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《PROJECT-BASED SOFTWARE ENGINEERING An Object-Oriented Approach基于项目的软件工程—面向对象方法(影印版)》
PROJECT-BASED SOFTWARE ENGINEERING An Object-Oriented Approach基于项目的软件工程—面向对象方法(影印版)
编号: PT233145
作者:Evelyn Stiller等
译者:
开本:787*1092 1/16
ISBN:704011403
出版社:高等教育出版社
出版日期:2002-10-01
装帧:精装
书夫曼编号:474184
原价: 29
普通会员:27.12  一星会员:26.31
二星会员:25.76  三星会员:25.22

内容简介

In  teaching  softwere  engineering,  experience  has  shown  us  that  students  are  not  convinced  of  the  benefits  of  using  software  engineering  techtniques  until  they  experience  the  benefits  themsehes.  Completing  a  semester-long  project  is  the  most  effective  way  of  convincing  students  that  softwre  engineering  is  critical    to  their  professional  development.  The  softwre  engineering  course  offered  at  Plymouth  State  College  is  therefore  a  very  practical,  hands-on  course  focused  on  thedevelopment  of  Object-oriented  software.  Through  the  years,  however,  we  became  frustrated  with  the  lack  of  textbooks  appropriate  for  such  a  course.  The  majority  of  the  available  texts  focus  on  the  theoretical  aspects  of  software  engineering  at  the  expense  of  its  practical  aspects.  The  texs  that  are  project-based  do  not  focus  on  the  Object-oriented  paradigm.  We  wrote  this  textbook  to  fill  this  market  gap.

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目录

目      录  Preface                                      CHAPTER  I  lntrodudion  to  Software  Engineering                                      l.l  Key  Concepts                                      1.2  Why  Engineer  Softwre                                        l.3  Elements  of  a  Softwre  Development  hadigm                                      l.3.1  Project  Conceptualization                                      l.3.2  Project  Representation                                      l.3.3  Project  Implementaion                                      l.4  A  Brief  History  of  Soforare  Engheering  Techniques                                      l.4.l  Structured  Programming                                      l.4.2  Functional  Decomposition                                      l.4.3  Structured  Analysis  and  Design                                      l.4.4  Data-Centered  Paradigm                                      1.4.5  Object-Oriented  Paradigm                                      l  .5  The  Costs  of  Not  Engineering  Software                                      l.6  Why  Software  Engineering  Is  Not  Universal                                      l.7  The  Role  of  the  Project                                      1.8  Working  in  Teams                                      l.9  Creating  the  Project  Team                                      1.l0  CLASS  PROJECT:  Functional  Requirements                                      l.lO.1  Project  Overview                                      l.10.2  Game  Elements                                      l.10.3  The  Game  Sequence  of  Events                                      1.l0.4  Moving  and  Landing  on  Planets                                      l.1O.5  Minning  the  Game                                      l.1O.6  Project  Thoe  Frame                                      1.11  Questions  for  Review                                      CHAPTER  2  Object-Oriented  Paradigm  overview                                      2.1  Key  Concepts                                      2.2  Getting  Acquainted  with  the  Class  Project                                      2.2.1  Guidelines  for  Creating  Informal  Scenarios                                      2.2.2  Sample  Informal  Scenario:  User  Makes  a  Move                                      2.3  Object-Oriented  Conceptualization                                      2.3.1  Application-Specilic  Relationships                                      2.3.2  Inheritance                                      2.3.3  Aggregation/Composition                                      2.3.4  Other  Categorizations  of  Relationships                                      2.4  The  Softwar  Life  Cycle                                      2.4.1  The  Softwar  Development  Process                                      2.5  Object-Oriented  Modeling                                      2.5.l  Role  of  Model  Building                                      2.5.2  Creating  Quality  Modules                                      2.5.3  Modeling  Notation                                      2.5.4  Use  of  Models  in  Software  Engheering                                      2.6  Qualiies  of  a  Good  Object-Oriented  System                                      2.7  Wodrig  in  Teams                                      2.7.1  The  Chief  Propeer  Team                                      2.7.2  Holding  Effective  Team  Meetings                                      2.8  Questions  for  Review                                      CHAPTER  3  Object-Odented  AnaIysis                                      3.l  Key  Concepts                                      3.2  Introduction  to  Requirements  Analysis                                      3.3  The  Importance  of  Requirements  Analysis                                      3.4  Requirements  Specilication                                      3.5  CASE  STUDY:  Library  Management  System  Specification                                      3.6  Evaluating  the  Requirements  SpecificatiOn                                      3.7  Refining  the  Requirements  Specincation                                      3.7.1  Prototyping  as  a  Refinement  Tool                                      3.8  Verifying  the  Requirements  Specincation                                      3.9  Propagating  Requirements  throughout  Development                                      3.l0  The  Process  of  Requirements  Analysis                                      3.l0.l  ldentifying  Classes  of  UCCD                                      3.l0.2  CASE  STUDY:  Identifying  Classes  for  LMS                                      3.l0.3  Identifyng  Use  Cases                                      3.l0.4  CASE  STUDY  :  Identifying  Use  Cases  in  LMS                                      3.10.5  Scenario  Development                                      3.10.6  CASE  STUDY:  Sample  Scenarios  in  LMS                                      3.10.7  Modeling  the  System  with  UML                                      3.l0.8  Class  Diagrams                                      3.l0.9  CASE  STUDY:  Class  Diagrams  for  LMS                                      3.l0.10  Use  Case  Diagrams                                      3.1O.ll  CASE  STUDY:  Use  Case  Diagrams  for  LMS                                      3.1O.l2  Requirements  Analysis  Summary                                      3.10.l3  Evolving  the  System                                      3.11  Analyzing  the  CLASS  PROJECT                                      3.12  Working  in  Teams                                      3.l3  Questions  for  Review                                      CHAPTER  4  Produd  Design                                      4.l  Key  Concepts                                      4.2  Objecthes  of  Design                                      4.3  Class  Design  versus  Product  Design                                      4.4  Product  Design  Overview  and  Objectives                                      4.5  Object  Persistence                                      4.5.l  Object  Serialization                                      4.5.2  Evaluating  Object  Persistence                                      4.6  CASE  STUDY:  Object  Persistence  in  LMS                                      4.7  Process  Architecture                                      4.7.l  Modeling  MultiPle  Nodes                                      4.7.2  Modeling  Interprocess  Communication                                      4.7.3  State  Machines                                      4.7.4  Modeling  Multiple  Threads  of  Control                                      4.7.5  Effecthe  Use  of  Network  Resources                                      4.8  CASE  STLJDY:  Interprocess  Conununication  in  LMS                                      4.9  CIASS  PROJECT:  Interprocess  Communication  in  Galaxy  Sleuth                                      4.l0  User  Interfaces                                      4.1l  User  Interface  Desgh                                      4.11.  l  User-Friendliness                                      4.12  User  Interface  Design  Principles                                      4.l2.1  Know  the  User                                      4.12.2  Rules  for  Interface  Design                                      4.12.3  Interaction  Styles                                      4.l3  CASE  STUDY:  User  Interface  for  LMS                                      4.l4  Working  in  Teams                                      4.  l5  Class  Project  Product  Design                                      4.  16  Questions  fOr  Review                                      CHAPTER  5  CIass  Design                                      5.1  Key  Concepts                                      5.2  The  Class  Design  Process                                      5.2.1  Class  Skeletons                                      5.2.2  CASE  STUDY:  Class  Skeletons  in  LMS                                      5.2.3  System  Decomposition                                      5.3  More  UML                                      5.3.  1  Notational  Adorments  for  Class  Diagrams                                      5.3.2  Interaction  Diagrams                                      5.3.3  CASE  STUDY:  lnteraction  Diagrams  for  LMS                                      5.3.4  Collaboration  Diagram  Creation                                      5.3.5  CASE  STUDY  More  Interaction  Diagrams  in  LMS                                      5.3.6  Evaluating  Design                                      5.3.7  CASE  STUDY:Evalating  Design  of  LMS                                      5.3.8  Object  Diagrams                                      5.3.9  CASE  STUDY:  Object  Diagrams  for  LMS                                      5.3.10  Object  Diagram  Creation                                      5.4  Objectives  of  the  Class  Design  Phasc                                      5.4.l  Code  Reuse                                      5.4.2  CASE  STUDY:  Code  Reuse  in  LMS                                      5.4.3  Well-Designed  Classes  and  Methods                                      5.4.4  Data  Integrity                                      5.5  Verilication  of  the  Class  Design                                      5.6  Designing  the  CLASS  PROJECT                                      5.7  Questions  for  Review                                      CHAPTER  6  CASE  STUOY:  Game2D  with  Method                                      Design                                      6.1  Key  Concepts                                      6.2  overview                                      6.3  Requirements  Specification                                      6.4  Refined  Requirements  Specification                                      6.5  Requirements  Analysis                                      6.5.l  list  of  Nouns                                      6.5.2  Analysis  of  List  of  Nouns                                      6.5.3  List  of  Primary  Classes                                      6.5.4  Use  Case  Development                                      6.5.5  Scenarios                                      6.5.6  Refined  Class  List                                      6.5.7  Modeling                                      6.6  Product  Design                                      6.6.l  Process  Architecture                                      6.6.2  Graphical  User  Interface  Review                                      6.7  Class  Design                                      6.7.l  Interaction  Diagrams                                      6.7.2  Object  Diagrams                                      6.7.3  Reuse                                      6.7.4  Class  Skeletons                                      6.8  Method  Design                                      6.8.l  Specifying  Methods                                      6.8.2  Method  Design  for  Game2D                                      6.8.3  Creating  Quality  Methods                                      6.9  Questions  for  Review                                      CHAPTER  7  lmpIementotion                                      7.l  Key  Concepts                                      7.2  Introduction                                      7.3  Implemcntation  Approaches                                      7.3.l  Big  Bang  Implementaion                                      7.3.2  Top-Down  versus  Bottom-Up  Implementation                                      7.3.3  Combining  the  Top-Down  and  Bottom-Up  Approaches                                      7.3.4  Threads  Approach  to  Implementation                                      7.4  Implementation  Plan                                      7.5  CASE  STUDY:  Implementation  Plan  for  the  LMS                                      7.6  Programming  Style                                      7.6.l  Shorter  Is  Simpler                                      7.6.2  Simpler  Code  Has  Fewer  Decisions                                      7.6.3  Excessively  Nested  Logic  Should  Be  Avoided                                      7.7  Comments  and  Internal  Documentation                                      7.7.l  Header  Conunent  Block                                      7.7.2  Line  Comments                                      7.8  Project  Coding  Standards                                      7.8.  l  CASE  STUDY:  Programming  Standards  for  the  LMS                                      7.9  Implementing  the  CLASS  PROJECT                                      7.  lO  Questions  for  Review                                      CHAPTER  8  Testing                                      8.  l  Key  Concepts                                      8.2  What  Is  Testing                                        8.3  Principles  of  Object-Oriented  Testing                                      8.4  Debotions                                      8.4.1  Error,  Fault,  and  Failure                                      8.4.2  Test  Plan                                      8.4.3  Test  Oracle                                      8.4.4  Test  Cases                                      8.4.5  White  Box  Testing                                      8.4.6  Black  Box  Testing                                      8.4.7  Unit  Testing                                      8.4.8  integhion  Testing                                      8.4.9  System  Testing                                      8.5  Testing  steps                                      8.5.1  Analysis  of  Test  Results                                      8.6  Special  Issues  for  Testing  Object-Oriented  Systems                                      8.7  CASE  STUDY:  Testing  the  LMS                                      8.7.l  Test  Plan                                      8.7.2  Unit  Testing  Phase  I                                      8.7.3  Formulating  Test  Cases                                      8.8  Testing  the  CLASS  PROJECT                                      8.9  Testing  in  the  Face  of  Change:  Configuration  Management                                      8.  lO  Questions  for  Review                                      CHAPTER  9  Projecd  Management                                      9.1  Key  Concepts                                      9.2  Introduction                                      9.3  Project  Manager  Responsibilities                                      9.3.1  Soforre  Metrics                                      9.3.2  CASE  STUDY:  Project  EStimation                                      9.3.3  Quality  Control  Metrics                                      9.3.4  The  Mythical  Staff-Month                                      9.4  Condguration  Management                                      9.4.l  Version  Control                                      9.4.2  Change  Control                                      9.4.3  Condguration  Audit                                      9.4.4  Configuration  Status  Reporing                                      9.5  Project  Planning  and  Monitoring                                      9.5.l  Evolving  the  Project                                      9.5.2  CASE  STUDY:  Evolving  Game2D                                      9.5.3  The  Project  Plan                                      9.5.4  CASE  STUDY:  Project  Plan  for  Game2D                                      9.5.5  Scheduling                                      9.5.6  Monitoring  Progress                                      9.6  Project  Teams                                      9.6.1  Building  a  Project  Team                                      9.6.2  The  Four  Stages  of  Team  Development                                      9.6.3  Conflict                                      9.6.4  Conflict  Resolution                                      9.7  Risk  Management                                      9.7.l  Sources  of  Technical  Risk                                      9.7.2  Sources  of  Human  Risk                                      9.7.3  Consequences  of  Risk                                      9.8  Reducing  Risk                                      9.8.1  Early  Product  Eyalation                                      9.8.2  Early  Implementation  of  Risky  System  Aspects                                      9.8.3  Early  Use  of  New  Technology                                      9.8.4  Early  Resolution  of  Class  Interaction  Problems                                      9.9  Further  Readings  on  Risk  Management                                      9.10  CASE  STUDY:  Risk  Analyis  in  the  LMS                                      9.l0.l  Risk  Trade-Offs  in  the  LMS                                      9.l0.2  Technical  Risks  in  the  LMS                                      9.ll  Questions  for  Review                                      CHAPTER  10  Design  Patterns                                      l0.1  Key  Concepts                                      l0.2  Mothaion  for  Design  Patterns                                      10.3  What  Are  Design  Patterns                                        l0.4  Exploring  Design  Patterns                                      l0.4.l  CASE  STUDY:  Decorator  Design  Pattern                                      10.4.2  CASE  STUDY:  Iterator  Design  Pattern                                      10.4.3  CASE  STUDY:  State  Design  Patten                                      l0.4.4  CASE  STUDY:  Singleton  Design  Pattern                                      l0.5  Questions  for  Review                                      CHAPTER  11  Software  Development  Horror  Stories                                      1l.1  Key  Concepts                                      l1.2  Introduction                                      l1.2.  1  Causes  of  Failure                                      ll.3  Therac-25                                      ll.4  CONFIRM                                      l1.5  Telephones  and  Communications                                      CHAPTER  12  Completing  and  Presenting  the                                      PROJECT                                      l2.l  Succeeding  With  the  Class  Project                                      12.2  Reflecting  on  the  Project                                      l2.2.l  Analyzing  What  Went  Wrong                                      12.3  Presenting  the  Project                                      12.3.l  Categories  of  Nontechnical  Users                                      12.3.2  Elements  of  the  Nontechnical  Presentation                                      l2.3.3  Elements  of  the  Technical  Presentation                                      l2.3.4  The  Project  Presentation                                      References                                      Index


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