Using UML (häftad)
Häftad (Paperback)
Antal sidor
Addison Wesley
Pooley, Rob
231 x 171 x 18 mm
420 g
Antal komponenter
Using UML (häftad)

Using UML

Software Engineering with Objects and Components

Häftad Engelska, 2005-12-01
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Using UML

Software Engineering with Objects and Components

Second Edition


Perdita Stevens with Rob Pooley


Completely updated with the new and expanded UML 2.0 standard, this is the ideal introduction to the Unified Modelling Language.

Designed for students and practitioners learning about object- and component-based software design and development, the book encourages a pragmatic and open-minded approach to real-life software engineering. It places UML in the context of the software engineering discipline as a whole, providing readers with a practical understanding of best practice in software design and development.


Features of UML 2.0 discussed in this edition include:

  • The ball and socket notation for interfaces.

  • New notation for sequence diagrams.

  • UML 2s two different kinds of state machines, and when to use them.

  • Revised component structure and deployment diagrams.


Using UML also provides a wealth of learning aids, including:

  • Self-test questions to promote understanding.

  • Discussion questions to encourage deeper exploration.

  • Technical notes on specific UML features.

  • Boxed sections covering important issues such as Design by Contract, the Law of Demeter, and persistence.


Perdita Stevens is a Reader in the Schoolof Informatics at the University of Edinburgh.  Her teaching and research interests lie mainly in tools and techniques for supporting software design and redesign.  Rob Pooley is a Professor in the School of Mathematical and Computer Sciences at Heriot-Watt University in Edinburgh.




The companion website includes:

    • Source code for case studies

    • Pointers for additional research

    • Instructor's resource material

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Part One: Conceptual background

Chapter 1 - Software engineering with components

Chapter 2 - Object concepts

Chapter 3 - Introductory case study

Chapter 4 - The development process

Part Two: The Unified Modelling Language

Chapter 5 - Essentials of class models

Chapter 6 - More on class models

Chapter 7 - Essentials of use case models

Chapter 8 - More on use case models

Chapter 9 - Essentials of interaction diagrams

Chapter 10 - More on interaction diagrams

Chapter 11 - Essentials of state and activity diagrams

Chapter 12 - More on state diagrams

Chapter 13 - Architectural and implementation diagrams

Chapter 14 - Packages and models

Part Three: Case studies

Chapter 15 - CS4 adminstration

Chapter 16 - Board games

Chapter 17 - Discrete event simulation

Part Four: Towards practice

Chapter 18 - Reuse: components, patterns

Chapter 19 - Product quality: verification, validation, testing

Chapter 20 - Process quality: management, teams, QA