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Object-Oriented Software Engineering Using UML, Patterns, and Java (3rd Edition)
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Object-Oriented Software Engineering Using UML, Patterns, and Java (3rd Edition)
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Object-Oriented Software Engineering Using UML, Patterns, and Java (3rd Edition)

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    Item specifics

    Condition
    Very Good: A book that does not look new and has been read but is in excellent condition. No obvious ...
    ISBN
    9780136061250

    About this product

    Product Information

    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. Object-Oriented Software Engineering Using UML, Patterns, and Java, 3e , shows readers 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: readers 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).

    Product Identifiers

    Publisher
    Pearson Education, Prentice Hall PTR
    ISBN-10
    0136061257
    ISBN-13
    9780136061250
    eBay Product ID (ePID)
    71756865

    Product Key Features

    Number of Pages
    816 Pages
    Language
    English
    Publication Name
    Object-Oriented Software Engineering Using Uml, Patterns, and Java
    Publication Year
    2009
    Subject
    Software Development & Engineering / General, Programming / Object Oriented
    Type
    Textbook
    Subject Area
    Computers
    Author
    Bernd Bruegge, Allen Dutoit
    Format
    Hardcover

    Dimensions

    Item Height
    1.9 in
    Item Weight
    51 Oz
    Item Length
    9.6 in
    Item Width
    7.4 in

    Additional Product Features

    Edition Number
    3
    Intended Audience
    College Audience
    Dewey Edition
    22
    Illustrated
    Yes
    Dewey Decimal
    005.117
    Lc Classification Number
    Qa76.758.B785 2009
    Table of Content
    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 <p style="MARGIN: 0px" a

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