By Robert C. Martin
Written by a software program developer for software program builders, this publication is a different selection of the newest software program improvement tools. the writer contains OOD, UML, layout styles, Agile and XP tools with a close description of an entire software program layout for reusable courses in C++ and Java. utilizing a realistic, problem-solving process, it indicates easy methods to advance an object-oriented application—from the early phases of study, during the low-level layout and into the implementation. Walks readers throughout the designer's concepts — displaying the error, blind alleys, and artistic insights that take place in the course of the software program layout method. The publication covers: Statics and Dynamics; rules of sophistication layout; Complexity administration; rules of package deal layout; research and layout; styles and Paradigm Crossings. Explains the foundations of OOD, one after the other, after which demonstrates them with a variety of examples, thoroughly worked-through designs, and case reviews. Covers traps, pitfalls, and paintings arounds within the program of C++ and OOD after which indicates how Agile equipment can be utilized. Discusses the equipment for designing and constructing sizeable software program intimately. incorporates a three-chapter, in-depth, unmarried case examine of a development protection method. For software program Engineers, Programmers, and Analysts who are looking to know how to layout item orientated software program with cutting-edge tools.
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Extra info for Agile Software Development, Principles, Patterns, and Practices
A low-level example is that a decision always to handle unexpected errors in a certain way is an architectural decision; a high-level example is a decision to use a certain manufacturer’s database or a certain programming language. Part of the motivation for making these decisions is the same as the motivation for identifying suitable modules: to reduce the burden on the developer or maintainer. If certain things are reliably done in the same way throughout a system, and better still from system to system, the developer or maintainer can expect things to be this way and is spared the trouble of working out how they are in this particular instance.
This, of course, is not true. In Chapter 1 we discussed the reasons why the reusability of a component is not simply a fact about the component itself, but depends on the context of development and proposed reuse. Another important factor is that the class structure often turns out to be too fine-grained for effective reuse. For example, in order to reuse a single class effectively and easily you have to be writing in the same programming language and using a compatible architecture. This is not always impracticable; successful, widely used class libraries exist and their classes can sensibly be regarded as reusable components.
This is a nuisance, and is likely to lead to errors. Instead, object-oriented programming languages allow us to define the new class DirectorOfStudies in terms of the old class Lecturer. 5 More interestingly, because in object orientation knowledge of which code an object executes when it receives a message is encapsulated, it is possible for class DirectorOfStudies to implement different behavior, on receipt of some message, from what Lecturer implements. That is, we can override some of Lecturer’s methods in DirectorOfStudies: as well as inheriting the methods of Lecturer, DirectorOfStudies can include a new method implementing the same operation for which Lecturer already had a method.