An introduction to object-oriented programming:
Gespeichert in:
1. Verfasser: | |
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Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Boston [u.a.]
Addison-Wesley
2002
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Ausgabe: | 3. ed. |
Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis |
Beschreibung: | Literaturangaben |
Beschreibung: | XXVI, 611 S. graph. Darst. |
ISBN: | 0201760312 |
Internformat
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100 | 1 | |a Budd, Timothy |e Verfasser |4 aut | |
245 | 1 | 0 | |a An introduction to object-oriented programming |c Timothy A. Budd |
250 | |a 3. ed. | ||
264 | 1 | |a Boston [u.a.] |b Addison-Wesley |c 2002 | |
300 | |a XXVI, 611 S. |b graph. Darst. | ||
336 | |b txt |2 rdacontent | ||
337 | |b n |2 rdamedia | ||
338 | |b nc |2 rdacarrier | ||
500 | |a Literaturangaben | ||
650 | 7 | |a Linguagem de programação |2 larpcal | |
650 | 4 | |a Programmation orientée objet (Informatique) | |
650 | 7 | |a Programmation orientée objets (informatique) |2 ram | |
650 | 4 | |a Object-oriented programming (Computer science) | |
650 | 0 | 7 | |a Objektorientierte Programmierung |0 (DE-588)4233947-9 |2 gnd |9 rswk-swf |
689 | 0 | 0 | |a Objektorientierte Programmierung |0 (DE-588)4233947-9 |D s |
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999 | |a oai:aleph.bib-bvb.de:BVB01-009930085 |
Datensatz im Suchindex
_version_ | 1804129385538650112 |
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adam_text | Contents
Preface
1 и Thinking Object-Oriented
1.1 Why Is OOP Popular? 2
1.2 Language and Thought 2
1.2.1 Eskimos and snow 3
1.2.2 An example from computer languages 3
1.2.3 Church s conjecture and the Whorf hypothesis S
1.3 A New Paradigm 7
1.4 A Way of Viewing the World 8
1.4.1 Agents and communities 9
1.4.2 Messages and methods 10
1.4.3 Responsibilities 11
1.4.4 Classes and instances 11
1.4.5 Class hierarchies—inheritance 12
1.4.6 Method binding and overriding 14
1.4.7 Summary of object-oriented concepts 14
1.5 Computation as Simulation 15
1.5.1 The power of metaphor 16
1.5.2 Avoiding infinite regression 17
1.6 A Brief History 18
Summary 19
Further Reading 20
Self-Study Questions 22
Exercises 23
XI
xii
B Contents
2 □ Abstraction
2.1 Layers of Abstraction 26
2.2 Other Forms of Abstraction 30
2.2.1 Division into parts 32
2.2.2 Encapsulation and interchangeability 32
2.2.3 Interface and implementation 33
2.2.4 The service view 34
2.2.5 Composition 34
2.2.6 Layers of specialization 36
2.2.7 Patterns 38
2.3 A Short History of Abstraction Mechanisms 39
2.3.1 Assembly language 39
2.3.2 Procedures 40
2.3.3 Modules 41
2.3.4 Abstract data types 43
2.3.5 A service-centered view 44
2.3.6 Messages, inheritance՝y and polymorphism 44
Summary 45
Further Information 46
Self-Study Questions 47
Exercises 47
3 □ Object-Oriented Design
3.1 Responsibility Implies Noninterference 50
3.2 Programming in the Small and in the Large 51
3.3 Why Begin with Behavior? 51
3.4 A Case Study in RDD 52
3.4.1 The Interactive Intelligent Kitchen Helper 53
3.4.2 Working through scenarios 53
3.4.3 Identification of components 54
3.5 CRC Cards—Recording Responsibility 55
3.5.1 Give components a physical representation 55
3.5.2 The what/who cycle 56
3.5.3 Documentation 56
3.6 Components and Behavior 57
Contents Xili
3.6.1 Postponing decisions 58
3.6.2 Preparing for change 59
3.6.3 Continuing the scenario 59
3.6.4 Interaction diagrams 61
3.7 Software Components 62
3.7.1 Behavior and state 62
3.7.2 Instances and classes 63
3.7.3 Coupling and cohesion 63
3.7.4 Interface and implementation- —Pamas’s principles
3.8 Formalize the Interface 65
3.8.1 Coming up with names 65
3.9 Designing the Representation 67
3.10 Implementing Components 67
3.11 Integration of Components 68
3.12 Maintenance and Evolution Summary 69 Further Reading 70 Self-Study Questions 70 Exercises 71 69
A □ Classes and Methods 73
4.1 Encapsulation 73
4.2 Class Definitions 74
4.2.1 C++J Java, and C# 75
4.2.2 Apple Object Pascal and Delphi Pascal 77
4.2.3 Smalltalk 77
4.2.4 Other languages 79
4.3 Methods 80
4.3.1 Order of methods in a class declaration 82
4.3.2 Constant or immutable data fields 83
4.3.3 Separating definition and implementation 83
4.4 Variations on Class Themes 87
4.4.1 Methods without classes in Oberon 87
4.4.2 Interfaces 88
4.4.3 Properties 89
xiv
0 Contents
4.4.4 Forward definitions 90
4.4.5 Inner or nested classes 91
4.4.6 Class data fields 94
4.4.7 Classes as objects 96
Summary 97
Further Reading 97
Self-Study Questions 98
Exercises 98
5 □ Messages, Instances, and Initialization 101
5.1 Message-Passing Syntax 101
5.2 Statically and Dynamically Typed Languages 103
5.3 Accessing the Receiver from within a Method 104
5.4 Object Creation 106
5.4.1 Creation of arrays of objects 107
5.5 Pointers and Memory Allocation 108
5.5.1 Memory recovery 109
5.6 Constructors 111
5.6.1 The orthodox canonical class form 115
5.6.2 Constant values 116
5.7 Destructors and Finalizers 117
5.8 Metaclasses in Smalltalk 120
Summary 122
Further Reading 122
Self-Study Questions 123
Exercises 123
6 □ A Case Study: The Eight֊Queens Puzzle 125
6.1 The Eight-Queens Puzzle 125
6.1.1 Creating objects that find their own solution 126
6.2 Using Generators 127
6.2.1 Initialization 128
6.2.2 Finding a solution 129
6.2.3 Advancing to the next position 129
Contents XV
6.3 The Eight-Queens Puzzle in Several Languages 130
6.3.1 The eight֊queen$ puzzle in Object Pascal 130
6.3.2 The eight-queens puzzle in C++ 133
6.3.3 The eight-queens puzzle in Java 136
6.3.4 The eight-queens puzzle in Objective-C 139
6.3.5 The eight-queens puzzle in Smalltalk 142
6.3.6 The eight-queens puzzle in Ruby 143
Summary 145
Further Reading 145
Self-Study Questions 145
Exercises 146
7 □ A Case Study: A Billiards Game 147
7.1 The Elements of Billiards 147
7.2 Graphical Objects 148
7.2.1 The wall graphical object 149
7.2.2 The hole graphical object 150
7.2.3 The ball graphical object 151
7.3 The Main Program 155
7.4 Using Inheritance 156
Summary 159
Further Information 159
Self-Study Questions 159
Exercises 160
8 □ Inheritance and Substitution 161
8.1 An Intuitive Description of Inheritance 161
8.1.1 The is-a test 162
8.1.2 Reasons to use inheritance 162
8.2 Inheritance in Various Languages 164
8.3 Subclass, Subtype, and Substitution 166
8.3.1 Substitution and strong typing 167
8.4 Overriding and Virtual Methods 168
8.5 Interfaces and Abstract Classes 170
XVI □ Contents
8.6 Forms of Inheritance 171
8.6.1 Subclassing for specialization (subtyping) 171
8.6.2 Subclassing for specification 171
8.6.3 Subclassing for construction 172
8.6.4 Subclassing for generalization 173
8.6.5 Subclassing for extension 174
8.6.6 Subclassing for limitation 174
8.6.7 Subclassing for variance 174
8.6.8 Subclassing for combination 175
8.6.9 Summary of the forms of inheritance 175
8.7 Variations on Inheritance 176
8.7.1 Anonymous classes in Java 176
8.7.2 Inheritance and constructors 177
8.7.3 Virtual destructors 178
8.8 The Benefits of Inheritance 179
8.8.1 Software reusability 179
8.8.2 Code sharing 179
8.8.3 Consistency of interface 179
8.8.4 Software components 179
8.8.5 Rapid prototyping 180
8.8.6 Polymorphism and frameworks 180
8.8.7 Information hiding 180
8.9 The Costs of Inheritance 181
8.9.1 Execution speed 181
8.9.2 Program size 181
8.9.3 Message-passing overhead 181
8.9.4 Program complexity 182
Summary 182
Further Reading 183
Self-Study Questions 183
Exercises 184
9 □ A Case Study—A Card Game
9.1 The Class PlayingCard 187
9.2 Data and View Classes 189
9.3 The Game 190
187
Contents
xvii
9.4 Card Piles—Inheritance in Action 191
9.4.1 The default card pile 193
9.4.2 The suit piles 194
9.4.3 The deck pile 194
9.4.4 The discard pile 196
9.4.5 The tableau piles 197
9.5 Playing the Polymorphic Game 199
9.6 The Graphical User Interface 199
Summary 204
Further Reading 204
Self-Study Questions 204
Exercises 205
□ Subclasses and Subtypes 207
10.1 Substitutability 207
10.2 Subtypes 208
10.3 The Substitutability Paradox 211
10.3.1 Is this a problem? 212
10.4 Subclassing for Construction 212
10.4.1 Private inheritance in C++ 214
10.5 Dynamically Typed Languages 215
10.6 Pre-and Postconditions 216
10.7 Refinement Semantics 217
Summary 218
Further Reading 218
Self-Study Questions 219
Exercises 219
□ Static and Dynamic Behavior 221
11.1 Static versus Dynamic Typing 221
11.2 Static and Dynamic Classes 223
11.2.1 Run-time type determination 225
11.2.2 Down casting (reverse polymorphism) 227
xviii
b Contents
11.2.3 Run-time testing without language support 227
11.2.4 Testing message understanding 229
11.3 Static versus Dynamic Method Binding 230
Summary 232
Further Reading 233
Self֊Study Questions 233
Exercises 234
12 h Implications of Substitution
12.1 Memory Layout 235
12.1.1 Minimum static space allocation 237
12.1.2 Maximum static space allocation 240
12.1.3 Dynamic memory allocation 240
12.2 Assignment 242
12.2.1 Assignment in C++ 242
12.3 Copies and Clones 245
12.3.1 Copies in Smalltalk and Objective-C 245
12.3.2 Copy constructors in C++ 245
12.3.3 Cloning in Java 246
12.4 Equality 247
12.4.1 Equality and identity 247
12.4.2 The paradoxes of equality testing 248
Summary 250
Further Reading 251
Self-Study Questions 251
Exercises 251
13 0 Multiple Inheritance
13.1 Inheritance as Categorization 254
13.1.1 Incomparable complex numbers 255
13.2 Problems Arising from Multiple Inheritance 257
13.2.1 Name ambiguity 257
13.2.2 Impact on substitutability 259
13.2.3 Redefinition in Eiffel 260
13.2.4 Resolution by class ordering in CLOS 261
235
253
Contents ХІХ
13.3 Multiple Inheritance of Interfaces 263
13.3.1 Mixins in CLOS 266
13.4 Inheritance from Common Ancestors 267
13.4.1 Constructors and multiple inheritance 270
13.5 Inner Classes 271
Summary 272
Further Reading 273
Self-Study Questions 273
Exercises 273
14 □ Polymorphism and Software Reuse 275
14.1 Polymorphism in Programming Languages 275
14.1.1 Many too Is, one goal 277
14.2 Mechanisms for Software Reuse 277
14.2.1 Using composition 278
14.2.2 Using inheritance 280
14.2.3 Composition and inheritance contrasted 282
14.3 Efficiency and Polymorphism 283
14.4 Will Widespread Software Reuse Become Reality? 284
Summary 285
Further Information 285
Self-Study Questions 286
Exercises 286
15 □ Overloading 287
15.1 Type Signatures and Scopes 288
15.2 Overloading Based on Scopes 289
15.3 Overloading Based on Type Signatures 290
15.3.1 Coercion and conversion 2 93
15.4 Redefinition 299
15.5 Polyadicity 301
15.5.1 Optional parameters 303
15.6 Multi-Methods 303
XX
0 Contents
15.6.1 Overloading Based on Values 306
Summary 306
Further Information 306
Self-Study Questions 307
Exercises 307
16 0 Overriding 309
16.1 Notating Overriding 311
16.2 Replacement versus Refinement 313
16.2.1 Replacement in Smalltalk 313
16.2.2 Refinement in Beta 316
16.2.3 Refinement and the subclass!subtype distinction 319
16.2.4 Wrappers in CLOS 319
16.3 Deferred Methods 320
16.4 Overriding versus Shadowing 322
16.5 Covariance and Contravariance 324
16.6 Variations on Overriding 329
16.6.1 Final methods in Java 329
16.6.2 Versioning in C# 330
Summary 331
Further Information 332
Self-Study Questions 332
Exercises 332
17 □ The Polymorphic Variable 335
17.1 Simple Polymorphic Variables 335
17.2 The Receiver Variable 337
17.2.1 The role of the polymorphic variable in frameworks 339
17.2.2 Endpoint comparisons in Smalltalk 340
17.2.3 Self and super 341
17.3 Downcasting 343
17.4 Pure Polymorphism 344
Summary 347
Contents XXI
Further Information 347
Self-Study Questions 348
Exercises 348
18 □ Generics 349
18.1 Template Functions 349
18.2 Template Classes 351
18.2.1 Bounded genericity 353
18.3 Inheritance in Template Arguments 353
18.3.1 Inheritance and arrays 355
18.4 Case Study—Combining Separate Classes 356
Summary 360
Further Reading 360
Self-Study Questions 360
Exercises 360
19 □ Container Classes 363
19.1 Containers in Dynamically Typed Languages 363
19.1.1 Containers in Smalltalk-80 364
19.2 Containers in Statically Typed Languages 365
19.2.1 The tension between typing and reuse 366
19.2.2 Substitution and downcasting 368
19.2.3 Using substitution and overriding 372
19.2.4 Parameterized classes 374
19.3 Restricting Element Types 376
19.4 Element Traversal 378
19.4.1 Iterator loops 379
19.4.2 The visitor approach 381
Summary 385
Further Reading 386
Self-Study Questions 387
Exercises 387
xxii a Contents
20 0 A Case Study: The STL 389
20.1 Iterators 391
20.2 Function Objects 393
20.3 Example Program—An Inventory System 394
20.4 Example Program—Graphs 396
20.4.1 Shortest path algorithm 399
20.4.2 Developing the data structures 399
20.5 A Concordance 402
20.6 The Future of OOP 405
Summary 406
Further Reading 406
Self-Study Questions 406
Exercises 406
21 □ Frameworks 407
21.1 Reuse and Specialization 407
21.1.1 High- and low-level abstractions 410
21.1.2 An upside-down library 412
21.2 Example Frameworks 413
21.2.1 The Java Applet API 413
21.2.2 A Simulation Framework 414
21.2.3 An event-driven simulation framework 415
Summary 422
Further Reading 422
Self-Study Questions 422
Exercises 422
22 □ An Example Framework:
The AWT and Swing 423
22.1 The AWT Class Hierarchy 423
22.2 The Layout Manager 426
22.3 Listeners 428
22.3.1 Adapter classes 429
22.4 User Interface Components 430
Contents xxiii
22.5 Case Study: A Color Display 433
22.6 The Swing Component Library 437
22.6.1 Import libraries 437
22.6.2 Different components 437
22.6.3 Different paint protocol 438
22.6.4 Adding components to a window 438
Summary 438
Further Reading 439
Self-Study Questions 439
Exercises 439
23 □ Object Interconnections 441
23.1 Coupling and Cohesion 442
23.1.1 Varieties of coupling 442
23.1.2 Varieties of cohesion 445
23.1.3 The Law of Demeter 447
23.1.4 Class-level versus object-level visibility 448
23.1.5 Active values 449
23.2 Subclass Clients and User Clients 450
23.3 Control of Access and Visibility 451
23.3.1 Visibility in Smalltalk 451
23.3.2 Visibility in Object Pascal 452
23.3.3 Visibility in C++ 452
23.3.4 Visibility in ]ava 457
23.3.5 Visibility in Objective-C 458
23.4 Intentional Dependency 459
Summary 460
Further Reading 460
Self-Study Questions 461
Exercises 461
24 □ Design Patterns 463
24.1 Controlling Information Flow 464
24.2 Describing Patterns 465
24.3 Iterator 466
xxiv B Contents
24.4 Software Factory 467
24.5 Strategy 468
24.6 Singleton 469
24.7 Composite 469
24.8 Decorator 471
24.9 The Double-Dispatching Pattern 472
24.10 Flyweight 474
24.11 Proxy 474
24.12 Facade 475
24.13 Observer 475
Summary 476
Further Reading 477
Self-Study Questions 478
Exercises 478
25 □ Reflection and Introspection
25.1 Mechanisms for Understanding 479
25.1.1 Class objects 479
25.1.2 The class name as string 481
25.1.3 Testing the class of an object 481
25.1.4 Creating an instance from a class 483
25.1.5 Testing if an object understands a message
25.1.6 Class behavior 484
25.2 Methods as Objects 485
25.3 Mechanisms for Modification 486
25.3.1 Method editing in Smalltalk 486
25.3.2 Dynamic class loading in Java 487
25.4 Metaclasses 489 Summary 491 Further Reading 491 Self-Study Questions 492
479
Contents XXV
s Distributed Objects 493
26.1 Addresses, Ports, and Sockets 494
26.2 A Simple Client/Server Program 496
26.3 Multiple Clients 498
26.4 Transmitting Objects over a Network 504
26.5 Providing More Complexity . 507
Summary 507
Further Reading 508
Self-Study Questions 508
Exercises 508
□ Implementation
27.1 Compilers and Interpreters 511
27.2 The Receiver as Argument 512
27.3 Inherited Methods 513
27.3.1 The problem of multiple inheritance
27.3.2 The slicing problem SIS
27.4 Overridden Methods 515
27.4.1 Eliminating virtual calls and in-lining
27.5 Name Encoding 518
27.6 Dispatch Tables 518
27.6.1 A method cache S20
27.7 Bytecode Interpreters 521
27.8 Just-in-Time Compilation 523
Summary 524
Further Reading 524
Self-Study Questions 525
Exercises 525
□ Source for the Eight-Queens Puzzle 527
A.l Eight-Queens in Apple Object Pascal 527
A.2 Eight-Queens in C++ 530
511
514
517
XXVI Q Contents
A.3 Eight-Queens in Java 532
A.4 Eight-Queens in Objective-C 536
A.5 Eight-Queens in Ruby 539
A. 6 Eight-Queens in Smalltalk 541
B b Source for the Billiards Came 543
B. l The Version without Inheritance 543
B.2 The Version with Inheritance 552
C s Source for the Solitaire Game 557
Glossary 569
References 585
Index 599
|
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illustrated | Illustrated |
indexdate | 2024-07-09T19:04:18Z |
institution | BVB |
isbn | 0201760312 |
language | English |
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publisher | Addison-Wesley |
record_format | marc |
spelling | Budd, Timothy Verfasser aut An introduction to object-oriented programming Timothy A. Budd 3. ed. Boston [u.a.] Addison-Wesley 2002 XXVI, 611 S. graph. Darst. txt rdacontent n rdamedia nc rdacarrier Literaturangaben Linguagem de programação larpcal Programmation orientée objet (Informatique) Programmation orientée objets (informatique) ram Object-oriented programming (Computer science) Objektorientierte Programmierung (DE-588)4233947-9 gnd rswk-swf Objektorientierte Programmierung (DE-588)4233947-9 s DE-604 Digitalisierung UB Bamberg - ADAM Catalogue Enrichment application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=009930085&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis |
spellingShingle | Budd, Timothy An introduction to object-oriented programming Linguagem de programação larpcal Programmation orientée objet (Informatique) Programmation orientée objets (informatique) ram Object-oriented programming (Computer science) Objektorientierte Programmierung (DE-588)4233947-9 gnd |
subject_GND | (DE-588)4233947-9 |
title | An introduction to object-oriented programming |
title_auth | An introduction to object-oriented programming |
title_exact_search | An introduction to object-oriented programming |
title_full | An introduction to object-oriented programming Timothy A. Budd |
title_fullStr | An introduction to object-oriented programming Timothy A. Budd |
title_full_unstemmed | An introduction to object-oriented programming Timothy A. Budd |
title_short | An introduction to object-oriented programming |
title_sort | an introduction to object oriented programming |
topic | Linguagem de programação larpcal Programmation orientée objet (Informatique) Programmation orientée objets (informatique) ram Object-oriented programming (Computer science) Objektorientierte Programmierung (DE-588)4233947-9 gnd |
topic_facet | Linguagem de programação Programmation orientée objet (Informatique) Programmation orientée objets (informatique) Object-oriented programming (Computer science) Objektorientierte Programmierung |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=009930085&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
work_keys_str_mv | AT buddtimothy anintroductiontoobjectorientedprogramming |