Kicking Cancer in the Kitchen is the bible for the woman who has been handed the cancer card,and for the one who never wants to get it. Authors Annette Ramke and Kendall Scott know exactly what it's like to deal with the Big C." Here the...
The Superstructure portion of the UML 2.0 specification is 632 pages long! This book is a distillation of the contents of the UML Superstructure document and captures the essential information for you. The Unified Modeling Language (UML) is a set ...
Kendall Scott is a UML trainer and consultant. With more than 16 years of experience as a technical writer, he is skilled at turning complex, technical material into understandable and easy-to-use manuals. He is the author and/or co-author of several books published by Addison-Wesley. 0201721821AB09172001
Preface. Organization of This Book. Background. Acknowledgments. 1. Why the UML? Why Model Software? Visualization. Specification. Construction. Documentation. What Makes a Good Software Model? Where Did the UML Come From? Views of a System. 2. The UML and Process. The Four Phases. Inception. Elaboration. Construction. Transition. The Five Workflows. Requirements. Analysis. Design. Implementation. Test. Iterations and Increments. 3. Identifying Relevant Real-World Things. Objects. Classes. Class Relationships. Associations. Aggregation. Generalization. Association Classes. Class Diagrams. Object Diagrams. Notes. Packages. 4. Capturing Requirements. Actors and Use Cases. Use Case Diagrams. Flows of Events. Organizing Use Cases. Includes. Extends. Use Case Generalization. Packages and Use Cases. More about Use Cases. 5. Expressing How Things Work Together. Robustness Analysis. Boundary Objects. Entity Objects. Control Object. Putting Analysis Objects Together. Messages and Actions. Call and Return. Create and Destroy. Send. Sequence Diagrams. Sequence Diagram Notation. Building a Sequence Diagram. Collaboration Diagrams. Collaboration Diagram Notation. Expressing Time on Interaction Diagrams. Analysis Packages and Design Packages. 6. Refining the Structure of Things. Abstract Classes. Dependencies. Attribute and Operation Details. Visibility. More about Attributes. More about Operations. Extending the UML. Stereotypes. Constraints. Tagged Values. Interfaces and Classes. Template Classes. Design Classes and Packages. 7. Describing Flows. Activities and Actions. Branching and Merging. Forking and Joining. Activity Diagrams. Swimlanes. Object Flow. Processes, Threads, and Active Objects. Activity Diagrams and Packages. 8. Tracking the Lives of Things. Events. States, Transitions, and Guard Conditions. States. Transitions. Guard Conditions. State Machines and Statechart Diagrams. More about States and Transitions. Composite States. Sequential Substates. History State. Concurrent Substates. State Diagrams and Packages. 9. Showing How Groups of Things Work Together. Collaborations. Patterns, Mechanisms, and Frameworks. Patterns. Mechanisms. Frameworks. Systems and Subsystems. 10. Describing How Things Will Be Built. Components. Component Diagrams. Nodes. Deployment Diagrams. Physical Diagrams and Packages. Glossary. Index.