注冊 | 登錄讀書好,好讀書,讀好書!
讀書網(wǎng)-DuShu.com
當(dāng)前位置: 首頁出版圖書科學(xué)技術(shù)計算機(jī)/網(wǎng)絡(luò)軟件工程及軟件方法學(xué)軟件工程:實踐者的研究方法(英文精編版·原書第9版)

軟件工程:實踐者的研究方法(英文精編版·原書第9版)

軟件工程:實踐者的研究方法(英文精編版·原書第9版)

定 價:¥89.00

作 者: [美] 羅杰S.普萊斯曼,[美] 布魯斯,R.馬克西姆 著
出版社: 機(jī)械工業(yè)出版社
叢編項:
標(biāo) 簽: 暫缺

ISBN: 9787111690726 出版時間: 2021-10-01 包裝: 平裝
開本: 16開 頁數(shù): 452 字?jǐn)?shù):  

內(nèi)容簡介

  本書的各個版本一直都是軟件專業(yè)人士熟悉的讀物,在國際軟件工程界享有無可質(zhì)疑的地位。它在全面而系統(tǒng)、概括而清晰地介紹軟件工程的有關(guān)概念、原則、方法和工具方面獲得了廣大讀者的好評。此外,本書在給出傳統(tǒng)的、對學(xué)科發(fā)展具有深刻影響的方法時,又適當(dāng)?shù)亟榻B了當(dāng)前正在發(fā)展的、具有生命力的新技術(shù)。

作者簡介

  羅杰·S. 普萊斯曼(Roger S. Pressman)軟件工程界國際知名的顧問和作家,作為工程師、經(jīng)理人、教授、演講家和企業(yè)家奮戰(zhàn)在這一領(lǐng)域近50年。他現(xiàn)任一家咨詢公司的總裁,致力于協(xié)助企業(yè)建立有效的軟件工程實踐;還是一家汽車零部件公司的創(chuàng)始人,專注于為特斯拉汽車設(shè)計和生產(chǎn)配件產(chǎn)品。布魯斯·R. 馬克西姆(Bruce R. Maxim) 作為軟件工程師、項目經(jīng)理、教授、作家和咨詢師,擁有超過30年的從業(yè)經(jīng)驗,研究興趣涉及軟件工程、用戶體驗設(shè)計、游戲開發(fā)和工程教育等領(lǐng)域。他曾任某游戲開發(fā)公司的首席技術(shù)官,現(xiàn)任密歇根大學(xué)迪爾伯恩分校教授,為該校工程與計算機(jī)科學(xué)學(xué)院建立了游戲?qū)嶒炇摇?/div>

圖書目錄

Table of Contents
Preface xxvii
CHAPTER 1 SOFTWARE AND SOFTWARE ENGINEERING 1
1.1 The Nature of Software 4
1.1.1 Defining Software 5
1.1.2 Software Application Domains 7
1.1.3 Legacy Software 8
1.2 Defining the Discipline 8
1.3 The Software Process 9
1.3.1 The Process Framework 10
1.3.2 Umbrella Activities 11
1.3.3 Process Adaptation 11
1.4 Software Engineering Practice 12
1.4.1 The Essence of Practice 12
1.4.2 General Principles 14
1.5 How It All Starts 15
1.6 Summary 17
PART ONE THE SOFTWARE PROCESS 19
CHAPTER 2 PROCESS MODELS 20
2.1 A Generic Process Model 21
2.2 Defining a Framework Activity 23
2.3 Identifying a Task Set 23
2.4 Prescriptive Process Models 25
2.4.1 The Waterfall Model 25
2.4.2 Prototyping Process Model 26
2.4.3 Evolutionary Process Model 29
2.4.4 Unified Process Model 31
2.5 Product and Process 33
2.6 Summary 35
CHAPTER 3 AGILITY AND PROCESS 37
3.1 What Is Agility? 38
3.2 Agility and the Cost of Change 39
3.3 What Is an Agile Process? 40
3.3.1 Agility Principles 40
3.3.2 The Politics of Agile Development 41
3.4 Scrum 42
3.4.1 Scrum Teams and Artifacts 43
3.4.2 Sprint Planning Meeting 44
3.4.3 Daily Scrum Meeting 44
3.4.4 Sprint Review Meeting 45
3.4.5 Sprint Retrospective 45
3.5 Other Agile Frameworks 46
3.5.1 The XP Framework 46
3.5.2 Kanban 48
3.5.3 DevOps 50
3.6 Summary 51
CHAPTER 4 RECOMMENDED PROCESS MODEL 54
4.1 Requirements Definition 57
4.2 Preliminary Architectural Design 59
4.3 Resource Estimation 60
4.4 First Prototype Construction 61
4.5 Prototype Evaluation 64
4.6 Go, No-Go Decision 65
4.7 Prototype Evolution 67
4.7.1 New Prototype Scope 67
4.7.2 Constructing New Prototypes 68
4.7.3 Testing New Prototypes 68
4.8 Prototype Release 68
4.9 Maintain Release Software 69
4.10 Summary 72
CHAPTER 5 HUMAN ASPECTS OF SOFTWARE ENGINEERING 74
5.1 Characteristics of a Software Engineer 75
5.2 The Psychology of Software Engineering 75
5.3 The Software Team 76
5.4 Team Structures 78
5.5 The Impact of Social Media 79
5.6 Global Teams 80
5.7 Summary 81
PART TWO MODELING 83
CHAPTER 6 UNDERSTANDING REQUIREMENTS 84
6.1 Requirements Engineering 85
6.1.1 Inception 86
6.1.2 Elicitation 86
6.1.3 Elaboration 86
6.1.4 Negotiation 87
6.1.5 Specification 87
6.1.6 Validation 87
6.1.7 Requirements Management 88
6.2 Establishing the Groundwork 89
6.2.1 Identifying Stakeholders 89
6.2.2 Recognizing Multiple Viewpoints 89
6.2.3 Working Toward Collaboration 90
6.2.4 Asking the First Questions 90
6.2.5 Nonfunctional Requirements 91
6.2.6 Traceability 91
CHAPTER 7 REQUIREMENTS MODELING—A RECOMMENDED APPROACH 108
7.1 Requirements Analysis 109
7.1.1 Overall Objectives and Philosophy 110
7.1.2 Analysis Rules of Thumb 110
7.1.3 Requirements Modeling Principles 111
7.2 Scenario-Based Modeling 112
7.2.1 Actors and User Profiles 113
7.2.2 Creating Use Cases 113
7.2.3 Documenting Use Cases 117
7.3 Class-Based Modeling 119
7.3.1 Identifying Analysis Classes 119
7.3.2 Defining Attributes and Operations 122
7.3.3 UML Class Models 123
7.3.4 Class-Responsibility-Collaborator Modeling 126
7.4 Functional Modeling 128
7.4.1 A Procedural View 128
7.4.2 UML Sequence Diagrams 130
7.5 Behavioral Modeling 131
7.5.1 Identifying Events with the Use Case 131
7.5.2 UML State Diagrams 132
7.5.3 UML Activity Diagrams 133
7.6 Summary 136
HAPTER 8 DESIGN CONCEPTS 138
8.1 Design Within the Context of Software Engineering 139
8.2 The Design Process 141
8.2.1 Software Quality Guidelines and Attributes 142
8.2.2 The Evolution of Software Design 143
8.3 Design Concepts 145
8.3.1 Abstraction 145
8.3.2 Architecture 145
8.3.3 Patterns 146
8.3.4 Separation of Concerns 147
8.3.5 Modularity 147
8.3
Copyright ? 讀書網(wǎng) hotzeplotz.com 2005-2020, All Rights Reserved.
鄂ICP備15019699號 鄂公網(wǎng)安備 42010302001612號