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Objects First With Java - David J. Barnes, Michael Kolling

Objects First With Java

A Practical Introduction Using BlueJ: International Edition
Buch | Softcover
560 Seiten
2008 | 4th edition
Pearson (Verlag)
978-0-13-504587-9 (ISBN)
CHF 104,65 inkl. MwSt
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For introductory courses in Java/Introduction to Programming and Object-Oriented Programming.

 

Its close integration with the BlueJ development environment allows this book to focus on key aspects of object-oriented software development from day one. BlueJ's clear visualization of classes and objects means that students can immediately appreciate the differences between them, and gain a much better understanding of the nature of an object than they would from simply reading source code. Unlike traditional textbooks, the chapters are not ordered by language features but by software development concepts. Language features are introduced as a response to the problems to be solved. A large number of different, interesting projects are used to provide variety and avoid the monotony of a running problem. The authors avoid the dangers of trying to teach all there is to know about each topic by using a spiral approach - introducing topics in a simple context early on and then revisiting later to deepen understanding. Throughout, the emphasis is on developing a practical approach to programming, with students encouraged to add code to existing programs rather than working with an intimidating sheet of blank paper.

 

Supplements:

 

Author's Companion Website: http://www.bluej.org/objects-first/ Includes Java Resource Links, Book Projects, Code Style Guide,  Student Activities and more!

 

Instructor-only Resources (Registration required):



Power Point lecture slides
Solutions to exercises

Click on the "Resources" Tab above to view these downloadable files

David Barnes is a Lecturer in Computer Science at the University of Kent, in Canterbury, England. He has been teaching introductory programming for over 25 years, and has practical experience of a wide range of programming languages. He has been teaching object-oriented programming in Java for over 10 years. David is passionate about the excitement that is inherent in computer science and is actively involved in promoting it as a subject area to high-school children. In addition to computing education, his main research is in the area of software engineering.   Michael Kölling is a Senior Lecturer at the Computing Laboratory, University of Kent, in Canterbury, England. He holds a PhD in computer science from Sydney University, and has worked in Australia, Denmark and the UK. Michael’s research interests are in the areas of object-oriented systems, programming languages, software tools, computing education. He has published numerous papers on object-orientation and computing education topics. Michael is one of the developers of BlueJ and, more recently, the Greenfoot platform.

Part 1 FOUNDATIONS OF OBJECT ORIENTATION

 

Chapter 1 Objects and classes

 

1.1 Objects and classes

 

1.2 Creating objects

 

1.3 Calling methods

 

1.4 Parameters

 

1.5 Data types

 

1.6 Multiple instances

 

1.7 State

 

1.8 What is in an object?

 

1.9 Object interaction

 

1.10 Source code

 

1.11 Another example

 

1.12 Return values

 

1.13 Objects as parameters

 

1.14 Summary

 

 

 

Chapter 2 Understanding class definitions

 

2.1 Ticket machines

 

2.1.1 Exploring the behavior of a naïve ticket machine

 

2.2 Examining a class definition

 

2.3 Fields, constructors, and methods

 

2.3.1 Fields

 

2.3.2 Constructors

 

2.4 Passing data via parameters

 

2.5 Assignment

 

2.6 Accessor methods 

 

2.7 Mutator methods

 

2.8 Printing from methods 

 

2.9 Summary of the naïve ticket machine

 

2.10 Reflecting on the design of the ticket machine

 

2.11 Making choices: the conditional statement

 

2.12 A further conditional-statement example

 

2.13 Local variables

 

2.14 Fields, parameters, and local variables

 

2.15 Summary of the better ticket machine

 

2.16 Self-review exercises

 

2.17 Reviewing a familiar example

 

2.18 Summary

 

 

 

Chapter 3 Object interaction

 

3.1 The clock example

 

3.2 Abstraction and modularization

 

3.3 Abstraction in software

 

3.4 Modularization in the clock example

 

3.5 Implementing the clock display

 

3.6 Class diagrams versus object diagrams

 

3.7 Primitive types and object types

 

3.8 The ClockDisplay source code

 

3.8.1 Class NumberDisplay

 

3.8.2 String concatenation

 

3.8.3 The modulo operator

 

3.8.4 Class ClockDisplay

 

3.9 Objects creating objects

 

3.10 Multiple constructors

 

3.11 Method calls

 

3.11.1 Internal method calls

 

3.11.2 External method calls

 

3.11.3 Summary of the clock display

 

3.12 Another example of object interaction

 

3.12.1 The mail system example

 

3.12.2 The this keyword

 

3.13 Using a debugger

 

3.13.1 Setting breakpoints

 

3.13.2 Single stepping

 

3.13.3 Stepping into methods

 

3.14 Method calling revisited

 

3.15 Summary

 

 

 

Chapter 4 Grouping objects

 

4.1 Grouping objects in flexible-size collections

 

4.2 A personal notebook

 

4.3 A first look at library classes

 

4.3.1 An example of using a library

 

4.4 Object structures with collections

 

4.5 Generic classes

 

4.6 Numbering within collections

 

4.7 Removing an item from a collection

 

4.8 Processing a whole collection

 

4.8.1 The for-each loop

 

4.8.2 The while loop

 

4.8.3 Iterating over a collection

 

4.8.4 Index access versus iterators

 

4.9 Summary of the notebook example

 

4.10 Another example: an auction system

 

4.10.1 The Lot class

 

4.10.2 The Auction class

 

4.10.3 Anonymous objects

 

4.10.4 Using collections

 

4.11 Flexible collection summary

 

4.12 Fixed-size collections

 

4.12.1 A log-file analyzer

 

4.12.2 Declaring array variables

 

4.12.3 Creating array objects

 

4.12.4 Using array objects

 

4.12.5 Analyzing the log file

 

4.12.6 The for loop

 

4.13 Summary

 

 

 

Chapter 5 More sophisticated behavior

 

5.1 Documentation for library classes

 

5.2 The TechSupport system

 

5.2.1 Exploring the TechSupport system

 

5.2.2 Reading the code

 

5.3 Reading class documentation

 

5.3.1 Interfaces versus implementation

 

5.3.2 Using library-class methods

 

5.3.3 Checking string equality

 

5.4 Adding random behavior

 

5.4.1 The Random class

 

5.4.2 Random numbers with limited range

 

5.4.3 Generating random responses

 

5.4.4 Reading documentation for parameterized classes

 

5.5 Packages and import

 

5.6 Using maps for associations

 

5.6.1 The concept of a map

 

5.6.2 Using a HashMap

 

5.6.3 Using a map for the TechSupport system

 

5.7 Using sets

 

5.8 Dividing strings

 

5.9 Finishing the TechSupport system

 

5.10 Writing class documentation

 

5.10.1 Using javadoc in BlueJ

 

5.10.2 Elements of class documentation

 

5.11 Public versus private

 

5.11.1 Information hiding

 

5.11.2 Private methods and public fields

 

5.12 Learning about classes from their interfaces

 

5.13 Class variables and constants

 

5.13.1 The static key word

 

5.13.2 Constants

 

5.14 Summary

 

 

 

Chapter 6 Well-behaved objects

 

6.1 Introduction

 

6.2 Testing and debugging

 

6.3 Unit testing within BlueJ

 

6.3.1 Using inspectors

 

6.3.2 Positive versus negative testing

 

6.4 Test automation

 

6.4.1 Regression testing

 

6.4.2 Automated checking of test results

 

6.4.3 Recording a test

 

6.4.4 Fixtures

 

6.5 Modularization and interfaces

 

6.6 A debugging scenario

 

6.7 Commenting and style

 

6.8 Manual walkthroughs

 

6.8.1 A high-level walkthrough

 

6.8.2 Checking state with a walkthrough

 

6.8.3 Verbal walkthroughs

 

6.9 Print statements

 

6.9.1 Turning debugging information on or off

 

6.10 Choosing a test strategy

 

6.11 Debuggers

 

6.12 Putting the techniques into practice

 

6.13 Summary

 

 

 

Chapter 7 Designing classes

 

7.1 Introduction

 

7.2 The world-of-zuul game example

 

7.3 Introduction to coupling and cohesion

 

7.4 Code duplication

 

7.5 Making extensions

 

7.5.1 The task

 

7.5.2 Finding the relevant source code

 

7.6 Coupling

 

7.6.1 Using encapsulation to reduce coupling

 

7.7 Responsibility-driven design

 

7.7.1 Responsibilities and coupling

 

7.8 Localizing change

 

7.9 Implicit coupling

 

7.10 Thinking ahead

 

7.11 Cohesion

 

7.11.1 Cohesion of methods

 

7.11.2 Cohesion of classes

 

7.11.3 Cohesion for readability

 

7.11.4 Cohesion for reuse

 

7.12 Refactoring

 

7.12.1 Refactoring and testing

 

7.12.2 An example of refactoring

 

7.13 Refactoring for language independence

 

7.13.1 Enumerated types

 

7.13.2 Further decoupling of the command interface

 

7.14 Design guidelines

 

7.15 Executing without BlueJ

 

7.15.1 Class methods

 

7.15.2 The main method

 

7.15.3 Limitations of class methods

 

7.16 Summary

 

 

 

Part 2 APPLICATION STRUCTURES

 

 

 

Chapter 8 Improving structure with inheritance

 

8.1 The DoME example

 

8.1.1 DoME classes and objects

 

8.1.2 DoME source code

 

8.1.3 Discussion of the DoME application

 

8.2 Using inheritance

 

8.3 Inheritance hierarchies

 

8.4 Inheritance in Java

 

8.4.1 Inheritance and access rights

 

8.4.2 Inheritance and initialization

 

8.5 DoME: adding other item types

 

8.6 Advantages of inheritance (so far)

 

8.7 Subtyping

 

8.7.1 Subclasses and subtypes

 

8.7.2 Subtyping and assignment

 

8.7.3 Subtyping and parameter passing

 

8.7.4 Polymorphic variables

 

8.7.5 Casting

 

8.8 The Object class

 

8.9 Autoboxing and Wrapper classes

 

8.10 The collection hierarchy

 

8.11 Summary

 

 

 

Chapter 9 More about inheritance

 

9.1 The problem: DoME’s print method

 

9.2 Static type and dynamic type

 

9.2.1 Calling print from Database

 

9.3 Overriding

 

9.4 Dynamic method lookup

 

9.5 Super call in methods

 

9.6 Method polymorphism

 

9.7 Object methods: toString

 

9.8 Protected access

 

9.9 Another example of inheritance with overriding

 

9.10 Summary

 

 

 

Chapter 10 Further abstraction techniques

 

10.1 Simulations

 

10.2 The foxes-and-rabbits simulation

 

10.2.1 The foxes-and-rabbits project

 

10.2.2 The Rabbit class

 

10.2.3 The Fox class

 

10.2.4 The Simulator class: setup

 

10.2.5 The Simulator class: a simulation step

 

10.2.6 Taking steps to improve the simulation

 

10.3 Abstract classes

 

10.3.1 The Animal superclass

 

10.3.2 Abstract methods

 

10.3.3 Abstract classes

 

10.4 More abstract methods

 

10.5 Multiple inheritance

 

10.5.1 An Actor class

 

10.5.2 Flexibility through abstraction

 

10.5.3 Selective drawing

 

10.5.4 Drawable actors: multiple inheritance

 

10.6 Interfaces

 

10.6.1 An Actor interface

 

10.6.2 Multiple inheritance of interfaces

 

10.6.3 Interfaces as types

 

10.6.4 Interfaces as specifications

 

10.6.5 A further example of interfaces

 

10.6.6 Abstract class or interface?

 

10.7 Summary of inheritance

 

10.8 Summary

 

 

 

Chapter 11 Building graphical user interfaces

 

11.1 Introduction

 

11.2 Components, layout, and event handling

 

11.3 AWT and Swing

 

11.4 The ImageViewer example

 

11.4.1 First experiments: creating a frame

 

11.4.2 Adding simple components

 

11.4.3 Adding menus

 

11.4.4 Event handling

 

11.4.5 Centralized receipt of events

 

11.4.6 Inner classes

 

11.4.7 Anonymous inner classes

 

11.5 ImageViewer 1.0: the first complete version

 

11.5.1 Image-processing classes

 

11.5.2 Adding the image

 

11.5.3 Layout

 

11.5.4 Nested containers

 

11.5.5 Image filters

 

11.5.6 Dialogs

 

11.6 ImageViewer 2.0: improving program structure

 

11.7 ImageViewer 3.0: more interface components

 

11.7.1 Buttons

 

11.7.2 Borders

 

11.8 Further extensions

 

11.9 Another example: SoundPlayer338

 

11.10 Summary

 

 

 

Chapter 12 Handling errors

 

12.1 The address-book project

 

12.2 Defensive programming

 

12.2.1 Client—server interaction

 

12.2.2 Argument checking

 

12.3 Server error reporting

 

12.3.1 Notifying the user

 

12.3.2 Notifying the client object

 

12.4 Exception-throwing principles

 

12.4.1 Throwing an exception

 

12.4.2 Exception classes

 

12.4.3 The effect of an exception

 

12.4.4 Unchecked exceptions

 

12.4.5 Preventing object creation

 

12.5 Exception handling

 

12.5.1 Checked exceptions: the throws clause

 

12.5.2 Catching exceptions: the try statement

 

12.5.3 Throwing and catching multiple exceptions

 

12.5.4 Propagating an exception

 

12.5.5 The finally clause

 

12.6 Defining new exception classes

 

12.7 Using assertions

 

12.7.1 Internal consistency checks

 

12.7.2 The assert statement

 

12.7.3 Guidelines for using assertions

 

12.7.4 Assertions and the BlueJ unit testing framework

 

12.8 Error recovery and avoidance

 

12.8.1 Error recovery

 

12.8.2 Error avoidance

 

12.9 Case study: text input/output

 

12.9.1 Readers, writers, and streams

 

12.9.2 The address-book-io project

 

12.9.3 Text output with FileWriter

 

12.9.4 Text input with FileReader

 

12.9.5 Scanner: reading input from the terminal

 

12.9.6 Object serialization

 

12.10 Summary

 

 

 

Chapter 13 Designing applications

 

13.1 Analysis and design

 

13.1.1 The verb/noun method

 

13.1.2 The cinema booking example

 

13.1.3 Discovering classes

 

13.1.4 Using CRC cards

 

13.1.5 Scenarios

 

13.2 Class design

 

13.2.1 Designing class interfaces

 

13.2.2 User interface design

 

13.3 Documentation

 

13.4 Cooperation

 

13.5 Prototyping

 

13.6 Software growth

 

13.6.1 Waterfall model

 

13.6.2 Iterative development

 

13.7 Using design patterns

 

13.7.1 Structure of a pattern

 

13.7.2 Decorator

 

13.7.3 Singleton

 

13.7.4 Factory method

 

13.7.5 Observer

 

13.7.6 Pattern summary

 

13.8 Summary

 

 

 

Chapter 14 A case study

 

14.1 The case study

 

14.1.1 The problem description

 

14.2 Analysis and design

 

14.2.1 Discovering classes

 

14.2.2 Using CRC cards

 

14.2.3 Scenarios

 

14.3 Class design

 

14.3.1 Designing class interfaces

 

14.3.2 Collaborators

 

14.3.3 The outline implementation

 

14.3.4 Testing

 

14.3.5 Some remaining issues

 

14.4 Iterative development

 

14.4.1 Development steps

 

14.4.2 A first stage

 

14.4.3 Testing the first stage

 

14.4.4 A later stage of development

 

14.4.5 Further ideas for development

 

14.4.6 Reuse

 

14.5 Another example

 

14.6 Taking things further

 

 

 

Appendices

 

A Working with a BlueJ project

 

B Java data types

 

C Java control structures

 

D Operators

 

E Running Java without BlueJ

 

F Configuring BlueJ

 

G Using the debugger

 

H JUnit unit-testing tools

 

I Javadoc

 

J Program style guide

 

K Important library classes

 

Erscheint lt. Verlag 28.8.2008
Sprache englisch
Maße 191 x 235 mm
Themenwelt Informatik Programmiersprachen / -werkzeuge Java
Informatik Software Entwicklung Objektorientierung
Mathematik / Informatik Informatik Web / Internet
ISBN-10 0-13-504587-8 / 0135045878
ISBN-13 978-0-13-504587-9 / 9780135045879
Zustand Neuware
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