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How to use objects : code and concepts

By: Gast, Holger, 1975-
Material type: BookPublisher: Boston : Addison-Wesley, c2016; ©2016.Description: xxvii, 795 p. : ill. ; 24 cm.ISBN: 9780321995544Subject(s): Object-oriented programming (Computer science)DDC classification: 005.1/17 Online resources: Location Map
Summary:
While most developers today use object-oriented languages, the full power of objects is available only to those with a deep understanding of the object paradigm. How to Use Objects will help you gain that understanding, so you can write code that works exceptionally well in the real world.
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Item type Home library Call number Status Date due Barcode Item holds
REGULAR University of Wollongong in Dubai
Main Collection
005.117 GA HO (Browse shelf) Available T0054164
Total holds: 0

Includes bibliographical references and index.

Preface xv Acknowledgments xvii About the Author xix Introduction xxi Part I: Language Usage 1 Chapter 1: Basic Usage of Objects 3 1.1 The Core: Objects as Small and Active Entities 3 1.2 Developing with Objects 9 1.3 Fields 18 1.4 Methods 30 1.5 Exceptions 58 1.6 Constructors 71 1.7 Packages 77 1.8 Basics of Using Classes and Objects 79 Chapter 2: Fundamental Object Structures 97 2.1 Propagating State Changes: Observer 97 2.2 Compound Objects 108 2.3 Hierarchical Structures 116 2.4 Wrappers: Adapters, Proxies, and Decorators 136 Chapter 3: Abstraction and Hierarchy 143 3.1 Inheritance 143 3.2 Interfaces 167 Part II: Contracts 185 Chapter 4: Contracts for Objects 187 4.1 The Core: Assertions Plus Encapsulation 188 4.2 Elaborating the Concepts by Example 201 4.3 Motivating Contracts with Hindsight 214 4.4 Invariants and Callbacks 215 4.5 Checking Assertions at Runtime 218 4.6 The System Boundary 219 4.7 Arguing About the Correctness of Programs 223 Chapter 5: Testing 243 5.1 The Core: Unit Testing 244 5.2 The Test First Principle 250 5.3 Writing and Running Unit Tests 253 5.4 Applications and Motivations for Testing 266 Chapter 6: Fine Print in Contracts 285 6.1 Design-by-Contract 285 6.2 Contracts and Compound Objects 297 6.3 Exceptions and Contracts 327 6.4 Inheritance and Subtyping 329 Part III: Events 339 Chapter 7: Introduction to the Standard Widget Toolkit 341 7.1 The Core: Widgets, Layouts, and Events 342 7.2 The WindowBuilder: A Graphical Editor for UIs 351 7.3 Developing with Frameworks 355 7.4 SWT and the Native Interface 363 7.5 Compound Widgets 367 7.6 Dialogs 374 7.7 Mediator Pattern 380 7.8 Custom Painting for Widgets 383 7.9 Timers 387 7.10 Background Jobs 393 7.11 Review: Events and Contracts 407 Chapter 8: A Brief Introduction to Threads 413 8.1 The Core: Parallel Code Execution 413 8.2 Correctness in the Presence of Threads 416 8.3 Notifications Between Threads 423 8.4 Asynchronous Messages 431 8.5 Open Calls for Notification 434 8.6 Deadlocks 437 Chapter 9: Structuring Applications with Graphical Interfaces 443 9.1 The Core: Model-View Separation 444 9.2 The Model-View-Controller Pattern 453 9.3 The JFace Layer 472 9.4 The MVC Pattern at the Application Level 494 9.5 Undo/Redo 505 9.6 Wrapping Up 520 Chapter 10: State Machines 523 10.1 The Core: An Object's State and Reactions 524 10.2 State Machines in Real-World Scenarios 533 10.3 Implementing Finite State Machines 547 Part IV: Responsibility-Driven Design 565 Chapter 11: Responsibility-Driven Design 567 11.1 The Core: Networks of Collaborating Objects 568 11.2 The Single Responsibility Principle 586 11.3 Exploring Objects and Responsibilities 593 11.4 Responsibilities and Hierarchy 616 11.5 Fundamental Goals and Strategies 620 Chapter 12: Design Strategies 637 12.1 Coupling and Cohesion 638 12.2 Designing for Flexibility 652 12.3 Extensibility 678 12.4 Reusability 710 Part V: Appendix 727 Appendix A Working with Eclipse Plugins 729 A.1 OSGi: A Module System for Java 730 A.2 Launching Plugins 744 A.3 Where to Go from Here 749 Bibliography 751 Index 769

While most developers today use object-oriented languages, the full power of objects is available only to those with a deep understanding of the object paradigm. How to Use Objects will help you gain that understanding, so you can write code that works exceptionally well in the real world.

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