The Unified Modeling Language (UML) is a third generation method for specifying, visualizing, and documenting an object-oriented system under development. It unifies the three leading object-oriented methods and others to serve as the basis for a common, stable, and expressive object-oriented development notation. As the complexity of software applications increases, so does the developer s need to design and analyze applications before developing them. This practical introduction to UML provides software developers with an overview of this powerful new design notation, and teaches Java programmers to analyse and design object-oriented applications using the UML notation.
* Apply the basics of UML to your applications immediately, without having to wade through voluminous documentation
* Use the simple Internet example as a prototype for developing object-oriented applications of your own
* Follow a real example of an Intranet sales reporting system written in Java that is used to drive explanations throughout the book
* Learn from an example application modeled both by hand and with the use of Popkin Software's SA/Object Architect O-O visual modeling tool.
Mark Watson is an independent software developer with extensive software engineering experience. He has worked at Angel Studios as a game programmer for Nintendo and Windows 95 games, with SAIC on the development of tools for expert systems, and on natural language processing and neural network systems. He is the developer of a real-time distributed expert system used by regional telephone systems to detect fraud, and is the author of eight books.
1 Introduction 2 The Vocabulary of Object Technology 3 A Simple Object-Oriented Methodology 4 The Unified Modeling Language 5 Coding Applications in Java 6 Java Development with an Object-Oriented Modeling Tool 7 Business Process Reengineering 8 Use Case Diagrams and Ideal Object Models 9 CRC Cards 10 UML Class and Object Diagrams 11 UML Sequence and Collaboration Diagrams 12 UML State and Activity Diagrams 13 Designing an Object-Oriented System 14 Choosing an Object-Oriented Architecture 15 Expanding Your Design Appendix A Code for the SalesWeb Example Appendix B A Comparison of UML, Booch, and MOT Notations Appendix C Products Mentioned in the Book
"...(an) exceptionally balanced and informative text." --Rich Dragan
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