Object-Oriented Software Development in Java
- Binding: Hardcover
- Publisher: Addison Wesley Publishing Company
- Publish date: 02/01/2007
Description:
1. Object-Oriented Software Development. Software Development. An Engineering Perspective. The Desirable Qualities of Software Systems. A View of the World. Principles and Concepts. Classes and Objects. Modularity. Abstraction and Encapsulation. Inheritance. Association. Modeling Dynamic Behavior. Object-Oriented Development. The Micro and Macro Processes. Case Study: An On-Line Bookstore. 2. Introduction to Java. The Architecture of Java. Simple Programs. A Simple App. Simple Applet. 3. Elements of Java. Lexical Elements. Character Set. Identifiers. Primitive Types and Literals. Operators and Expressions. Variables and Types. Variable Declarations. Type Compatibility and Conversion. Reference Types. Arrays. Statements. Statement Labels. Statement Blocks. Simple Statements. Compound Statements. Multi-Level Breaking. Class Declarations. Class Syntax. Creating and Initializing Objects. Accessing Members. Method Invocation and Parameter Passing. Static Fields and Methods. Object Reference. Interfaces and Abstract Classes. Strings. Wrapper Classes Packages. Exceptions. A Simple Animation Applet. 4. Classes and Inheritance. Overloading. Inheritance. Constructors of Extended Classes. Subtypes and Polymorphism. Overriding Methods. Restriction. Extending and Implementing Interfaces. Hiding Fields and Static Methods. Designing Classes. Avoiding Public Fields. Separating Interface From Implementation. File Organization. The Canonical Form. Class Organization. Documentation. Unit Testing. Applications - Animation Applets. Getting Parameters. An Idiom for Animation. Using Double-Buffering. Reading Files In Applets. 5. Design by Abstraction. Design Patterns. Designing Generic Components. Factorization. Generalization. Abstract Coupling. Design Case Study: Sorting Animation. The Initial Implementation. Separating the Algorithms. Separating the Display Strategies. 6. Object-Oriented Application Frameworks. Application Frameworks. The Collections Framework. Abstract Collections. Interfaces of Collections. Implementations of Collections. Iteration. Ordering and Sorting. The Graphical User Interface Framework. The Widgets. Layout Managers. Handing Events. Frames and Dialogs. The Input/Output Framework. The Byte Streams. The Character Streams. Random Access Files. 7. Design Case Study: A Drawing Pad. Iterative Development. Iteration 1: A Simple Scribbling Pad. Iteration 2: The Control Panel. Iteration 3: The Drawing Tools. Iteration 4: More Tools. Handling The Keyboard Input. Drawing Filled Shapes. 8. Concurrent Programming.
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