Contents

Preface

Acknowledgments

About the Author

Introduction

Part I. The Roots of Object-Oriented Development

Chapter 1. Historical Perspective

History

Structured Development

Lessons Hard Won

Technical Innovation

Chapter 2. Object Technology

Basic Philosophy

Breadth-First Processing (aka Peer-to-Peer Collaboration)

Chapter 3. Generalization, Inheritance, Genericity, and Polymorphism

Generalization

Inheritance

Polymorphism

Genericity

Chapter 4. MBD Road Map

Problem Space versus Computing Space

Maintainability

Chapter 5. Modeling Invariants

So Just What Is Modeling Invariants?

The Rewards

Examples

Chapter 6. Application Partitioning

Why Do We Care?

Basic Concepts of Application Partitioning

Identifying Subsystems

Bridges

Describing Subsystems

An Example: Pet Care Center

Processes

Part II. The Static Model

Chapter 7. Road Map to Part II

What Is the Static Model?

Knowledge versus Behavior

Practical Note

Chapter 8. Classes

Abstract Representation

Class Notation

Identifying Classes and Their Responsibilities

Examples

Using Sequence and Collaboration Diagrams

Chapter 9. Class Responsibilities

Attributes: What the Objects of a Class Should Know

Operations and Methods: What an Object Must Do

Process

Examples

Chapter 10. Associations

Definitions and Basics

Notation

The Nature of Logical Connections

Conditionality

Multiplicity

Constraints

Association Classes

Identifying Associations

Examples

Chapter 11. Referential and Knowledge Integrity

Knowledge Integrity

Referential Integrity

Chapter 12. Generalization Redux

Subclassing

Multi-directional Subclassing, Multiple Inheritance, and Composition

Alternatives to Generalization

Chapter 13. Identifying Knowledge

What Is the Nature of OO Knowledge?

Abstracting Aggregates

Picking the Right Abstraction

Does the Abstraction Need to Coalesce Entity Knowledge?

Part III. The Dynamic Model

Chapter 14. Road Map to Part III

Part III Road Map

Action Languages

Mealy versus Moore versus Harel

The Learning Curve

Chapter 15. The Finite State Machine

Basic Finite State Automata

Looking for State Machines

Some Examples

Chapter 16. States, Transitions, Events, and Actions

States

Transitions

Events

Actions

The Execution Model

Naming Conventions

Chapter 17. Developing State Models

Designing State Machines

Examples

Chapter 18. Abstract Action Languages

AALs and ADFDs

AAL Syntax

Examples

Glossary

Index

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