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Objects First With Java: A Practical Introduction Using BlueJ (3rd Edition)

di David J. Barnes

Altri autori: Vedi la sezione altri autori.

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1323206,951 (3.55)Nessuno
This introductory programming textbook integrates BlueJ with Java. It provides a thorough treatment of object-oriented principles.
Aggiunto di recente daprengel90, zhuazhua88, nerips, dk__
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Mostra 3 di 3
Needs BlueJ
  johninBurnham | Feb 5, 2019 |
Indeholder "Foreword", "Preface to the instructor", "Guided tour", "List of projects discussed in detail in this book", "Acknowledgments", "Part 1. Foundations of object orientation", " Chapter 1. Objects and classes", " 1.1 Objects and classes", " 1.2 Creating objects", " 1.3 Calling methods", " 1.4 Parameters", " 1.5 Data types", " 1.6 Multiple instances", " 1.7 State", " 1.8 What is in an object?", " 1.9 Object interaction", " 1.10 Source code", " 1.11 Another example", " 1.12 Return values", " 1.13 Objects as parameters", " 1.14 Summary", " Chapter 2. Understanding class definitions", " 2.1 Ticket machines", " 2.1.1 Exploring the behavior of a naive ticket machine", " 2.2 Examining a class definition", " 2.3 Fields, constructors, and methods", " 2.3.1 Fields", " 2.3.2 Constructors", " 2.4 Passing data via parameters", " 2.5 Assignment", " 2.6 Accessor methods", " 2.7 Mutator methods", " 2.8 Printing from methods", " 2.9 Summary of the naïve ticket machine", " 2.10 Reflecting on the design of the ticket machine", " 2.11 Making choices: the conditional statement", " 2.12 A further conditional-statement example", " 2.13 Local variables", " 2.14 Fields, parameters, and local variables", " 2.15 Summary of the better ticket machine", " 2.16 Self-review exercises", " 2.17 Reviewing a familiar example", " 2.18 Summary", " Chapter 3. Object interaction", " 3.1 The clock example", " 3.2 Abstraction and modularization", " 3.3 Abstraction in software", " 3.4 Modularization in the clock example", " 3.5 Implementing the clock display", " 3.6 Class diagrams versus object diagrams", " 3.7 Primitive types and object types", " 3.8 The ClockDisplay source code", " 3.8.1 Class NumberDisplay", " 3.8.2 String concatenation", " 3.8.3 The modulo operator", " 3.8.4 Class ClockDisplay", " 3.9 Objects creating objects", " 3.10 Multiple constructors", " 3.11 Method calls", " 3.11.1 Internal method calls", " 3.11.2 External method calls", " 3.11.3 Summary of the clock display", " 3.12 Another example of object interaction", " 3.12.1 The mail system example", " 3.12.2 The this key word", " 3.13 Using a debugger", " 3.13.1 Setting breakpoints", " 3.13.2 Single stepping", " 3.13.3 Stepping into methods", " 3.14 Method calling revisited", " 3.15 Summary", " Chapter 4. Grouping objects", " 4.1 Grouping objects in flexible-size collections", " 4.2 A personal notebook", " 4.3 A first look at library classes", " 4.3.1 An example of using a library", " 4.4 Object structures with collections", " 4.5 Generic classes", " 4.6 Numbering within collections", " 4.7 Removing an item from a collection", " 4.8 Processing a whole collection", " 4.8.1 The for-each loop", " 4.8.2 The while loop", " 4.8.3 Iterating over a collection", " 4.8.4 Index access versus iterators", " 4.9 Summary of the notebook example", " 4.10 Another example: an auction system", " 4.10.1 The Lot class", " 4.10.2 The Auction class", " 4.10.3 Anonymous objects", " 4.10.4 Using collections", " 4.11 Flexible collection summary", " 4.12 Fixed-size collections", " 4.12.1 A log-file analyzer", " 4.12.2 Declaring array variables", " 4.12.3 Creating array objects", " 4.12.4 Using array objects", " 4.12.5 Analyzing the log file", " 4.12.6 The for loop", " 4.13 Summary", " Chapter 5. More sophisticated behavior", " 5.1 Documentation for library classes", " 5.2 The TechSupport system", " 5.2.1 Exploring the TechSupport system", " 5.2.2 Reading the code", " 5.3 Reading class documentation", " 5.3.1 Interfaces versus implementation", " 5.3.2 Using libary-class methods", " 5.3.3 Checking string equality", " 5.4 Adding random behavior", " 5.4.1 The random class", " 5.4.2 Random numbers with limited range", " 5.4.3 Generating random responses", " 5.4.4 Reading documentation for parameterized classes", " 5.5 Packages and import", " 5.6 Using maps for associations", " 5.6.1 The concept of a map", " 5.6.2 Using a HashMap", " 5.6.3 Using a map for the TechSupport system", " 5.7 Using sets", " 5.8 Dividing strings", " 5.9 Finishing the TechSupport system", " 5.10 Writing class documentation", " 5.10.1 Using javadoc in BlueJ", " 5.10.2 Elements of class documentation", " 5.11 Public versus private", " 5.11.1 Information hiding", " 5.11.2 Private methods and public fields", " 5.12 Learning about classes from their interfaces", " 5.13 Class variables and constants", " 5.13.1 The static key word", " 5.13.2 Constants", " 5.14 Summary", " Chapter 6. Well-behaved objects", " 6.1 Introduction", " 6.2 Testing and debugging", " 6.3 Unit testing within BlueJ", " 6.3.1 Using inspectors", " 6.3.2 Positive versus negative testing", " 6.4 Test automation", " 6.4.1 Regressing testing", " 6.4.2 Automated checking of test results", " 6.4.3 Recording a test", " 6.4.4 Fixtures", " 6.5 Modularization and interfaces", " 6.6 A debugging scenario", " 6.7 Commenting and style", " 6.8 Manual walkthroughs", " 6.8.1 A high-level walkthrough", " 6.8.2 Checking state with a walkthrough", " 6.8.3 Verbal walkthroughs", " 6.9 Print statements", " 6.9.1 Turning debugging information on or off", " 6.10 Choosing a test strategy", " 6.11 Debuggers", " 6.12 Putting the techniques into practice", " 6.13 Summary", " Chapter 7. Designing classes", " 7.1 Introduction", " 7.2 The world-of-zuul game example", " 7.3 Introduction to coupling and cohesion", " 7.4 Code duplication", " 7.5 Making extensions", " 7.5.1 The task", " 7.5.2 Finding the relevant source code", " 7.6 Coupling", " 7.6.1 Using encapsulation to reduce coupling", " 7.7 Responsibility-driven design", " 7.7.1 Responsibilies and coupling", " 7.8 Localizing change", " 7.9 Implicit coupling", " 7.10 Thinking ahead", " 7.11 Cohesion", " 7.11.1 Cohesion of methods", " 7.11.2 Cohesion of classes", " 7.11.3 Cohesion of readability", " 7.11.4 Cohesion for reuse", " 7.12 Refactoring", " 7.12.1 Refactoring and testing", " 7.12.2 An example of refactoring", " 7.13 Refactoring for language independence", " 7.13.1 Enumerated types", " 7.13.2 Further decoupling of the command interface", " 7.14 Design guidelines", " 7.15 Executing without BlueJ", " 7.15.1 Class methods", " 7.15.2 The main method", " 7.15.3 Limitations of class methods", " 7.16 Summary", "Part 2. Application structures", " Chapter 8. Improving structure with inheritance", " 8.1 The DoME example", " 8.1.1 DoME classes and objects", " 8.1.2 DoME source code", " 8.1.3 Discussion of the DoME application", " 8.2 Using inheritance", " 8.3 Inheritance hierarchies", " 8.4 Inheritance in Java", " 8.4.1 Inheritance and access rights", " 8.4.2 Inheritance and initialization", " 8.5 DoME: adding other item types", " 8.6 Advantages of inheritance (so far)", " 8.7 Subtyping", " 8.7.1 Subclasses and subtypes", " 8.7.2 Subtyping and assignment", " 8.7.3 Subtyping and parameter passing", " 8.7.4 Polymorphic variables", " 8.7.5 Casting", " 8.8 The Object class", " 8.9 Autoboxing and wrapper classes", " 8.10 The collection hierarchy", " 8.11 Summary", " Chapter 9. More about inheritance", " 9.1 The problem: DoME's display method", " 9.2 Static type and dynamic type", " 9.2.1 Calling print from Database", " 9.3 Overriding", " 9.4 Dynamic method lookup", " 9.5 Super call in methods", " 9.6 Method polymorphism", " 9.7 Object methods: toString", " 9.8 Protected access", " 9.9 Another example of inheritance with overriding", " 9.10 Summary", " Chapter 10. Further abstraction techniques", " 10.1 Simulations", " 10.2 The foxes-and-rabbits simulation", " 10.2.1 The foxes-and-rabbits project", " 10.2.2 The Rabbit class", " 10.2.3 The Fox class", " 10.2.4 The Simulator class: setup", " 10.2.5 The Simulator class: a simulation step", " 10.2.6 Taking steps to improve the simulation", " 10.3 Abstract classes", " 10.3.1 The Animal superclass", " 10.3.2 Abstract methods", " 10.3.3 Abstract classes", " 10.4 More abstract methods", " 10.5 Multiple inheritance", " 10.5.1 An Actor class", " 10.5.2 Flexibility through abstraction", " 10.5.3 Selective drawing", " 10.5.4 Drawable actors: multiple inheritance", " 10.6 Interfaces", " 10.6.1 An Actor interface", " 10.6.2 Multiple inheritance of interfaces", " 10.6.3 Interfaces as types", " 10.6.4 Interfaces as specifications", " 10.6.5 A further example of interfaces", " 10.6.6 Abstract class or interface?", " 10.7 Summary of inheritance", " 10.8 Summary", " Chapter 11. Building graphical user interfaces", " 11.1 Introduction", " 11.2 Components, layout, and event handling", " 11.3 AWT and Swing", " 11.4 The ImageViewer example", " 11.4.1 First experiments: creating a frame", " 11.4.2 Adding simple components", " 11.4.3 Adding menus", " 11.4.4 Event handling", " 11.4.5 Centralized receipt of events", " 11.4.6 Inner classes", " 11.4.7 Anonymous inner classes", " 11.5 ImageViewer 1.0: the first complete version", " 11.5.1 Image-processing classes", " 11.5.2 Adding the image", " 11.5.3 Layout", " 11.5.4 Nested containers", " 11.5.5 Image filters", " 11.5.6 Dialogs", " 11.6 ImageViewer 2.0: improving program structure", " 11.7 ImageViewer 3.0: more interface components", " 11.7.1 Buttons", " 11.7.2 Borders", " 11.8 Further extensions", " 11.9 Another example: MusicPlayer", " 11.10 Summary", " Chapter 12. Handling errors", " 12.1 The address-book project", " 12.2 Defensive programming", " 12.2.1 Client-server interaction", " 12.2.2 Argument checking", " 12.3 Server error reporting", " 12.3.1 Notifying the user", " 12.3.2 Notifying the client object", " 12.4 Exception-throwing principles", " 12.4.1 Throwing an exception", " 12.4.2 Exception classes", " 12.4.3 The effect of an exception", " 12.4.4 Unchecked exceptions", " 12.4.5 Preventing object creation", " 12.5 Exception handling", " 12.5.1 Checked exceptions: the throws clause", " 12.5.2 Catching exceptions: the try statement", " 12.5.3 Throwing and catching multiple exceptions", " 12.5.4 Propagating an exception", " 12.5.5 The finally clause", " 12.6 Defining new exception classes", " 12.7 Using assertions", " 12.7.1 Internal consistency checks", " 12.7.2 The assert statement", " 12.7.3 Guidelines for using assertions", " 12.7.4 Assertions and the BlueJ unit testing framework", " 12.8 Error recovery and avoidance", " 12.8.1 Error recovery", " 12.8.2 Error avoidance", " 12.9 Case study: text input/output", " 12.9.1 Readers, writers, and streams", " 12.9.2 The address-book-io project", " 12.9.3 Text output with FileWriter", " 12.9.4 Text input with FileReader", " 12.9.5 Scanner: reading input from the terminal", " 12.9.6 Object serialization", " 12.10 Summary", " Chapter 13. Designing applications", " 13.1 Analysis and design", " 13.1.1 The verb/noun method", " 13.1.2 The cinema booking example", " 13.1.3 Discovering classes", " 13.1.4 Using CRC cards", " 13.1.5 Scenarios", " 13.2 Class design", " 13.2.1 Designing class interfaces", " 13.2.2 User interface design", " 13.3 Documentation", " 13.4 Cooperation", " 13.5 Prototyping", " 13.6 Software growth", " 13.6.1 Waterfall model", " 13.6.2 Iterative development", " 13.7 Using design patterns", " 13.7.1 Structure of a pattern", " 13.7.2 Decorator", " 13.7.3 Singleton", " 13.7.4 Factory method", " 13.7.5 Observer", " 13.7.6 Pattern summary", " 13.8 Summary", " Chapter 14. A case study", " 14.1 The case study", " 14.1.1 The problem description", " 14.2 Analysis and design", " 14.2.1 Discovering classes", " 14.2.2 Using CRC cards", " 14.2.3 Scenarios", " 14.3 Class design", " 14.3.1 Designing class interfaces", " 14.3.2 Collaborators", " 14.3.3 The outline implementation", " 14.3.4 Testing", " 14.3.5 Some remaining issues", " 14.4 Iterative development", " 14.4.1 Development steps", " 14.4.2 A first stage", " 14.4.3 Testing the first stage", " 14.4.4 A later stage of development", " 14.4.5 Further ideas for development", " 14.4.6 Reuse", " 14.5 Another example", " 14.6 Taking things further", "Appendices", " Appendix A: Working with a BlueJ project", " Appendix B: Java data types", " Appendix C: Java control structures", " Appendix D: Operators", " Appendix E: Running Java without BlueJ", " Appendix F: Configuring BlueJ", " Appendix G: Using the debugger", " Appendix H: JUnit unit-testing tools", " Appendix I: Jacadoc", " Appendix J: Program style guide", " Appendix K: Important library classes", "Index".

Grundig gennemgang af Java programudvikling hjulpet på vej af BlueJ. ( )
  bnielsen | Dec 8, 2016 |
Textbook, No Comment. ( )
  odinblindeye | Apr 2, 2013 |
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» Aggiungi altri autori (10 potenziali)

Nome dell'autoreRuoloTipo di autoreOpera?Stato
David J. Barnesautore primariotutte le edizionicalcolato
Kölling, Michael.Autorautore secondarioalcune edizioniconfermato
Kölling, Michael.autore secondarioalcune edizioniconfermato
Kölling, MichaelAutoreautore secondarioalcune edizioniconfermato
Kölling, MichaelAutorautore secondarioalcune edizioniconfermato
Köllings, MichaelAutoreautore secondarioalcune edizioniconfermato
Kolling, MichaelAutoreautore secondarioalcune edizioniconfermato
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