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统一软件工程 英文版PDF|Epub|txt|kindle电子书版本网盘下载
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- (美)Georges G.Merx 著
- 出版社: 北京:机械工业出版社
- ISBN:7111231643
- 出版时间:2008
- 标注页数:610页
- 文件大小:80MB
- 文件页数:635页
- 主题词:软件开发-英文
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图书目录
1 Introduction to Java in the Context of Software Engineering1
1.1 Getting Acquainted1
1.2 What Is Java Programming?1
1.2.1 What is Software Engineering?2
1.3 Learning Objectives6
1.3.1 Learning Layout7
1.3.2 Learning Connections8
1.4 Executive Summary9
1.5 Learning Modules10
1.5.1 Concepts10
1.5.2 Unified Process-Based Methodology Overview12
1.5.3 Position in Process14
1.5.4 Domain Model17
1.5.5 Scenarios17
1.5.6 The Unified Modeling Language21
1.6 The Java Programming Language21
1.6.1 Historical Perspective on Java21
1.6.2 Java Basics23
1.7 Relationships28
1.7.1 Caveats and Complexities30
1.8 Example:The Voting Program30
1.8.1 Project(System)Vision31
1.8.2 Project Description31
1.8.3 Stakeholder Analysis32
1.8.4 Customer Profile32
1.8.5 Market Analysis32
1.8.6 Risk Analysis33
1.8.7 Business Use Case Model and Use Cases33
1.8.8 Competitive Analysis36
1.8.9 Distribution Plan41
1.8.10 Financial Plan42
1.8.11 High-Level Project Plan43
1.8.12 Recommendations43
1.9 Ongoing Case Study43
1.9.1 Introduction43
1.9.2 Initial Concept44
1.9.3 Business Justification45
1.9.4 Stakeholder Analysis46
1.9.5 Case Assignments46
1.10 Resources:Connections·People·Companies46
1.11 Summary and Recommendations47
1.12 Review Questions47
1.13 Glossary-Terminology-Concepts48
1.14 Exercises50
1.15 Setting up a Java Development Environment50
1.15.1 Versions of Java51
1.15.2 Class and Classpath Setup51
1.16 Java Programming Exercises51
2 Experimenting with Classes and Objects52
2.1 Learning Objectives54
2.1.1 Learning Layout55
2.1.2 Learning Connections56
2.2 Executive Summary57
2.3 Learning Modules58
2.3.1 Concepts58
2.3.2 Position in Process73
2.4 The Purpose of Object Orientation in Software Engineering74
2.5 Problems with Procedural Programming75
2.6 How O-O Solves Software Development Problems76
2.7 Understanding Object Orientation77
2.8 Object-Orientation in Java79
2.8.1 Java Classes and Objects79
2.9 Architecture and Class Hierarchy82
2.10 Economies of Reuse82
2.10.1 Quality83
2.10.2 Consistency83
2.10.3 Implement Once83
2.10.4 Flexibility83
2.11 Use Case Models and Classes84
2.12 "Real-Life"Variations85
2.13 Translating Generic Class Descriptions into Java Classes85
2.14 Unified Modeling Language Perspective86
2.15 A Simple Java Program:The Voting Program Prototype86
2.16 Relationships87
2.16.1 Caveats and Complexities87
2.17 Example:The Voting Program88
2.17.1 The Domain Model88
2.17.2 Requirements Specification Outline89
2.17.3 Deliverables103
2.17.4 Other Requirements103
2.18 Ongoing Case Study104
2.18.1 Market Analysis104
2.18.2 Risk Management104
2.18.3 Business Use Case Model and Business Use Cases105
2.18.4 Competitive Analysis105
2.18.5 Distribution Plan(Pricing,Packaging,Promotion,Positioning)105
2.18.6 Financial Plan(Revenue Plan,Budget,Cash Flow Analysis,ROI Analysis)106
2.18.7 High-Level Project Plan106
2.18.8 Recommendations106
2.18.9 Case Assignments106
2.19 Resources:Connections·People·Companies107
2.20 Summary and Recommendations107
2.21 Review Questions107
2.22 Glossary-Terminology-Concepts108
2.23 Exercises108
3 The Structure and Syntax of Java109
3.1 Learning Objectives111
3.1.1 Learning Layout111
3.1.2 Learning Connections111
3.2 Executive Summary112
3.3 Learning a Programming Language114
3.3.1 For the Novice114
3.3.2 For the Experienced Software Engineer119
3.3.3 Similarities to Other O-O Programming Languages120
3.4 Learning Modules122
3.4.1 Concepts122
3.5 The Java Family of Classes and Packages143
3.6 Third-Party Components144
3.7 Software Quality Assurance144
3.8 Position in Process146
3.8.1 Design Model147
3.8.2 Component Design147
3.8.3 Class Hierarchy147
3.8.4 System Architecture148
3.8.5 Prototyping150
3.9 Relationships150
3.9.1 Caveats and Complexities152
3.10 Example:The Voting Program152
3.10.1 Component Design152
3.10.2 Class Hierarchy153
3.10.3 System Architecture153
3.10.4 Prototype153
3.10.5 Design Specification,Quality Assurance Specification,and Configuration Management Plan153
3.11 Ongoing Case Study155
3.12 Resources:Connections·People·Companies158
3.13 Summary and Recommendations158
3.14 Review Questions159
3.15 Glossary-Terminology-Concepts159
3.16 Exercises159
3.17 Optional Chapter Addendum:LibraryManager,an Application Example160
3.17.1 Program Code161
3.17.2 Analysis179
4 Design and Development of Java Applications183
4.1 Learning Objectives185
4.1.1 Software Engineering Methodology186
4.1.2 Java Syntax and Structure187
4.1.3 Object Orientation190
4.1.4 Software Quality Assurance191
4.1.5 Attitude and Motivation192
4.1.6 Learning Layout193
4.1.7 Learning Connections193
4.2 Executive Summary193
4.3 Learning Modules196
4.3.1 Software Engineering History196
4.3.2 Process Models205
4.3.3 "Object Thinking"209
4.3.4 Object Orientation210
4.3.5 Java Control Structures214
4.4 Position in Process227
4.4.1 Design Specification227
4.4.2 Unit Test Specification229
4.4.3 Quality Assurance Plan229
4.4.4 Configuration Management Plan230
4.4.5 Documentation Plan230
4.5 Example:The Voting Program231
4.5.1 Introduction231
4.5.2 Functional Overview234
4.5.3 System Architecture235
4.5.4 Class Hierarchy236
4.5.5 Component Definition and Design238
4.5.6 Prototype Description and Evaluation238
4.5.7 Environment239
4.5.8 Supporting Disciplines240
4.6 Ongoing Case Study245
4.7 Resources:Connections·People·Companies246
4.8 Summary and Recommendations247
4.9 Review Questions247
4.10 Glossary-Terminology-Concepts247
4.11 Exercises248
4.12 Optional Chapter Addendum:Pattern-Driven Design248
4.12.1 Pattern Principle 1:High Cohesion248
4.12.2 Pattern Principle 2:Low Coupling249
4.12.3 Most Popular Patterns249
5 Architecture-Driven Component Development251
5.1 Learning Objectives251
5.1.1 Revisiting System and Software Architecture252
5.1.2 Java Component Interaction and Integration255
5.1.3 Learning Layout260
5.1.4 Learning Connections260
5.2 Executive Summary260
5.3 Learning Modules262
5.3.1 Concepts263
5.3.2 Architectural Perspectives264
5.3.3 Developing Java Components269
5.3.4 Java Class Interaction276
5.3.5 Java Objects278
5.3.6 Methods and Constructors278
5.3.7 Polymorphism:Method Overloading279
5.3.8 Polymorphism:Method Overriding280
5.3.9 Inheritance:Extending Classes280
5.3.10 Inheritance:Implementing Interfaces280
5.3.11 User Interface:An Introduction281
5.3.12 User Input and User Input Validation282
5.4 Position in Process283
5.4.1 Component Implementation284
5.4.2 Unit Testing284
5.4.3 Build Management285
5.5 Example:The Voting Program287
5.5.1 Components288
5.6 Ongoing Case Study310
5.6.1 Some Notes on the Model Home Interior Design Business311
5.7 Resources:Connections·People·Companies312
5.8 Summary and Recommendations312
5.9 Review Questions312
5.10 Glossary-Terminology-Concepts313
5.11 Exercises313
6 Introduction to Distributed Computing Concepts314
6.1 Learning Objectives315
6.1.1 Creating Value315
6.1.2 Agile Techniques318
6.1.3 Learning Layout319
6.1.4 Learning Connections319
6.2 Executive Summary320
6.3 Learning Modules322
6.3.1 Concepts322
6.3.2 Agile Methods and Rapid Application Development324
6.3.3 Distributed Java Applications325
6.3.4 Methodology,Tools,and Distributed Solutions327
6.3.5 Information Persistence331
6.4 Position in Process333
6.4.1 Class and Object Integration333
6.4.2 Package Integration334
6.4.3 Subsystem Integration335
6.4.4 System Integration335
6.4.5 Integration Testing335
6.5 Iterative Improvements337
6.6 Example:The Voting Program337
6.6.1 The Voting Program—Updated UserInterfacePresentation Class338
6.7 On-going Case Study352
6.8 Resources:Connections·People·Companies353
6.9 Summary and Recommendations353
6.10 Review Questions354
6.11 Glossary-Terminology-Concepts354
6.12 Exercises355
7 Interfacing with Users356
7.1 Learning Objectives356
7.1.1 User Interface Requirements357
7.1.2 User Interface Design Best Practices358
7.1.3 Java Graphical User Interface Programming359
7.1.4 Learning Layout359
7.1.5 Learning Connections359
7.2 Executive Summary361
7.3 Learning Modules362
7.3.1 Model-View Controller Design Pattern362
7.3.2 User Interface Design Principles362
7.3.3 Java User Interface Components365
7.3.4 Containers370
7.3.5 Layout Managers371
7.3.6 Display Elements377
7.3.7 Interactive Elements377
7.3.8 Event Handling378
7.3.9 Types of Applications381
7.4 Position in Process382
7.4.1 Alpha Testing383
7.4.2 Beta Testing383
7.4.3 Early Access Testing383
7.5 Example384
7.5.1 Example Explanation384
7.6 Case Study385
7.7 Resources386
7.8 Summary and Recommendations386
7.9 Review Questions386
7.10 Glossary-Terminology-Concepts387
7.11 Exercises388
8 Implementing Java Programs389
8.1 Learning Objectives390
8.1.1 Learning Layout390
8.1.2 Program Structure392
8.1.3 Multiple Concurrent Tasks393
8.1.4 Multimedia393
8.1.5 Learning Connections394
8.2 Executive Summary394
8.3 Learning Modules395
8.3.1 End User Perspective396
8.3.2 Administrator Perspective396
8.3.3 Process Perspective397
8.3.4 Software Engineering Perspective398
8.3.5 Data Perspective398
8.3.6 Logic Perspective399
8.3.7 System Perspective399
8.3.8 Multitasking—Multiple Threads400
8.3.9 Animation Using Multithreading401
8.3.10 Handling Sound411
8.3.11 Handling Exceptions414
8.4 Position in Process416
8.5 Example and Explanation417
8.6 Case Study418
8.7 Resources418
8.7.1 Connections418
8.7.2 People418
8.7.3 Companies419
8.8 Summary and Recommendations419
8.9 Review Questions419
8.10 Glossary-Terminology-Concepts419
8.11 Exercises421
9 Software Quality Assurance422
9.1 Learning Objectives424
9.1.1 Learning Layout425
9.1.2 Learning Connections425
9.2 Executive Summary425
9.3 Learning Modules429
9.3.1 Software Quality Assurance430
9.3.2 Java Application Structure438
9.4 Position in Process442
9.5 Example442
9.5.1 Example Explanation443
9.5.2 Practical Application444
9.6 Resources445
9.6.1 Connections445
9.6.2 Companies445
9.7 Summary and Recommendations445
9.8 Review Questions446
9.9 Glossary-Terminology-Concepts446
9.10 Exercises446
10 Information Management in Java447
10.1 Learning Objectives448
10.1.1 Learning Layout449
10.1.2 Learning Connections449
10.2 Executive Summary449
10.3 Learning Modules454
10.3.1 Information Life-cycle454
10.3.2 Data and File Structures454
10.3.3 16-Bit Character I/O456
10.3.4 Persistence and Serialization461
10.3.5 Example File I/O Programs462
10.3.6 Database Access472
10.4 Position in the Process477
10.5 Example478
10.5.1 Example Explanation479
10.5.2 Practical Application479
10.6 Resources480
10.6.1 Connections480
10.6.2 Companies480
10.7 Summary and Recommendations480
10.8 Review Questions480
10.9 Glossary-Terminology-Concepts481
10.10 Exercises481
11 Reality Check:Java Programs in the Real World486
11.1 Learning Objectives487
11.1.1 Learning Layout487
11.1.2 Learning Connections488
11.2 Executive Summary488
11.3 Learning Modules490
11.3.1 Standalone Applications490
11.3.2 Client-Server Applications499
11.3.3 Web-Centric Distributed Applications503
11.3.4 Patterns506
11.4 Position in Process514
11.5 Example514
11.5.1 Example Explanation514
11.5.2 Practical Application517
11.5.3 Time Boxing517
11.6 Resources517
11.7 Summary517
11.8 Review Questions517
11.9 Glossary-Terminology-Concepts518
11.10 Exercises518
12 Software Integration and Deployment519
12.1 Learning Objectives520
12.1.1 Learning Layout521
12.1.2 Learning Connections522
12.2 Executive Summary523
12.3 Learning Modules524
12.3.1 System Integration524
12.3.2 Solution Deployment527
12.3.3 Abstract Data Structures529
12.4 Position in Process540
12.5 Data Structure Example Application:Linked List542
12.6 Resources545
12.6.1 Connections545
12.6.2 People545
12.6.3 Companies546
12.7 Summary and Recommendations546
12.8 Review Questions546
12.9 Glossary-Terminology-Concepts547
12.10 Exercises547
13 Java on Various Computer Platforms548
13.1 Learning Objectives548
13.1.1 Learning Layout549
13.1.2 Learning Connections549
13.2 Executive Summary549
13.3 Learning Modules552
13.3.1 Java HotSpotTM Virtual Machines553
13.3.2 Java on Sun Microsystems Computers553
13.3.3 Java on IBM Computers553
13.3.4 Java on Hewlett-Packard Computers553
13.3.5 Java on Other Platforms555
13.3.6 Java on Special Devices555
13.3.7 Java and Microsoft?556
13.3.8 Java Development Tools556
13.3.9 UML Development Tools558
13.3.10 Networking with Java558
13.4 Example562
13.4.1 Example Explanation563
13.4.2 Practical Application564
13.4.3 Source Code Control,a Subset of Configuration Management564
13.5 Position in Process564
13.6 Resources565
13.6.1 Connections565
13.6.2 Companies565
13.7 Summary and Recommendations565
13.8 Review Questions566
13.9 Glossary-Terminology-Concepts566
13.10 Exercises566
14 Advanced Topics in Java Software Engineering567
14.1 Learning Objectives568
14.1.1 Learning Layout568
14.1.2 Learning Connections569
14.2 Executive Summary569
14.3 Learning Modules570
14.3.1 Mobile Applications571
14.3.2 Web and Application Services572
14.4 Summary Comments574
14.5 Position in Process575
14.5.1 Documentation575
14.5.2 Technical Marketing578
14.6 Example579
14.6.1 Example Explanation579
14.6.2 Practical Application580
14.7 Resources580
14.7.1 Connections580
14.7.2 People580
14.8 Summary581
14.9 Review Questions581
14.10 Glossary-Terminology-Concepts581
14.11 Exercises581
15 The Unified Modeling Language:A Primer582
15.1 Learning Objectives582
15.1.1 Learning Layout582
15.1.2 Learning Connections584
15.2 Executive Summary585
15.3 Learning Modules587
15.3.1 Class and Object Diagrams588
15.3.2 Use Case Diagram592
15.3.3 Activity Diagram593
15.3.4 Sequence Diagram595
15.3.5 Communication Diagram596
15.3.6 State Machine Diagram599
15.3.7 Deployment Diagram600
15.4 Resources:Connections·People·Companies601
15.5 Summary and Recommendations602
15.6 Review Questions603
15.7 Glossary-Terminology-Concepts603
15.8 Exercises604
Index606