overview27
1.10.2 Game Elements28
1.10.3 The Game Sequence of Events28
1.10.4 Moving and Landing on Planets30
1.10.5 Winning the Game31
1.10.6 Project Time Frame31
1.11 Questions for Review32
CHAPTER 2 Object-Oriented Paradigm Overview35
2.1 Key Concepts35
2.2 Getting Acquainted with the Class Project35
2.2.1 Guidelines for Creating Informal Scenarios36
2.2.2 Sample Informal Scenario:User Makes a Move37
2.3 Object-Oriented Conceptualization38
2.3.1 Application-Specific Relationships39
2.3.2 Inheritance40
2.3.3 Aggregation/Composition41
2.3.4 Other Categorizations of Relationships42
2.4 The Software Life Cycle43
2.4.1 The Software Development Process43
2.5 Object-Oriented Modeling49
2.5.1 Role of Model Building49
2.5.2 Creating Quality Modules50
2.5.3 Modeling Notation53
2.5.4 Use of Models in Software Engineering54
2.6 Qualities of a Good Object-Oriented System55
2.7 Working in Teams57
2.7.1 The Chief Programmer Team57
2.7.2 Holding Effective Team Meetings58
2.8 Questions for Review60
CHAPTER 3 Object-Oriented Analysis63
3.1 Key Concepts63
3.2 Introduction to Requirements Analysis63
3.3 The Importance of Requirements Analysis64
3.4 Requirements Specification67
3.5 CASE STUDY:Library Management System Specification69
3.6 Evaluating the Requirements Specification71
3.7 Refining the Requirements Specification73
3.7.1 Prototyping as a Refinement Tool73
3.8 Verifying the Requirements Specification80
3.9 Propagating Requirements throughout Development82
3.10 The Process of Requirements Analysis82
3.10.1 Identifying Classes of UCCD83
3.10.2 CASE STUDY:Identifying Classes for LMS86
3.10.3 Identifying Use Cases88
3.10.4 CASE STUDY:Identifying Use Cases in LMS89
3.10.5 Scenario Development92
3.10.6 CASE STUDY:Sample Scenarios in LMS93
3.10.7 Modeling the System with UML95
3.10.8 Class Diagrams96
3.10.9 CASE STUDY:Class Diagrams for LMS98
3.10.10 Use Case Diagrams101
3.10.11 CASE STUDY:Use Case Diagrams for LMS103
3.10.12 Requirements Analysis Summary105
3.10.13 Evolving the System107
3.11 Analyzing the CLASS PROJECT107
3.12 Working in Teams108
3.13 Questions for Review109
CHAPTER 4 Product Design111
4.1 Key Concepts111
4.2 Objectives of Design111
4.3 Class Design versus Product Design112
4.4 Product Design Overview and Objectives112
4.5 Object Persistence114
4.5.1 Object Serialization115
4.5.2 Evaluating Object Persistence118
4.6 CASE STUDY:Object Persistence in LMS118
4.7 Process Architecture120
4.7.1 Modeling Multiple Nodes121
4.7.2 Modeling Interprocess Communication123
4.7.3 State Machines123
4.7.4 Modeling Multiple Threads of Control126
4.7.5 Effective Use of Network Resources126
4.8 CASE STUDY:Interprocess Communication in LMS127
4.9 CLASS PROJECT:Interprocess Communication in Galaxy Sleuth127
4.10 User Interfaces131
4.11 User Interface Design132
4.11.1 User-Friendliness133
4.12 User Interface Design Principles135
4.12.1 Know the User135
4.12.2 Rules for Interface Design137
4.12.3 Interaction Styles140
4.13 CASE STUDY:User Interface for LMS150
4.14 Working in Teams159
4.15 Class Project Product Design159
4.16 Questions for Review160
CHAPTER 5 Class Design163
5.1 Key Concepts163
5.2 The Class Design Process163
5.2.1 Class Skeletons165
5.2.2 CASE STUDY:Class Skeletons in LMS165
5.2.3 System Decomposition168
5.3 More UML170
5.3.1 Notational Adornments for Class Diagrams170
5.3.2 Interaction Diagrams173
5.3.3 CASE STUDY:Interaction Diagrams for LMS174
5.3.4 Collaboration Diagram Creation178
5.3.5 CASE STUDY:More Interaction Diagrams in LMS180
5.3.6 Evaluating Design183
5.3.7 CASE STUDY:Evaluating Design of LMS183
5.3.8 Object Diagrams184
5.3.9 CASE STUDY:Object Diagrams for LMS184
5.3.10 Object Diagram Creation185
5.4 Objectives of the Class Design Phase186
5.4.1 Code Reuse186
5.4.2 CASE STUDY:Code Reuse in LMS187
5.4.3 Well-Designed Classes and Methods188
5.4.4 Data Integrity188
5.5 Verification of the Class Design189
5.6 Designing the CLASS PROJECT191
5.7 Questions for Review192
CHAPTER 6 CASE STUDY:Game2D with Method Design193
6.1 Key Concepts193
6.2 Overview193
6.3 Requirements Specification194
6.4 Refined Requirements Specification194
6.5 Requirements Analysis198
6.5.1 List of Nouns198
6.5.2 Analysis of List of Nouns198
6.5.3 List of Primary Classes200
6.5.4 Use Case Development200
6.5.5 Scenarios205
6.5.6 Refined Class List207
6.5.7 Modeling208
6.6 Product Design210
6.6.1 Process Architecture211
6.6.2 Graphical User Interface Review214
6.7 Class Design214
6.7.1 Interaction Diagrams214
6.7.2 Object Diagrams216
6.7.3 Reuse218
6.7.4 Class Skeletons221
6.8 Method Design227
6.8.1 Specifying Methods227
6.8.2 Method Design for Game2D228
6.8.3 Creating Quality Methods231
6.9 Questions for Review233
CHAPTER 7 Implementation235
7.1 Key Concepts235
7.2 Introduction235
7.3 Implementation Approaches236
7.3.1 Big Bang Implementation236
7.3.2 Top-Down versus Bottom-Up Implementation237
7.3.3 Combining the Top-Down and Bottom-Up Approaches241
7.3.4 Threads Approach to Implementation242
7.4 Implementation Plan242
7.5 CASE STUDY:Implementation Plan for the LMS245
7.6 Programming Style248
7.6.1 Shorter Is Simpler250
7.6.2 Simpler Code Has Fewer Decisions251
7.6.3 Excessively Nested Logic Should Be Avoided253
7.7 Comments and Internal Documentation254
7.7.1 Header Comment Block255
7.7.2 Line Comments256
7.8 Project Coding Standards257
7.8.1 CASE STUDY:Programming Standards for the LMS259
7.9 Implementing the CLASS PROJECT261
7.10 Questions for Review261
CHAPTER 8 Testing263
8.1 Key Concepts263
8.2 What Is Testing?263
8.3 Principles of Object-Oriented Testing264
8.4 Definitions265
8.4.1 Error,Fault,and Failure265
8.4.2 Test Plan266
8.4.3 Test Oracle268
8.4.4 Test Cases268
8.4.5 White Box Testing269
8.4.6 Black Box Testing270
8.4.7 Unit Testing271
8.4.8 Integration Testing272
8.4.9 System Testing274
8.5 Testing Steps275
8.5.1 Analysis of Test Results276
8.6 Special Issues for Testing Object-Oriented Systems277
8.7 CASE STUDY:Testing the LMS279
8.7.1 Test Plan280
8.7.2 Unit Testing Phase I282
8.7.3 Formulating Test Cases283
8.8 Testing the CLASS PROJECT285
8.9 Testing in the Face of Change:Configuration Management285
8.10 Questions for Review289
CHAPTER 9 Project Management291
9.1 Key Concepts291
9.2 Introduction291
9.3 Project Manager Responsibilities293
9.3.1 Software Metrics294
9.3.2 CASE STUDY:Project Estimation301
9.3.3 Quality Control Metrics303
9.3.4 The Mythical Staff-Month304
9.4 Configuration Management305
9.4.1 Version Control306
9.4.2 Change Control307
9.4.3 Configuration Audit308
9.4.4 Configuration Status Reporting308
9.5 Project Planning and Monitoring309
9.5.1 Evolving the Project310
9.5.2 CASE STUDY:Evolving Game2D311
9.5.3 The Project Plan312
9.5.4 CASE STUDY:Project Plan for Game2D313
9.5.5 Scheduling315
9.5.6 Monitoring Progress317
9.6 Project Teams319
9.6.1 Building a Project Team319
9.6.2 The Four Stages of Team Development321
9.6.3 Conflict323
9.6.4 Conflict Resolution324
9.7 Risk Management325
9.7.1 Sources of Technical Risk326
9.7.2 Sources of Human Risk329
9.7.3 Consequences of Risk331
9.8 Reducing Risk332
9.8.1 Early Product Evaluation332
9.8.2 Early Implementation of Risky System Aspects333
9.8.3 Early Use of New Technology333
9.8.4 Early Resolution of Class Interaction Problems333
9.9 Further Readings on Risk Management333
9.10 CASE STUDY:Risk Analysis in the LMS334
9.10.1 Risk Trade-Offs in the LMS334
9.10.2 Technical Risks in the LMS334
9.11 Questions for Review335
CHAPTER 10 Design Patterns337
10.1 Key Concepts337
10.2 Motivation for Design Patterns337
10.3 What Are Design Patterns?338
10.4 Exploring Design Patterns341
10.4.1 CASE STUDY:Decorator Design Pattern341
10.4.2 CASE STUDY:Iterator Design Pattern342
10.4.3 CASE STUDY:State Design Pattern344
10.4.4 CASE STUDY:Singleton Design Pattern347
10.5 Questions for Review348
CHAPTER 11 Software Development Horror Stories349
11.1 Key Concepts349
11.2 Introduction349
11.2.1 Causes of Failure350
11.3 Therac-25351
11.4 CONFIRM354
11.5 Telephones and Communications356
CHAPTER 12 Completing and Presenting the CLASS PROJECT359
12.1 Succeeding with the Class Project359
12.2 Reflecting on the Project361
12.2.1 Analyzing What Went Wrong362
12.3 Presenting the Project363
12.3.1 Categories of Nontechnical Users363
12.3.2 Elements of the Nontechnical Presentation364
12.3.3 Elements of the Technical Presentation364
12.3.4 The Project Presentation365
References367
Index375
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