机读格式显示(MARC)
- 000 06257cam a2200337 i 4500
- 008 140320t20142014flu b 001 0 eng
- 020 __ |a 9781439841204 (hardback : acid-free paper) : |c CNY491.90
- 020 __ |a 1439841209 (hardback : acid-free paper)
- 040 __ |a DLC |b eng |c DLC |e rda |d DLC
- 050 00 |a QA76.76.D47 |b D545 2014
- 100 1_ |a Dingle, Adair, |e author.
- 245 10 |a Software essentials : |b design and construction / |c Adair Dingle, Seattle University, Washington, USA.
- 260 __ |a Boca Raton : |b CRC Press, Taylor & Francis Group, |c c2014
- 300 __ |a xxii, 413 pages ; |c 25 cm.
- 336 __ |a text |2 rdacontent
- 337 __ |a unmediated |2 rdamedia
- 338 __ |a volume |2 rdacarrier
- 490 0_ |a Chapman & Hall/CRC innovations in software engineering and software development series
- 500 __ |a "A Chapman & Hall book."
- 504 __ |a Includes bibliographical references (pages 329-330) and index.
- 505 0_ |a section I. Software construction -- 1. Software complexity and modeling -- Modern software -- Software design -- Software utility -- Software production -- Software engineering -- The software development life cycle (SDLC) -- Software process methodologies -- Models -- Requirements analysis and specification -- Software architecture -- Model view controller -- Code construction -- Software integration -- Documentation -- 2. Software development -- Software execution -- General purpose utility and support -- Programming language evolution -- Compilers -- Software design -- ADTs -- Class construct -- Object-oriented programming languages -- UML -- Libraries and frameworks -- Software construction fundamentals -- section II. Software fundamentals -- 3. Functionality -- Control flow -- Structured control flow -- Controlled interruption to sequential execution -- Readability -- Boolean logic -- Short-circuit evaluation -- Recursion -- Sequential execution -- Optimization -- Inlining -- 4. Memory -- Abstraction of memory -- Heap memory -- C++ deallocation -- C#/Java heap memory management -- Memory overhead -- Allocation -- Memory reclamation -- Garbage collection -- Reference counting -- Design : storage versus computation -- 5. Design and documentation -- Object-oriented design -- Class functionality -- Constructors -- Accessors and mutators -- Utility functions -- Destructors -- Programming by contract -- Defensive programming -- Precondition and postcondition -- Invariants -- Design example -- Contractual expectations -- section III. Software design -- 6. Structural design -- Relationships -- Composition -- Containment -- Class design : has-a or holds-a? -- Inheritance -- Automate subtype checking -- Inheritance design -- Code reuse -- Class design : has-a or is-a? -- Contractual expectations -- 7. Behavioral design -- Inheritance for functionality -- Polymorphism -- Overloading -- Generics -- Subtype polymorphism -- Static binding versus dynamic binding -- Heterogeneous collections -- Virtual function table -- Software design -- Abstract classes -- Real-world example : disassembler -- Virtual function table -- Language differences -- Type introspection -- C++ virtual destructors -- Accessibility of C++ virtual functions -- 8. Design alternatives and perspectives -- Comparative design -- Class design types -- Concrete class -- Abstract class -- Node class -- Wrappers -- Delegate -- Handle : smart pointers -- Design specifications for inheritance -- Inheritance versus composition -- Multiple inheritance -- Imperfections -- Single inheritance with composition -- Simulated design without inheritance -- Multiple inheritance design -- Evaluating design options -- Relevance of type -- section IV. Software durability -- 9. Software correctness -- Exceptions and software design -- Testing design -- Scale -- Perspective -- Coverage -- Data values -- Software qualities -- 10. Software longevity -- Software maintenance -- Software evolution -- Nonfunctional properties -- Refactoring -- Reverse engineering -- Glossary : definitions and conceptual details -- Appendix A. Memory and the pointer construct -- Appendix B. Heap memory and aliases -- Appendix C. Function pointers -- Appendix D. Operator overloading.
- 520 __ |a "Preface Why this book? Why should you read this book? The short answer is to study software design from a structured but hands-on perspective and to understand different models of control flow, memory, dynamic behavior, extensibility, etc. Software complexity and the growing impact of legacy systems motivate a renewed interest in software design and modeling. We emphasize design (and construction) in this text, using and contrasting C# and C++. Many CS texts are 'learn to' books that focus on one programming language or tool. When perspective is so limited to a specific tool or programming language, high-level concepts are often slighted. Students may gain exposure to an idea via a 'cookbook' implementation and thus fail to truly absorb essential concepts. Students and/or practitioners can understand and apply design principles more readily when such concepts are explicitly defined and illustrated. Design, not just syntax, must be stressed. The progression of programming languages, software process methodologies and development tools continues to support abstraction: software developers should exploit this abstraction and solve problems (design) without being tied to a particular syntax or tool. Software design and modeling are neither new nor trendy topics. Software development often focuses on immediate effect: implement, test (minimally) and deploy. Yet, the complexity, scale and longevity of modern software require an intricate understanding of a software system as a whole -- components and relationships, user interfaces, persistent data, etc. To accommodate existing use while preserving longevity, a software developer must look forward for extensibility and backward for compatibility. Hence, software developers must understand software design. "-- |c Provided by publisher.
- 650 _0 |a Software architecture.
- 650 _0 |a Computer software |x Development.