By Robert C. Martin
Written by a software program developer for software program builders, this publication is a distinct number of the most recent software program improvement tools. the writer comprises OOD, UML, layout styles, Agile and XP equipment with an in depth description of an entire software program layout for reusable courses in C++ and Java. utilizing a realistic, problem-solving strategy, it indicates find out how to increase an object-oriented application—from the early phases of study, throughout the low-level layout and into the implementation. Walks readers in the course of the designer's suggestions — exhibiting the mistakes, blind alleys, and inventive insights that take place through the software program layout strategy. The publication covers: Statics and Dynamics; ideas of sophistication layout; Complexity administration; rules of package deal layout; research and layout; styles and Paradigm Crossings. Explains the rules of OOD, one after the other, after which demonstrates them with various examples, thoroughly worked-through designs, and case stories. Covers traps, pitfalls, and paintings arounds within the software of C++ and OOD after which exhibits how Agile tools can be utilized. Discusses the tools for designing and constructing substantial software program intimately. contains a three-chapter, in-depth, unmarried case research of a development safeguard method. For software program Engineers, Programmers, and Analysts who are looking to know how to layout item orientated software program with cutting-edge equipment.
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Extra resources for Agile software development: principles, patterns, and practices
2). This is the order that we shall follow in all of our examples. Other authors choose to adopt different styles, and this 24 | Chapter 2 ■ Understanding class definitions is mostly a question of preference. Our style is not necessarily better than all others. However, it is important to choose one style and then use it consistently, because then your classes will be easier to read and understand. 10 From your earlier experimentation with the ticket machine objects within BlueJ, you can probably remember the names of some of the methods–printTicket, for instance.
2 ■ Understanding class definitions Examining a class definition The exercises at the end of the previous section reveal that TicketMachine objects only really behave in the way we expect them to if we insert exactly the correct amount of money to match the price of a ticket. As we explore the internal details of the class in this section, we shall see why this is so. Take a look at the source code of the TicketMachine class by double-clicking its icon in the class diagram within BlueJ. 1. 1. By looking at the text of the class definition piece by piece, we can flesh out some of the object-oriented concepts that we talked about in Chapter 1.
When you create a TicketMachine instance, you will be asked to supply a number that corresponds to the price of tickets that will be issued by that particular machine. The price is taken to be a number of cents, so a positive whole number such as 500 would be appropriate as a value to work with. 1 Create a TicketMachine object on the object bench and take a look at its methods. You should see the following: getBalance, getPrice, insertMoney, and printTicket. Try out the getPrice method. You should see a return value containing the price of the tickets that was set when this object was created.
Agile software development: principles, patterns, and practices by Robert C. Martin