Cargando…

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...

Descripción completa

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
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.