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Object-Oriented Programming featuring Graphical Applications in Java
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Object-Oriented Programming featuring Graphical Applications in Java

Object-Oriented Programming featuring Graphical Applications in Java

Michael J. Laszlo

480 pages, parution le 16/12/2002

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.
2. Procedural Abstraction.
  • Abstract Operations and Procedures.
  • Specifying Procedures.
  • Exceptions.
  • Procedural Decomposition.
  • Recursion.
  • Summary.
3. Data Abstraction.
  • Abstract Data Types.
  • Specifying and Implementing Data Abstractions.
  • Encapsulation.
  • Java Graphics: Some Background.
  • Making Graphics.
  • Summary.
4. Composition.
  • Composition and Aggregation.
  • Random-Value Generators.
  • Composition of Many Parts.
  • Representation Invariants.
  • Interacting with Pictures.
  • Summary.
5. Inheritance.
  • The Uses of Inheritance.
  • Inheritance for Extension.
  • Inheritance for Specialization.
  • Inheritance for Specification.
  • Polymorphism.
  • Figures and Painters.
  • Summary.
6. Design Patterns.
  • The Need for Design Patterns.
  • The Iterator Design Pattern.
  • The Template Method Design Pattern.
  • The Composite Design Pattern.
  • Classifying Design Patterns.
  • Summary.
7. Object-Oriented Application Frameworks.
  • 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 A: Reading and Parsing User Input.
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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