The Object-Oriented Thought Process / Edition 4

The Object-Oriented Thought Process / Edition 4

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by Matt Weisfeld
     
 

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ISBN-10: 0321861272

ISBN-13: 9780321861276

Pub. Date: 03/27/2013

Publisher: Addison-Wesley

The Object-Oriented Thought Process, Fourth Edition

An introduction to object-oriented concepts for developers looking to master modern application practices

Object-oriented programming (OOP) is the foundation of modern programming languages, including C++, Java, C#, Visual Basic .NET, Ruby, and Objective-C. Objects also

Overview

The Object-Oriented Thought Process, Fourth Edition

An introduction to object-oriented concepts for developers looking to master modern application practices

Object-oriented programming (OOP) is the foundation of modern programming languages, including C++, Java, C#, Visual Basic .NET, Ruby, and Objective-C. Objects also form the basis for many web technologies such as JavaScript, Python, and PHP.

It is of vital importance to learn the fundamental concepts of object orientation before starting to use object-oriented development environments. OOP promotes good design practices, code portability, and reuse–but it requires a shift in thinking to be fully understood. Programmers new to OOP should resist the temptation to jump directly into a particular programming language (such as Objective-C, VB .NET, C++, C# .NET, or Java) or a modeling language (such as UML), and instead first take the time to learn what author Matt Weisfeld calls “the object-oriented thought process.”

Written by a developer for developers who want to make the leap to object-oriented technologies, The Object-Oriented Thought Process provides a solutions-oriented approach to object-oriented programming. Readers will learn to understand the proper uses of inheritance and composition, the difference between aggregation and association, and the important distinction between interfaces and implementations.

While programming technologies have been changing and evolving over the years, object-oriented concepts remain a constant–no matter what the platform. This revised edition focuses on interoperability across programming technologies, whether you are using objects in traditional application design, in XML-based data transactions, in web page development, in mobile apps, or in any modern programming environment.

“Programmers who aim to create high quality software–as all programmers should–must learn the varied subtleties of the familiar yet not so familiar beasts called objects and classes. Doing so entails careful study of books such as Matt Weisfeld’s The Object-Oriented Thought Process.”

–Bill McCarty, author of Java Distributed Objects, and Object-Oriented Design in Java

Contents at a Glance

1 Introduction to Object-Oriented Concepts
2 How to Think in Terms of Objects
3 Advanced Object-Oriented Concepts
4 The Anatomy of a Class
5 Class Design Guidelines
6 Designing with Objects
7 Mastering Inheritance and Composition
8 Frameworks and Reuse: Designing with Interfaces and Abstract Classes
9 Building Objects and Object-Oriented Design
10 Creating Object Models
11 Objects and Portable Data: XML and JSON
12 Persistent Objects: Serialization, Marshaling, and Relational Databases
13 Objects in Web Services, Mobile Apps, and Hybrids
14 Objects and Client/Server Applications
15 Design Patterns

Product Details

ISBN-13:
9780321861276
Publisher:
Addison-Wesley
Publication date:
03/27/2013
Series:
Developer's Library Series
Edition description:
New Edition
Pages:
336
Sales rank:
416,276
Product dimensions:
6.90(w) x 8.90(h) x 0.90(d)

Related Subjects

Table of Contents

Foreword1
Introduction3
This Book's Scope3
The Intended Audience4
This Book's Scope5
References and Suggested Reading5
1Introduction to Object-Oriented Concepts7
Procedural Versus O-O Programming8
What Makes O-O Different from Procedural Programming?11
Procedural Programming11
O-O Programming12
What Exactly Is an Object?12
Object Data12
Object Behaviors13
What Exactly Is a Class?16
Classes Are Object Templates17
Attributes18
Methods19
Messages19
Using UML to Model a Class Diagram20
Encapsulation20
Interfaces21
Implementations21
A Real-World Example of the Interface/Implementation Paradigm21
A Java Example of the Interface/Implementation Paradigm22
Inheritance23
Superclasses and Subclasses24
Abstraction25
Is-a Relationships26
Polymorphism27
Composition30
Has-a Relationships31
Conclusion31
2How to Think in Terms of Objects33
Knowing the Difference Between the Interface and the Implementation34
The Interface36
The Implementation37
An Interface/Implementation Example37
Using Abstract Thinking when Designing Interfaces41
Giving the User the Minimal Interface Possible43
Determining the Users44
Object Behavior45
Environmental Constraints45
Identifying the Public Interfaces45
Identifying the Implementation46
Conclusion47
References47
3Advanced Object-Oriented Concepts49
Constructors50
When Is a Constructor Called?50
What's Inside a Constructor?51
The Default Constructor51
Using Multiple Constructors52
The Design of Constructors56
Error Handling56
Ignoring the Problem56
Checking for Problems and Aborting the Application57
Checking for Problems and Attempting to Recover57
Throwing an Exception57
The Concept of Scope60
Local Attributes60
Object Attributes61
Class Attributes64
Operator Overloading65
Multiple Inheritance66
Object Operations67
Conclusion68
References68
4The Anatomy of a Class69
The Name of the Class70
Comments72
Attributes73
Constructors74
Accessors76
Public Interface Methods78
Private Implementation Methods79
Conclusion79
References79
5Class Design Guidelines81
Identifying the Public Interfaces83
Hiding the Implementation84
Designing Robust Constructors (and Perhaps Destructors)84
Designing Error Handling into a Class85
Documenting a Class and Using Comments86
Building Objects with the Intent to Cooperate86
Designing with Reuse in Mind87
Designing with Extensibility in Mind87
Making Names Descriptive87
Abstracting Out Non-portable Code88
Providing a Way to Copy and Compare Objects89
Keeping the Scope as Small as Possible89
A Class Should Be Responsible for Itself90
Serializing and Marshalling Objects91
Designing with Maintainability in Mind92
Using Object Persistence92
Using Iteration93
Testing the Interface93
Conclusion95
References96
6Designing with Objects: The Software Development Process97
Design Guidelines98
Doing the Proper Analysis102
Developing a Statement of Work102
Gathering the Requirements102
Developing a Prototype of the User Interface103
Identifying the Classes103
Determining the Responsibilities of Each Class103
Determining How the Classes Interact with Each Other104
Creating a Class Model to Describe the System104
A Blackjack Example104
Using CRC Cards106
Identifying the Blackjack Classes107
Identifying the Classes' Responsibilities111
UML Use Cases: Identifying the Collaborations118
First Pass at CRC Cards122
UML Class Diagrams: The Object Model124
Prototyping the User Interface125
Conclusion126
References126
7Mastering Inheritance and Composition127
Inheritance129
Generalization and Specialization132
It's All in the Design133
Composition135
Representing Composition with UML136
Why Encapsulation Is Fundamental to O-O138
How Inheritance Weakens Encapsulation139
A Detailed Example of Polymorphism141
An Object Should Be Responsible for Itself142
Conclusion146
References146
8Frameworks and Reuse: Designing with Interfaces and Abstract Classes147
To Reuse or Not to Reuse?148
What Is a Framework?148
What Is a Contract?150
Abstract Classes151
Interfaces154
Making a Contract159
System Plug-in-Points161
An E-Business Example161
An E-Business Problem162
The Non-Reuse Approach163
An E-Business Solution165
The UML Object Model165
Conclusion171
References171
9Building Objects173
Composition Relationships175
Building in Phases176
Types of Composition178
Aggregations178
Associations180
Using Associations and Aggregations Together181
Avoiding Dependencies181
Cardinality183
Optional Associations186
Tying It All Together: An Example186
Conclusion188
References188
AAn Overview of UML Used in This Book189
What Is UML?190
The Structure of a Class Diagram190
Attributes and Methods192
Attributes192
Methods193
Access Designations193
Inheritance194
Interfaces195
Composition197
Aggregations197
Associations198
Cardinality200
Conclusion202
References203
BThe Evolution of Object-Oriented Languages205
O-O Languages206
Simula206
Smalltalk206
C++207
Java208
Supporting Object-Oriented Features208
Why Do New Languages Keep Coming Along?208
What Makes a State-of-the-Art Language?209
Conclusion211
References212
Index213

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The Object-Oriented Thought Process 5 out of 5 based on 0 ratings. 1 reviews.
Anonymous 7 months ago
Damn girl! Your pretty darn good, keep it up