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...
Clasificación: | Libro Electrónico |
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Autor principal: | |
Otros Autores: | |
Formato: | Electrónico eBook |
Idioma: | Inglés |
Publicado: |
Amsterdam ; Oxford :
Elsevier Butterworth-Heinemann,
2004.
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Temas: | |
Acceso en línea: | Texto completo |
Tabla de Contenidos:
- 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.