Preface
1 Object Oriented and Real Time Come Together
1.1 TENSIONS AT THE BASE
1.2 THE BIG PICTURE
1.3 FOCUS OF THE BOOK
1.4 SUMMARY
2 The Behavioural Fabric of Systems
2.1 THE IDEA OF A BEHAVIOURAL FABRIC
2.2 PATTERNS IN THE BEHAVIOURAL FABRIC
2.3 WORKING WITH THE BEHAVIOURAL FABRIC
2.4 POINT-TO-POINT VS.RIPPLE PATTERNS
2.5 SUMMARY
3 Basic Use Case Map Model
3.1 BASIC NOTATION AND INTERPRETATION
3.2 AN EXAMPLE:MOUSE DOUBLE CLICK
3.3 BOUND MAPS (OPERATION DOMAIN)
3.4 BOUND MAPS(ASSEMBLY DOMAIN)
3.5 ISSUES OF SCALE
3.6 SUMMARY
4 Contact for Designing with Use Case Maps
4.1 AN OVERVIEW OF THE CONTEXT
4.2 MODELS AT THE DIFFERENT LEVELS
4.3 THE CONTEXT WITHOUT USE CASE MAPS
4.4 USE CASE MAPS IN DEVELOPMENT PROCESSES
4.5 SOME IMPORTANTISSUES
4.6 COMPONENT TYPES IN USE CASE MAPS
4.7 SUMMARY
5 A Simple Example
5.1 HIGH-LEVEL DESIGN,OPERATION (UCM1)
5.2 DETAILED DESIGN,OPERATION(CGI,ISD1)
5.3 HIGH-LEVEL DESIGN,OPERATION(UCM2)
5.4 DETAILED DESIGN,OPERATION(ISD2)
5.5 DETAILED DESIGN,ASSEMBLY(CSD)
5.6 HIGH-LEVEL DESIGN,ASSEMBLY(UCM3)
5.7 DETAILED DESIGN,ASSEMBLY(CG2,VC)
5.8 HIGH-LEVEL DESIGN ,MANFG.(CRD1)
5.9 DETAILED DESIGN,MANFG.(CRD2)
5.10 IMPLEMENTATION(CODE)
5.11 SUMMARY
6 Case Study:A Conventional Object-Oriented Application from an Unconventional Perspective
6.1 USE CASES AND INTERFACE MOCK-UP
6.2 SOME CLASSES
6.3 USE CASE MAPS
6.4 CLASS REFINEMENT(DETAILED DESIGN)
6.5 COLLABORATION GRAPHS(DETAILED DESIGN)
6.6 VISIBILITY GRAPHS AND SOURCE CODE
6.7 SUMMARY
7 A dvanced Use Case Map Model
7.1 UNBOUND MAPS
7.2 AN EXAMPLE:TIMEOUT AND RECOVERY
7.3 BOUND MAPS
7.4 ORIGINATION-TERMINATION PATTERNS
7.5 SUMMARY
8 Case Study:High-Level Design of a Real Time,Distributed System
8.1 DISCOVERING PROCESSES
8.2 MAPS FOR PERFORMANCE AND ROBUSTNESS
8.3 MAPS AS INVARIANTS FOR EVALUATING TRADE-OFFS
8.4 SCALEUP ISSUES
8.5 SUMMARY
9 Detailed Design Notation
9.1 THE COLLABORATION GRAPH NOTATION
9.2 USING THE NOTATION FOR DESIGN
9.3 COLLABORATION GRAPHS AND USE CASE MAPS
9.4 SUMMARY
10 Case Study:Rounding Out the Real Time ,Distributed System Example
10.1 FROM MAPS TO COLLABORATION GRAPHS
10.2 EXPLORING COLLABORATION GRAPHS
10.3 A REALISTIC EXAMPLE OF STRUCTURAL DYNAMICS
10.4 CLASSES FOR PROCESSES AND OBJECTS
10.5 USE CASE MAPS AS A COMMON DENOMINATOR
10.6 SUMMARY
11 Patterns
11.1 OPERATIONAL ORGANIZATIONS OF PROCESSES
11.2 LAYERING AND EVENT DISPATCHING
11.3 MULTIPLE ROLE PLAYING BY OBJECTS IN SLOTS
11.4 MANUFACTURING OPERATIONAL COMPONENTS
11.5 RELATIONSHIP TO THE PATTERNS LITERATURE
11.6 SUMMARY
12 Supplementing Familiar Design Methods
12.1 A RECAP OF THE DESIGN MODELS AND CONTEXT
12.2 ARE USE CASE MAPS FOR YOU?
12.3 OBJECT-ORIENTED SOFTWARE ENGINEERING(OOSE)
12.4 REAL TIME OBJECT-ORIENTED MODELING(ROOM)
12.5 FUSION
12.6 OTHER METHODS
12.7 CROSS-REFERENCE OF DIAGRAM TYPES
12.8 SUMMARY
Appendix A Notation Summary
Appendix B Some Coding Examples
References
Index