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Building Business Applications Using C++

An Introduction to the Object Model

(Autor)

Buch | Softcover
752 Seiten
1996
Benjamin-Cummings Publishing Company, Subs of Addison Wesley Longman, Inc (Verlag)
978-0-8053-1674-2 (ISBN)
CHF 122,65 inkl. MwSt
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This text teaches object-oriented and C++ programming from a business rather than a programming or computer science perspective. It requires no previous programming experience and object concepts are related to common business ideas to reduce complexity.
In Building Business Applications Using C++: An Introduction to the Object Model, the author takes a "holistic" approach to examining object-oriented programming. Requiring no previous programming experience, this book features realistic business examples to demonstrate how objects can be used in team settings to solve "industrial-strength" problems. Readers will learn to view a problem in terms of interacting objects, with an emphasis on the importance of the class interface. With a firm grounding in the concepts of "interface," "class," and "object," the programmer will be better prepared to understand the design and implementation of programs using C++. For new programmers, this approach results in notable improvements in the organization, modularity, and focus of their programs. It also enables the experienced programmer to transition more easily from the procedural to the object model. Features *Assumes no prior programming knowledge. *Illustrates how objects can be used to solve large-scale business problems whose requirements are in a constant state of flux. *Provides information on multifile projects, a prerequisite for working in teams.
*Demonstrates incremental program development and emphasizes well documented classes. *Emphasizes the importance of class design in producing cohesively coded modules with a minimal degree of dependency on other code. *Shows how to design and implement a class interface before its methods. *Covers essential, yet behind-the-scenes features of C++ like constructors, destructors and assignment operators, and positions the reader to explore new features of the C++ standard including templates, exception handling, and run-time. 0805316744B04062001

Email: lgarnett@newton.baruch.cuny.edu

(Each chapter concludes with "Chapter Summary".)

Preface.
I. OBJECTS, THEIR ROLE IN SOLVING PROBLEMS, AND THEIR IMPLEMENTATION IN C++.

1. The Object Model.


The Object Model.



Objects.



Classes.



Factories and Consumers.



Class Relationships.



Using the Object Vocabulary.

2. The Problem-Solving Process.


Using the Object Model to Solve Problems.



Outline of a Nine-Step Problem-Solving Process.



Case Study: Applying the Problem-Solving Process to a Bank Management.



Directory Schemes Used by Microsoft and Borland (Optional).



Working in Teams.

3. The Class Interface.


Programming a Computer.



Organization of a C++ Program.



Interface Code.



Consumer Code.



Factory Code.



Compiling, Linking, and Executing the Logo Framework.



Table of Correspondence Between C++ and Object Terminology.

4. The Class Methods.


The Method as a Consumer of Other Objects.



Factory Code.



Preexisting Classes That We Can Use.



Using Collaborator Classes.



The Account Class.



BMS Case Study: The CreditCard and Mortgage Classes.

5. Control Structures and Method Design.


Overviews.



Control Structures.



Top-Down Algorithm Design.



BMS Case Study: A Certificate of Deposit Class.



Guidelines for Algorithm Design.

II. THE C++ LANGUAGE FROM GROUND UP.

6. A Bottom-Up Approach to the C++ Language.


A Family Finance Case Study.



Tokens.



Operators.



Expressions.



C++ Statements.

7. Conditions and Control Statements.


Conditions.



Decision Structures.



Iterative Structures.



Unconditional Branching Statements.



Some Common Algorithms.



A Money Class.

8. Identifier Syntax.


Basic Identifier Concepts.



Function and Member Function Identifiers.



Data Member Identifiers.



Object Identifiers.



Static Identifiers.



Dynamic Objects.



Class Identifiers.



More Examples.



Common Questions in Coding Definitions and Declarations.

9. The Backbone of a Well-Designed Class.


The DebitCard Class.



The Destructor, Copy Constructor, and Assignment Methods.



What Constructors Should a Class Have?



Type Casting from One Type of Object to Another.



Operator Overloading.



Compiler-Supplied Default Behavior.



Summary of a Class's Backbone.



The AccountFile Class.



Inside the AccountFile Factory (Optional).

III. IMPLEMENTING CLASS RELATIONSHIPS.

10. Object Composition and the "Has a" Relationship.


Design Considerations.



Using Pointers to Relate Objects.



Pointer Types.



Reference Types.



Case Study: A Portfolio Class.



Dynamic Memory Management.



Portfolio Methods Using the new and delete Operators.



Three Different Ways to Return an Object.



RAM and the Memory Manager.



Case Study: A Client Class.



Interfaces for the CertificateOfDeposit, Tbond, and MunicipalBond Classes.

11. Container Classes and Lists.


Design Issues.



Arrays.



Lists.



Array Implementation of ClientList.



Linked Implementation of ClientList.



Case Study: A Statistics Class.

12. Templates.


Using the List Template.



The List Interface.



Linked Implementation of the List Template.



More Things You Can Do with Templates.



Compilation and Linkage with Templates.



Putting Together a Project Using a Template.



Using Borland's Container Library.



A Peek at the Standard Template Library (STL).

13. Class Inheritance and the "Is a" Relationship.


Polymorphism and Inheritance.



Account Hierarchy Interfaces.



Additions to Account Hierarchy Interfaces.



How to Use an Object if You Are Not Sure to Which Class It Belongs.



Account Methods.



Multiple Inheritance.



Private Inheritance.



Some More Examples of Public Inheritance.



Some Rules Governing Inheritance.

14. Iostream.


Input and Output.



The iostream Class Hierarchy.



Disk File Classes.



The BankStatement Class.



The ClientStore Classs.



Variations on the ClientStore Class.

15. Friends, Constants, and Wrappers.


What Is a Friend?



Constants.



Strings.



Wrapping.



The Date Class.

16. Error Handling.


Dealing with Errors.



The Problem.



An Object-Oriented Solution.

Appendix A. Glossaries.
Appendix B. Team Project: A Bank Management System.
Appendix C. The ASCII Character Set.
Appendix D. Table of Operator Precedence.
Appendix E. Source Files.
Appendix F. Style Manual. 0805316744T04062001

Erscheint lt. Verlag 21.11.1996
Verlagsort San Francisco
Sprache englisch
Maße 185 x 234 mm
Gewicht 1100 g
Themenwelt Mathematik / Informatik Informatik Programmiersprachen / -werkzeuge
Informatik Software Entwicklung Objektorientierung
ISBN-10 0-8053-1674-4 / 0805316744
ISBN-13 978-0-8053-1674-2 / 9780805316742
Zustand Neuware
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