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  • 软件工程 (美)普莱斯曼(Roger S.Pressman),(美)马克西姆(Bruce R.Maxim) 著 著
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    • 作者: (美)普莱斯曼(Roger S.Pressman),(美)马克西姆(Bruce R.Maxim) 著著
    • 出版社: 机械工业出版社
    • 出版时间:2015-02-01 00:00:00
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    • 作者: (美)普莱斯曼(Roger S.Pressman),(美)马克西姆(Bruce R.Maxim) 著著
    • 出版社:机械工业出版社
    • 出版时间:2015-02-01 00:00:00
    • 版次:1
    • 印次:1
    • 印刷时间:2015-02-01
    • 页数:941
    • 开本:16开
    • 装帧:平装
    • 国别/地区:中国
    • 版权提供:机械工业出版社

    软件工程

    作  者:(美)普莱斯曼(Roger S.Pressman),(美)马克西姆(Bruce R.Maxim) 著 著
    定  价:119
    出 版 社:人民交通出版社
    出版日期:2015年02月01日
    页  数:941
    装  帧:平装
    ISBN:9787111489504
    主编推荐

    内容简介

    本书自1982年发行第1版以来,一直受到软件工程界的高度重视,成为高等院校计算机相关专业软件工程课的重要教学参考书。近30年来,它的各个后继版本一直都是软件专业人土熟悉的读物,在国际软件工程界享有无可质疑的权威地位。它在全面而系统、概括而清晰地介绍软件工程的有关概念、原则、方法和工具方面获得了广大读者的好评。此外,本书在给出传统的、对学科发展具有深刻影响的方法时,又适当地介绍了当前正在发展的、具有生命力的新技术。

    作者简介

    RogerS.Pressman,软件过程改进和软件工程技术方面的国际知名权威人士。多年来,他作为软件工程师、管理人员、教授、作者及咨询顾问始终工作在软件工程领域。Pressman博士著有6部著作,并撰写了很多技术文章,是多种行业期刊的固定撰稿人,曾任多种行业杂志的编委,多年来一直担任《IEEESoftware》杂志的Manager专栏的编辑。Pressman博士是知名的演讲者,曾在许多行业会议上演讲。他还是美国计算机协会(ACM)、美国电气与电子工程师协会(IEEE)等组织的成员。
    BruceR.Maxim,在30多年的职业生涯中,Maxim博士曾先后担任过软件工程师、项目经理、大学教授、图书作者和技术顾问,具有丰富的产业和学术经验。他的研究兴趣包括软件工程、人机交互、游戏设计、社会媒体、人工智能和计算机科学教育。Maxim博士现为密歇根大学迪尔伯恩分校计算机和信息科学副教授,null

    精彩内容

    目录
    Preface
    CHAPTER 1 THE NATURE OF SOFTWARE
    1.1 The Nature of Software
    1.1.1 Defininq Software
    1.1.2 Software Application Domains
    1.1.3 Legacy Software
    1.2 The Changing Nature of Software
    1.2.1 WebApps
    1.2.2 Mobile Applications
    1.2.3 Cloud Computing
    1.2.4 Product Line Software
    1.3 Summary
    PROBIEMS AND POINTS TO PONDER
    FURTHER READINGS AND INFORMATION SOURCES
    CHAPTER 2 SOFTWARE ENGINEERING
    2.1 Defining the Discipline
    2.2 The Software Process
    2.2.1 The Process Framework
    2.2.2 Umbrella Activities
    2.2.3 Process Adaptation
    2.3 Software Engineering Practice
    2.3.1 The Essence of Practice
    2.3.2 General Principles
    2.4 Software Development Myths
    2.5 How It All Starts
    2.6 Summary
    PROBIEMS AND POINTS TO PONDER
    FURTHER READINGS AND INFORMATION SOURCES
    PART ONE THE SOFTWARE PROCESS
    CHAPTER 3 SOFTWARE PROCESS STRUCEURE
    3.1 A Generic Process Model
    3.2 Defining a Framework Activity
    3.3 Identifying a Task Set
    3.4 Process Patterns
    3.5 Process Assessment and Improvement
    36 Surnmary
    PROBLEMS AND POINTS TO PONDER
    FURTHER READINGS AND INFORMATION SOURCES
    CHAPTER 4 PROCESS MODELS
    4.1 Prescriptive Process Models
    4.1.1 The Waterfall Model
    4.1.2 Incremental Process Models
    4.1.3 Evolutionary Process Models
    4.1.4 Concurrent Models
    4.1.5 A Final Word on Evolutionary Processes
    4.2 Specialized Process Models
    4.2.1 Componenr—Based Development
    4.2.2 The Formal Methods Model
    4.2.3 Aspect—Oriented Software Developmenl
    4.3 The Unified Process
    4.3.1 A Brief History
    4.3.2 Phases of the Unified Process
    4.4 Personal and Team Process Models
    4.4.1 Personal Software Process
    4.4.2 Team Software Process
    4.5 Process Technology
    4.6 Product and Process
    4.7 Summary
    PROBLEMS AND POIHTS TO PONDER
    FURTHER READINGS AND INFORMATION SOURCES
    CHAPTER 5 AGILS DEVELOPMENT
    5.1 What Is Agility?
    5.2 Agility and the Cost of CHange
    5.3 What Is an Agile Process?
    5.3.1 Agility Principles
    5.3.2 The Politics of Agile Development
    5.4 Extreme Programming
    5.4.1 The XP Process
    5.4.2 Industrial XP
    5.5 Other Agile Process Modeis
    5.5.1 Scrum
    5.5.2 Dynamic Systems Development Method
    5.5.3 Agile Modeling
    5.5.4 Agile Unified Process
    5.6 A Tool Set for tHe Agile Process
    5.7 Summary
    PROBLEMS AND POINTS TO PONDER
    FURTHER READINGS AND INFORMATION SOURCES
    CHAPTER 6 HUMAN ASPECTS OF SOFTWARE ENGINEERING
    6.1 Characteristics of a Software Engineer
    6.2 The Psychology of Software Engineering
    6.3 The Soffware Team
    6.4 Team Structures
    6.5 Agile Teams
    6.5.1 The Generic Agile Team
    6.5.2 The XP Team
    6.6 The Impad of Social Medio
    6.7 Software Engineering Using the Cloud
    6.8 Collaboration Tools
    6.9 Global Teams
    6.10 Summary
    PROBLEMS AND POINTS TO PONDER
    FURTHER READINGS AND INFORMATION SOURCES
    PART TWO MODELING
    CHAPTER 7 PRINCIPLES THAT GUIDE PRACTICE
    7.1 Software Engineering Knowledge
    7.2 Core Principles
    7.2.1 Principles That Guide Process
    7.2.2 Principles That Guide Practice
    7.3 Principles That Guide Each Framework Activicy
    7.3.1 Communication Prinaples
    7.3.2 Planning Principles
    7.3.3 Modeiing Principles
    7.3.4 Construdion Principles
    7.3.5 Deployment Principles
    7.4 Work Practices
    7.5 Summary
    PROBLEMS AND POINTS TO PONDER
    FURTHER READINGS AND INFORMATION SOURCES
    CHAPTER 8 UNDERSTANDING REQUIREMENTS
    8.1 Requirements Engineering
    8.2 Estoblishing the Gfoundwork
    8.2.1 Identifying Stakehotders
    8.2.2 Recognizing Multiple Viewpoints
    8.2.3 Working toword Collaboration
    8.2.4 Asking the First Quesfions
    8.2.5 Nonfunctional Requirements
    8.2.6 Traceability
    8.3 Eliciting Requiremenfs
    8.3.1 Collaborative Requirements Gathering
    8.3.2 Quolity Function Deployment
    8.3.3 Usage Scenarios
    8.3.4 Elicitation Work Products
    8.3.5 Agile Requirements Elicitarion
    8.3.6 Service—Oriented Methods
    8.4 Developing Use Cases
    8.5 Building the Analysis Model
    8.5.1 Elements of the Analysis Model
    8.5.2 Analysis Potferns
    8.5.3 Agile Requirements Engineering
    8.5.4 Requirements for Self—Adaptive Systems
    8.6 Negotiating Requirements
    8.7 Requirements Monitoring
    8.8 Validafing Requirements
    8.9 Avoiding Common Mistakes
    8.10 Summary
    PROBLEMS AND POINTS TO PONDER
    FURTHER READINGS AND OTHER INFORMATION SOURCES
    CHAPTER 9 REQUIREMENTS MODELING: SCENARIO—BASED METHODS
    9.1 Requirements Analysis
    9.1.1 Overall Objectives and Philosophy
    9.1.2 Analysis Rules of Thumb
    9.1.3 Domain Analysis
    9.1.4 Requirements Modeling Approaches
    9.2 Scenario—Based Modeling
    9.2.1 Creating o Preliminary Use Case
    9.2.2 Refining a Preliminary Use Case
    9.2.3 Writing a Formal Use Case
    9.3 UML Models That Supplement the Use Case
    9.3.1 Developing an Activity Diagram
    9.3.2 Swimlone Diagrams
    9.4 Summary
    PROBLEMS AND POINTS TO PONDER
    FURTHER READINGS AND INFORMATION SOURCES
    CHAPTER 10 REQUIREMENTS MODELING: CLASS—BASED METHODS
    10.1 Identifying Analysis Closses
    10.2 Specifying Attributes
    10.3 Defining Operations
    10.4 Class—Responsibility—Collaborafor Modeling
    10.5 Associations and Dependencies
    10.6 Analysis Packages
    10.7 Summary
    PROBLEMS AND POINTS TO PONDER
    FURTHER READINGS AND INFORMATION SOURCES
    CHAPTER 11 REQUIREMENTS MODELING; BEHAVIOR,PATTERNS,AND WEB/MOBILE APPS
    11.1 Creating a Behavioral Model
    11.2 Identifying Events with the Use Case
    11.3 State Representations
    11.4 Patterns for Requirements Modeling
    11.4.1 Discovering Analysis Patterns
    11.4.2 A Requirements Pattern Example: Actuafor—Sensor
    11.5 Requirements Modeling for Web and Mobile Apps
    11.5.1 How Much Analysis Is Enough?
    11.5.2 Requirements Modeling Input
    11.5.3 Requirements Modeling Output
    11.54 Contenl Model
    11.5.5 Interation Model for Web and Mobile Apps
    11.5.6 Functional Model
    11.5.7 Configuration Models for WebApps
    11.5.8 Navigation Modeling
    11.6 Summary
    PROBLEMS AND POINTS TO PONDER
    FURTHER READINGS AND INFORMATION SOURCES
    ……
    CHAPTER 12 DESIGN CONCEPTS
    CHAPTER 13 ARCHITECTURAL DESIGN
    CHAPTER 14 COMPONENT—LEVEL DESIGN
    CHAPTER 15 USER INTERFACE DESIGN
    CHAPTER 16 PATTERN—BASED DESIGN
    CHAPTER 17 WEBAPP DESIGN
    CHAPTER 18 MOBILEAPP DESIGN
    PART THREE QUALITY MANAGEMENT
    CHAPTER 19 QUALITY CONCEPTS
    CHAPTER 20 REVIEW TECHNIQUES
    CHAPTER 21 SOFTWARE QUALITY ASSURANCE
    CHAPTER 22 SOFTWARE TESTING STRATEGIES
    CHAPTER 23 TESTING CONVENTIONAL APPLICATIONS
    CHAPTER 24 TESTING OBJECT—ORIENTED APPLICATIONS
    CHAPTER 25 TESTING WEB APPLICATIONS

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