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دانلود کتاب Applying UML and Patterns: An Introduction to Object-Oriented Analysis and Design and Iterative Development (3rd Edition)

دانلود کتاب استفاده از UML و الگوهای: مقدمه ای برای تجزیه و تحلیل شی گرا و طراحی و توسعه Iterative (نسخه 3)

Applying UML and Patterns: An Introduction to Object-Oriented Analysis and Design and Iterative Development (3rd Edition)

مشخصات کتاب

Applying UML and Patterns: An Introduction to Object-Oriented Analysis and Design and Iterative Development (3rd Edition)

ویرایش: 3 
نویسندگان:   
سری:  
ISBN (شابک) : 0131489062, 9780131489066 
ناشر: Prentice Hall 
سال نشر: 2004 
تعداد صفحات: 623 
زبان: English 
فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود) 
حجم فایل: 171 مگابایت 

قیمت کتاب (تومان) : 47,000



کلمات کلیدی مربوط به کتاب استفاده از UML و الگوهای: مقدمه ای برای تجزیه و تحلیل شی گرا و طراحی و توسعه Iterative (نسخه 3): طراحی شی گرا، طراحی نرم افزار، تست و مهندسی، برنامه نویسی، کامپیوتر و فناوری، UML، طراحی نرم افزار، تست و مهندسی، برنامه نویسی، کامپیوتر و فناوری، نرم افزار، حسابداری، Adobe، پایگاه داده، طراحی و گرافیک، پست الکترونیکی، سازمانی برنامه های کاربردی، ریاضی و آماری، مایکروسافت، تشخیص کاراکتر نوری، امور مالی شخصی، نرم افزار ارائه، نرم افزار مدیریت پروژه، کتاب های سریع، صفحات گسترده، مجموعه ها، ابزارهای کاربردی، تشخیص صدا، پردازش کلمات، رایانه ها و فناوری، برنامه



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توضیحاتی در مورد کتاب استفاده از UML و الگوهای: مقدمه ای برای تجزیه و تحلیل شی گرا و طراحی و توسعه Iterative (نسخه 3)



توضیحاتی درمورد کتاب به خارجی

“This edition contains Larman’s usual accurate and thoughtful writing. It is a very good book made even better.”
Alistair Cockburn, author, Writing Effective Use Cases and Surviving OO Projects
“Too few people have a knack for explaining things. Fewer still have a handle on software analysis and design. Craig Larman has both.”
John Vlissides, author, Design Patterns and Pattern Hatching
“People often ask me which is the best book to introduce them to the world of OO design. Ever since I came across it Applying UML and Patterns has been my unreserved choice.”
Martin Fowler, author, UML Distilled and Refactoring
“This book makes learning UML enjoyable and pragmatic by incrementally introducing it as an intuitive language for specifying the artifacts of object analysis and design. It is a well written introduction to UML and object methods by an expert practitioner.”
Cris Kobryn, Chair of the UML Revision Task Force and UML 2.0 Working Group
  • A brand new edition of the world’s most admired introduction to object-oriented analysis and design with UML
  • Fully updated for UML 2 and the latest iterative/agile practices
  • Includes an all-new case study illustrating many of the book’s key points

Applying UML and Patterns is the world’s #1 business and college introduction to “thinking in objects”—and using that insight in real-world object-oriented analysis and design. Building on two widely acclaimed previous editions, Craig Larman has updated this book to fully reflect the new UML 2 standard, to help you master the art of object design, and to promote high-impact, iterative, and skillful agile modeling practices.

Developers and students will learn object-oriented analysis and design (OOA/D) through three iterations of two cohesive, start-to-finish case studies. These case studies incrementally introduce key skills, essential OO principles and patterns, UML notation, and best practices. You won’t just learn UML diagrams—you’ll learn how to apply UML in the context of OO software development.

Drawing on his unsurpassed experience as a mentor and consultant, Larman helps you understand evolutionary requirements and use cases, domain object modeling, responsibility-driven design, essential OO design, layered architectures, “Gang of Four” design patterns, GRASP, iterative methods, an agile approach to the Unified Process (UP), and much more. This edition’s extensive improvements include

  • A stronger focus on helping you master OOA/D through case studies that demonstrate key OO principles and patterns, while also applying the UML
  • New coverage of UML 2, Agile Modeling, Test-Driven Development, and refactoring
  • Many new tips on combining iterative and evolutionary development with OOA/D
  • Updates for easier study, including new learning aids and graphics
  • New college educator teaching resources
  • Guidance on applying the UP in a light, agile spirit, complementary with other iterative methods such as XP and Scrum
  • Techniques for applying the UML to documenting architectures
  • A new chapter on evolutionary requirements, and much more

Applying UML and Patterns, Third Edition, is a lucid and practical introduction to thinking and designing with objects—and creating systems that are well crafted, robust, and maintainable.





فهرست مطالب

Cover......Page 1
Title Page......Page 2
Copyright......Page 3
Dedicated......Page 4
CONTENTS AT A GLANCE......Page 6
CONTENTS BY MAJOR TOPICS......Page 8
TABLE OF CONTENTS......Page 10
FOREWORD......Page 18
PREFACE......Page 20
1.1 What Will You Learn? Is it Useful?......Page 24
1.3 What is Analysis and Design?......Page 27
1.4 What is Object-Oriented Analysis and Design?......Page 28
1.5 A Short Example......Page 29
1.6 What is the UML?......Page 32
1.8 Iterative, Evolutionary, and Agile......Page 35
1.9 What is the UP? Are Other Methods Complementary?......Page 36
1.10 What is Iterative and Evolutionary Development?......Page 37
1.11 What About the Waterfall Lifecycle?......Page 41
1.12 How to do Iterative and Evolutionary Analysis and Design?......Page 43
1.13 What is Risk-Driven and Client-Driven Iterative Planning?......Page 45
1.14 What are Agile Methods and Attitudes?......Page 46
1.15 What is Agile Modeling?......Page 48
1.16 What is an Agile UP?......Page 50
1.18 What are the UP Phases?......Page 51
1.19 What are the UP Disciplines?......Page 52
1.20 How to Customize the Process? The UP Development Case......Page 55
1.21 You Know You Didn’t Understand Iterative Development or the UP When.........Page 56
1.22 History......Page 57
1.23 Recommended Resources......Page 59
2.1 What is Inception?......Page 62
2.3 What Artifacts May Start in Inception?......Page 64
2.6 Evolutionary Requirements......Page 66
2.8 Evolutionary vs. Waterfall Requirements......Page 67
2.10 What are the Types and Categories of Requirements?......Page 69
2.11 How are Requirements Organized in UP Artifacts?......Page 70
2.13 Use Cases......Page 71
2.15 Definition: What are Actors, Scenarios, and Use Cases?......Page 73
2.17 Motivation: Why Use Cases?......Page 74
2.18 Definition: Are Use Cases Functional Requirements?......Page 75
2.20 Notation: What are Three Common Use Case Formats?......Page 76
2.21 Example: Process Sale, Fully Dressed Style......Page 77
2.22 What do the Sections Mean?......Page 82
2.23 Notation: Are There Other Formats? A Two-Column Variation......Page 88
2.24 Guideline: Write in an Essential UI-Free Style......Page 89
2.26 Guideline: Write Black-Box Use Cases......Page 91
2.28 Guideline: How to Find Use Cases......Page 92
2.29 Guideline: What Tests Can Help Find Useful Use Cases?......Page 96
2.30 Applying UML: Use Case Diagrams......Page 98
2.32 Motivation: Other Benefits of Use Cases? Requirements in Context......Page 101
2.33 Example: Monopoly Game......Page 102
2.34 Process: How to Work With Use Cases in Iterative Methods?......Page 104
2.36 Recommended Resources......Page 108
3.1 Iteration 1 Requirements and Emphasis: Core OOA/D Skills......Page 110
3.2 Process: Inception and Elaboration......Page 113
3.3 Process: Planning the Next Iteration......Page 116
3.4 Domain Models......Page 117
3.5 Example......Page 118
3.6 What is a Domain Model?......Page 119
3.7 Motivation: Why Create a Domain Model?......Page 122
3.8 Guideline: How to Create a Domain Model?......Page 123
3.9 Guideline: How to Find Conceptual Classes?......Page 124
3.10 Example: Find and Draw Conceptual Classes......Page 128
3.12 Guideline: Agile Modeling—Maintain the Model in a Tool?......Page 129
3.15 Guideline: How to Model the Unreal World?......Page 130
3.17 Guideline: When to Model with ‘Description’ Classes?......Page 131
3.18 Associations......Page 134
3.19 Example: Associations in the Domain Models......Page 141
3.20 Attributes......Page 143
3.21 Example: Attributes in the Domain Models......Page 150
3.22 Conclusion: Is the Domain Model Correct?......Page 152
3.23 Process: Iterative and Evolutionary Domain Modeling......Page 153
3.24 Recommended Resources......Page 154
4.1 Example: NextGen SSD......Page 156
4.2 What are System Sequence Diagrams?......Page 157
4.4 Applying UML: Sequence Diagrams......Page 159
4.6 How to Name System Events and Operations?......Page 160
4.8 What SSD Information to Place in the Glossary?......Page 161
4.10 Process: Iterative and Evolutionary SSDs......Page 162
4.11 History and Recommended Resources......Page 163
5.1 Iteratively Do the Right Thing, Do the Thing Right......Page 164
5.3 Didn’t All That Analysis and Modeling Take Weeks To Do?......Page 165
Introduction: UML Package Diagram......Page 166
6.2 What is the Logical Architecture? And Layers?......Page 168
6.4 What is Software Architecture?......Page 169
6.5 Applying UML: Package Diagrams......Page 170
6.6 Guideline: Design with Layers......Page 171
6.7 Guideline: The Model-View Separation Principle......Page 177
6.8 What’s the Connection Between SSDs, System Operations, and Layers?......Page 179
6.11 On to Object Design......Page 180
6.13 UML CASE Tools......Page 181
6.15 Designing Objects: What are Static and Dynamic Modeling?......Page 182
6.16 The Importance of Object Design Skill over UML Notation Skill......Page 184
6.17 Other Object Design Techniques: CRC Cards......Page 185
6.19 Forward, Reverse, and Round-Trip Engineering......Page 186
6.21 What to Look For in a Tool?......Page 187
6.23 Recommended Resources......Page 188
7.1 Applying UML: Common Class Diagram Notation......Page 190
7.3 Definition: Classifier......Page 192
7.4 Ways to Show UML Attributes: Attribute Text and Association Lines......Page 193
7.6 Operations and Methods......Page 197
7.7 Keywords......Page 199
7.9 UML Properties and Property Strings......Page 200
7.11 Dependency......Page 201
7.12 Interfaces......Page 204
7.13 Composition Over Aggregation......Page 205
7.16 Association Class......Page 206
7.18 Template Classes and Interfaces......Page 207
7.20 Active Class......Page 209
7.21 What’s the Relationship Between Interaction and Class Diagrams?......Page 210
8.1 Sequence and Communication Diagrams......Page 212
8.3 Common UML Interaction Diagram Notation......Page 216
8.4 Basic Sequence Diagram Notation......Page 218
8.5 Basic Communication Diagram Notation......Page 230
9.1 NextGen POS......Page 238
9.3 UML Activity Diagram......Page 239
9.5 How to Apply Activity Diagrams?......Page 240
9.6 More UML Activity Diagram Notation......Page 242
9.10 Background......Page 244
10.1 Programming and Iterative, Evolutionary Development......Page 246
10.2 Mapping Designs to Code......Page 247
10.3 Creating Class Definitions from DCDs......Page 248
10.4 Creating Methods from Interaction Diagrams......Page 249
10.5 Collection Classes in Code......Page 250
10.6 Exceptions and Error Handling......Page 251
10.8 Order of Implementation......Page 252
10.11 Introduction to the NextGen POS Program Solution......Page 253
10.12 Introduction to the Monopoly Program Solution......Page 256
11.1 Example......Page 262
11.2 Definitions: Events, States, and Transitions......Page 263
11.3 How to Apply State Machine Diagrams?......Page 264
11.4 More UML State Machine Diagram Notation......Page 266
11.5 Example: UI Navigation Modeling with State Machines......Page 267
11.8 Relating Use Cases......Page 268
11.9 The include Relationship......Page 269
11.11 The extend Relationship......Page 272
11.13 Use Case Diagrams......Page 274
11.15 New Concepts for the NextGen Domain Model......Page 275
11.16 Generalization......Page 277
11.17 Defining Conceptual Superclasses and Subclasses......Page 278
11.18 When to Define a Conceptual Subclass?......Page 281
11.19 When to Define a Conceptual Superclass?......Page 283
11.20 NextGen POS Conceptual Class Hierarchies......Page 284
11.21 Abstract Conceptual Classes......Page 287
11.22 Modeling Changing States......Page 288
11.24 Association Classes......Page 289
11.25 Aggregation and Composition......Page 292
11.26 Time Intervals and Product Prices—Fixing an Iteration 1 “Error”......Page 294
11.27 Association Role Names......Page 295
11.28 Roles as Concepts versus Roles in Associations......Page 296
11.29 Derived Elements......Page 297
11.30 Qualified Associations......Page 298
11.32 Using Packages to Organize the Domain Model......Page 299
11.33 Example: Monopoly Domain Model Refinements......Page 305
11.34 Recommended Resources......Page 306
12.1 Deployment Diagrams......Page 308
12.2 Component Diagrams......Page 310
Introduction: More Patterns......Page 312
13.1 From Iteration 1 to 2......Page 313
13.2 Iteration-2 Requirements and Emphasis: Object Design and Patterns......Page 314
13.3 Applying GoF Design Patterns......Page 316
13.4 Adapter (GoF)......Page 317
13.5 Some GRASP Principles as a Generalization of Other Patterns......Page 319
13.6 “Analysis” Discoveries During Design: Domain Model......Page 320
13.7 Factory......Page 321
13.8 Singleton (GoF)......Page 323
13.9 Conclusion of the External Services with Varying Interfaces Problem......Page 326
13.10 Strategy (GoF)......Page 327
13.11 Composite (GoF) and Other Design Principles......Page 332
13.12 Facade (GoF)......Page 341
13.13 Observer/Publish-Subscribe/Delegation Event Model (GoF)......Page 343
13.14 More Object Design with GoF Patterns......Page 351
13.16 Failover to Local Services; Performance with Local Caching......Page 352
13.17 Handling Failure......Page 357
13.18 Failover to Local Services with a Proxy (GoF)......Page 363
13.19 Designing for Non-Functional or Quality Requirements......Page 366
13.20 Accessing External Physical Devices with Adapters......Page 367
13.21 Abstract Factory (GoF) for Families of Related Objects......Page 369
13.22 Handling Payments with Polymorphism and Do It Myself......Page 372
13.23 Example: Monopoly......Page 378
13.24 Conclusion......Page 381
13.25 Recommended Resources......Page 382
Chapter 14_INTRODUCTION TO GRASP – METHODOLOGICAL APPROACH TO OO DESIGN......Page 384
14.2 Object Design: Example Inputs, Activities, and Outputs......Page 385
14.3 Responsibilities and Responsibility-Driven Design......Page 387
14.5 What’s the Connection Between Responsibilities, GRASP, and UML Diagrams?......Page 390
14.6 What are Patterns?......Page 391
14.8 A Short Example of Object Design with GRASP......Page 394
14.10 Creator......Page 404
14.11 Information Expert (or Expert)......Page 407
14.12 Low Coupling......Page 412
14.13 Controller......Page 415
14.14 High Cohesion......Page 427
14.16 What is a Use Case Realization?......Page 432
14.17 Artifact Comments......Page 434
14.18 Use Case Realizations for the NextGen Iteration......Page 436
14.19 Use Case Realizations for the Monopoly Iteration......Page 456
14.20 Process: Iterative and Evolutionary Object Design......Page 467
14.23 Visibility Between Objects......Page 469
14.24 What is Visibility?......Page 470
14.26 Polymorphism......Page 474
14.27 Pure Fabrication......Page 482
14.28 Indirection......Page 486
14.29 Protected Variations......Page 488
14.30 Recommended Resources......Page 494
Introduction......Page 496
15.2 Definition: Variation and Evolution Points......Page 497
15.3 Architectural Analysis......Page 498
15.4 Common Steps in Architectural Analysis......Page 499
15.5 The Science: Identification and Analysis of Architectural Factors......Page 500
15.6 Example: Partial NextGen POS Architectural Factor Table......Page 503
15.7 The Art: Resolution of Architectural Factors......Page 504
15.8 Summary of Themes in Architectural Analysis......Page 510
15.9 Process: Iterative Architecture in the UP......Page 511
15.10 Logical Architecture Refinement......Page 512
15.11 Example: NextGen Logical Architecture......Page 513
15.12 Collaborations with the Layers Pattern......Page 518
15.13 Other Layer Pattern Issues......Page 524
15.14 Model-View Separation and “Upward” Communication......Page 528
15.15 Package Design......Page 529
15.16 Package Organization Guidelines......Page 530
15.17 Recommended Resources......Page 535
16.1 Test-Driven Development......Page 538
16.2 Refactoring......Page 541
16.3 More on Iterative Development and Agile Project Management......Page 546
16.5 Adaptive versus Predictive Planning......Page 547
16.6 Phase and Iteration Plans......Page 548
16.7 How to Plan Iterations with Use Cases and Scenarios?......Page 549
16.8 The (In)Validity of Early Estimates......Page 551
16.9 Organizing Project Artifacts......Page 553
16.11 Recommended Resources......Page 554
17.1 The SAD and Its Architectural Views......Page 556
17.2 Notation: The Structure of a SAD......Page 560
17.3 Example: A NextGen POS SAD......Page 561
17.4 Example: A Jakarta Struts SAD......Page 566
17.6 Recommended Resources......Page 569
18.1 What is and isn’t Covered in the Case Studies?......Page 570
18.2 Case Study Strategy: Iterative Development + Iterative Learning......Page 571
18.3 Case One: The NextGen POS System......Page 572
18.4 Case Two: The Monopoly Game System......Page 573
BIBLIOGRAPHY......Page 574
GLOSSARY......Page 580
INDEX......Page 586




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