Object-Oriented Software Engineering Using UML, Patterns, and Java, 3rd edition

Published by Pearson (November 21, 2011) © 2010

  • Bernd Bruegge
  • Allen H. Dutoit Technical University of Munich
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For courses in Software Engineering, Software Development, or Object-Oriented Design and Analysis at the Junior/Senior or Graduate level. This text can also be utilized in short technical courses or in short, intensive management courses.

Shows students how to use both the principles of software engineering and the practices of various object-oriented tools, processes, and products.

Using a step-by-step case study to illustrate the concepts and topics in each chapter, Bruegge and Dutoit emphasize learning object-oriented software engineer through practical experience: students can apply the techniques learned in class by implementing a real-world software project.

The third edition addresses new trends, in particular agile project management (Chapter 14 Project Management) and agile methodologies (Chapter 16 Methodologies).

Foreword

Preface

Acknowledgments

 

PART I Getting Started

Chapter 1 Introduction to Software Engineering

1.1 Introduction: Software Engineering Failures

1.2 What Is Software Engineering?

    1.2.1 Modeling

    1.2.2 Problem Solving

    1.2.3 Knowledge Acquisition

    1.2.4 Rationale

1.3 Software Engineering Concepts 1

    1.3.1 Participants and Roles

    1.3.2 Systems and Models

    1.3.3 Work Products

    1.3.4 Activities, Tasks, and Resources

    1.3.5 Functional and Nonfunctional Requirements

    1.3.6 Notations, Methods, and Methodologies

1.4 Software Engineering Development Activities

    1.4.1 Requirements Elicitation

    1.4.2 Analysis

    1.4.3 System Design

    1.4.4 Object Design

    1.4.5 Implementation

    1.4.6 Testing

1.5 Managing Software Development

    1.5.1 Communication

    1.5.2 Rationale Management

    1.5.3 Software Configuration Management

    1.5.4 Project Management

    1.5.5 Software Life Cycle

    1.5.6 Putting It All Together

1.6 ARENA Case Study

1.7 Further Reading

1.8 Exercises

 

Chapter 2 Modeling with UML

2.1 Introduction

    2.2 An Overview of UML

    2.2.1 Use Case Diagrams

    2.2.2 Class Diagrams

    2.2.3 Interaction Diagrams

    2.2.4 State Machine Diagrams

    2.2.5 Activity Diagrams

2.3 Modeling Concepts

    2.3.1 Systems, Models, and Views

    2.3.2 Data Types, Abstract Data Types, and Instances

    2.3.3 Classes, Abstract Classes, and Objects

    2.3.4 Event Classes, Events, and Messages

    2.3.5 Object-Oriented Modeling

    2.3.6 Falsification and Prototyping

2.4 A Deeper View into UML

    2.4.1 Use Case Diagrams

    2.4.2 Class Diagrams

    2.4.3 Interaction Diagrams

    2.4.4 State Machine Diagrams

    2.4.5 Activity Diagrams

    2.4.6 Diagram Organization

    2.4.7 Diagram Extensions

2.5 Further Readings

2.6 Exercises

 

Chapter 3 Project Organization and Communication

3.1 Introduction: A Rocket Example

3.2 An Overview of Projects

3.3 Project Organization Concepts

3.3.1 Project Organizations

    3.3.2 Roles

    3.3.3 Tasks and Work Products

    3.3.4 Schedule

3.4 Project Communication Concepts

    3.4.1 Planned Communication

    3.4.2 Unplanned Communication

    3.4.3 Communication Mechanisms

3.5 Organizational Activities

    3.5.1 Joining a Team

    3.5.2 Joining the Communication Infrastructure

    3.5.3 Attending Team Status Meetings

    3.5.4 Organizing Client and Project Reviews

3.6 Further Readings

3.7 Exercises

 

PART II Dealing with Complexity

Chapter 4 Requirements Elicitation

4.1 Introduction: Usability Examples

4.2 An Overview of Requirements Elicitation

4.3 Requirements Elicitation Concepts

    4.3.1 Functional Requirements

    4.3.2 Nonfunctional Requirements

    4.3.3 Completeness, Consistency, Clarity, and Correctness

    4.3.4 Realism, Verifiability, and Traceability

    4.3.5 Greenfield Engineering, Reengineering, and Interface Engineering

4.4 Requirements Elicitation Activities

    4.4.1 Identifying Actors

    4.4.2 Identifying Scenarios

    4.4.3 Identifying Use Cases

    4.4.4 Refining Use Cases

    4.4.5 Identifying Relationships among Actors and Use Cases

    4.4.6 Identifying Initial Analysis Objects

    4.4.7 Identifying Nonfunctional Requirements

4.5 Managing Requirements Elicitation

    4.5.1 Negotiating Specifications with Clients: Joint Application Design

    4.5.2 Maintaining Traceability

    4.5.3 Documenting Requirements Elicitation

4.6 ARENA Case Study

    4.6.1 Initial Problem Statement

    4.6.2 Identifying Actors and Scenarios

    4.6.3 Identifying Use Cases

    4.6.4 Refining Use Cases and Identifying Relationships

    4.6.5 Identifying Nonfunctional Requirements

    4.6.6 Lessons Learned

4.7 Further Readings

4.8 Exercises

 

Chapter 5Analysis

5.1 Introduction: An Optical Illusion

5.2 An Overview of Analysis

5.3 Analysis Concepts

    5.3.1 Analysis Object Models and Dynamic Models

    5.3.2 Entity, Boundary, and Control Objects

    5.3.3 Generalization and Specialization

5.4 Analysis Activities: From Use Cases to Objects

    5.4.1 Identifying Entity Objects

    5.4.2 Identifying Boundary Objects

    5.4.3 Identifying Control Objects

    5.4.4 Mapping Use Cases to Objects with Sequence Diagrams

    5.4.5 Modeling Interactions among Objects with CRC Cards

    5.4.6 Identifying Associations

    5.4.7 Identifying Aggregates

    5.4.8 Identifying Attributes

    5.4.9 Modeling State-Dependent Behavior of Individual Objects

    5.4.10 Modeling Inheritance Relationships between Objects

    5.4.11 Reviewing the Analysis Model

    5.4.12 Analysis Summary

5.5 Managing Analysis

    5.5.1 Documenting Analysis

    5.5.2 Assigning Responsibilities

    5.5.3 Communicating about Analysis

    5.5.4 Iterating over the Analysis Model

    5.5.5 Client Sign-Off

5.6 ARENA Case Study

    5.6.1 Identifying Entity Objects

    5.6.2 Identifying Boundary Objects

    5.6.3 Identifying Control Objects

    5.6.4 Modeling Interactions Among Objects

    5.6.5 Reviewing and Consolidating the Analysis Model

    5.6.6 Lessons Learned

5.7 Further Readings

5.8 Exercises

 

Chapter 6System Design: Decomposing the System

6.1 Introduction: A Floor Plan Example

6.2 An Overview of System Design

6.3 System Design Concepts

    6.3.1 Subsystems and Classes

    6.3.2 Services and Subsystem Interfaces

    6.3.3 Coupling and Cohesion

    6.3.4 Layers and Partitions

    6.3.5 Architectural Styles

6.4 System Design Activities: From Objects to Subsystems

    6.4.1 Starting Point: Analysis Model for a Route Planning System

    6.4.2 Identifying Design Goals

    6.4.3 Identifying Subsystems

6.5 Further Readings

6.6 Exercises

 

Chapter 7System Design: Addressing Design Goals

7.1 Introduction: A Redundancy Example

7.2 An Overview of System Design Activities

7.3 Concepts: UML Deployment Diagrams

7.4 System Design Activities: Addressing Design Goals

    7.4.1 Mapping Subsystems to Processors and Components

    7.4.2 Identifying and Storing Persistent Data

    7.4.3 Providing Access Control

    7.4.4 Designing the Global Control Flow

    7.4.5 Identifying Services

    7.4.6 Identifying Boundary Conditions

    7.4.7 Reviewing System Design

7.5 Managing System Design

    7.5.1 Documenting System Design

    7.5.2 Assigning Responsibilities

    7.5.3 Communicating about System Design

    7.5.4 Iterating over the System Design

7.6 ARENA Case Study

    7.6.1 Identifying Design Goals

    7.6.2 Identifying Subsystems

    7.6.3 Mapping Subsystems to Processors and Components

    7.6.4 Identifying and Storing Persistent Data

    7.6.5 Providing Access Control

    7.6.6 Designing the Global Control Flow

    7.6.7 Identifying Services

    7.6.8 Identifying Boundary Conditions

    7.6.9 Lessons Learned

7.7 Further Readings

7.8 Exercises

 

Chapter 8Object Design: Reusing Pattern Solutions

8.1 Introduction: Bloopers

8.2 An Overview of Object Design

8.3 Reuse Concepts: Solution Objects, Inheritance, and Design Patterns    

    8.3.1 Application Objects and Solution Objects

    8.3.2 Specification Inheritance and Implementation Inheritance

    8.3.3 Delegation

    8.3.4 The Liskov Substitution Principle

    8.3.5 Delegation and Inheritance in Design Patterns

8.4 Reuse Activities: Selecting Design Patterns and Components

    8.4.1 Encapsulating Data Stores with the Bridge Pattern

    8.4.2 Encapsulating Legacy Components with the Adapter Pattern

    8.4.3 Encapsulating Context with the Strategy Pattern

    8.4.4 Encapsulating Platforms with the Abstract Factory Pattern

    8.4.5 Encapsulating Control Flow with the Command Pattern

    8.4.6 Encapsulating Hierarchies with the Composite Design Pattern

    8.4.7 Heuristics for Selecting Design Patterns

    8.4.8 Identifying and Adjusting Application Frameworks

8.5 Managing Reuse

    8.5.1 Documenting Reuse

    8.5.2 Assigning Responsibilities

8.6 ARENA Case Study

    8.6.1 Applying the Abstract Factory Design Pattern

    8.6.2 Applying the Command Design Pattern

    8.6.3 Applying the Observer Design Pattern

    8.6.4 Lessons Learned

8.7 Further Readings

8.8 Exercises

 

Chapter 9 Object Design: Specifying Interfaces

9.1 Introduction: A Railroad Example

9.2 An Overview of Interface Specification

9.3 Interface Specification Concepts

    9.3.1 Class Implementor, Class Extender, and Class User

    9.3.2 Types, Signatures, and Visibility

    9.3.3 Contracts: Invariants, Preconditions, and Postconditions

    9.3.4 Object Constraint Language

    9.3.5 OCL Collections: Sets, Bags, and Sequences

    9.3.6 OCL Quantifiers: forAll and exists

9.4 Interface Specification Activities

    9.4.1 Identifying Missing Attributes and Operations

    9.4.2 Specifying Types, Signatures, and Visibility

    9.4.3 Specifying Pre- and Postconditions

    9.4.4 Specifying Invariants

    9.4.5 Inheriting Contracts

9.5 Managing Object Design

    9.5.1 Documenting Object Design

    9.5.2 Assigning Responsibilities

    9.5.3 Using Contracts During Requirements Analysis

9.6 ARENA Case Study

    9.6.1 Identifying Missing Operations in TournamentStyle and Round

    9.6.2 Specifying the TournamentStyle and Round Contracts

    9.6.3 Specifying the KnockOutStyle and KnockOutRound Contracts

    9.6.4 Lessons Learned

9.7 Further Readings

9.8 Exercises

 

Chapter 10 Mapping Models to Code

10.1 Introduction: A Book Example

10.2 An Overview of Mapping

10.3 Mapping Concepts

    10.3.1 Model Transformation

    10.3.2 Refactoring

    10.3.3 Forward Engineering

    10.3.4 Reverse Engineering

    10.3.5 Transformation Principles

10.4 Mapping Activities

    10.4.1 Optimizing the Object Design Model

    10.4.2 Mapping Associations to Collections

    10.4.3 Mapping Contracts to Exceptions

    10.4.4 Mapping Object Models to a Persistent Storage Schema

10.5 Managing Implementation

    10.5.1 Documenting Transformations

    10.5.2 Assigning Responsibilities

10.6 ARENA Case Study

    10.6.1 ARENA Statistics

    10.6.2 Mapping Associations to Collections

    10.6.3 Mapping Contracts to Exceptions

    10.6.4 Mapping the Object Model to a Database Schema

    10.6.5 Lessons Learned

10.7 Further Readings

10.8 Exercises

 

Chapter 11Testing 437

11.1 Introduction: Testing The Space Shuttle

11.2 An Overview of Testing

11.3 Testing Concepts

    11.3.1 Faults, Erroneous States, and Failures

    11.3.2 Test Cases

    11.3.3 Test Stubs and Drivers

    11.3.4 Corrections

11.4 Testing Activities

    11.4.1 Component Inspection

    11.4.2 Usability Testing

    11.4.3 Unit Testing

    11.4.4 Integration Testing

    11.4.5 System Testing

11.5 Managing Testing

    11.5.1 Planning Testing

    11.5.2 Documenting Testing

    11.5.3 Assigning Responsibilities

    11.5.4 Regression Testing

    11.5.5 Automating Testing

    11.5.6 Model-based Testing

11.6 Further Readings

11.7 Exercises

 

PART III Managing Change

Chapter 12 Rationale Management

12.1 Introduction: Slicing Ham

12.2 An Overview of Rationale

12.3 Rationale Concepts

    12.3.1 Centralized Traffic Control

    12.3.2 Defining the Problem: Issues

    12.3.3 Exploring the Solution Space: Proposals

    12.3.4 Evaluating the Solution Space: Criteria and Arguments

    12.3.5 Collapsing the Solution Space: Resolutions

    12.3.6 Implementing Resolutions: Action Items

    12.3.7 Examples of Issue-Based Models and Systems

12.4 Rationale Activities: From Issues to Decisions

    12.4.1 CTC System Design

    12.4.2 Capturing Rationale in Meetings

    12.4.3 Capturing Rationale Asynchronously

    12.4.4 Capturing Rationale when Discussing Change

    12.4.5 Reconstructing Rationale

12.5 Managing Rationale

    12.5.1 Documenting Rationale

    12.5.2 Assigning Responsibilities

    12.5.3 Heuristics for Communicating about Rationale

    12.5.4 Issue Modeling and Negotiation

    12.5.5 Conflict Resolution Strategies

12.6 Further Readings

12.7 Exercises

 

Chapter 13 Configuration Management

13.1 Introduction: An Aircraft Example

13.2 An Overview of Configuration Management

13.3 Configuration Management Concepts

    13.3.1 Configuration Items and CM Aggregates

    13.3.2 Versions and Configurations

    13.3.3 Change Requests

    13.3.4 Promotions and Releases

    13.3.5 Repositories and Workspaces

    13.3.6 Version Identification Schemes

    13.3.7 Changes and Change Sets

    13.3.8 Configuration Management Tools

13.4 Configuration Management Activities

    13.4.1 Configuration Item and CM Aggregate Identification

    13.4.2 Promotion Management

    13.4.3 Release Management

    13.4.4 Branch Management

    13.4.5 Variant Management

    13.4.6 Change Management

13.5 Managing Configuration Management

    13.5.1 Documenting Configuration Management

    13.5.2 Assigning Configuration Management Responsibilities

    13.5.3 Planning Configuration Management Activities

    13.5.4 Continuous Integration: Testing and Promotion Management

13.6 Further Readings

13.7 Exercises

 

Chapter 14Project Management

14.1 Introduction: The STS-51L Launch Decision

14.2 An Overview of Project Management

14.3 Project Management Concepts

    14.3.1 Tasks and Activities

    14.3.2 Work Products, Work Packages, and Roles

    14.3.3 Work Breakdown Structure

    14.3.4 Task Model

    14.3.5 Skill Matrix

    14.3.6 The Software Project Management Plan

14.4 Classical Project Management Activities

    14.4.1 Planning the Project

    14.4.2 Organizing the Project

    14.4.3 Controlling the Project

    14.4.4 Terminating the Project

14.5 Agile Project Management Activities

    14.5.1 Planning the Project: Create Product and Sprint Backlogs

    14.5.2 Organizing the Project

    14.5.3 Controlling the Project: Daily Scrums and Burn Down Charts

    14.5.4 Terminating the Project: Sprint Reviews

14.6 Further Readings

14.7 Exercises

 

Chapter 15Software Life Cycle

15.1 Introduction: Polynesian Navigation

15.2 IEEE 1074: Standard for Developing Life Cycle Processes

    15.2.1 Processes and Activities

    15.2.2 Life Cycle Modeling

    15.2.3 Project Management

    15.2.4 Pre-Development

    15.2.5 Development

    15.2.6 Post-Development

    15.2.7 Integral Processes (Cross-Development)

15.3 Characterizing the Maturity of Software Life Cycle Models

15.4 Life Cycle Models

    15.4.1 Sequential Activity-Centered Models

    15.4.2 Iterative Activity-Centered Models

    15.4.3 Entity-Centered Models

15.5 Further Readings

15.6 Exercises

 

Chapter 16Methodologies: Putting It All Together

16.1 Introduction: The First Ascent of K2

16.2 Project Environment

16.3 Methodology Issues

    16.3.1 How Much Planning?

    16.3.2 How Much Reuse?

    16.3.3 How Much Modeling?

    16.3.4 How Much Process?

    16.3.5 How Much Control and Monitoring?

    16.3.6 When to Redefine Project Goals?

16.4 A Spectrum of Methodologies

    16.4.1 Royce’s Methodology

    16.4.2 Extreme Programming

    16.4.3 Rugby methodologies

16.5 Case Studies

    16.5.1 XP Project: ATRACT

    16.5.2 Local King Client: FRIEND

    16.5.3 Distributed Project: JAMES

    16.5.4 Case Studies Summary

16.6 Further Readings

16.7 Exercises

 

PART IV Appendices

Appendix ADesign Patterns

A.1 Abstract Factory: Encapsulating Platforms

A.2 Adapter: Wrapping Around Legacy Code

A.3 Bridge: Allowing for Alternate Implementations

A.4 Command: Encapsulating Control Flow

A.5 Composite: Representing Recursive Hierarchies

A.6 Facade: Encapsulating Subsystems

A.7 Observer: Decoupling Entities from Views

A.8 Proxy: Encapsulating Expensive Objects

A.9 Strategy: Encapsulating Algorithms

A.10 Heuristics for Selecting Design Patterns

 

Appendix B Glossary

Appendix CBibliography

Index

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