[Book Cover]

Applying UML and Patterns: An Introduction to Object-Oriented Analysis and Design, 1/e

Craig Larman, Frisco, Texas

Published October, 1997 by Prentice Hall PTR (ECS Professional)

Copyright 1998, 528 pp.
Cloth
ISBN 0-13-748880-7
$45.00


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[Preface]





Master the Unified Modeling Language, the new standard for object orientation. It's not enough just to learn an object-oriented language. A proficient programmer must also have the ability to design robust, scalable, maintainable systems. Applying UML and Patterns was written especially to provide the foundation for a complete understanding of the object paradigm, and how to put it to practical use. Applying UML and Patterns provides beginning object programmers with a detailed activity roadmap to guide them through each step of requirements, analysis, design, and coding. This book strongly emphasizes translating theoretical concepts to practical applications, including:

  • Mapping object-oriented diagrams directly to Java code
  • Expressing models using UML
  • Integrating patterns for analysis and design
  • Creating layered architectures
  • Building frameworks
Using a single integrated case study throughout the book, Applying UML and Patterns provides a comprehensive, hands-on approach that gives a thorough grounding to beginning and intermediate programmers.



Author Bio

CRAIG LARMAN has been developing software since 1978, and has been teaching object-oriented programming to adult students since 1986. He holds a B. Sc. and M. Sc. in computer science, and is the creator of the GRASP patterns, designed for users new to the object paradigm. He has personally taught and mentored more than 2,000 students, and is currently Principal Instructor at ObjectSpace, a company specializing in object technology.



I. INTRODUCTION.
    1. Object-Oriented Analysis and Design.
    2. Introduction to a Development Process.
    3. Defining Models and Artifacts.

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.
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.
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.
V. CONSTRUCT PHASE (1).
    23. Mapping Designs To Code.
    24. Program Solution In Java.
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.
VII. DESIGN PHASE (2).
    34. GRASP: More Patterns for Assigning Responsibilities.
    35. Designing with More Patterns.
VIII. SPECIAL - TOPICS.
    36. Other UML Notation.
    37. Development Process Issues.
    38. Frameworks, Patterns, and Persistence.
    Appendix A. Recommended Readings.
    Appendix B. Sample Development Activities and Models.
    Bibliography.
    Glossary.
    Index.


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