Rogers S.Pressman《软件工程:实践者的研究方法》

¥119.00¥119.00
已下架(本产品缺货或未上线)

商品介绍

内容简介

      《华章 软件工程:实践者的研究方法(英文版·第8版)》全面而系统地介绍软件工程的有关概念、原则、方法和工具,在给出传统的、对学科发展具有深刻影响的方法的同时,适当地介绍了当前正在发展的、具有生命力的新技术。第8版在结构和内容上均有调整、更新和充实,论述了很多人们称为“21世纪工程学科”的重要主题,并增加了4章内容,强调安全和开发移动应用程序所需要面对的技术挑战。

      为便于课堂教学及自学,第8版的内容做了如下划分:

      第一部分 软件过程,介绍说明性模型和敏捷过程模型。

      第二部分 建模,介绍现代分析与设计方法,重点放在基于UML的建模上。

      第三部分 质量管理,描述软件测试和质量保证、形式化验证技术和变更管理的各个方面。

      第四部分 软件项目管理,介绍与计划、管理和控制软件项目有关的主题。

      第五部分 软件工程高级课题,讲述软件过程改进及软件工程的发展趋势。

 

目录

Preface 

CHAPTER 1   THE NATURE OF SOFTWARE 

1.1   The Nature of Software 

1.1.1   Defininq Software 

1.1.2   Software Application Domains 

1.1.3   Legacy Software 

1.2   The Changing Nature of Software 

1.2.1   WebApps 

1.2.2   Mobile Applications 

1.2.3   Cloud Computing 

1.2.4   Product Line Software 

1.3   Summary 

PROBIEMS AND POINTS TO PONDER 

FURTHER READINGS AND INFORMATION SOURCES 

CHAPTER 2   SOFTWARE ENGINEERING 

2.1   Defining the Discipline 

2.2   The Software Process 

2.2.1   The Process Framework 

2.2.2   Umbrella Activities 

2.2.3   Process Adaptation 

2.3   Software Engineering Practice 

2.3.1   The Essence of Practice 

2.3.2   General Principles 

2.4   Software Development Myths 

2.5   How It All Starts 

2.6   Summary 

PROBIEMS AND POINTS TO PONDER 

FURTHER READINGS AND INFORMATION SOURCES 

PART ONE THE SOFTWARE PROCESS 

CHAPTER 3   SOFTWARE PROCESS STRUCEURE 

3.1   A Generic Process Model 

3.2   Defining a Framework Activity 

3.3   Identifying a Task Set 

3.4   Process Patterns 

3.5   Process Assessment and Improvement 

3.6   Surnmary 

PROBLEMS AND POINTS TO PONDER 

FURTHER READINGS AND INFORMATION SOURCES 

CHAPTER 4   PROCESS MODELS 

4.1   Prescriptive Process Models 

4.1.1   The Waterfall Model 

4.1.2   Incremental Process Models 

4.1.3   Evolutionary Process Models 

4.1.4   Concurrent Models 

4.1.5   A Final Word on Evolutionary Processes 

4.2   Specialized Process Models 

4.2.1   Componenr—Based Development 

4.2.2   The Formal Methods Model 

4.2.3   Aspect—Oriented Software Developmenl 

4.3   The Unified Process 

4.3.1   A Brief History 

4.3.2   Phases of the Unified Process 

4.4   Personal and Team Process Models 

4.4.1   Personal Software Process 

4.4.2   Team Software Process 

4.5   Process Technology 

4.6   Product and Process 

4.7   Summary 

PROBLEMS AND POIHTS TO PONDER 

FURTHER READINGS AND INFORMATION SOURCES 

CHAPTER 5   AGILS DEVELOPMENT 

5.1   What Is Agility 

5.2   Agility and the Cost of CHange 

5.3   What Is an Agile Process 

5.3.1   Agility Principles 

5.3.2   The Politics of Agile Development 

5.4   Extreme Programming 

5.4.1   The XP Process 

5.4.2   Industrial XP 

5.5   Other Agile Process Modeis 

5.5.1   Scrum 

5.5.2   Dynamic Systems Development Method 

5.5.3   Agile Modeling 

5.5.4   Agile Unified Process 

5.6   A Tool Set for tHe Agile Process 

5.7   Summary 

PROBLEMS AND POINTS TO PONDER 

FURTHER READINGS AND INFORMATION SOURCES 

CHAPTER 6   HUMAN ASPECTS OF SOFTWARE ENGINEERING 

6.1   Characteristics of a Software Engineer 

6.2   The Psychology of Software Engineering 

6.3   The Soffware Team 

6.4   Team Structures 

6.5   Agile Teams 

6.5.1   The Generic Agile Team 

6.5.2   The XP Team 

6.6   The Impad of Social Medio 

6.7   Software Engineering Using the Cloud 

6.8   Collaboration Tools 

6.9   Global Teams 

6.10   Summary 

PROBLEMS AND POINTS TO PONDER 

FURTHER READINGS AND INFORMATION SOURCES 

PART TWO MODELING 

CHAPTER 7   PRINCIPLES THAT GUIDE PRACTICE 

7.1   Software Engineering Knowledge 

7.2   Core Principles 

7.2.1   Principles That Guide Process 

7.2.2   Principles That Guide Practice 

7.3   Principles That Guide Each Framework Activicy 

7.3.1   Communication Prinaples 

7.3.2   Planning Principles 

7.3.3   Modeiing Principles 

7.3.4   Construdion Principles 

7.3.5   Deployment Principles 

7.4   Work Practices 

7.5   Summary 

PROBLEMS AND POINTS TO PONDER 

FURTHER READINGS AND INFORMATION SOURCES 

CHAPTER 8   UNDERSTANDING REQUIREMENTS 

8.1   Requirements Engineering 

8.2   Estoblishing the Gfoundwork 

8.2.1   Identifying Stakehotders 

8.2.2   Recognizing Multiple Viewpoints 

8.2.3   Working toword Collaboration 

8.2.4   Asking the First Quesfions 

8.2.5   Nonfunctional Requirements 

8.2.6   Traceability 

8.3   Eliciting Requiremenfs 

8.3.1   Collaborative Requirements Gathering 

8.3.2   Quolity Function Deployment 

8.3.3   Usage Scenarios 

8.3.4   Elicitation Work Products 

8.3.5   Agile Requirements Elicitarion 

8.3.6   Service—Oriented Methods 

8.4   Developing Use Cases 

8.5   Building the Analysis Model 

8.5.1   Elements of the Analysis Model 

8.5.2   Analysis Potferns 

8.5.3   Agile Requirements Engineering 

8.5.4   Requirements for Self—Adaptive Systems 

8.6   Negotiating Requirements 

8.7   Requirements Monitoring 

8.8   Validafing Requirements 

8.9   Avoiding Common Mistakes 

8.10   Summary 

PROBLEMS AND POINTS TO PONDER 

FURTHER READINGS AND OTHER INFORMATION SOURCES 

CHAPTER 9   REQUIREMENTS MODELING SCENARIO—BASED METHODS 

9.1   Requirements Analysis 

9.1.1   Overall Objectives and Philosophy 

9.1.2   Analysis Rules of Thumb 

9.1.3   Domain Analysis 

9.1.4   Requirements Modeling Approaches 

9.2   Scenario—Based Modeling 

9.2.1   Creating o Preliminary Use Case 

9.2.2   Refining a Preliminary Use Case 

9.2.3   Writing a Formal Use Case 

9.3   UML Models That Supplement the Use Case 

9.3.1   Developing an Activity Diagram 

9.3.2   Swimlone Diagrams 

9.4   Summary 

PROBLEMS AND POINTS TO PONDER 

FURTHER READINGS AND INFORMATION SOURCES 

CHAPTER 10   REQUIREMENTS MODELING CLASS—BASED METHODS 

10.1   Identifying Analysis Closses 

10.2   Specifying Attributes 

10.3   Defining Operations 

10.4   Class—Responsibility—Collaborafor Modeling 

10.5   Associations and Dependencies 

10.6   Analysis Packages 

10.7   Summary 

PROBLEMS AND POINTS TO PONDER 

FURTHER READINGS AND INFORMATION SOURCES 

CHAPTER 11   REQUIREMENTS MODELING BEHAVIORPATTERNSAND WEMOBILE APPS 

11.1   Creating a Behavioral Model 

11.2   Identifying Events with the Use Case 

11.3   State Representations 

11.4   Patterns for Requirements Modeling 

11.4.1   Discovering Analysis Patterns 

11.4.2   A Requirements Pattern Example Actuafor—Sensor 

11.5   Requirements Modeling for Web and Mobile Apps 

11.5.1   How Much Analysis Is Enough 

11.5.2   Requirements Modeling Input 

11.5.3   Requirements Modeling Output 

11.5.4   Contenl Model 

11.5.5   Interation Model for Web and Mobile Apps 

11.5.6   Functional Model 

11.5.7   Configuration Models for WebApps 

11.5.8   Navigation Modeling 

11.6   Summary 

PROBLEMS AND POINTS TO PONDER 

FURTHER READINGS AND INFORMATION SOURCES 

…… 

CHAPTER 12   DESIGN CONCEPTS 

CHAPTER 13   ARCHITECTURAL DESIGN 

CHAPTER 14   COMPONENT—LEVEL DESIGN 

CHAPTER 15   USER INTERFACE DESIGN 

CHAPTER 16   PATTERN—BASED DESIGN 

CHAPTER 17   WEBAPP DESIGN 

CHAPTER 18   MOBILEAPP DESIGN PART THREE QUALITY MANAGEMENT 

CHAPTER 19   QUALITY CONCEPTS 

CHAPTER 20   REVIEW TECHNIQUES 

CHAPTER 21   SOFTWARE QUALITY ASSURANCE 

CHAPTER 22   SOFTWARE TESTING STRATEGIES 

CHAPTER 23   TESTING CONVENTIONAL APPLICATIONS 

CHAPTER 24   TESTING OBJECT—ORIENTED APPLICATIONS 

CHAPTER 25   TESTING WEB APPLICATIONS

×

【提醒】购买纸书后,扫码即可免费领取购书大礼包!

如果你已购买本书,请扫一扫封面右上角的二维码,如下图:

如果你未购买纸书,请先购买:

立即购买

长按图片下载到相册
分享到微信、朋友圈、微博、QQ等
朋友注册并购买后,您可赚
取消