Contents. Introduction and System Engineering 1. Introduction 2. Software Process and Methodology 16. System Engineering 53
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1 Preface xvi Part I Introduction and System Engineering 1 Chapter 1 Introduction What Is Software Engineering? Why Software Engineering? Software Life-Cycle Activities Software Development Process Software Quality Assurance Software Project Management Object-Oriented Software Engineering Object-Oriented Modeling and Design Languages Object-Oriented Development Processes Object-Oriented Development Methodologies Software Engineering and Computer Science 13 Summary 14 Further Reading 14 Chapter Review Questions 15 Exercises 15 Chapter 2 Software Process and Methodology Challenges of System Development Software Process Merits and Problems of the Waterfall Process Software Development Is a Wicked Problem Software Process Models Prototyping Process Evolutionary Process Spiral Process The Unified Process Personal Software Process Team Software Process Agile Processes Software Development Methodology Difference between Process and Methodology Benefits of a Methodology Structured Methodologies Classical OO Methodologies Agile Methods Dynamic Systems Development Method Scrum Feature Driven Development Extreme Programming Agile or Plan-Driven Overview of Process and Methodology of the Book 45 Summary 50 Further Reading 51 Chapter Review Questions 51 Exercises 51 Chapter 3 System Engineering What Is a System? What Is System Engineering? 55 vi
2 vii 3.3 System Requirements Definition Identifying Business Needs Defining System Requirements System Architectural Design System Decomposition Requirements Allocation Architectural Design Diagrams Specification of Subsystem Functions and Interfaces Subsystems Development Object-Oriented Context Diagram Usefulness of an Object-Oriented Context Diagram Collaboration of Engineering Teams System Integration, Testing, and Deployment System Configuration Management 74 Summary 76 Further Reading 76 Chapter Review Questions 76 Exercises 76 Part II Analysis and Architectural Design 79 Summary 102 Further Reading 103 Chapter Review Questions 103 Exercises 103 Chapter 5 Domain Modeling What Is Domain Modeling? Why Domain Modeling? Object-Orientation and Class Diagram Extensional and Intentional Definitions Class and Object Object and Attribute Association Multiplicity and Role Aggregation Inheritance Inheritance and Polymorphism Association Class Steps for Domain Modeling Collecting Application Domain Information Brainstorming Classifying Brainstorming Results Visualizing the Domain Model Domain Model Review Checklist Putting It Together Guidelines for Domain Modeling Applying Agile Principles Tool Support for Domain Modeling 135 Chapter 4 Software Requirements Elicitation What Is Requirements Elicitation? Importance of Requirements Elicitation Challenges of Requirements Elicitation Types of Requirement Steps for Requirements Elicitation Collecting Information Constructing Analysis Models Deriving Requirements and Constraints 92 Chapter Requirements Specification Standards Conducting Feasibility Study 97 Architectural Design Reviewing Requirements Specification Applying Agile Principles Requirements Management and Tools 101 Summary 137 Further Reading 137 Chapter Review Questions 138 Exercises What Is Architectural Design? The Importance of Architectural Design 140
3 viii Contents 6.3 Architectural Design Process Determine Architectural Design Objectives Determine System Type Applying Architectural Styles Perform Custom Architectural Design Specify Subsystem Functions and Interfaces Review the Architectural Design Architectural Style and Package Diagram Applying Software Design Principles What Are Software Design Principles? Design for Change Separation of Concerns Information Hiding High Cohesion Low Coupling Keep It Simple and Stupid Guidelines for Architectural Design Architectural Design and Design Patterns Applying Agile Principles 167 Summary 168 Further Reading 168 Chapter Review Questions 169 Exercises 169 Part III Modeling and Design of Interactive Systems 171 Chapter 7 Deriving Use Cases from Requirements What Is An Actor? What Is a Use Case? Business Process, Operation, and Action Steps for Deriving Use Cases from Requirements Identifying Use Cases Specifying Use Case Scopes Visualizing Use Case Contexts Reviewing Use Case Specifications Allocating the Use Cases to Iterations Guidelines for Use Case Derivation Applying Agile Principles Tool Support for Use Case Modeling 196 Summary 198 Further Reading 198 Chapter Review Questions 199 Exercises 199 Chapter 8 Actor-System Interaction Modeling What Is Actor-System Interaction Modeling? Importance of Actor-System Interaction Modeling Steps for Actor-System Interaction Modeling Initializing a Two-Column Table Specifying Actor-System Interaction Steps Reviewing Actor-System Interaction Specifications Specifying Alternative Flows Using User Interface Prototypes Do Not Show Exception Handling Use Case Precondition and Postcondition Including Other Use Cases Continuing with Other Use Cases Commonly Seen Problems Applying Agile Principles 213 Summary 214 Further Reading 214 Chapter Review Questions 215 Exercises 215 Chapter 9 Object Interaction Modeling What Is Object Interaction Modeling? UML Sequence Diagram Notions and Notations Representing Instances of a Class Sequence Diagrams Illustrated 220
4 ix Sequence Diagram for Analysis and Design Using the Notations Correctly Steps for Object Interaction Modeling Collecting Information About Business Processes Identifying Nontrivial Steps Writing Scenarios for Nontrivial Steps Constructing Scenario Tables Scenarios: How to Write Them Deriving Sequence Diagrams from Scenario Tables Object Interaction Modeling Review Checklist Applying Agile Principles Tool Support for Object Interaction Modeling 248 Summary 249 Further Reading 249 Chapter Review Questions 249 Exercises 249 Chapter 10 Applying Responsibility-Assignment Patterns What Are Design Patterns? Why Design Patterns? Situation-Specific and Responsibility-Assignment Patterns Pattern Specification The Controller Pattern A Motivating Example What Is a Controller? Applying the Controller Pattern Types of Controller Keeping Track of Use Case State Bloated Controller Comparing Different Designs When Does One Apply the Controller Pattern? Guidelines for Using Controller The Expert Pattern The Information Expert Applying the Expert Pattern Expert Pattern Involving More Than One Object When Does One Apply the Expert Pattern? Guidelines for Using Expert The Creator Pattern What Is a Creator? Applying the Creator Pattern Benefits of the Creator Pattern When Does One Apply the Creator Pattern? 273 Summary 273 Further Reading 274 Chapter Review Questions 274 Exercises 275 Chapter 11 Deriving a Design Class Diagram What Is a Design Class Diagram? Usefulness of a Design Class Diagram Steps for Deriving a Design Class Diagram Identifying Classes Identifying Methods Identifying Attributes Relationships between Classes Identifying Relationships Design Class Diagram Review Checklist Organize Classes with Package Diagram Applying Agile Principles Tool Support for Design Class Diagram 292 Summary 292 Further Reading 292 Chapter Review Questions 292 Exercises 292 Chapter 12 User Interface Design What Is User Interface Design? Why Is User Interface Design Important? 295
5 x Contents 12.3 Graphical User Interface Widgets Container Widgets Input, Output, and Information Presentation Widgets Guidelines for Using GUI Widgets User Interface Design Process Case Study: User Interface Design for a Diagram Editor Identifying Major System Displays Producing a Draft Layout Design Specifying Interaction Behavior Constructing a Prototype Evaluating the User Interface Design with Users User Interface Design Review Checklist Designing User Support Capabilities Guidelines for User Interface Design Applying Agile Principles Tool Support for User Interface Design 314 Summary 315 Further Reading 315 Chapter Review Questions 315 Exercises 315 Part IV Modeling and Design of Other Types of Systems 317 Chapter 13 Object State Modeling for Event-Driven Systems What Is Object State Modeling? Why Object State Modeling? Basic Definitions Steps for Object State Modeling Collecting and Classifying State Behavior Information Constructing a Domain Model to Show the Context Constructing State Transition Tables Usefulness of the State Transition Table Converting State Transition Table to Analysis State Diagram Converting Analysis State Diagram to Design State Diagram State Modeling Review Checklists The State Pattern Conventional Approaches What Is State Pattern? Applying State Pattern Real-Time Systems Modeling and Design The Transformational Schema Timed State Machine Interrupt Handling Applying Agile Principles Tool Support for Object State Modeling 345 Summary 345 Further Reading 346 Chapter Review Questions 346 Exercises 346 Chapter 14 Activity Modeling for Transformational Systems What Is Activity Modeling? Why Activity Modeling? Activity Modeling: Technical Background Flowchart Petri Net Data Flow Diagram UML Activity Diagram Steps for Activity Modeling Identifying Activities and Workflows Producing a Preliminary Activity Diagram Introducing Branching, Forking, and Joining 362
6 xi Refining Complex Activities Activity Modeling Review Checklist Relationships to Other Diagrams Applying Agile Principles Tool Support for Activity Modeling 365 Summary 365 Further Reading 365 Chapter Review Questions 366 Exercises 366 Chapter 15 Modeling and Design of Rule-Based Systems What Is a Decision Table? Usefulness of Decision Table Systematic Decision Table Construction Progressive Decision Table Construction Checking for Desired Properties Decision Table Consolidation Generating Code from a Decision Table Applying the Interpreter Pattern Defining a Business Rule Grammar Representing Rules in a Class Diagram Constructing a Parser and a Variable Look Up Context Interpreting Business Rules Updating Rules Dynamically Merits of the Interpretation Approach Using a Decision Table in Test-Driven Development Decision Trees Applying Agile Principles 380 Summary 381 Further Reading 382 Chapter Review Questions 382 Exercises 382 Part V Applying Situation-Specific Patterns 385 Chapter 16 Applying Patterns to Design a State Diagram Editor Process for Applying Patterns Case Study: State Diagram Editor Working with Complex Structures Representing Recursive Whole-Part Structures Providing Layout Choices with Strategy Accessing Complex Structures with Iterator Analyzing Complex Structures with Visitor Storing and Restoring Object State with Memento Creating and Constructing Complex Objects Creating Families of Products Building Large Complex Objects Reusing Objects with Flyweight Designing Graphical User Interface and Display Keeping Track of Editing States Responding to Editing Events Converting One Interface to Another Providing Context-Dependent Help Enhancing Display Capability with a Decorator Applying Agile Principles 423 Summary 424 Further Reading 424 Chapter Review Questions 425 Exercises 425
7 xii Contents Chapter 17 Applying Patterns to Design a Persistence Framework Problems with Direct Database Access Hiding Persistence Storage with Bridge Encapsulating Database Requests as Commands Hiding Network Access with Remote Proxy Sharing Common Code with Template Method Retrieving Different Objects with Factory Method Reducing Number of Classes with Prototype Applying Agile Principles 447 Summary 447 Further Reading 448 Chapter Review Questions 448 Exercises 448 Part VI Implementation and Quality Assurance 449 Chapter 18 Implementation Considerations Coding Standards What Are Coding Standards? Why Coding Standards? Code Review Checklist Guidelines for Practicing Coding Standards Organizing the Implementation Artifacts Generating Code from Design Implementing Classes and Interfaces From Sequence Diagram to Method Code Skeleton Implementing Association Relationships Assigning Implementation Work to Team Members Pair Programming Test-Driven Development Test-Driven Development Workflow Merits of Test-Driven Development Potential Problems Applying Agile Principles Tool Support for Implementation 467 Summary 467 Further Reading 468 Chapter Review Questions 468 Exercises 468 Chapter 19 Software Quality Assurance Benefits of Software Quality Assurance Software Quality Attributes Quality Measurements and Metrics Usefulness of Quality Measurements and Metrics Conventional Quality Metrics Reusing Conventional Metrics for Object-Oriented Software Object-Oriented Quality Metrics Software Verification and Validation Techniques Inspection Walkthrough Peer Review Verification and Validation in the Life Cycle Software Quality Assurance Functions Definition of Processes and Standards Quality Management Process Improvement 495
8 xiii 19.7 Applying Agile Principles Tool Support for SQA 499 Summary 499 Further Reading 499 Chapter Review Questions 499 Exercises 499 Chapter 20 Software Testing What Is Software Testing? Why Software Testing? Conventional Black-Box Testing Functional Testing: An Example Equivalence Partitioning Boundary Value Analysis Cause-Effect Analysis Conventional White-Box Testing Basis Path Testing Cyclomatic Complexity Flow Graph Test Coverage Criteria Testing Loops Data Flow Testing Coverage Criteria for Data Flow Testing Interprocedural Data Flow Testing Test Coverage A Generic Software Testing Process Object-Oriented Software Testing Use Case--Based Testing Object State Testing with ClassBench Testing Class Hierarchy Testing Exception-Handling Capabilities Testing Web Applications Object-Oriented Model for Web Application Testing Static Analysis Using the Object-Oriented Model Test Case Generation Using the Object-Oriented Model Web Application Testing with HttpUnit Testing for Nonfunctional Requirements Performance and Stress Testings Testing for Security Testing User Interface Software Testing in the Life Cycle Regression Testing When to Stop Testing? Applying Agile Principles Tool Support for Testing 534 Summary 535 Further Reading 535 Chapter Review Questions 535 Exercises 535 Part VII Maintenance and Configuration Management 537 Chapter 21 Software Maintenance What Is Software Maintenance? Factors That Mandate Change Lehman s Laws of System Evolution Types of Software Maintenance Software Maintenance Process and Activities Maintenance Process Models Program Understanding Change Identification and Analysis Configuration Change Control Change Implementation, Testing, and Delivery Reverse-Engineering Reverse-Engineering Workflow Usefulness of Reverse-Engineering Reverse-Engineering: A Case Study 549
9 xiv Contents 21.7 Software Reengineering Objectives of Reengineering Software Reengineering Process Software Reengineering: A Case Study Patterns for Software Maintenance Simplifying Client Interface with Facade Simplifying Component Interaction with Mediator Other Patterns for Software Maintenance Applying Agile Principles Tool Support for Software Maintenance 557 Summary 560 Further Reading 560 Chapter Review Questions 560 Exercises 561 Chapter 22 Part VIII Project Management and Software Security 575 Chapter 23 Software Project Management Project Organization Project Format Team Structure Effort Estimation Methods The Function Point Method The COCOMO II Model The Delphi Estimation Method Agile Estimation Project Planning and Scheduling PERT Chart Gantt Chart and Staff Allocation Agile Planning Risk Management Risk Identification Risk Analysis and Prioritizing Risk Management Planning Risk Resolution and Monitoring Process Improvement Applying Agile Principles Tool Support for Project Management 602 Summary 603 Further Reading 603 Chapter Review Questions 604 Exercises 604 Software Configuration Management The Baselines of a Software Life Cycle What Is Software Configuration Management? Why Software Configuration Management? Software Configuration Management Functions Software Configuration Identification Software Configuration Change Control Software Configuration Auditing Software Configuration Status Chapter Accounting Configuration Management in an Agile Project Software Configuration Management Software Security 606 Tools 570 Summary 572 Further Reading 573 Chapter Review Questions 573 Exercises What Is Software Security? Security Requirements Secure Software Design Principles Secure Software Design Patterns Seven Best Practices of Software Security Risk Analysis with an Attack Tree 613
10 xv 24.7 Software Security in the Life Cycle Security in the Planning Phase Security in the Iterative Phase Applying Agile Principles Tool Support for Software Security 628 Summary 629 Further Reading 629 Chapter Review Questions 630 Exercises 630 Appendices A Personal Software Process: Estimation, Planning, and Quality Assurance 631 A.1 Effort Estimation in PSP 631 A.2 Software Quality Assurance in PSP 632 A.3 Design and Quality 633 B Java Technologies 634 B.1 Getting Started with Database Connectivity 634 B.1.1 What Is Database Connectivity? 634 B.1.2 Setting Up Data Sources 634 B.1.3 Accessing Databases from a Program 635 B.2 Getting Started with Swing 636 B.2.1 Creating Main Window with JFrame 637 B.2.2 Using Layout Managers to Arrange Components 638 B.2.3 Processing Button Events with Action Listener 640 B.2.4 Implementing Drawing Capabilities 640 B.3 Getting Started with Java Server Pages 642 B.3.1 What Are Java Server Pages? 642 B.3.2 JSP Workflow 642 B.3.3 Installing a Web Server with a JSP Container 643 B.3.4 Using Java Server Pages 643 C Software Tools 647 C.1 NetBeans 647 C.2 Using JUnit 648 C.3 Running JUnit in NetBeans 652 C.4 The Emma Coverage Tool 652 C.5 The Cobertura Coverage Tool 653 C.6 Web Application Testing with HttpUnit 655 C.6.1 Configure an IDE to Use HttpUnit 655 C.6.2 Implementing Test Cases in HttpUnit 655 C.7 Using CVS and Subversion in NetBeans 656 C.7.1 Creating a CVS Remote Repository 656 C.7.2 Setting Up Subversion in NetBeans 658 C.7.3 Checking Out Files from a Repository 659 C.7.4 Editing Sources and Viewing Changes 661 C.7.5 Viewing File Status 662 C.7.6 Comparing File Revisions 662 C.7.7 Merging Changes from Repository 662 C.7.8 Resolving Conflicts 663 C.7.9 Updating Local Copies 663 C.7.10 Committing Local Files to a Repository 663 C.7.11 Importing Files into a Repository 664 D Project Descriptions 665 D.1 Car Rental System 665 D.2 National Trade Show Service System 666 D.3 Study Abroad Management System 667 D.4 UML Class Diagram Editor 669 D.5 Radio Communication Simulator 670 D.6 Object State Testing Environment 672 References 675 Index 682
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