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

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

by Craig Larman
ISBN-10:
0131489062
ISBN-13:
9780131489066
Pub. Date:
10/20/2004
Publisher:
Pearson Education
ISBN-10:
0131489062
ISBN-13:
9780131489066
Pub. Date:
10/20/2004
Publisher:
Pearson Education
Applying UML and Patterns: An Introduction to Object-Oriented Analysis and Design and Iterative Development / Edition 3

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

by Craig Larman
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Overview

“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.



Product Details

ISBN-13: 9780131489066
Publisher: Pearson Education
Publication date: 10/20/2004
Edition description: REV
Pages: 736
Product dimensions: 334.64(w) x 403.54(h) x 84.65(d)

About the Author

Craig Larman serves as chief scientist at Valtech, a leading technology consultancy with offices throughout the United States, Europe, and Asia. He is known throughout the worldwide software community as an expert and coach in OOA/D and design patterns, agile/iterative methods, an agile approach to the Unified Process (UP), and modeling with the UML. He holds a B.S. and M.S. in computer science from Simon Fraser University in Vancouver, British Columbia.



Table of Contents

  • I. INTRODUCTION.
  • 1. Object-Oriented Analysis and Design.
  • 2. Iterative, Evolutionary, and Agile.
  • 3. Case Studies.
  • II. INCEPTION
  • 4. Inception is Not the Requirements Phase
  • 5. Evolutionary Requirements.
  • 6. Use Cases
  • 7. Other Requirements.
  • III. ELABORATION ITERATION 1-BASICS
  • 8. Iteration 1-Basics
  • 9. Domain Models
  • 10. System Sequence Diagrams
  • 11. Operation Contracts
  • 12. Requirements to Design-Iteratively
  • 13. Logical Architecture and UML Package Diagrams
  • 14. On to Object Design
  • 15. UML Interaction Diagrams
  • 16. UML Class Diagrams
  • 17. GRASP: Designing Objects with Responsibilities
  • 18. Object Design Examples with GRASP.
  • 19. Designing for Visibility
  • 20. Mapping Designs to Code
  • 21. Test-Driven Development and Refactoring
  • IV. ELABORATION ITERATION 2-MORE PATTERNS
  • 22. UML Tools and UML as Blueprint
  • 3. Quick Analysis Update.
  • 24. Iteration 2-More Patterns.
  • 25. GRASP: More Objects with Responsibilities.
  • 26. Applying GoF Design Patterns.
  • V. ELABORATION ITERATION 3-INTERMEDIATE TOPICS.
  • 27. Iteration 3-Intermediate Topics.
  • 28. UML Activity Diagrams and Modeling.
  • 29. UML State Machine Diagrams and Modeling.
  • 30. Relating Use Cases.
  • 31. More SSDs and Contracts.
  • 32. Domain Model Refinement.
  • 33. Architectural Analysis.
  • 34. Logical Architecture Refinement.
  • 35. More Object Design with GoF Patterns.
  • 36. Package Design.
  • 37. UML Deployment and Component Diagrams.
  • 38. Designing a Persistence Framework with Patterns.
  • 39. Documenting Architecture: UML & the N+1 View Model.
  • VI. SPECIAL TOPICS
  • 40. More on Iterative Development and Agile Project Management.
  • Recommended Resources.
  • Bibliography.
  • Glossary.
  • Index.

Preface

Thank you for reading this book! If I can answer a question, or for consulting or coaching a team (in OOA/D, UML, modeling, iterative and agile methods), please contact me at www.craiglarman.com.

This is a practical introduction to object-oriented analysis and design (OOA/D), and to related aspects of iterative development. I am grateful that the previous editions were extremely popular worldwide. I sincerely thank all the readers!

Here is how the book will benefit you.

Design Well—First, the use of object technology is widespread, so mastery of OOA/D is critical for you to succeed in the software world.

Learn a Process Roadmap—Second, if you are new to OOA/D, you’re understandably challenged about how to proceed; this book presents a well-defined iterative roadmap—an agile approach to the Unified Process—so that you can move in a step-by-step process from requirements to code.

Learn UML for Modeling—Third, the Unified Modeling Language (UML) has emerged as the standard notation for modeling, so it’s useful to be able to apply it skillfully.

Learn Design Patterns—Fourth, design patterns communicate the “best practice” idioms OO design experts apply. You will learn to apply design patterns, including the popular “Gang-of-Four” patterns, and the GRASP patterns. Learning and applying patterns will accelerate your mastery of analysis and design.

Learn from Experience—Fifth, the structure and emphasis in this book are based on years of experience in education and mentoring thousands of people in the art of OOA/D. It reflects that experience by providing a refined, proven, and efficient approach to learning the subject, so your investment in reading and learning is optimized.

Learn from a Realistic Study—Sixth, it exhaustively examines two case studies—to realistically illustrate the entire OOA/D process, and goes deeply into thorny details of the problem.

Design to Code, with TDD & Refactoring—Seventh, it shows how to map object design artifacts to code in Java. It also introduces test-driven development and refactor.

Layered Architecture—Eighth, it explains how to design a layered architecture and relate the UI layer to domain and technical services layers.

Design Frameworks—Finally, it shows you how to design an OO framework and applies this to the creation of a framework for persistent storage in a database.

Educator and Web Resources

You may find related articles of interest at www.craiglarman.com.

Hundreds, if not thousands, of teachers use the book worldwide; it’s been translated into at least ten languages. At my website there are a variety of educator resources, including all the book figures organized into Microsoft PowerPoint presentations, sample OOA/D PowerPoint presentations, and more. If you’re an educator, please contact me for resources.

I am collecting material from existing educators using the book, to share with other educators. If you have anything to share, please contact me.

Intended Audience—an Introduction!

This book is an introduction to OOA/D, related requirements analysis, and to iterative development with the Unified Process as a sample process; it is not meant as an advanced text. It is for the following audience:

  • Developers and students with some experience in OO programming, but who are new—or relatively new—to OOA/D.
  • Students in computer science or software engineering courses studying object technology.
  • Those with some familiarity in OOA/D who want to learn the UML notation, apply patterns, or who want to deepen their analysis and design skills.
Prerequisites

Some prerequisites are assumed—and necessary—to benefit from this book:

  • Knowledge and experience in an object-oriented programming language such as Java, C#, C++, or Python.
  • Knowledge of fundamental OO concepts, such as class, instance, interface, polymorphism, encapsulation, and inheritance.

Fundamental OO concepts are not defined.

Java Examples, But...

In general, the book presents code examples in Java due to its widespread familiarity. However, the ideas presented are applicable to most—if not all—object-oriented technologies, including C#, Python, and so on.

Book Organization

The overall strategy in the organization of this book is that analysis and design topics are introduced in an order similar to that of a software development project running across an “inception” phase (a Unified Process term) followed by three.

  1. The inception phase chapters introduce the basics of requirements analysis.
  2. Iteration 1 introduces fundamental OOA/D and how to assign responsibilities to objects.
  3. Iteration 2 focuses on object design, especially on introducing some high-use “design patterns.”
  4. Iteration 3 introduces a variety of subjects, such as architectural analysis and framework design.
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