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Codecharts: Roadmaps and blueprints for object-oriented programs

Book Description

NEW LANGUAGE VISUALIZES PROGRAM ABSTRACTIONS CLEARLY AND PRECISELY

Popular software modelling notations visualize implementation minutiae but fail to scale, to capture design abstractions, and to deliver effective tool support. Tailored to overcome these limitations, Codecharts can elegantly model roadmaps and blueprints for Java, C++, and C# programs of any size clearly, precisely, and at any level of abstraction. More practically, significant productivity gains for programmers using tools supporting Codecharts have been demonstrated in controlled experiments.

Hundreds of figures and examples in this book illustrate how Codecharts are used to:

  • Visualize the building-blocks of object-oriented design

  • Create bird's-eye roadmaps of large programs with minimal symbols and no clutter

  • Model blueprints of patterns, frameworks, and other design decisions

  • Be exactly sure what diagrams claim about programs and reason rigorously about them

Tools supporting Codecharts are also shown here to:

  • Recover design from plain Java and visualize the program's roadmap

  • Verify conformance to design decision with a click of a button

This classroom-tested book includes two main parts:

Practice (Part I) offers experienced programmers, software designers and software engineering students practical tools for representing and communicating object-oriented design. It demonstrates how to model programs, patterns, libraries, and frameworks using examples from JDK, Java 3D, JUnit, JDOM, Enterprise JavaBeans, and the Composite, Iterator, Factory Method, Abstract Factory, and Proxy design patterns.

Theory (Part II) offers a mathematical foundation for Codecharts to graduate students and researchers studying software design, modelling, specification, and verification. It defines a formal semantics and a satisfies relation for design verification, and uses them to reason about the relations between patterns and programs (e.g., "java.awt implements Composite" and "Factory Method is an abstraction of Iterator").

Table of Contents

  1. Cover Page
  2. Title Page
  3. Copyright
  4. Dedication
  5. Contents
  6. Preface
  7. Acknowledgments
  8. Guide to the Reader
  9. Codecharts
  10. Propositions
  11. Prologue
  12. Chapter 1: Motivation
  13. Chapter 2: Design Description Languages
    1. 2.1 THEORY VERSUS PRACTICE
    2. 2.2 DECIDABILITY
    3. 2.3 ABSTRACTION
    4. 2.4 ELEGANCE
  14. Chapter 3: An Overview of Codecharts
    1. 3.1 OBJECT-ORIENTATION
    2. 3.2 VISUALIZATION
    3. 3.3 RIGOUR
    4. 3.4 AUTOMATED VERIFIABILITY
    5. 3.5 SCALABILITY
    6. 3.6 GENERICITY
    7. 3.7 MINIMALITY
    8. 3.8 INFORMATION NEGLECT
  15. Chapter 4: UML Versus Codecharts
  16. Chapter 5: Historical Notes
  17. Part I: Practice
    1. Chapter 6: Modelling Small Programs
      1. 6.1 MODELLING INDIVIDUAL CLASSES
      2. 6.2 MODELLING INDIVIDUAL METHODS
      3. 6.3 MODELLING PROPERTIES
      4. 6.4 * MODELLING IMPLEMENTATION MINUTIA
      5. 6.5 MODELLING SIMPLE RELATIONS
      6. 6.6 MODELLING INDIRECT RELATIONS
      7. 6.7 * SUBTYPING
    2. Chapter 7: Modelling Large Programs
      1. 7.1 MODELLING SETS OF CLASSES
      2. 7.2 MODELLING TOTAL RELATIONS BETWEEN SETS
      3. 7.3 MODELLING SETS OF METHODS (CLANS)
      4. 7.4 *MODELLING ISOMORPHIC RELATIONS
      5. 7.5 MODELLING SETS OF METHODS (TRIBES)
      6. 7.6 MODELLING CLASS HIERARCHIES
      7. 7.7 MODELLING METHODS IN HIERARCHIES
      8. 7.8 MODELLING PROPERTIES OF SETS
      9. 7.9 * CASE STUDY: TOTAL VERSUS ISOMORPHIC
      10. 7.10 CASE STUDY: JDOM
      11. 7.11 CASE STUDY: JAVA 3D
    3. Chapter 8: * Modelling Industry-Scale Programs
      1. 8.1 MODELLING SETS OF HIERARCHIES
      2. 8.2 MODELLING SETS OF SETS OF METHODS (CLANS)
      3. 8.3 MODELLING SETS OF SETS OF METHODS (TRIBES)
      4. 8.4 MODELLING TOTAL RELATIONS REVISITED
      5. 8.5 MODELLING ISOMORPHIC RELATIONS REVISITED
    4. Chapter 9: Modelling Design Motifs
    5. Chapter 10: Modelling Application Frameworks
      1. 10.1 CASE STUDY: ENTERPRISE JAVABEANS
      2. 10.2 CASE STUDY: JUNIT
    6. Chapter 11: Modelling Design Patterns
      1. 11.1 CASE STUDY: THE COMPOSITE PATTERN
      2. 11.2 CASE STUDY: THE ITERATOR PATTERN
      3. 11.3 CASE STUDY: THE FACTORY METHOD PATTERN
      4. 11.4 * CASE STUDY: THE ABSTRACT FACTORY PATTERN
      5. 11.5 * CONCLUDING REMARKS
    7. Chapter 12: Modelling Early Design Revisited
    8. Chapter 13: * Advanced Modelling Techniques
      1. 13.1 AD HOC SYMBOLS
      2. 13.2 MODELLING INFORMATION HIDING
  18. Part II: Theory
    1. Chapter 14: Abstract Semantics
      1. 14.1 FINITE STRUCTURES
      2. 14.2 ABSTRACT SEMANTICS FUNCTIONS
      3. 14.3 DESIGN MODELS
      4. 14.4 PROGRAM MODELLING REVISITED
    2. Chapter 15: Verification
      1. 15.1 VERIFYING CLOSED SPECIFICATIONS
      2. 15.2 VERIFYING OPEN SPECIFICATIONS
      3. 15.3 VERIFYING PATTERN IMPLEMENTATIONS
      4. 15.4 TOOL SUPPORT FOR AUTOMATED VERIFICATION
    3. Chapter 16: * Schemas
    4. Chapter 17: LePUS3 in Classical Logic
      1. 17.1 LePUS3 AND CLASS-Z AS FIRST-ORDER LANGUAGES
      2. 17.2 SPECIFICATIONS IN THE PREDICATE LOGIC
      3. 17.3 THE AXIOMS OF CLASS-BASED PROGRAMS
    5. Chapter 18: Reasoning About Charts
  19. Appendix I: The Gang of Four Companion
  20. Appendix II: Formal Definitions
  21. Appendix III: UML Quick Reference
  22. References
  23. Index