Object-Oriented Programming: with Prototypes
Object-oriented programming is a popular buzzword these days. What is the reason for this popularity? Is object-oriented programming the solution to the software crisis or is it just a fad? Is it a simple evolutionary step or a radical change in software methodology? What is the central idea behind object-orien­ ted design? Are there special applications for which object-oriented programming is particularly suited? Which object-oriented language should be used? There is no simple answer to these questions. Although object-oriented programming was invented more than twenty years ago, we still cannot claim that we know everything about this programming technique. Many new concepts have been developed during the past decade, and new applications and implications of object-oriented programming are constantly being discovered. This book can only try to explain the nature of object-oriented programming in as much detail as possible. It should serve three purposes. First, it is intended as an introduction to the basic concepts of object-oriented programming. Second, the book describes the concept of prototypes and explains why and how they can improve the way in which object-oriented programs are developed. Third, it introduces the programming language Omega, an objectoriented language that was designed with easy, safe and efficient software development in mind.
1112042191
Object-Oriented Programming: with Prototypes
Object-oriented programming is a popular buzzword these days. What is the reason for this popularity? Is object-oriented programming the solution to the software crisis or is it just a fad? Is it a simple evolutionary step or a radical change in software methodology? What is the central idea behind object-orien­ ted design? Are there special applications for which object-oriented programming is particularly suited? Which object-oriented language should be used? There is no simple answer to these questions. Although object-oriented programming was invented more than twenty years ago, we still cannot claim that we know everything about this programming technique. Many new concepts have been developed during the past decade, and new applications and implications of object-oriented programming are constantly being discovered. This book can only try to explain the nature of object-oriented programming in as much detail as possible. It should serve three purposes. First, it is intended as an introduction to the basic concepts of object-oriented programming. Second, the book describes the concept of prototypes and explains why and how they can improve the way in which object-oriented programs are developed. Third, it introduces the programming language Omega, an objectoriented language that was designed with easy, safe and efficient software development in mind.
54.99 Out Of Stock
Object-Oriented Programming: with Prototypes

Object-Oriented Programming: with Prototypes

by Günther Blaschek
Object-Oriented Programming: with Prototypes

Object-Oriented Programming: with Prototypes

by Günther Blaschek

Paperback(Softcover reprint of the original 1st ed. 1994)

$54.99 
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Overview

Object-oriented programming is a popular buzzword these days. What is the reason for this popularity? Is object-oriented programming the solution to the software crisis or is it just a fad? Is it a simple evolutionary step or a radical change in software methodology? What is the central idea behind object-orien­ ted design? Are there special applications for which object-oriented programming is particularly suited? Which object-oriented language should be used? There is no simple answer to these questions. Although object-oriented programming was invented more than twenty years ago, we still cannot claim that we know everything about this programming technique. Many new concepts have been developed during the past decade, and new applications and implications of object-oriented programming are constantly being discovered. This book can only try to explain the nature of object-oriented programming in as much detail as possible. It should serve three purposes. First, it is intended as an introduction to the basic concepts of object-oriented programming. Second, the book describes the concept of prototypes and explains why and how they can improve the way in which object-oriented programs are developed. Third, it introduces the programming language Omega, an objectoriented language that was designed with easy, safe and efficient software development in mind.

Product Details

ISBN-13: 9783642780790
Publisher: Springer Berlin Heidelberg
Publication date: 12/25/2011
Edition description: Softcover reprint of the original 1st ed. 1994
Pages: 335
Product dimensions: 6.10(w) x 9.25(h) x 0.03(d)

Table of Contents

1 Reader’s Guide.- 1.1 Learning Object-Oriented Programming.- 1.2 Conventions Used in this Book.- 1.3 Survey.- 2 Principles of Object-Oriented Programming.- 2.1 What Is an Object?.- 2.2 Object-Oriented Terminology.- 2.3 Polymorphism and Dynamic Binding.- 2.4 Inheritance.- 2.5 The Magic Word “Self”.- 2.6 Information Hiding.- 2.7 Static and Dynamic Typing.- 2.8 Genericity.- 2.9 Types, Classes, and Prototypes.- 2.10 Object Hierarchies.- 2.11 Values and References.- 2.12 Hybrid and Pure Object-Oriented Languages.- 3 Prototypes.- 3.1 Constructing Objects Straight Away.- 3.2 Kinds of Prototypes.- 3.3 One-of-a-Kind Prototypes.- 3.4 Persistent Prototypes.- 3.5 The Prototype Corruption Problem.- 3.6 Prototypes and Prototyping.- 3.7 Prototypes in Class-Based Languages.- 4 The Programming Language Omega.- 4.1 Concepts and Conventions.- 4.2 Lexical Elements.- 4.3 Types and Prototypes.- 4.4 Compatibility Rules.- 4.5 Variables.- 4.6 Methods.- 4.7 Expressions.- 4.8 Blocks and Actions.- 4.9 Flow Control.- 4.10 Memory Management.- 4.11 The Programming Environment.- 5 Libraries and Frameworks.- 5.1 Conventional and Object-Oriented Libraries.- 5.2 Kinds of Classes.- 5.3 Object Prools.- 5.4 Prototype Libraries.- 5.5 Frameworks.- 5.6 Cookbooks and Examples.- 6 The Omega Library.- 6.1 Concepts.- 6.2 Object Prool.- 6.3 Basic Types.- 6.4 Containers.- 6.5 Graphical Objects.- 6.6 User Interaction.- 6.7 Views, Windows and Panes.- 6.8 One-of-a-Kind Prototypes.- 6.9 Applications.- 7 Object-Oriented Design.- 7.1 The Goals of Object-Oriented Design.- 7.2 Design Techniques.- 7.3 Design Guidelines.- 7.4 Designing with Prototypes.- 8 Final Words of Advice.- 8.1 Object-Oriented Programming — When and How?.- 8.2 Efficiency Considerations.- 8.3 The Influence of the Programming Language.- 8.4Possible Pitfalls.- 8.5 The Spirit of Object-Oriented Programming.- References.- Figures.- Appendix A: The Syntax of Omega.- Appendix B: The Omega Type Hierarchy.
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