Understanding Object-Oriented Programming with Java

ISBN-10: 0201612739
ISBN-13: 9780201612738
Edition: 2nd 2000 (Revised)
Authors: Timothy A. Budd
List price: $168.20
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Description: This book develops the object-oriented programming skills of experienced programmers (at the Junior, Senior or above level) by showing how to use Java 2 (the latest release of Sun's Java platform), and by providing a complete understanding of the  More...

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Book details

List price: $168.20
Edition: 2nd
Copyright year: 2000
Publisher: Addison Wesley
Publication date: 8/3/1999
Binding: Paperback
Pages: 420
Size: 7.75" wide x 9.50" long x 0.75" tall
Weight: 1.496
Language: English

This book develops the object-oriented programming skills of experienced programmers (at the Junior, Senior or above level) by showing how to use Java 2 (the latest release of Sun's Java platform), and by providing a complete understanding of the philosophy behind Java 2. It starts out covering the language-independent concepts that are at the heart of the Java world, and then moves on to introduce Java through several example programs. Following this is an in-depth discussion on inheritance and polymorphism. Finally, the book concludes with material on important features of Java that are not object-oriented.

Understanding the Object- Oriented Worldview
Object-Oriented Thinking
A Way of Viewing the World
Computation as Simulation
Chapter Summary
Further Reading
Study Questions
Exercises
A Brief History of Object-Oriented Programming
The History of Java
Client-Side Computing
Security Issues
The White Paper Description
Chapter Summary
Study Questions
Exercises
Object-Oriented Design
Responsibility Implies Noninterference
Programming in the Small and in the Large
Why Begin with Behavior?
A Case Study in RDD
CRC Cards-Recording Responsibility
Components and Behavior
Software Components
Behavior and State
Formalizing the Interface
Designing the Representation
Implementing Components
Integration of Components
Maintenance and Evolution
Chapter Summary
Study Questions
Exercises
Understanding Paradigms
A Paradigm
Program Structure
The Connection to the Java World
Types
Access Modifiers
Lifetime Modifiers
Chapter Summary
Cross References
Study Questions
Exercises
Ball Worlds
Data Fields
Constructors
Inheritance
The Java Graphics Model
The Class Ball
Multiple Objects of the Same Class
Chapter Summary
Cross References
Study Questions
Exercises
A Cannon Game
The Simple Cannon Game
Adding User Interaction
Chapter Summary

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