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Object-oriented design with UML and Java /

Unified Modeling Language (UML) is a general-purpose programming language for specifying and visualizing complex software, especially large, object-oriented projects. Object-oriented programming is when a programmer defines not only the data type of a data structure, but also the types of operations...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Barclay, Kenneth A., 1947-
Otros Autores: Savage, W. J. (W. John)
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Amsterdam ; Oxford : Elsevier Butterworth-Heinemann, 2004.
Temas:
Acceso en línea:Texto completo

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100 1 |a Barclay, Kenneth A.,  |d 1947-  |1 https://id.oclc.org/worldcat/entity/E39PCjKWw9VCvdkwHk3BVbKQtq 
245 1 0 |a Object-oriented design with UML and Java /  |c K. Barclay, J. Savage. 
260 |a Amsterdam ;  |a Oxford :  |b Elsevier Butterworth-Heinemann,  |c 2004. 
300 |a 1 online resource (xiii, 401 pages) :  |b illustrations 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
504 |a Includes bibliographical references and index. 
505 0 |a Cover -- Copyright Page -- Contents -- Preface -- Chapter 1. Object Technology -- 1.1 Background -- 1.2 Using the UML -- 1.3 Classes. sets of similar objects -- 1.4 Tools -- 1.5 Summary -- 1.6 Exercises -- Chapter 2. Object-Oriented Analysis and Design -- 2.1 Fundamentals of an OOAD -- 2.2 Illustration -- 2.3 Toward design -- 2.4 UML diagrams -- 2.5 Class diagrams -- 2.6 Summary -- 2.7 Exercises -- Chapter 3. Implementing Objects with Java -- 3.1 Introduction -- 3.2 Illustration -- 3.3 Building an application -- 3.4 Implementing architectural relationships -- 3.5 Establishing the architecture -- 3.6 The example application -- 3.7 Summary -- 3.8 Exercises -- Chapter 4. Case Study: A Library Application -- 4.1 Specification -- 4.2 Iteration 1 -- 4.3 Iteration 2 -- 4.4 Iteration 3 -- 4.5 Summary -- 4.6 Exercises -- Chapter 5. Specialization -- 5.1 Specialization -- 5.2 Inherited methods -- 5.3 Redefined methods -- 5.4 Polymorphism -- 5.5 Polymorphism at work -- 5.6 Protected features -- 5.7 The abstract class -- 5.8 The interface class -- 5.9 The interface at work -- 5.10 Summary -- 5.11 Exercises -- Chapter 6. Case Study: The Library Application Revisited -- 6.1 Specification -- 6.2 Iteration 1 -- 6.3 Iteration 2 -- 6.4 Iteration 3 -- 6.5 Summary -- 6.6 Exercises -- Chapter 7. Graphical User Interfaces -- 7.1 Overview of Swing -- 7.2 Rebuilding the library case study -- 7.3 Events -- 7.4 Menu bar -- 7.5 Application menus -- 7.6 Application buttons -- 7.7 Dialogs -- 7.8 Summary -- 7.9 Exercises -- Chapter 8. Design Patterns -- 8.1 Delegation -- 8.2 Interface -- 8.3 Iterator -- 8.4 Adapter -- 8.5 Singleton -- 8.6 Visitor -- 8.7 Observer -- 8.8 Template method -- 8.9 Abstract factory -- 8.10 Decorator -- 8.11 Summary -- 8.12 Exercises -- Chapter 9. Case Study: A Final Review -- 9.1 Refactoring -- 9.2 Iteration 1 -- 9.3 Iteration 2 -- 9.4 Iteration 3 -- 9.5 Iteration 4 -- 9.6 Summary -- 9.7 And finally -- 9.8 Exercises -- Bibliography -- Appendix A. Setting up the Environment -- Appendix B. ROME -- Appendix C. Package textio -- Appendix D. UML Notation and Java Bindings -- Appendix E. The Java Collections Framework -- Appendix F. Programming with Java -- Appendix G. Object-Oriented Programming with Java -- Appendix H. Procedural Code in Java -- Index -- Last Page. 
588 0 |a Print version record. 
520 |a Unified Modeling Language (UML) is a general-purpose programming language for specifying and visualizing complex software, especially large, object-oriented projects. Object-oriented programming is when a programmer defines not only the data type of a data structure, but also the types of operations/functions that can be applied to the data structure. Java is a general purpose programming language with a number of features that make the language well suited for use on the World Wide Web. Fully road tested from the authors own courses, Object-Oriented Design with UML and Java shows how considering the modeling and programming languages together from the start can be beneficial, shifting the emphasis away from detailed programming issues, and instead allowing the focus to fall on the analysis of the meaning and accuracy of the model. No prior knowledge of object orientation is assumed, though some knowledge of Java or other high level programming language is required. 
590 |a ProQuest Ebook Central  |b Ebook Central Academic Complete 
650 0 |a Object-oriented programming (Computer science) 
650 0 |a Java (Computer program language) 
650 0 |a UML (Computer science) 
650 6 |a Programmation orientée objet (Informatique) 
650 6 |a Java (Langage de programmation) 
650 6 |a UML (Informatique) 
650 7 |a Java (Computer program language)  |2 fast 
650 7 |a Object-oriented programming (Computer science)  |2 fast 
650 7 |a UML (Computer science)  |2 fast 
700 1 |a Savage, W. J.  |q (W. John)  |1 https://id.oclc.org/worldcat/entity/E39PCjKMJyTdjFyH394rR6PDG3 
776 0 8 |i Print version:  |a Barclay, Kenneth A., 1947-  |t Object-oriented design with UML and Java.  |d Amsterdam ; Oxford : Elsevier Butterworth-Heinemann, 2004  |z 0750660988  |z 9780750660983  |w (OCoLC)52532066 
856 4 0 |u https://ebookcentral.uam.elogim.com/lib/uam-ebooks/detail.action?docID=297134  |z Texto completo 
938 |a EBL - Ebook Library  |b EBLB  |n EBL297134 
938 |a ProQuest MyiLibrary Digital eBook Collection  |b IDEB  |n 101435 
994 |a 92  |b IZTAP