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UML for Java™ Programmers

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UML for Java™ Programmers


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Software development guru Robert Martin shows readers how to effectively and efficiently use UML to design and implement real-world Java.

° Compliant and up-to-date with the latest version of the industry standard for modeling software programs, UML 2.0

° Concise and practical; written for the Java programmer

° Contains thorough Java code examples AND their related UML diagrams -- a critical and proven approach to learning


  • Copyright 2003
  • Dimensions: 7x9-1/4
  • Pages: 288
  • Edition: 1st
  • Book
  • ISBN-10: 0-13-142848-9
  • ISBN-13: 978-0-13-142848-5

UML for Java Programmers

Robert C. Martin

All the UML Java developers need to know

You don't use UML in a vacuum: you use it to build software with a specific programming language. If that language is Java, you need UML for Java Programmers. In this book, one of the world's leading object design experts becomes your personal coach on UML 1&2 techniques and best practices for the Java environment.

Robert C. Martin illuminates every UML 1&2 feature and concept directly relevant to writing better Java software--and ignores features irrelevant to Java developers. He explains what problems UML can and can't solve, how Java and UML map to each other, and exactly how and when to apply those mappings.

  • Pragmatic coverage of UML as a working tool for Java developers
  • Shows Java code alongside corresponding UML diagrams
  • Covers every UML diagram relevant to Java programmers, including class, object, sequence, collaboration, and state diagrams
  • Introduces dX, a lightweight, powerfully productive RUP & XP-derived process for successful software modeling
  • Includes a detailed, start-to-finish case study: remote service client, server, sockets, and tests

Sample Content

Online Sample Chapter

UML Class Diagrams for Java Programmers

Downloadable Sample Chapter

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Table of Contents





1. Overview of UML for Java™ Programmers.

Diagram Types. Class diagrams. Object diagrams. Sequence diagrams. Collaboration diagrams. State diagrams. Conclusion. Notes.

2. Working with Diagrams.

Why Model? Why build models of software? Why should we build comprehensive designs before coding? Making Effective use of UML. Communicating with others. Road maps. Back-end documentation. What to keep and what to throw away. Iterative Refinement. Behavior first. Check the structure. Envisioning the code. Evolution of diagrams. Minimalism. When and How to Draw Diagrams. When to draw diagrams and when to stop. CASE tools. But what about documentation? And Javadocs™? Conclusion.

3. Class Diagrams.

The Basics. Classes. Association. Inheritance. An Example Class Diagram. The Details. Class stereotypes. Abstract classes. Properties. Aggregation. Composition. Multiplicity. Association stereotypes. Inner classes. Anonymous inner classes. Association classes. Association qualifiers. Conclusion. Notes.

4. Sequence Diagrams.

The Basics. Objects, lifelines, messages, and other odds and ends. Creation and destruction. Simple loops. Cases and scenarios. Advanced Concepts. Loops and conditions. Messages that take time. Asynchronous messages. Multiple threads. Active objects. Sending messages to interfaces. Conclusion.

5. Use Cases.

Writing Use Cases. What is a use case? The primary course. Alternate courses. What else? Use Case Diagrams. System boundary diagram. Use case relationships. Conclusion.

6. Principles of OOD.

Design Quality. Design smells. Dependency management. The Single Responsibility Principle (SRP). The Open.Closed Principle (OCP). The Liskov Substitution Principle (LSP). The Dependency Inversion Principle (DIP). The Interface Segregation Principle (ISP). Conclusion. Notes.

7. The Practices: dX.

Iterative Development. The initial exploration. Estimating the features. Spikes. Planning. Planning releases. Planning iterations. The midpoint. Velocity feedback. Organizing the Iterations into Management Phases. What's in an Iteration? Developing in pairs. Acceptance tests. Unit tests. Refactoring. Open office. Continual integration. Conclusion. Notes.

8. Packages.

Java Packages. Packages. Dependencies. Binary Components — .jar Files. Principles of Package Design. The Release/Reuse Equivalency Principle (REP). The Common Closure Principle (CCP). The Common Reuse Principle (CRP). The Acyclic Dependencies Principle (ADP). The Stable Dependencies Principle (SDP). The Stable Abstractions Principle (SAP). Conclusion. Notes.

9. Object Diagrams.

A Snapshot in Time. Active Objects. Conclusion.

10. State Diagrams.

The Basics. Special events. Superstates. Initial and final pseudostates. Using FSM Diagrams. SMC. ICE: A case study. Conclusion.

11. Heuristics and Coffee.

The Mark IV Special Coffee Maker. A challenge. A common, but hideous, coffee maker solution. Missing methods. Vapor classes. Imaginary abstraction. God classes. A Coffee Maker Solution. Crossed wires. The coffee maker user interface. Use Case 1: User pushes brew button. Use Case 2: Containment vessel not ready. Use Case 3: Brewing complete. Use Case 4: Coffee all gone. Implementing the abstract model. Use Case 1: User pushes Brew button. Implementing the isReady() functions. Implementing the start() functions. How does M4UserInterface.checkButton get called? Completing the Coffee Maker. The benefits of this design. How did I really come up with this design? OOverkill. Notes.

12. SMC Remote Service: Case Study.

Caveat Emptor. Unit Tests. The SMCRemote System. SMCRemoteClient. SMCRemoteClient Command Line. SMCRemote Communication Protocols. SMCRemoteClient. The Loggers. The Remote Sessions. RemoteSessionBase. RemoteRegistrar. RemoteCompiler. FileCarrier. SMCRemoteClient Conclusion. SMCRemoteServer. SocketService. SMCRemoteService. SMCRemoteServer. ServerSession. Three-Level FSM. UserRepository. OReillyEmailSender. PasswordGenerator. Conclusion. Tests for SMCRemoteClient. Tests for SocketService. Tests for SMCRemoteServer. Other Tests. ServerController (SMC Generated). Notes.



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