Addison Wesley - Real Time UML - Advances in The UML for Real-Time Systems, Third Edition
Real Time UML: Advances in The UML for Real-Time Systems, Third Edition
Table of Contents
Copyright
Praise for Real Time UML, Third Edition
The Addison-Wesley Object Technology Series
The Component Software Series
Figure List
About the Author
Foreword to the Third Edition
Foreword to the Previous Editions
Preface to the Third Edition
Audience
Goals
Preface to the Second Edition
Audience
Goals
Preface to the First Edition
Goals
Audience
Organization
Examples
Acknowledgments
Chapter 1. Introduction to the World of Real-Time and Embedded Systems
1.1 What Is Special about Real-Time Systems?
1.2 Time, Performance, and Quality of Service
1.3 Systems Engineering vs. Software Engineering
1.4 What Do We Mean by Architecture?
1.5 The Rapid Object-Oriented Process for Embedded Systems (ROPES) Process[19]
1.6 MDA and Platform-Independent Models
1.7 Scheduling Model-Based Projects
1.8 Model Organization Principles
1.9 Working with Model-Based Projects
1.10 Looking Ahead
1.11 Exercises
1.12 References
Chapter 2. Object Orientation with UML 2.0-Structural Aspects
2.1 Object Orientation with UML
2.2 Small Things: Objects, Classes, and Interfaces
2.3 Relations
2.4 Big Things: Packages, Components, and Subsystems
2.5 Advanced: UML Metamodel of Structural Elements (for the Advanced Modeler)
2.6 Additional Notations and Semantics
2.7 Looking Ahead
2.8 Exercises
2.9 References
Chapter 3. Object Orientation with UML 2.0-Dynamic Aspects
3.1 Behavior and the UML
3.2 Types of Behavior
3.3 Behavior Primitives: Actions and Activities
3.4 Behavior and the Single Object
3.5 Interactions
3.6 Summary
3.7 Exercises
3.8 References
Chapter 4. UML Profile for Schedulability, Performance, and Time
4.1 UML Profiles
4.2
4.3 Looking Ahead
4.4 Exercises
4.5 References
Chapter 5. Requirements Analysis of Real-Time Systems
5.1 Requirements
5.2 Use Cases
5.3 Detailing the Use Cases
5.4 Looking Ahead
5.5 Exercises
5.6 References
Chapter 6. Analysis: Object Domain Analysis
6.1 The Object Discovery Process
6.2 Connecting the Object Model with the Use Case Model
6.3 Key Strategies for Object Identification
6.4 Identify Object Associations
6.5 Object Attributes
6.6 Discovering Candidate Classes
6.7 Class Diagrams
6.8 Looking Ahead
6.9 Exercises
6.10 References
Chapter 7. Analysis: Defining Object Behavior
7.1 Object Behavior
7.2 Defining Object State Behavior
7.3 Interactions
7.4 Defining Operations
7.5 Looking Ahead
7.6 Exercises
7.7 References
Chapter 8. Architectural Design
8.1 Overview of Design
8.2 What Is Architectural Design?
8.3 Software Meets Hardware: Deployment Architecture in UML
8.4 Concurrency and Resource Design
8.5 Looking Ahead
8.6 Exercises
8.7 References
Chapter 9. Mechanistic Design
9.1 What Is Mechanistic Design?
9.2 Mechanistic Design Patterns
9.3 The Observer Pattern
9.4 The Proxy Pattern
9.5 Reliable Transaction Pattern
9.6 Smart Pointer Pattern
9.7 Guarded Call Pattern
9.8 Container Pattern
9.9 The Rendezvous Pattern
9.10 Looking Ahead
9.11 Exercises
9.12 References
Chapter 10. Detailed Design
10.1 What Is Detailed Design?
10.2 Data Structure
10.3 Associations
10.4 Operations
10.5 Visibility
10.6 Algorithms
10.7 Exceptions
10.8 Summary
10.9 Exercises
10.10 References
Chapter 11. Special Topic: C4ISR Architecture and the UML
11.1 Introduction
11.2 What Is C4ISR?
11.3 Required Products of C4ISR
11.4 Supporting Products
11.5 Summary
11.6 Acknowledgments
11.7 References
Appendix Notational Summary