Object-Oriented Software Development in Java
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Object-Oriented Software Development in Java: Principles, Patterns, and Frameworks

Object-Oriented Software Development in Java: Principles, Patterns, and Frameworks


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About the Book

Object-oriented software development has matured significantly over the past several years. The convergence of object-oriented modeling techniques and notations, the development of object-oriented frameworks and design patterns, and the evolution of object-oriented programming languages have been essential in the progression of this technology. Object-Oriented Software Development in Java: Styles, Patterns, and Frameworks focuses on developing skills in designing software-particularly in writing well-designed, medium-sized object-oriented programs. It provides a broad and coherent coverage of object-oriented technology, including object-oriented modeling using the Unified Modeling Language (UML), object-oriented design using Design Patterns, and object-oriented programming using Java. The book uses the Java 2 platform throughout, introducing such topics as Swing, collections, and RMI. The material is presented from both a theoretical and a practical perspective, instilling the object-oriented way of thinking through the use of design patterns, exploration of the design of the Java Class Libraries, and illustration of incremental software development. 020135084XB04062001

Table of Contents:
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. Threads. Creation of Threads. Controlling Threads. Thread Safety and Liveness. Synchronization. Cooperation Among Threads. Liveness Failures. Design Case Study: Tic-Tac-Toe Game. 9. Distributed Computing. Socket-Based Communication. Server and Client Sockets. Servers and Clients Using Sockets. Design Case Study. Remote Method Invocation. The Architecture. Using RMI. Design Case Study. Distributed Computing with Non-Java Applications. Java Database Connectivity. Common Object Request Broker Architecture. Glossary. 020135084XT04062001

About the Author :
Xiaoping Jia is an Associate Professor of Software Engineering and the Director of the Division of Software Engineering, School of Computer Science, Telecommunications, and Information Systems at De Paul University. His primary research interests are applications of formal methods and object-oriented development methodologies. He has authored several software development tools and is a consultant in GUI design and web-based applications using Java. He is the founder of Aesthetic Software, a company that focuses on developing technologies for web-based application using Java and XML. Professor Jia received his Ph.D. in computer science from Northwestern University. 020135084XAB04062001


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Product Details
  • ISBN-13: 9780201350845
  • Publisher: Pearson Education (US)
  • Publisher Imprint: Pearson
  • Height: 241 mm
  • No of Pages: 507
  • Sub Title: Principles, Patterns, and Frameworks
  • Width: 195 mm
  • ISBN-10: 020135084X
  • Publisher Date: 09 Dec 1999
  • Binding: Hardback
  • Language: English
  • Spine Width: 24 mm
  • Weight: 977 gr


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