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Barker J. Beginning Java Objects: From Concepts to Code
Издательство Apress, 2005, -936 pp. Second Edition
This is a book, first and foremost, about software objects: what they are, why they are so magical and yet so straightforward, and how you go about structuring a software application to use objects appropriately. This is also a book about Java. It’s not a hard-core, everything there is to know about Java book, but rather a gentle yet comprehensive introduction to the language, with special emphasis on how to transition from an object model to a fully functional Java application— something that few, if any, other books provide. Goals for This Book My goals in writing this book (and, hopefully, yours for buying it) are to Make you comfortable with fundamental object-oriented (OO) terminology and concepts Give you hands-on, practical experience with object modeling—that is, with developing a blueprint that you can use as the basis for subsequently building an object-oriented software system Illustrate the basics of how such an object model is translated into a working software application—a Java application, to be specific, although the techniques that you’ll learn for object modeling apply equally well to any OO language Help you to become proficient as a Java programmer along the way If you’re already experienced with the Java language (but not with object fundamentals), it’s critical to your successful use of the language that you learn about its object-oriented roots. On the other hand, if you’re a newcomer to Java, then this book will get you properly jump-started. Either way, this book is a must-read for anyone who wishes to become proficient with an OO programming language like Java. Just as important, this book is not meant to Turn you into an overnight pro in object modeling. Like all advanced skills, becoming totally comfortable with object modeling takes two things: a good theoretical foundation and a lot of practice. I give you the foundation in this book, including an introduction to the Unified Modeling Language (UML), the industry standard for rendering an objectoriented blueprint of a software application. But the only way you’ll really get to be proficient with object modeling is by participating in OO modeling and development projects over time. My book will give you the skills and, hopefully, the confidence to begin to apply object techniques in a professional setting, which is where your real learning will take place, particularly if you have an OO-experienced mentor to guide you through your first industrial-strength project. Teach you everything you’ll ever need to know about Java. Java is a very rich language, consisting of hundreds of core classes and literally thousands of operations that can be performed with and by these classes. If Java provides a dozen alternative ways to do something in particular, I explain the one or two ways that I feel best suit the problem at hand, to give you an appreciation for how things are done. Nonetheless, you’ll definitely see enough of the Java language in this book to prepare you for a role as a professional Java programmer. Armed with the knowledge you’ll gain from this book, you’ll be poised and ready to appreciate a more thorough treatment of Java such as that offered by one of the many other Java references that are presently on the market, or a deeper review of object modeling techniques from an in-depth UML reference.
Part 1 The ABCs of Objects Abstraction and Modeling Java Basics Objects and Classes Object Interactions Relationships Between Objects Collections of Objects Some Final Object Concepts Part 2 Object Modeling 101 The Object Modeling Process in a Nutshell Formalizing Requirements Through Use Cases Modeling the Static/Data Aspects of the System Modeling the Dynamic/Behavioral Aspects of the System Wrapping Up Our Modeling Efforts Part 3 Translating an Object Blueprint into Java Code Rounding Out Your Java Knowledge Transforming Your Model into Java Code Rounding Out Your Application, Part 1: Adding a Data Access Layer Rounding Out Your Application, Part 2: Adding a Presentation Layer SRS, Take 3: Adding a GUI Next Steps Part 4 Appendixes A Suggestions for Using This Book As a Textbook B Alternative Case Studies C Setting Up Your Java Development Environment D Downloading and Compiling the Book’s Source Code E Note to Experienced C++ Programmers F How Polymorphism Works Behind the Scenes (Static vs. Dynamic Binding) G Collections Prior to J2SE 5.0 H Programming 101, and the Role of a Compiler