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Software Engineering: Concepts and Applications

Software Engineering: Concepts and Applications

          
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About the Book

Software Engineering: Concepts and Applications is designed to be a readable, practical guide for software engineering students as well as practitioners who are learning software engineering as they practice it. The book presents critical insights and techniques every student heading into the software engineering job market needs to know, and many seasoned software engineers must grasp to be better at their jobs. The subject matter of each chapter is strongly motivated and has clear take-aways that a student is bound to remember and apply. A continuous case study and chapter specific exercises illustrate how each idea relates to the bigger picture and how they can be applied in practice. Common pitfalls and workarounds have also been highlighted. This book presents software engineering not as an amalgamation of dry facts, but as a living and vibrant vocation with great growth potential in the near future. It is endowed with the results and insights from the author's own research, teaching, and industry experience which will help students easily understand the concepts and skills that are so vital in the real world of software development.

Table of Contents:
FRONT MATTER; PREFACE; INTRODUCTION; PART I UNDERSTANDING THE REALM OF SOFTWARE ENGINEERING; 1.1 LEARNING OBJECTIVES; 1.2 MOTIVATION; 1.3 WHAT SOFTWARE ENGINEERING IS; 1.4 WHAT SOFTWARE ENGINEERING IS NOT; 1.5 SOFTWARE: ART, SCIENCE, OR ENGINEERING?; 1.6 BECOMING A SOFTWARE ENGINEER; 1.7 A SOFTWARE ENGINEER'S CHALLENGES; 1.8 A SOFTWARE ENGINEER'S REWARDS; 1.9 SUMMARY AND TAKE-AWAYS; 1.10 WHERE TO LOOK FOR MORE?; 1.11 CASE STUDY; 1.12 WORKED-OUT EXAMPLES; 1.13 EXERCISES; 1.14 REFERENCES; 2.1 LEARNING OBJECTIVES; 2.2 MOTIVATION; 2.3 A HISTORICAL PERSPECTIVE; 2.4 WHY SOFTWARE ENGINEERS NEED TO KNOW A BIT OF HISTORY; 2.5 THE SOFTWARE CRISIS; 2.6 CROSSROADS OF SOFTWARE ENGINEERING; 2.7 COMING OF THE WORLD WIDE WEB; 2.8 THE NEW MILLENNIUM; 2.9 UNFOLDING POTENTIAL; 2.10 SUMMARY AND TAKE-AWAYS; 2.11 WHERE TO LOOK FOR MORE?; 2.12 CASE STUDY; 2.13 WORKED-OUT EXAMPLES; 2.14 EXERCISES; 2.15 REFERENCES; 3.1 LEARNING OBJECTIVES; 3.2 MOTIVATION; 3.3 SOFTWARE ENGINEERING AND OTHER ENGINEERINGS; 3.4 ARE THERE LAWS OF SOFTWARE?; 3.5 SOME ENGINEERING IDEAS THAT WORK FOR SOFTWARE; 3.6 SOME ENGINEERING IDEAS THAT DO NOT WORK FOR SOFTWARE; 3.7 SOFTWARE ENGINEERING CREDOS; 3.8 PROGRAMMING AND SOFTWARE ENGINEERING; 3.9 AN EVOLVING DISCIPLINE; 3.10 SUMMARY AND TAKE-AWAYS; 3.11 WHERE TO LOOK FOR MORE?; 3.12 CASE STUDY; 3.13 WORKED-OUT EXAMPLES; 3.14 EXERCISES; 3.15 REFERENCES; PART II PLANNING AND MANAGING SOFTWARE DEVELOPMENT; 4.1 LEARNING OBJECTIVES; 4.2 MOTIVATION; 4.3 A METHOD TO THE MADNESS?; 4.4 THE SOFTWARE DEVELOPMENT LIFECYCLE; 4.5 ALGORITHM, PROCESS, AND METHODOLOGY; 4.6 DIFFERENT DEVELOPMENT PHILOSOPHIES; 4.6.1 SEQUENTIAL DEVELOPMENT; 4.6.2 ITERATIVE DEVELOPMENT; 4.7 A BRIEF REVIEW OF SOFTWARE DEVELOPMENT METHODOLOGIES; 4.7.1 CODE-A-BIT-TEST-A-BIT; 4.7.2 WATERFALL; 4.7.3 RAPID PROTOTYPING; 4.7.4 ITERATIVE AND INCREMENTAL DEVELOPMENT; SIDEBAR: WATERFALL IS ITERATIVE?; 4.7.5 SPIRAL; 4.7.6 EXTREME PROGRAMMING AND AGILE PROCESSES; SIDEBAR: DIFFERENT WAYS OF DOING; 4.8 WHO IS THE FAIREST OF THEM ALL?; SIDEBAR: PEOPLE AND PROCESS; 4.9 SUMMARY AND TAKE-AWAYS; 4.10 WHERE TO LOOK FOR MORE?; 4.11 INTRODUCING THE CASE STUDY; 4.12 EXERCISES; 4.12.1 REVIEW QUESTIONS; 4.12.2 REFLECTIVE QUESTIONS; REFERENCES; 5.1 LEARNING OBJECTIVES; 5.2 MOTIVATION; 5.3 WHAT IS A PROCESS?; 5.4 PROCESSES AND SOFTWARE ENGINEERING; 5.5 FROM MICRO TO MACRO; 5.6 THE PERSONAL SOFTWARE PROCESS; 5.7 THE TEAM SOFTWARE PROCESS; 5.8 THE UNIFIED SOFTWARE DEVELOPMENT PROCESS; 5.9 TOWARDS PROCESS IMPROVEMENT AND PROCESS MAKING; 5.10 CASE STUDY; 5.11 SUMMARY AND TAKE-AWAYS; 5.12 WHERE TO LOOK FOR MORE?; 5.13 EXERCISES; 5.13.1 REVIEW QUESTIONS; 5.13.2 REFLECTIVE QUESTIONS; 5.13.3 PROGRAMMING EXAMPLES; REFERENCES; 6.1 LEARNING OBJECTIVES; 6.2 MOTIVATION; 6.3 WHAT IS ESTIMATION?; 6.4 THE SCIENCE AND ART OF SOFTWARE ESTIMATION; 6.5 IMPORTANCE OF ESTIMATION IN SOFTWARE DEVELOPMENT; SIDEBAR: EXPERT ESTIMATION; 6.6 WHY IS GOOD ESTIMATION SO DIFFICULT?; 6.7 CASE STUDY; SIDEBAR: CONE OF UNCERTAINTY; 6.8 SOME STANDARD ESTIMATION TECHNIQUES; 6.8.1 ESTIMATION BY JUDGMENT; 6.8.1.1 ESTIMATION FROM INDIVIDUAL EXPERTS; 6.8.1.2 ESTIMATION FROM GROUPS OF EXPERTS; 6.8.2 ESTIMATION BY COMPARISON; 6.8.3 ESTIMATION BY CORRELATION; 6.8.3.1 ESTIMATION BY FUZZY LOGIC; 6.8.3.2 ESTIMATION BY STORY POINTS; 6.8.3.3 ESTIMATION BY STANDARD COMPONENTS; SIDEBAR: COCOMO; 6.9 ESTIMATING SIZE; 6.10 ESTIMATING EFFORT; 6.11 ESTIMATING TIME; SIDEBAR: ALGORITHMIC MODELS FOR ESTIMATION; 6.12 ESTIMATION AND EXPERIENCE; 6.13 SUMMARY AND TAKE-AWAYS; 6.14 WHERE TO LOOK FOR MORE?; 6.15 WORKED-OUT EXAMPLES; 6.16 EXERCISES; 6.16.1 REVIEW QUESTIONS; 6.16.2 REFLECTIVE QUESTIONS; 6.16.3 NUMERICAL PROBLEMS; 6.16.4 PROGRAMMING EXAMPLES; REFERENCES; 7.1 LEARNING OBJECTIVES; 7.2 MOTIVATION; 7.3 THE NEED TO MEASURE; 7.4 METRICS GO BEYOND MERE MEASURING; 7.5 METRICS, MANAGEMENT, AND BEYOND; 7.6 A BRIEF REVIEW OF SOFTWARE METRICS; 7.1 EARLY PERSPECTIVES; 7.2 A MATURING DISCIPLINE; 7.3 TOWARDS A DEEPER PERCEPTION; 7.4 METRICS IN THE NEW MILLENNIUM; 7.7 SOME COMMONLY USED METRICS; 7.8 USING METRICS TO GUIDE SOFTWARE DEVELOPMENT; 7.9 THE ART AND CRAFT OF METRICS MAKING; 7.10 SUMMARY AND TAKE-AWAYS; 7.11 WHERE TO LOOK FOR MORE?; 7.12 CASE STUDY; 7.13 WORKED-OUT EXAMPLES; 7.14 EXERCISES; 7.14.1 REVIEW QUESTIONS; 7.14.2 REFLECTIVE QUESTIONS; REFERENCES; 8.1 LEARNING OBJECTIVES; 8.2 MOTIVATION; 8.3 THAT ELUSIVE SOMETHING; 8.4 THE FOUR PS OF SOFTWARE DEVELOPMENT: PEOPLE, PROJECT, PRODUCT, AND PROCESS; 8.5 PROJECT LIFE CYCLE; 8.6 PRINCIPLES OF SOFTWARE PROJECT MANAGEMENT; 8.7 PROJECT MANAGEMENT: PROCESSES GROUPS AND KNOWLEDGE AREAS; 8.8 THE SOFTWARE PROJECT MANAGEMENT PLAN; 8.9 TEAM DYNAMICS; 8.10 MANAGING VERSUS LEADING; 8.12 SUMMARY AND TAKE-AWAYS; 8.13 WHERE TO LOOK FOR MORE?; 8.14 EXERCISES; 8.14.1 REVIEW QUESTIONS; 8.14.2 REFLECTIVE QUESTIONS; 8.14.3 NUMERICAL PROBLEMS; REFERENCES; 9.1 LEARNING OBJECTIVES; 9.2 MOTIVATION; 9.3 SOFTWARE FOR REAL USERS; 9.4 CAPRICIOUS USERS; 9.5 CASE STUDY; 9.6 HELPING USERS KNOW THEIR NEEDS; 9.7 CO-EVOLUTION: INTERACTION OF THE PROBLEM AND SOLUTION; 9.8 LANGUAGE AND COMMUNICATION; 9.9 HUMAN COMPUTER INTERACTION; 9.10 TOWARDS USABLE SOFTWARE SYSTEMS; SIDEBAR: A CAPITAL WHICH FAILED THE USABILITY TEST; 9.11 THE HUMAN FACTOR; 9.12 SUMMARY AND TAKE-AWAYS; 9.13 WHERE TO LOOK FOR MORE?; 9.14 EXERCISES; 9.14.1 REVIEW QUESTIONS; 9.14.2 REFLECTIVE QUESTIONS; 9.14.3 PROGRAMMING EXAMPLES; REFERENCES; 10.1 LEARNING OBJECTIVES; 10.2 MOTIVATION; 10.3 THE CASE FOR CASE (COMPUTER AIDED SOFTWARE ENGINEERING); 10.4 THE LURE OF AUTOMATION; 10.5 THE AUTOMATION ODYSSEY; 10.6 AUTOMATION: THE WHY, HOW, AND WHAT; 10.6.1 TEST AUTOMATION; 10.6.3 DESIGN AUTOMATION; 10.6.5 THE SPECTRUM OF AUTOMATION; 10.7 THE COMP-REF TECHNIQUE: TOWARDS AUTOMATING ONE ASPECT OF DESIGN; 10.7.1 APTITUDE INDEX; 10.7.2 REQUIREMENT SET; 10.7.3 CONCORDANCE INDEX; 10.8 CASE STUDY; 10.9 SUMMARY AND TAKE-AWAYS; 10.10 WHERE TO LOOK FOR MORE?; 10.11 EXERCISES; 10.11.1 REVIEW QUESTIONS; 10.11.2 REFLECTIVE QUESTIONS; 10.11.3 NUMERICAL PROBLEMS; 10.11.4 PROGRAMMING EXAMPLES; REFERENCES; PART III MAKING SOFTWARE; 11.1 LEARNING OBJECTIVES; 11.2 MOTIVATION; 11.3 THE ARCHITECTURAL VIEWS OF SOFTWARE; 11.4 VIEWS AND DEFINITIONS OF SOFTWARE ARCHITECTURE; 11.5 WHY ARCHITECTURE IS ESSENTIAL IN LARGE SCALE SOFTWARE SYSTEMS; 11.6 HOW ARCHITECTURE DIFFERS FROM DESIGN; 11.7 ARCHITECTURAL PATTERNS; 11.8 THE FUTURE OF SOFTWARE ARCHITECTURE; 11.9 SUMMARY AND TAKE-AWAYS; 11.10 WHERE TO LOOK FOR MORE?; 11.11 CASE STUDY; 11.13 EXERCISES; 11.13.1 REVIEW QUESTIONS; 11.13.2 REFLECTIVE QUESTIONS; REFERENCES; 12.1 LEARNING OBJECTIVES; 12.2 MOTIVATION; 12.3 A COOKING METAPHOR; 12.4 A CASE FOR SOFTWARE'S COMPLEXITY; 12.5 STRATEGIES FOR ADDRESSING COMPLEXITY IN SOFTWARE SYSTEMS; 12.5.1 DECOMPOSITION; 12.5.2 ABSTRACTION; 12.5.3 HIERARCHIES; 12.6 DIFFERENT SOFTWARE DEVELOPMENT PARADIGMS; 12.6.1 THE ALGORITHMIC PARADIGM; 12.6.2 THE OBJECT ORIENTED PARADIGM; 12.6.3 THE ASPECT ORIENTED PARADIGM; SIDEBAR: CROSSCUTTING SCORE - DECIDING BETWEEN A CLASS AND AN ASPECT; 12.7 PARADIGMS, PERSPECTIVES, AND PROGRAMMING; 12.8 A HOLISTIC VIEW; 12.9 CASE STUDY; 12.10 SUMMARY AND TAKE-AWAYS; 12.11 WHERE TO LOOK FOR MORE?; 12.11 EXERCISES; 12.12.1 REVIEW QUESTIONS; 12.12.2 REFLECTIVE QUESTIONS; 12.12.3 NUMERICAL PROBLEMS; 12.12.4 PROGRAMMING EXAMPLES; REFERENCES; 13.1 LEARNING OBJECTIVES; 13.2 MOTIVATION; 13.3 THE INCREMENTAL APPROACH TO LEARNING LANGUAGES; 13.4 PROGRAMMING LANGUAGES; 13.4.1 JOURNEY OF PROGRAMMING LANGUAGES: MILESTONES; 13.4.2 PROFUSION OF PROGRAMMING LANGUAGES; 13.4.3 CLASSIFICATION OF PROGRAMMING LANGUAGES; 13.4.4 THE CHOICE OF A PROGRAMMING LANGUAGE; ASIDE: THE HIGH AND LOW OF PROGRAMMING LANGUAGES; ASIDE: THE BLACK MAGIC OF COMPILATION; 13.5 MODELING LANGUAGES; 13.5.1 THE ESSENCE OF A MODEL; 13.5.2 THE UNIFIED MODELING LANGUAGE; ASIDE: THE MAKING OF UML; 13.6 SPECIFICATION LANGUAGES; 13.6.1 THE TEN COMMANDMENTS OF FORMAL METHODS; 13.6.2 A SIMPLE EXAMPLE USING Z; 13.7 SUMMARY AND TAKE-AWAYS; 13.8 WHERE TO LOOK FOR MORE?; 13.9 EXERCISES; 13.9.1 REVIEW QUESTIONS; 13.9.2 REFLECTIVE QUESTIONS; 13.9.3 PROGRAMMING EXAMPLES; REFERENCES; 14.1 LEARNING OBJECTIVES; 14.2 MOTIVATION; 14.3 THE FOUR P'S: PRODUCT, PROCESS, PEOPLE, PROJECT; 14.4 THE DIMENSIONALITY OF SOFTWARE DEVELOPMENT; 14.5 KEY CONCERNS FOR SOFTWARE DEVELOPMENT; 14.6 WORKFLOWS; 14.6.1 REQUIREMENTS; 14.6.2 ANALYSIS; 14.6.3 DESIGN; 14.6.4 IMPLEMENTATION; 14.6.5 TEST; 14.7 PHASES; 14.7.1 INCEPTION; 14.7.2 ELABORATION; 14. 7.3 CONSTRUCTION; 14. 7.4 TRANSITION; 14.8 THE FITTING TOGETHER OF WORKFLOWS AND PHASES; 14.9 SUMMARY AND TAKE-AWAYS; 14.10 WHERE TO LOOK FOR MORE?; 14.11 EXERCISES; 14.11.1 REVIEW QUESTIONS; 14.11.2 REFLECTIVE QUESTIONS; REFERENCES; 15.1 LEARNING OBJECTIVES; 15.2 MOTIVATION; 15.3 UNDERSTANDING THE SYSTEM; 15.4 PLANNING THE DEVELOPMENT; 15.4 ANALYSIS AND DESIGN; 15.5 IMPLEMENTATION AND TESTING; 15.6 TRACKING THE DEVELOPMENT LIFE CYCLE THROUGH THE PHASES; 15.7 SUMMARY AND TAKE-AWAYS; 15.8 WHERE TO LOOK FOR MORE?; 15.9 CASE STUDY; 15.10 WORKED-OUT EXAMPLES; 15.11 EXERCISES; 15.12 REFERENCES; 16.1 LEARNING OBJECTIVES; 16.2 MOTIVATION; 16.3 EXPERIENCE, INTUITION, AND SOFTWARE DESIGN; 16.4 THE ROLE OF HEURISTICS; 16.5 SOFTWARE REUSE: MYTH VS. REALITY; 16.6 BUILDING SOFTWARE FROM OFF-THE-SHELF COMPONENTS; 16.7 USER INTERFACE DESIGN; 16.8 SOFTWARE ENGINEERING VS. SYSTEMS ENGINEERING; 16.9 REFACTORING; 16.10 ORGANIZATIONAL BEST PRACTICES; 16.11 TRIBAL MEMORY; 16.12 SUMMARY AND TAKE-AWAYS; 16.13 WHERE TO LOOK FOR MORE?; 16.14 CASE STUDY; 16.15 WORKED-OUT EXAMPLES; 16.16 EXERCISES; 16.17 REFERENCES; PART IV TESTING, MAINTAINING AND MODIFYING SOFTWARE SYSTEMS; 17.1 LEARNING OBJECTIVES; 17.2 MOTIVATION; 17.3 SOME TESTING TERMS; SIDEBAR: THE ORIGIN OF BUGS; 17.4 SOME TESTING TENETS; 17.5 TWO TESTING PHILOSOPHIES; 17.5.1 BLACK-BOX TESTING; 17.5.2 WHITE-BOX TESTING; 17.6 DIFFERENT TYPES OF TESTING; 17.6.1 UNIT TESTING; 17.6.2 INTEGRATION TESTING; 17.6.2.1 TOP-DOWN INTEGRATION TESTING; 17.6.2.2 BOTTOM-UP INTEGRATION TESTING; 17.6.2.3 BIG-BANG INTEGRATION TESTING; 17.6.4 PERFORMANCE TESTING; 17.6.5 STRESS TESTING; 17.6.6 USER-ACCEPTANCE TESTING; SIDEBAR: THE JUNIT FRAMEWORK; 17.7 INSPECTIONS, WALKTHROUGHS, AND REVIEWS; 17.8 DESIGNING TEST CASES; 17.9 CASE STUDY; 17.10 DEBUGGING TECHNIQUES; 17.10.1 DEBUGGING BY BRUTE FORCE; 17.10.2 DEBUGGING BY INDUCTION; 17.10.3 DEBUGGING BY DEDUCTION; 17.10.4 DEBUGGING BY BACKTRACKING; 17.11 TEST AUTOMATION; SIDEBAR: CORRECTNESS PROOFS - THE HOLY GRAIL FOR SOFTWARE TESTING?; 17.12 BASIC IDEAS OF SOFTWARE RELIABILITY; 17.12.1 DIFFERENCE BETWEEN SOFTWARE AND HARDWARE RELIABILITY; 17.12.2 SOME USEFUL SOFTWARE RELIABILITY RELATIONS; 17.13 TOWARDS SOFTWARE QUALITY; 17.13.1 ISO 9000 SERIES OF STANDARDS; 17.13.2 CAPABILITY MATURITY MODEL; 17.13.3 SIX SIGMA; 17.14 SUMMARY AND TAKE-AWAYS; 17.15 WHERE TO LOOK FOR MORE?; 17.16 WORKED-OUT EXAMPLES; 17.17 EXERCISES; 17.17.1 REVIEW QUESTIONS; 17.17.2 REFLECTIVE QUESTIONS; 17.17.3 NUMERICAL PROBLEMS; 17.17.4 PROGRAMMING EXAMPLES; REFERENCES; 18.1 LEARNING OBJECTIVES; 18.2 MOTIVATION; 18.3 WHY TESTING CAN NOT FIX ALL BUGS; 18.4 RECURRENT BUGS AND WHAT TO DO ABOUT THEM; 18.5 WHY SOFTWARE ALWAYS CHANGES; 18.6 LIVING WITH CHANGE; 18.7 PLANNED MODIFICATIONS VS. AD-HOC HACKING; 18.8 WORKING ON SOMEONE ELSE'S CODE; 18.9 DECIDING WHEN TO REBUILD THAN MODIFY; 18.10 SOFTWARE ENTROPY; 18.11 SOFTWARE RETIREMENT: WHEN TO STOP MAINTAINING; 18.12 THE QUEST FOR CONTINUAL IMPROVEMENT: A SOFTWARE PECULIARITY; 18.13 SUMMARY AND TAKE-AWAYS; 18.14 WHERE TO LOOK FOR MORE?; 18.15 CASE STUDY; 18.16 WORKED-OUT EXAMPLES; 18.17 EXERCISES; 18.18 REFERENCES; PART V LATEST TRENDS OF SOFTWARE DEVELOPMENT; 19.1 LEARNING OBJECTIVES; 19.2 MOTIVATION; 19.3 INTERNET AND THE WORLD WIDE WEB; 19.4 CLIENT-SERVER SYSTEMS; 19.5 PEER-TO-PEER SYSTEMS; 19.6 SCRIPTING LANGUAGES; 19.7 THREE-TIER ARCHITECTURE; 19.8 LEVERAGING THE POWER OF THE WEB FOR YOUR SOFTWARE SYSTEMS; 19.9 COMMON CONCERNS FOR WEB BASED SYSTEMS; 19.10 SUMMARY AND TAKE-AWAYS; 19.11 WHERE TO LOOK FOR MORE?; 19.12 CASE STUDY; 19.13 WORKED-OUT EXAMPLES; 19.14 EXERCISES; 19.15 REFERENCES; 20.1 LEARNING OBJECTIVES; 20.2 MOTIVATION; 20.3 HOW IS ENTERPRISE SOFTWARE DEVELOPMENT DIFFERENT?; 20.4 THE IMPORTANCE OF ENTERPRISE SOFTWARE; 20.5 CHALLENGES UNIQUE TO ENTERPRISE SOFTWARE DEVELOPMENT; 20.6 ENTERPRISE ORIENTED SOFTWARE ENGINEERING; 20.6.1 IDENTIFYING AND UNDERSTANDING STAKEHOLDERS' NEEDS; 20.6.2 CHOICE OF A METHODOLOGY; 20.6.3 USER INVOLVEMENT AND FEEDBACK; 20.6.4 CONTINUAL DEVELOPMENT; 20.7 SUMMARY AND TAKE-AWAYS; 20.8 WHERE TO LOOK FOR MORE?; 20.9 CASE STUDY; 20.10 WORKED-OUT EXAMPLES; 20.11 EXERCISES; 20.11.1 REVIEW QUESTIONS; 20.11.2 REFLECTIVE QUESTIONS; 20.11.3 NUMERICAL PROBLEMS; 20.11.4 PROGRAMMING EXAMPLES; REFERENCES; 21.1 LEARNING OBJECTIVES; 21.2 MOTIVATION; 21.3 THE GENESIS OF GLOBAL SOFTWARE DEVELOPMENT; 21.4 DISTRIBUTED TEAMS AND REMOTE CUSTOMERS; 21.5 OUTSOURCING: OPPORTUNITIES AND THREATS; 21.6 THE GLOBAL SOFTWARE ENGINEER; 21.7 SUMMARY AND TAKE-AWAYS; 21.8 WHERE TO LOOK FOR MORE?; 21.9 CASE STUDY; 21.10 WORKED-OUT EXAMPLES; 21.11 EXERCISES; 21.12 REFERENCES; 22 THE INFLUENCE OF OPEN SOURCE; 22.1 LEARNING OBJECTIVES; 22.2 MOTIVATION; 22.3 A SHORT ACCOUNT OF THE OPEN SOURCE PHENOMENON; 22.4 WWW AND THE OPEN SOURCE MOVEMENT IN SOFTWARE; 22.5 A THREAT TO THE PROFESSIONAL SOFTWARE ENGINEER?; 22.6 HARNESSING THE POTENTIAL OF OPEN SOURCE; 22.7 LIMITATIONS OF OPEN SOURCE; 22.8 SUMMARY AND TAKE-AWAYS; 22.9 WHERE TO LOOK FOR MORE?; 22.10 CASE STUDY; 22.11 WORKED-OUT EXAMPLES; 22.12 EXERCISES; 22.13 REFERENCES; 23.1 LEARNING OBJECTIVES; 23.2 MOTIVATION; 23.3 NEWER TECHNOLOGIES; 23.4 MORE PENETRATION AND MORE RESPONSIBILITY; 23.5 WHAT CHANGES AND WHAT REMAINS THE SAME; 23.6 SUMMARY AND TAKE-AWAYS; 23.7 WHERE TO LOOK FOR MORE?; 23.8 CASE STUDY; 23.9 WORKED-OUT EXAMPLES; 23.10 EXERCISES; 23.11 REFERENCES; INDEX; BACK MATTER


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Product Details
  • ISBN-13: 9780195696561
  • Publisher: OUP India
  • Publisher Imprint: OUP India
  • Height: 242 mm
  • No of Pages: 512
  • Spine Width: 22 mm
  • Weight: 764 gr
  • ISBN-10: 0195696565
  • Publisher Date: /12/2010
  • Binding: Paperback
  • Language: English
  • Returnable: N
  • Sub Title: Concepts and Applications
  • Width: 186 mm


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