Software Engineering: Principles and Practice
Developing software today often involves working on programs that are very large, as a member of a team that will most likely collaborate with other individuals in other disciplines and other teams, and which may interact over several years. Learning the principles and practice of software engineering is as much about understanding this context as it is about specific tools and
Software Engineering: Principles and Practice reaches beyond a superficial survey of the discipline, offering the opportunity to weigh up decisions that have to be made in practice. The book has been updated to cover the latest developments such as UML and Software Architecture. Van Vliet informs his reader from a wealth of resources and draws out several important themes:
* that everthing changes and that change is an essential feature of the field
* that human and social aspects are central even in topic areas that sound technical
* that one cannot limit discussion to todays well-established practices but must always look ahead
* that we can learn valuable lessons from the short history of this subject on why techniques or technologies didn't work and why there are no silver bullets
Written for use on a wide variety of software engineering courses and modules, the book is also for people actively involved in software development and maintenance - programmers, analysts, project managers - who want to keep abreast of the problems incurred by large-scale software development, and what solutions have been proposed.
Web support includes:
? Instructors Manual
? Interactive Projects
? Hypertext and CASE Tools
? Links to related Web resources
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abstract data types activities algorithms analysis and design application approach architectural style aspects assess attributes automation Capability Maturity Model catalog chapter COCOMO cohesion components concerned configuration management cost drivers cost estimation models cyclomatic complexity data flow data structures database decomposition denote depicted described design methods design patterns diagram discussed in section document domain effort entities Entity-Relationship Modeling environment example Figure goals graph hierarchy identified IEEE implementation information hiding input interaction involved layers lines of code maintenance man-months measure ment module needed nodes notation object-oriented analysis objects operations organization output possible problem procedures process model project plan prototyping quality assurance quality factors relation representation requirements engineering requirements specification result reusable reuse risks schedule shifts software architecture software development process software development project software engineering software product software quality software system tasks techniques testing tion values various waterfall model