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Software Engineering For Students: A Programming Approach Part 2 potx

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9 Data flow design 111
9.1 Introduction 111
9.2 Identifying data flows 113
9.3 Creation of a structure chart 115
9.4 Discussion 117
Summary 118
Exercises 119
Answers to self-test questions 120
Further reading 120
10 Data structure design 121
10.1 Introduction 121
10.2 A simple example 122
10.3 Processing input files 126
10.4 Multiple input and output streams 127
10.5 Structure clashes 130
10.6 Discussion 134
Summary 136
Exercises 136
Answers to self-test questions 138
Further reading 138
11 Object-oriented design 139
11.1 Introduction 139
11.2 Design 140
11.3 Looking for reuse 144
11.4 Using the library 145
11.5 Class–responsibility–collaborator cards 145
11.6 Iteration 146
11.7 Discussion 147
Summary 147
Exercises 148
Answers to self-test questions 149


Further reading 149
12 Design patterns 151
12.1 Introduction 151
12.2 Inheritance 152
12.3 Delegation 153
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12.4 Singleton 154
12.5 Factory method 155
12.6 Façade 156
12.7 Immutable 157
12.8 Model, view controller (observer, observable) 157
12.9 Mediator 158
12.10 Pipe and Filter 158
12.11 Proxy 159
12.12 Layers 159
12.13 Blob – an anti-pattern 161
12.14 Discussion 161
Summary 162
Exercises 163
Answers to self-test questions 163
Further reading 164
13 Refactoring 165
13.1 Introduction 165
13.2 Encapsulate data 166
13.3 Move method 167
13.4 Move data 167
13.5 Extract class 167
13.6 Inline class 167

13.7 Identify composition or inheritance 168
13.8 Use polymorphism 170
13.9 Discussion 171
Summary 171
Exercises 172
Answers to self-test questions 172
14 The basics 175
14.1 Introduction 175
14.2 Classifying programming languages and features 176
14.3 Design principles 176
14.4 Language syntax 178
14.5 Control structures 179
14.6 Selection 180
Part C

Programming languages 173
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14.7 Repetition 183
14.8 Methods 186
14.9 Parameter-passing mechanisms 188
14.10 Primitive data types 190
14.11 Data typing 190
14.12 Strong versus weak typing 191
14.13 User-defined data types (enumerations) 193
14.14 Arrays 194
14.15 Records (structures) 195
Summary 196
Exercises 197
Answers to self-test questions 198
Further reading 199

15 Object-oriented programming 200
15.1 Introduction 200
15.2 Encapsulation 200
15.3 Library classes 206
15.4 Inheritance 207
15.5 Polymorphism 209
15.6 Single versus multiple inheritance 212
15.7 Generics 212
15.8 Dynamic data structures and pointers 213
15.9 Garbage collection 215
Summary 217
Exercises 217
Answers to self-test questions 218
Further reading 220
16 Programming in the large 221
16.1 Introduction 221
16.2 Packages 223
16.3 Using packages 224
16.4 Creating packages 226
16.5 Scoping in large programs 226
16.6 Interfaces 227
16.7 Interfaces and interoperability 229
16.8 Multiple interfaces 230
16.9 Separate compilation 232
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Summary 233
Exercises 233
Answers to self-test questions 234

Further reading 235
17 Software robustness 237
17.1 Introduction 237
17.2 Fault detection by software 239
17.3 Fault detection by hardware 242
17.4 Dealing with damage 244
17.5 Exceptions and exception handlers 245
17.6 Recovery blocks 249
17.7 n-version programming 252
17.8 Assertions 253
17.9 Discussion 254
Summary 255
Exercises 255
Answers to self-test questions 257
Further reading 258
18 Scripting 259
18.1 Introduction 259
18.2 Unix 259
18.3 Discussion 262
Summary 263
Exercises 263
Answers to self-test questions 263
Further reading 263
19 Testing 267
19.1 Introduction 267
19.2 The nature of errors 268
19.3 The problem of testing 269
19.4 Black box (functional) testing 269
19.5 White box (structural) testing 272
19.6 Other testing methods 274

Part D

Verification 265
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19.7 Unit testing 276
19.8 System (integration) testing 277
19.9 Discussion 278
Summary 278
Exercises 279
Answers to self-test questions 281
Further reading 282
20 Groups 283
20.1 Introduction 283
20.2 The individual and the error 283
20.3 Structured walkthroughs 284
20.4 Inspections 286
20.5 Pair programming 286
20.6 Discussion 287
Summary 287
Exercises 288
Further reading 288
21 The waterfall model 291
21.1 Introduction 291
21.2 Principles of the model 291
21.3 Feedback between stages 293
21.4 Discussion 294
Summary 295
Exercises 295
Answers to self-test questions 296
22 The spiral model 297

22.1 Introduction 297
22.2 The spiral model 297
22.3 Case study 300
22.4 Discussion 301
Summary 301
Exercises 301
Answer to self-test question 302
Further reading 302
Part E

Process models 289
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23 Prototyping 303
23.1 Introduction 303
23.2 Definition 303
23.3 Throwaway or evolutionary? 304
23.4 Throwaway prototyping 305
23.5 Evolutionary prototyping 307
23.6 Rapid prototyping techniques 308
23.7 Discussion 310
Summary 312
Exercises 312
Answers to self-test questions 313
24 Incremental development 314
24.1 Introduction 314
24.2 Big-bang implementation 315
24.3 Test beds 315
24.4 Top-down implementation 316

24.5 Bottom-up implementation 317
24.6 Middle-out implementation 318
24.7 Use case driven implementation 319
24.8 Discussion 319
Summary 320
Exercises 320
Answers to self-test questions 321
Further reading 321
25 Open source software development 322
25.1 Introduction 322
25.2 The principles of open source development 322
25.3 The schism within open source development 323
25.4 Techniques of open source development 324
25.5 Case Study: the GNU/Linux operating system 325
25.6 Discussion 326
Summary 327
Exercises 328
Answers to self-test questions 328
Further reading 328
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26 Agile methods and extreme programming 330
26.1 Introduction 330
26.2 The agile manifesto 330
26.3 Extreme programming 332
Summary 335
Exercises 336
Answers to self-test questions 336
Further reading 336
27 The unified process 337
27.1 Introduction 337

27.2 Overview 337
27.3 Phases of the UP 338
27.4 Techniques 339
27.5 Iteration 341
27.6 Case study 341
27.7 Discussion 343
Summary 343
Exercises 344
Further reading 344
28 Teams 347
28.1 Introduction 347
28.2 The principles of teams 347
28.3 The functional team 351
28.4 The project team 351
28.5 The chief programmer team 351
28.6 The object-oriented team 353
28.7 Discussion 354
Summary 355
Exercises 355
Answer To self-test question 355
Further reading 356
29 Software metrics and quality assurance 357
29.1 Introduction 357
29.2 Basic metrics 358
29.3 Complexity metrics 358
Part F

Project management 345
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29.4 Faults and reliability – estimating bugs 361
29.5 Software quality 362
29.6 Quality assurance 364
29.7 Process improvement 365
29.8 The Capability Maturity Model 366
Summary 367
Exercises 367
Answers to self-test questions 368
Further Reading 368
30 Project management 370
30.1 Introduction 370
30.2 Project inception 371
30.3 Cost estimation 372
30.4 Selecting tools and methods 375
30.5 The project plan 376
30.6 In the heat of the project 377
30.7 Managing people 378
Summary 380
Exercises 380
Answers to self-test questions 381
Further reading 381
31 Assessing methods 385
31.1 Introduction 385
31.2 How to assess methods 386
31.3 Case study – assessing verification techniques 387
31.4 The current state of methods 388
31.5 A single development method? 389
31.6 Introducing new methods 390
Summary 390

Exercises 390
Further reading 391
32 Conclusion 392
32.1 Introduction 392
32.2 Software tools 392
32.3 The world of programming languages 393
Part G

Review 383
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32.4 Software reuse 394
32.5 The real world of software engineering 395
32.6 Control versus skill 397
32.7 Future methods and tools 398
32.8 History 400
32.9 The future of software engineering 400
Summary 401
Exercises 402
Further reading 402
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Appendices 405
A Case studies 407
A.1 The ATM 407
A.2 The word processor 408
A.3 Computer game 408
A.4 The library 409
A.5 Patient monitoring system 410
B Glossary 411
C UML Summary 412
C.1 Use case diagrams 412

C.2 Class diagrams 413
C.3 Package diagrams 414
C.4 Activity diagrams 414
Further reading 416
Bibliography 417
Index 419
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Preface
Software engineering is about the creation of large pieces of software that consist of
thousands of lines of code and involve many person months of human effort.
One of the attractions of software engineering is that there is no one single best
method for doing it, but instead a whole variety of different approaches. Consequently
the software engineer needs a knowledge of many different techniques and tools. This
diversity is one of the delights of software engineering, and this book celebrates this by
presenting the range of current techniques and tools.
We shall see that some software engineering methods are well-defined while others
are ill-defined. And the processes of software development are always under debate.
Software engineering is about imagination and creativity – the process of creating some-
thing apparently tangible from nothing. Software engineering methods have not yet
been completely analyzed and systematized. Thus there is still great scope for using
imagination and creativity. The exercise of skill and flair is one of the joys of software
engineering.
Ideally you, the reader, will have savored the joy of devising an elegant solution to a pro-
gramming problem. You will also have experienced the intense frustration of trying to find
an elusive bug – and the satisfaction of subsequently tracking it down and eliminating it.
This book is for people who have experienced the pleasures of writing programs and
who want to see how things change in the scale up to large programs and software systems.
This book provides an introduction to software engineering for students in under-
graduate programs in Computer Science, Computer Studies, Information Technology,
Who is this book for?

Challenge and creativity
What is software engineering?
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