《Object-Oriented Software Engineering》 - 书摘精要

Author : Stephen R. Schach

(P4) The software must be easy to modify when the user's needs change;

(P13) The earlier we correct a fault, the better;

(P18) Instead, planning, testing and documentation should be activities that accompany all other activites while a software product is being constructed;

(P19) Accordingly, the object-oriented paradigm makes maintenance quicker and easier, and the changce of introducing a regression fault (that is, a fault inadvertently introduced into one part of a product as a consequence of making an appearantly unrelated change to another part of the product) is greatly reduced;

(P20)
The object-oriented paradigm promote reuse; because objects are independent entities, they can be utilized in future products;

The object-oriented paradigm is the best approach available today. However, like all technologies, it is certain to be superseded by a superior technology in the future;

(P23) The word defect is a generic term that refers to a fault, failure, or error;

(P25) Software engineers shall participate in lifelong learning regarding the practice of their profession and shall promote an ethical approach to the practice of the profession;

(P33) Idealized Software Developemnt : Requirements --> Analysis --> Design --> Implementation;

(P38) Iteration is an intrinsic aspect of software engineering, and iterative life-cycle models have been used for over 30 years;

(P39)
There are five core workflows:
1. requirements workflow;
2. analysis workflow;
3. design workflow;
4. implementation workflow;
5. test workflow;

(P44) The more robust the architecture, the more resilient to change the software will be;

(P49) Testing should proceed continually throughout the software process;

(P54) Pair programming does not always work well with shy or overbearing individuals, or with two inexperienced programmers;

(P55)
A principle of exterme programming is to minimize the number of features; this is no need to build a product that does any more than what the client actually needs;

Working software is considered more important than detailed documentation;

(P56)
Being able to build small-scale software products does not necessarily mean that one has the skills for building medium-scale software products;

Building large-scale software products require even more specialized and sophisticated skills than those need to cobble together small-scale software products;

(P61)
The spiral model is applicable to only large-scale software;

Agile process for only small-scale software;

The evolution-tree model and the iterative-and-incremental model are closest to the way that software is produced in the real world;

(P69) The software development process is structured around the five workflows:
1. requirements;
2. analysis (specification);
3. design;
4. implementation;
5. testing;

(P71) RUP - Rational Unified Process;

(P72) UML is the tool that we use to represent (model) the target software product;

(P75) The analysis workflow in a more precise language that ensures that the design and implementation workflows are correctly carried out;

(P76) Another important aspect of the design workflow is choosing appropriate algorithms for each method;

(P79) Testing : unit testing --> integration testing --> product testing --> acceptance testing;

(P81) COTS Software : alpha release, beta release;

(P89)
Capability Maturity Models :
Maturity Level 1 : Initial Level;
Maturity Level 2 : Repeatable Level;
Maturity Level 3 : Defined Level;
Maturity Level 4 : Managed Level;
Maturity Level 5 : Optimizing Level;

It is unfortunate that the vast majority of software organization all over the world are still level 1 organizations;

Although a number of organizations have attained maturity levels 2 and 3, few have reached levels 4 or 5. The two highest levels therefore are targets for the future;

(P105) The chief programmer was both a successful manager and a highly skilled programmer who designed the architecture and any critical or complex sections of the program;

(P107) Super Programmer - a programmer whose output is four or five times that of an average good programmer;

(P112) Individuals volunteer to take part in an open-source protect for two main reasons : for the sheer enjoyment of accomplishing a worthwhile task or for the learning experience;

(P138) CVS - Concurrent Versions System;

(P147) Quality is not something added afterward by the software quality assurance (SQA) group but rather must be built in by the developes from the very beginning;

(P177)
Levels of Cohesion (Good -- > Bad):
7. Informational Cohesion;
6. Functional Cohesion;
5. Communicational Cohesion;
4. Procedural Cohesion;
3. Temporal Cohesion;
2. Logical Cohesion;
1. Coincidental Cohesion;

Lack of reusability is a serious drawback;

(P182)
Levels of Coupling (Good --> Bad):
5. Data Coupling;
4. Stamp Coupling;
3. Control Coupling;
2. Common Coupling;
1. Content Coupling;

(P208) Why has the classical paradigm had so much success? This can be explained by realizing that the classical paradigm was adopted at a time when software engineering was not widely practiced;

(P224) Pattern - Each pattern describes a problem which occurs over and over again in our environment, and then describes the core of the solution to that problem, in such a way that you can use this solution a million times over, without ever doing it the same way twice;

(P225) Patterns can interact with other patterns;

(P226) Architecture patterns are another way of achieving architectural reuse. One popular architecture pattern is the model-view-controller (MVC) architecture pattern;

(P227)
MVC Component || Description || Corresponds to
-----------------------------------------------
Model || Core functionality, data || Processing
View || Displays information || Output
Controller || Handles user input || Input
-----------------------------------------------

(P227) Another popular architectural pattern is the three-tier architecture;

(P235)
Creational design patterns slove design problems by creating objects;

Structural design patterns solve design problems by identifying a simple way to realize relationships between entities;

Behavioral design patterns solve design problems by identifying common communication patterns between objects;

(P237)
[Creational Patterns]
1. Abstract Factory - Creates an instance of several families of classes;
2. Builder - Allows the same construction process to create different representations;
3. Factory Method - Creates an instance of several possibile derived classes;
4. Prototype - A class to be cloned;
5. Singleton - Restricts instantiation of a class to a single instance;

[Structural Patterns]
6. Adapter - Matches interfaces of deifferent classes;
7. Bridge - Decouples an abstraction from its implementation;
8. Composite - A class that is a composition of similar classes;
9. Decorator - Allows additional behavior to be dynamically added to a class;
10. Facade - A single class that provides a simplified interface;
11. Flyweigh - Uses sharing to support large numbers of line-grained classes efficiently;
12. Proxy - A class functioning as an interface;

[Behavioral Patterns]
13. Chain-of-Responsibility - A way of processing a request by a chain of classes;
14. Command - Encapsulates an action within a class;
15. Interpreter - A way to implement specialized language elements;
16. Iterator - Sequentially access the elements of a collection;
17. Mediator - Provides a unified interface to a set of interfaces;
18. Memento - Captures and restores an object's internal state;
19. Observer - Allows the observation of the state of an object at run time;
20. State - Allows an object to partially change its type ar run time;
21. Strategy - Allows an algorithm to be dynamically selected at run time;
22. Template Method - Defers implementations of an algorithm to its subclass;
23. Visitor - Add new operations to a class without changing it;

(P238) To obtain maximal benefit from design patterns, multiple interacting patterns are employed;

(P256) Careful planning at the beginning of the project perhaps is the single most important factor that distinguishes success from failure;

(P341) A useful rule of thumb is that abstract nouns rarely end up corresponding to classes. Instead, they frequently are attributes of classes;

(P403) It is easier to implement a number of smaller subsystems than one large system;

(P449)
Acceptance testing naturally includes correctness testing, but in addition, it is necessary to test performance and robustness;

Test four major components of acceptance testing - testing correctness, robustness, performance and documentation;
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《设计模式:可复用的面向对象软件的基础》(Design Patterns: Elements of Reusable Object-Oriented Software)是一本经典的计算机科学籍,由Erich Gamma、Richard Helm、Ralph Johnson和John Vlissides联合编写。 该首次系统地介绍了23种常见的设计模式,这些模式是面向对象软件开发的重要指导和实践。设计模式是一种对重复出现的问题的解决方案,通过它们可以提供一种通用、可重用和可扩展的设计方法,用于解决软件系统中的常见问题。 《设计模式:可复用的面向对象软件的基础》描述了每个设计模式的结构、目的、应用场景和实现方式。它通过示例代码和详细解释来帮助读者理解每种模式的用途和优缺点。 这本的主要贡献之一是将设计模式分为三个类别:创建型、结构型和行为型模式。其中,创建型模式关注如何通过不同的方式创建对象,结构型模式关注如何组合对象以形成新功能,行为型模式关注对象之间的通信和协作方式。通过这种分类方式,读者可以更好地理解和应用设计模式。 《设计模式:可复用的面向对象软件的基础》已成为软件工程师必读的经典之作。它提供了一种设计思维的范式,可以帮助开发人员提高软件的扩展性、可读性和可维护性。无论是初学者还是经验丰富的开发人员,阅读并理解设计模式都对他们的软件设计和开发能力有很大的帮助。
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