Object-oriented software development using Java: principles, patterns, and frameworks / [2 ed.] 0201737337

1,913 383 91MB

English Pages xviii, 677 p. : [664] Year 2003.

Report DMCA / Copyright

DOWNLOAD FILE

Object-oriented software development using Java: principles, patterns, and frameworks / [2 ed.]
 0201737337

Table of contents :
Contents
Chapter 1: Object-Oriented Software Development
1.1: The Challenges of Software Development
1.2: An Engineering Perspective
1.3: Object Orientation
1.4: Iterative Development Processes: RUP and XP
Chapter 2: Object-Oriented Modeling using UML
2.1: Principles and Concepts
2.2: Modeling Relationships and Structures
2.3: Modeling Dynamic Behaviors
2.4: Modeling Requirements with Use Cases
2.5: Case Study: An E-Bookstore
Chapter 3: Introduction to Java
3.1: An Overview of Java 2 Platform
3.2: The Java Run-Time Architecture
3.3: Getting Started with Java
Chapter 4: Elements of Java
4.1: Lexical Elements
4.2: Variables and Types
4.3: Statements
4.4: Class Declarations
4.5: Packages
4.6: Exceptions
4.7: A Simple Animation Applet
Chapter 5: Classes and Inheritance
5.1:Overloading Methods and Constructors
5.2: Extending Classes
5.3: Extending and Implementing Interfaces
5.4: Hiding Fields and Class Methods
5.5: Applications - Animation Applets
Chapter 6: From Building Blocks to Projects
6.1: Design and Implementation of Classes
6.2: Contracts and Invariants
6.3: The Canonical Form of Classes
6.4: Unit Testing
6.5: Project Build
Chapter 7: Design by Abstraction
7.1: Design Patterns
7.2: Desinging Generic Componenets
7.3: Abstract Coupling
7.4: Design Case Study - Animation of Sorting Algorithms
Chapter 8: Object-Oriented Application Frameworks
8.1: Application Frameworks
8.2: The Collections Framework
8.3: The Graphical User Interface Framework
8.4: The Input/Output Framework
Chapter 9: Design Case Study: A Drawing Pad
9.1: Planning
9.2: Iteration 1: A Simple Scribble Pad
9.3: Iteration 2: Menus, Options, and Files
9.4: Iteration 3: Refactoring
9.5: Iteration 4: Adding Shapes and Tools
9.6: Iteration 5: More Drawing Tools
9.7: Iteration 6: The Text Tool
Chapter 10: More Design Patterns
10.1: Type-Safe Enumeration Type
10.2: Creational Patterns
10.3: Behavioral Patterns
10.4: Structural Patterns
Chapter 11: Concurrent Programming
11.1: Threads
11.2: Thread Safety and Liveness
11.3: Design Case Study
Chapter 12: Distributed Computing
12.1: Socket-Based Communication
12.2: Remote Method Invocation
12.3: Java Database Connectivity (JDBC)
12.4: Common Object Request Broker Architecture (CORBA)
Appendix

Polecaj historie