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A Student Guide to Object-Oriented Development

Book Description

This is an introductory text that follows the software development process, from requirements capture to implementation, using an object-oriented approach. The book uses object-oriented techniques to present a practical viewpoint on developing software, providing the reader with a basic understanding of object-oriented concepts by developing the subject in an uncomplicated and easy-to-follow manner. It outlines standard object-oriented modelling techniques and illustrates them with a variety of examples and exercises, using UML as the modelling language and Java as the language of implementation. The book is based on a main worked case study for teaching purposes, plus others with password-protected answers on the web for use in coursework or exams.

* Adopts a simple, step by step approach to object-oriented development
* Includes case studies, examples, and exercises with solutions to consolidate learning
* Benefit from the authors' years of teaching experience

Table of Contents

  1. Cover image
  2. Title page
  3. Table of Contents
  4. Copyright
  5. Preface and acknowledgements
  6. Chapter 1: Introduction
    1. How to get the best from this book
    2. The system life cycle
    3. Traditional life cycle models
    4. The object-oriented approach
    5. The Rational Unified Process (RUP)
    6. The Unified Modelling Language (UML)
    7. UML models
    8. Introduction to the case study
    9. Chapter summary
    10. Quick check questions
  7. Chapter 2: Requirements for the Wheels case study system
    1. Introduction
    2. Requirements engineering
    3. Requirements elicitation
    4. List of requirements for the Wheels system
    5. Chapter summary
    6. Quick check questions
    7. Exercises
  8. Chapter 3: Use cases
    1. Introduction
    2. Use case diagram
    3. The use case
    4. Use case descriptions
    5. Actors and actor descriptions
    6. Use case relationships: communication association, include and extend
    7. Boundary
    8. Using the use case model in system development
    9. Technical points
    10. Common problems
    11. Chapter summary
    12. Quick check questions
    13. Exercises
  9. Chapter 4: Objects and classes: the basic concepts
    1. Introduction
    2. Why a new development method was needed
    3. What is an object?
    4. What is a class?
    5. Relationships between classes
    6. Technical points
    7. Common problems
    8. Chapter summary
    9. Quick check questions
    10. Exercises
  10. Chapter 5: The class diagram
    1. Introduction
    2. Stages in building a class diagram
    3. Packages
    4. Using the class diagram in system development
    5. Common problems
    6. Chapter summary
    7. Quick check questions
    8. Exercises
  11. Chapter 6: Identifying functionality: CRC cards and interaction diagrams
    1. Introduction
    2. Identifying operations using the CRC card technique
    3. Interaction diagrams
    4. Specifying operations
    5. Using the CRC cards and interaction diagrams in system development
    6. Technical points
    7. Common problems
    8. Chapter summary
    9. Quick check questions
    10. Exercises
  12. Chapter 7: State Diagrams
    1. Introduction
    2. States and events
    3. An example of a simple state diagram
    4. Constructing a state diagram
    5. An example from the Wheels case study
    6. Using state diagrams in system development
    7. Technical points
    8. Common problems
    9. Chapter summary
    10. Quick check questions
    11. Exercises
  13. Chapter 8: Activity diagrams
    1. Introduction
    2. Modelling a sequence of activities
    3. Modelling alternative courses of action
    4. Modelling iteration of activities
    5. Modelling activities that are carried out in parallel
    6. Swimlanes
    7. Technical points
    8. Common problems
    9. Chapter summary
    10. Quick check questions
    11. Exercises
  14. Chapter 9: Design
    1. Introduction
    2. Architecture
    3. Implementation diagrams
    4. The user interface
    5. Dealing with persistent data
    6. Technical points
    7. Chapter summary
    8. Quick check questions
    9. Exercises
  15. Chapter 10: Designing objects and classes
    1. Introduction
    2. The class diagram
    3. Interaction diagrams
    4. Chapter summary
    5. Quick check questions
    6. Exercises
  16. Chapter 11: The code
    1. Introduction
    2. The implementation class diagram
    3. The code
    4. Sequence diagram
    5. Chapter summary
    6. Quick check questions
    7. Exercises
  17. Material for the Wheels bike hire case study
  18. Introductory material for a new case study
  19. Bibliography
  20. Glossary
  21. Answers
  22. Index