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 书名:  (正版特价)软件工程:实践者的研究方法(英文精编版·第8版)|228279
 图书定价:  79元
 图书作者:  (美)罗杰S. 普莱斯曼(Roger S. Pressman)(美)布鲁斯 R. 马克西姆(Bruce R. Maxim)
 出版社:  机械工业出版社
 出版日期:  2016/1/1 0:00:00
 ISBN号:  9787111499312
 开本:  16开
 页数:  0
 版次:  1-1
 作者简介
Roger S. Pressman is an internationally recognized consultant and author in soft-ware engineering. For more than four decades, he has worked as a software engi-neer, a manager, a professor, an author, a consultant, and an entrepreneur. Dr. Pressman is president of R. S. Pressman & Associates, Inc., a consulting rm that specializes in helping companies establish effective software engineer-ing practices. Over the years he has developed a set of techniques and tools that improve software engineering practice. He is also the founder of Teslaccessories, LLC, a start-up manufacturing company that specializes in custom products for the Tesla Model S electric vehicle. Dr. Pressman is the author of nine books, including two novels, and many techni-cal and management papers. He has been on the editorial boards of IEEE Software and The Cutter IT Journal and was editor of the 揗anager·column in IEEE Software. Dr. Pressman is a well-known speaker, keynoting a number of major industry conferences. He has presented tutorials at the International Conference on Soft-ware Engineering and at many other industry meetings. He has been a member of the ACM, IEEE, and Tau Beta Pi, Phi Kappa Phi, Eta Kappa Nu, and Pi Tau Sigma. Bruce R. Maxim has worked as a software engineer, project manager, professor, author, and consultant for more than thirty years. His research interests include software engineering, human computer interaction, game design, social media, arti cial intelligence, and computer science education. Dr. Maxim is associate professor of computer and information science at the University of Michigan桪earborn. He established the GAME Lab in the College of Engineering and Computer Science. He has published a number of papers on computer algorithm animation, game development, and engineering education. He is coauthor of a best-selling introductory computer science text. Dr. Maxim has supervised several hundred industry-based software development projects as part of his work at UM-Dearborn. Dr. Maxim抯 professional experience includes managing research informa-tion systems at a medical school, directing instructional computing for a medical campus, and working as a statistical programmer. Dr. Maxim served as the chief technology of cer for a game development company. Dr. Maxim was the recipient of several distinguished teaching awards and a distinguished community service award. He is a member of Sigma Xi, Upsilon Pi Epsilon, Pi Mu Epsilon, Association of Computing Machinery, IEEE Computer Society, American Society for Engineering Education, Society of Women Engineers, and International Game Developers Association.
 内容简介
本书自1982年发行第1版以来,一直受到软件工程界的高度重视,成为高等院校计算机相关专业软件工程课的重要教学参考书。近30年来,它的各个后继版本一直都是软件专业人土熟悉的读物,在国际软件工程界享有无可质疑的权威地位。它在全面而系统、概括而清晰地介绍软件工程的有关概念、原则、方法和工具方面获得了广大读者的好评。此外,本书在给出传统的、对学科发展具有深刻影响的方法时,又适当地介绍了当前正在发展的、具有生命力的新技术。
 目录

CHAPTER 1 THE NATURE OF SOFTWARE 1
1.1 The Nature of Software 3
1.1.1 De ning Software 4
1.1.2 Software Application Domains 6
1.1.3 Legacy Software 7
1.2 The Changing Nature of Software 9
1.2.1 WebApps 9
1.2.2 Mobile Applications 9
1.2.3 Cloud Computing 10
1.2.4 Product Line Software 11
PROBLEMS AND POINTS TO PONDER 12
FURTHER READINGS AND INFORMATION SOURCES 12
CHAPTER 2 SOFTWARE ENGINEERING 14
2.1 De ning the Discipline 15
2.2 The Software Process 16
2.2.1 The Process Framework 17
2.2.2 Umbrella Activities 18
2.2.3 Process Adaptation 18
2.3 Software Engineering Practice 19
2.3.1 The Essence of Practice 19
2.3.2 General Principles 21
2.4 Software Development Myths 23
2.5 How It All Starts 26
PROBLEMS AND POINTS TO PONDER 27
FURTHER READINGS AND INFORMATION SOURCES 27
PART ONE THE SOFTWARE PROCESS 29
CHAPTER 3 SOFTWARE PROCESS STRUCTURE 30
3.1 A Generic Process Model 31
3.2 De ning a Framework Activity 32
3.3 Identifying a Task Set 34
3.4 Process Patterns 35
PROBLEMS AND POINTS TO PONDER 37
FURTHER READINGS AND INFORMATION SOURCES 38
CHAPTER 4 PROCESS MODELS 39
4.1 Prescriptive Process Models 40
4.1.1 The Waterfall Model 40
4.1.2 Incremental Process Models 42
4.1.3 Evolutionary Process Models 44
4.1.4 Concurrent Models 48
4.1.5 A Final Word on Evolutionary Processes 50
4.2 Specialized Process Models 51
4.2.1 Component-Based Development 52
4.2.2 The Formal Methods Model 52
4.2.3 Aspect-Oriented Software Development 53
4.3 The Uni ed Process 54
4.3.1 A Brief History 55
4.3.2 Phases of the Uni ed Process 55
4.4 Product and Process 57
PROBLEMS AND POINTS TO PONDER 59
FURTHER READINGS AND INFORMATION SOURCES 59
CHAPTER 5 AGILE DEVELOPMENT 60
5.1 What Is Agility 62
5.2 Agility and the Cost of Change 62
5.3 What Is an Agile Process 63
5.3.1 Agility Principles 64
5.3.2 The Politics of Agile Development 65
5.4 Extreme Programming 66
5.4.1 The XP Process 66
5.4.2 Industrial XP 69
5.5 Other Agile Process Models 71
5.5.1 Scrum 72
5.5.2 Dynamic Systems Development Method 73
5.5.3 Agile Modeling 74
5.5.4 Agile Uni ed Process 76
5.6 A Tool Set for the Agile Process 77
PROBLEMS AND POINTS TO PONDER 78
FURTHER READINGS AND INFORMATION SOURCES 79
CHAPTER 6 HUMAN ASPECTS OF SOFTWARE ENGINEERING 81
6.1 Characteristics of a Software Engineer 82
6.2 The Psychology of Software Engineering 83
6.3 The Software Team 84
6.4 Team Structures 86
6.5 Agile Teams 87
6.5.1 The Generic Agile Team 87
6.5.2 The XP Team 88
6.6 The Impact of Social Media 89
6.7 Software Engineering Using the Cloud 91
6.8 Collaboration Tools 92
6.9 Global Teams 93
PROBLEMS AND POINTS TO PONDER 94
FURTHER READINGS AND INFORMATION SOURCES 95
PART TWO MODELING 97
CHAPTER 7 UNDERSTANDING REQUIREMENTS 98
7.1 Requirements Engineering 99
7.2 Establishing the Groundwork 105
7.2.1 Identifying Stakeholders 106
7.2.2 Recognizing Multiple Viewpoints 106
7.2.3 Working toward Collaboration 107
7.2.4 Asking the First Questions 107
7.3 Eliciting Requirements 108
7.3.1 Collaborative Requirements Gathering 109
7.3.2 Quality Function Deployment 112
7.3.3 Usage Scenarios 112
7.3.4 Elicitation Work Products 113
7.3.5 Agile Requirements Elicitation 114
7.3.6 Service-Oriented Methods 114
7.4 Developing Use Cases 115
7.5 Building the Analysis Model 120
7.5.1 Elements of the Analysis Model 120
7.5.2 Analysis Patterns 123
7.5.3 Agile Requirements Engineering 124
7.5.4 Requirements for Self-Adaptive Systems 124
7.6 Avoiding Common Mistakes 125
PROBLEMS AND POINTS TO PONDER 125
FURTHER READINGS AND OTHER INFORMATION SOURCES 126
CHAPTER 8 REQUIREMENTS MODELING: SCENARIO-BASED METHODS 128
8.1 Requirements Analysis 129
8.1.1 Overall Objectives and Philosophy 130
8.1.2 Analysis Rules of Thumb 131
8.1.3 Domain Analysis 132
8.1.4 Requirements Modeling Approaches 133
8.2 Scenario-Based Modeling 135
8.2.1 Creating a Preliminary Use Case 135
8.2.2 Re ning a Preliminary Use Case 138
8.2.3 Writing a Formal Use Case 139
8.3 UML Models That Supplement the Use Case 141
8.3.1 Developing an Activity Diagram 142
8.3.2 Swimlane Diagrams 143
PROBLEMS AND POINTS TO PONDER 144
FURTHER READINGS AND INFORMATION SOURCES 145
CHAPTER 9 REQUIREMENTS MODELING: CLASS-BASED METHODS 146
9.1 Identifying Analysis Classes 147
9.2 Specifying Attributes 150
9.3 De ning Operations 151
9.4 Class-Responsibility-Collaborator Modeling 154
9.5 Associations and Dependencies 160
9.6 Analysis Packages 161
PROBLEMS AND POINTS TO PONDER 162
FURTHER READINGS AND INFORMATION SOURCES 163
CHAPTER 10 REQUIREMENTS MODELING: BEHAVIOR, PATTERNS, AND燱EB/MOBILE APPS 164
10.1 Creating a Behavioral Model 165
10.2 Identifying Events with the Use Case 165
10.3 State Representations 166
10.4 Patterns for Requirements Modeling 169
10.4.1 Discovering Analysis Patterns 170
10.4.2 A Requirements Pattern Example: Actuator-Sensor 171
PROBLEMS AND POINTS TO PONDER 175
FURTHER READINGS AND INFORMATION SOURCES 176
CHAPTER 11 DESIGN CONCEPTS 177
11.1 Design within the Context of Software Engineering 178
11.2 The Design Process 1811
1.2.1 Software Quality Guidelines and Attributes 181
11.2.2 The Evolution of Software Design 183
11.3 Design Concepts 184
11.3.1 Abstraction 185
11.3.2 Architecture 185
11.3.3 Patterns 186
11.3.4 Separation of Concerns 187
11.3.5 Modularity 187
11.3.6 Information Hiding 188