
Object-Oriented Programming featuring Graphical Applications in Java
Résumé
Understanding object-oriented concepts is critical to the practice of modern-day software development. Object-Oriented Programming Featuring Graphical Applications in Javaexplains the key concepts in clear terms and illustrates with examples, many of which are drawn from two-dimensional computer graphics. It assumes limited previous experience with Java and no previous experience with UML or Java 2D.
Features:- Key object-oriented concepts presented using Java 2D, Java's application programming interface for two-dimensional graphics
- Interactive programs that take input via textual commands and through graphical user interface based on Swing
- A subset of UML that illustrates program designs
- Stepped-out exercises that interleave theory and practice
- Design patterns, focusing on the template method, iterator, and composite patterns, that relate to the graphics examples in the book
- Object-oriented frameworks that use the AWT and Swing to build programs with graphical user interfaces
- A package of over 60 classes and interfaces for building and rendering 2-D geometries
- Online code and documentation
Contents
1. The Object Model.- Object Model Concepts.
- The Object Model and Other Programming Models.
- Abstract Operations and Procedures.
- Specifying Procedures.
- Exceptions.
- Procedural Decomposition.
- Recursion.
- Summary.
- Abstract Data Types.
- Specifying and Implementing Data Abstractions.
- Encapsulation.
- Java Graphics: Some Background.
- Making Graphics.
- Summary.
- Composition and Aggregation.
- Random-Value Generators.
- Composition of Many Parts.
- Representation Invariants.
- Interacting with Pictures.
- Summary.
- The Uses of Inheritance.
- Inheritance for Extension.
- Inheritance for Specialization.
- Inheritance for Specification.
- Polymorphism.
- Figures and Painters.
- Summary.
- The Need for Design Patterns.
- The Iterator Design Pattern.
- The Template Method Design Pattern.
- The Composite Design Pattern.
- Classifying Design Patterns.
- Summary.
- Building GUI-Based Programs in Java using Frameworks.
- Java's Event Model.
- Components.
- Layout Managers.
- Components and Event Listeners.
- Triangulate: A Point-Set Triangulation Program.
- DrawPad: A Drawing Program.
- Summary.
Appendix B: Our Graphics Program Framework.
Appendix C: A Notational Summary of UML.
Appendix D: Structure of the banana Package.
Caractéristiques techniques
PAPIER | |
Éditeur(s) | Addison Wesley |
Auteur(s) | Michael J. Laszlo |
Parution | 16/12/2002 |
Nb. de pages | 480 |
Format | 18,7 x 23,2 |
Couverture | Broché |
Poids | 736g |
Intérieur | Noir et Blanc |
EAN13 | 9780201726275 |
ISBN13 | 978-0-201-72627-5 |
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