实例介绍
【实例简介】Applying UML and Patterns: An Introduction to Object-Oriented Analysis and Design and the Unified Process, Second Edition
【实例截图】
书籍
【核心代码】
Publisher : Prentice Hall PTR Pub Date : July 16, 2001 ISBN : 0-13-092569-1 Pages : 650 Copyright Sample UML Notation Praise for Applying UML and Patterns Foreword Preface Objectives Intended Audience Prerequisites Java Examples Book Organization Web-Related Resources Enhancements to the First Edition Acknowledgments About the Author Contact Typographical Conventions Production Notes Part 1. Introduction Chapter 1. Object-Oriented Analysis and Design Section 1.1. Applying UML and Patterns in OOA/D Section 1.2. Assigning Responsibilities Section 1.3. What Is Analysis and Design? Section 1.4. What Is Object-Oriented Analysis and Design? Section 1.5. An Example Section 1.6. The UML Section 1.7. Further Readings Chapter 2. Iterative Development and the Unified Process Introduction Section 2.1. The Most Important UP Idea: Iterative Development Section 2.2. Additional UP Best Practices and Concepts Section 2.3. The UP Phases and Schedule-Oriented Terms Section 2.4. The UP Disciplines (was Workflows) Section 2.5. Process Customization and the Development Case Section 2.6. The Agile UP Section 2.7. The Sequential "Waterfall" Lifecycle Section 2.8. You Know You Didn't Understand the UP When... Section 2.9. Further Readings Chapter 3. Case Study: The NextGen POS System Introduction Section 3.1. The NextGen POS System Section 3.2. Architectural Layers and Case Study Emphasis Section 3.3. The Book's Strategy: Iterative Learning and Development Part 2. Inception Chapter 4. Inception Introduction Section 4.1. Inception: An Analogy Section 4.2. Inception May Be Very Brief Section 4.3. What Artifacts May Start in Inception? Section 4.4. You Know You Didn't Understand Inception When... Chapter 5. Understanding Requirements Introduction Section 5.1. Types of Requirements Section 5.2. Further Readings Chapter 6. Use-Case Model: Writing Requirements in Context Introduction Section 6.1. Goals and Stories Section 6.2. Background Section 6.3. Use Cases and Adding Value Section 6.4. Use Cases and Functional Requirements Section 6.5. Use Case Types and Formats Section 6.6. Fully Dressed Example: Process Sale Section 6.7. Explaining the Sections Section 6.8. Goals and Scope of a Use Case Section 6.9. Finding Primary Actors, Goals, and Use Cases Section 6.10. Congratulations: Use Cases Have Been Written, and Are Imperfect Section 6.11. Write Use Cases in an Essential UI-Free Style Section 6.12. Actors Section 6.13. Use Case Diagrams Section 6.14. Requirements in Context and Low-Level Feature Lists Section 6.15. Use Cases Are Not Object-Oriented Section 6.16. Use Cases Within the UP Section 6.17. Case Study: Use Cases in the NextGen Inception Phase Section 6.18. Further Readings Section 6.19. UP Artifacts and Process Context Chapter 7. Identifying Other Requirements Introduction Section 7.1. NextGen POS Examples Section 7.2. NextGen Example: (Partial) Supplementary Specification Section 7.3. Commentary: Supplementary Specification Section 7.4. NextGen Example: (Partial) Vision Section 7.5. Commentary: Vision Section 7.6. NextGen Example: A (Partial) Glossary Section 7.7. Commentary: Glossary (Data Dictionary) Section 7.8. Reliable Specifications: An Oxymoron? Section 7.9. Online Artifacts at the Project Website Section 7.10. Not Much UML During Inception? Section 7.11. Other Requirement Artifacts Within the UP Section 7.12. Further Readings Section 7.13. UP Artifacts and Process Context Chapter 8. From Inception to Elaboration Introduction Section 8.1. Checkpoint: What Happened in Inception? Section 8.2. On to Elaboration Section 8.3. Planning the Next Iteration Section 8.4. Iteration 1 Requirements and Emphasis: Fundamental OOA/D Skills Section 8.5. What Artifacts May Start in Elaboration? Section 8.6. You Know You Didn't Understand Elaboration When... Part 3. Elaboration Iteration 1 Chapter 9. Use-Case Model: Drawing System Sequence Diagrams Moving on to Iteration 1 Introduction Section 9.1. System Behavior Section 9.2. System Sequence Diagrams Section 9.3. Example of an SSD Section 9.4. Inter-System SSDs Section 9.5. SSDs and Use Cases Section 9.6. System Events and the System Boundary Section 9.7. Naming System Events and Operations Section 9.8. Showing Use Case Text Section 9.9. SSDs and the Glossary Section 9.10. SSDs Within the UP Section 9.11. Further Readings Section 9.12. UP Artifacts Chapter 10. Domain Model: Visualizing Concepts Introduction Section 10.1. Domain Models Section 10.2. Conceptual Class Identification Section 10.3. Candidate Conceptual Classes for the Sales Domain Section 10.4. Domain Modeling Guidelines Section 10.5. Resolving Similar Conceptual Classes—Register vs. "POST" Section 10.6. Modeling the Unreal World Section 10.7. Specification or Description Conceptual Classes Section 10.8. UML Notation, Models, and Methods: Multiple Perspectives Section 10.9. Lowering the Representational Gap Section 10.10. Example: The NextGen POS Domain Model Section 10.11. Domain Models Within the UP Section 10.12. Further Readings Section 10.13. UP Artifacts Chapter 11. Domain Model: Adding Associations Introduction Section 11.1. Associations Section 11.2. The UML Association Notation Section 11.3. Finding Associations—Common Associations List Section 11.4. Association Guidelines Section 11.5. Roles Section 11.6. How Detailed Should Associations Be? Section 11.7. Naming Associations Section 11.8. Multiple Associations Between Two Types Section 11.9. Associations and Implementation Section 11.10. NextGen POS Domain Model Associations Section 11.11. NextGen POS Domain Model Chapter 12. Domain Model: Adding Attributes Introduction Section 12.1. Attributes Section 12.2. UML Attribute Notation Section 12.3. Valid Attribute Types Section 12.4. Non-primitive Data Type Classes Section 12.5. Design Creep: No Attributes as Foreign Keys Section 12.6. Modeling Attribute Quantities and Units Section 12.7. Attributes in the NextGen Domain Model Section 12.8. Multiplicity From SalesLineItem to Item Section 12.9. Domain Model Conclusion Chapter 13. Use-Case Model: Adding Detail with Operation Contracts Introduction Section 13.1. Contracts Section 13.2. Example Contract: enterItem Section 13.3. Contract Sections Section 13.4. Postconditions Section 13.5. Discussion—enterItem Postconditions Section 13.6. Writing Contracts Leads to Domain Model Updates Section 13.7. When Are Contracts Useful? Contracts vs. Use Cases? Section 13.8. Guidelines: Contracts Section 13.9. NextGen POS Example: Contracts Section 13.10. Changes to the Domain Model Section 13.11. Contracts, Operations, and the UML Section 13.12. Operation Contracts Within the UP Section 13.13. Further Readings Chapter 14. From Requirements to Design in this Iteration Introduction Section 14.1. Iteratively Do the Right Thing, Do the Thing Right Section 14.2. Didn't That Take Weeks To Do? No, Not Exactly. Section 14.3. On to Object Design Chapter 15. Interaction Diagram Notation Introduction Section 15.1. Sequence and Collaboration Diagrams Section 15.2. Example Collaboration Diagram: makePayment Section 15.3. Example Sequence Diagram: makePayment Section 15.4. Interaction Diagrams Are Valuable Section 15.5. Common Interaction Diagram Notation Section 15.6. Basic Collaboration Diagram Notation Section 15.7. Basic Sequence Diagram Notation Chapter 16. GRASP: Designing Objects with Responsibilities Introduction Section 16.1. Responsibilities and Methods Section 16.2. Responsibilities and Interaction Diagrams Section 16.3. Patterns Section 16.4. GRASP: Patterns of General Principles in Assigning Responsibilities Section 16.5. The UML Class Diagram Notation Section 16.6. Information Expert (or Expert) Section 16.7. Creator Section 16.8. Low Coupling Section 16.9. High Cohesion Section 16.10. Controller Section 16.11. Object Design and CRC Cards Section 16.12. Further Readings Chapter 17. Design Model: Use-Case Realizations with GRASP Patterns Introduction Section 17.1. Use-Case Realizations Section 17.2. Artifact Comments Section 17.3. Use-Case Realizations for the NextGen Iteration Section 17.4. Object Design: makeNewSale Section 17.5. Object Design: enterItem Section 17.6. Object Design: endSale Section 17.7. Object Design: makePayment Section 17.8. Object Design: startUp Section 17.9. Connecting the UI Layer to the Domain Layer Section 17.10. Use-Case Realizations Within the UP Section 17.11. Summary Chapter 18. Design Model: Determining Visibility Introduction Section 18.1. Visibility Between Objects Section 18.2. Visibility Section 18.3. Illustrating Visibility in the UML Chapter 19. Design Model: Creating Design Class Diagrams Introduction Section 19.1. When to Create DCDs Section 19.2. Example DCD Section 19.3. DCD and UP Terminology Section 19.4. Domain Model vs. Design Model Classes Section 19.5. Creating a NextGen POS DCD Section 19.6. Notation for Member Details Section 19.7. DCDs, Drawing, and CASE Tools Section 19.8. DCDs Within the UP Section 19.9. UP Artifacts Chapter 20. Implementation Model: Mapping Designs to Code Introduction Section 20.1. Programming and the Development Process Section 20.2. Mapping Designs to Code Section 20.3. Creating Class Definitions from DCDs Section 20.4. Creating Methods from Interaction Diagrams Section 20.5. Container/Collection Classes in Code Section 20.6. Exceptions and Error Handling Section 20.7. Defining the Sale--makeLineItem Method Section 20.8. Order of Implementation Section 20.9. Test-First Programming Section 20.10. Summary of Mapping Designs to Code Section 20.11. Introduction to the Program Solution Part 4. Elaboration Iteration 2 Chapter 21. Iteration 2 and its Requirements Section 21.1. Iteration 2 Emphasis: Object Design and Patterns Section 21.2. From Iteration 1 to 2 Section 21.3. Iteration 2 Requirements Section 21.4. Refinement of Analysis-oriented Artifacts in this Iteration Chapter 22. GRASP: More Patterns for Assigning Responsibilities Introduction Section 22.1. Polymorphism Section 22.2. Pure Fabrication Section 22.3. Indirection Section 22.4. Protected Variations Chapter 23. Designing Use-Case Realizations with GoF Design Patterns Introduction Section 23.1. Adapter (GoF) Section 23.2. "Analysis" Discoveries During Design: Domain Model Section 23.3. Factory (GoF) Section 23.4. Singleton (GoF) Section 23.5. Conclusion of the External Services with Varying Interfaces Problem Section 23.6. Strategy (GoF) Section 23.7. Composite (GoF) and Other Design Principles Section 23.8. Facade (GoF) Section 23.9. Observer/Publish-Subscribe/Delegation Event Model (GoF) Section 23.10. Conclusion Section 23.11. Further Readings Part 5. Elaboration Iteration 3 Chapter 24. Iteration 3 and Its Requirements Section 24.1. Iteration 3 Requirements Section 24.2. Iteration 3 Emphasis Chapter 25. Relating Use Cases Introduction Section 25.1. The include Relationship Section 25.2. Terminology: Concrete, Abstract, Base, and Addition Use Cases Section 25.3. The extend Relationship Section 25.4. The generalize Relationship Section 25.5. Use Case Diagrams Chapter 26. Modeling Generalization Introduction Section 26.1. New Concepts for the Domain Model Section 26.2. Generalization Section 26.3. Defining Conceptual Superclasses and Subclasses Section 26.4. When to Define a Conceptual Subclass Section 26.5. When to Define a Conceptual Superclass Section 26.6. NextGen POS Conceptual Class Hierarchies Section 26.7. Abstract Conceptual Classes Section 26.8. Modeling Changing States Section 26.9. Class Hierarchies and Inheritance in Software Chapter 27. Refining the Domain Model Introduction Section 27.1. Association Classes Section 27.2. Aggregation and Composition Section 27.3. Time Intervals and Product Prices—Fixing an Iteration 1 "Error" Section 27.4. Association Role Names Section 27.5. Roles as Concepts vs. Roles in Associations Section 27.6. Derived Elements Section 27.7. Qualified Associations Section 27.8. Reflexive Associations Section 27.9. Ordered Elements Section 27.10. Using Packages to Organize the Domain Model Chapter 28. Adding New SSDs and Contracts Section 28.1. New System Sequence Diagrams Section 28.2. New System Operations Section 28.3. New System Operation Contracts Chapter 29. Modeling Behavior in Statechart Diagrams Introduction Section 29.1. Events, States, and Transitions Section 29.2. Statechart Diagrams Section 29.3. Statechart Diagrams in the UP? Section 29.4. Use Case Statechart Diagrams Section 29.5. Use Case Statechart Diagrams for the POS Application Section 29.6. Classes that Benefit from Statechart Diagrams Section 29.7. Illustrating External and Interval Events Section 29.8. Additional Statechart Diagram Notation Section 29.9. Further Readings Chapter 30. Designing the Logical Architecture with Patterns Introduction Section 30.1. Software Architecture Section 30.2. Architectural Pattern: Layers Section 30.3. The Model-View Separation Principle Section 30.4. Further Readings Chapter 31. Organizing the Design and Implementation Model Packages Introduction Section 31.1. Package Organization Guidelines Section 31.2. More UML Package Notation Section 31.3. Further Readings Chapter 32. Introduction to Architectural Analysis and the SAD Introduction Section 32.1. Architectural Analysis Section 32.2. Types and Views of Architecture Section 32.3. The Science: Identification and Analysis of Architectural Factors Section 32.4. Example: Partial NextGen POS Architectural Factor Table Section 32.5. The Art: Resolution of Architectural Factors Section 32.6. Summary of Themes in Architectural Analysis Section 32.7. Architectural Analysis within the UP Section 32.8. Further Readings Chapter 33. Designing More Use-Case Realizations with Objects and Patterns Introduction Section 33.1. Failover to Local Services; Performance with Local Caching Section 33.2. Handling Failure Section 33.3. Failover to Local Services with a Proxy (GoF) Section 33.4. Designing for Non-Functional or Quality Requirements Section 33.5. Accessing External Physical Devices with Adapters; Buy vs. Build Section 33.6. Abstract Factory (GoF) for Families of Related Objects Section 33.7. Handling Payments with Polymorphism and Do It Myself Section 33.8. Conclusion Chapter 34. Designing a Persistence Framework with Patterns Introduction Section 34.1. The Problem: Persistent Objects Section 34.2. The Solution: A Persistence Service from a Persistence Framework Section 34.3. Frameworks Section 34.4. Requirements for the Persistence Service and Framework Section 34.5. Key Ideas Section 34.6. Pattern: Representing Objects as Tables Section 34.7. UML Data Modeling Profile Section 34.8. Pattern: Object Identifier Section 34.9. Accessing a Persistence Service with a Facade Section 34.10. Mapping Objects: Database Mapper or Database Broker Pattern Section 34.11. Framework Design with the Template Method Pattern Section 34.12. Materialization with the Template Method Pattern Section 34.13. Configuring Mappers with a MapperFactory Section 34.14. Pattern: Cache Management Section 34.15. Consolidating and Hiding SQL Statements in One Class Section 34.16. Transactional States and the State Pattern Section 34.17. Designing a Transaction with the Command Pattern Section 34.18. Lazy Materialization with a Virtual Proxy Section 34.19. How to Represent Relationships in Tables Section 34.20. PersistentObject Superclass and Separation of Concerns Section 34.21. Unresolved Issues Part 6. Special Topics Chapter 35. On Drawing and Tools Introduction Section 35.1. On Speculative Design and Visual Thinking Section 35.2. Suggestions for UML Drawing Within the Development Process Section 35.3. Tools and Sample Features Section 35.4. Example Two Chapter 36. Introduction to Iterative Planning and Project Issues Introduction Section 36.1. Ranking Requirements Section 36.2. Ranking Project Risks Section 36.3. Adaptive vs. Predictive Planning Section 36.4. Phase and Iteration Plans Section 36.5. Iteration Plan: What to Do in the Next Iteration? Section 36.6. Requirements Tracking Across Iterations Section 36.7. The (In)Validity of Early Estimates Section 36.8. Organizing Project Artifacts Section 36.9. Some Team Iteration Scheduling Issues Section 36.10. You Know You Didn't Understand Planning in the UP When... Section 36.11. Further Readings Chapter 37. Comments on Iterative Development and the UP Section 37.1. Additional UP Best Practices and Concepts Section 37.2. The Construction and Transition Phases Section 37.3. Other Interesting Practices Section 37.4. Motivations for Timeboxing an Iteration Section 37.5. The Sequential "Waterfall" Lifecycle Section 37.6. Usability Engineering and User Interface Design Section 37.7. The UP Analysis Model Section 37.8. The RUP Product Section 37.9. The Challenge and Myths of Reuse Chapter 38. More UML Notation Section 38.1. General Notation Section 38.2. Implementation Diagrams Section 38.3. Template (Parameterized, Generic) Class Section 38.4. Activity Diagrams Bibliography Glossary Sample UML Notation Index
Applying UML and Patterns: An Introduction to Object-Oriented Analysis and Design and the Unified Process, Second Edition.chm
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