KotiRyhmätKeskusteluLisääAjan henki
Tämä sivusto käyttää evästeitä palvelujen toimittamiseen, toiminnan parantamiseen, analytiikkaan ja (jos et ole kirjautunut sisään) mainostamiseen. Käyttämällä LibraryThingiä ilmaiset, että olet lukenut ja ymmärtänyt käyttöehdot ja yksityisyydensuojakäytännöt. Sivujen ja palveluiden käytön tulee olla näiden ehtojen ja käytäntöjen mukaista.
Hide this

Tulokset Google Booksista

Pikkukuvaa napsauttamalla pääset Google Booksiin.

An Introduction to Object-Oriented…
Ladataan...

An Introduction to Object-Oriented Programming (vuoden 1991 painos)

– tekijä: Timothy Budd

JäseniäKirja-arvostelujaSuosituimmuussijaKeskimääräinen arvioKeskustelut
661305,966 (2.5)-
This is a general introduction to object-oriented programming, written specifically for the academic market. Principles are covered in a language-independent manner and illustrated by examples from six different languages, including C++ and Java. The book covers advanced topics, including design patterns, application frameworks and the techniques used in the implementation of object-oriented languages.… (lisätietoja)
Jäsen:dgreaham
Teoksen nimi:An Introduction to Object-Oriented Programming
Kirjailijat:Timothy Budd
Info:Addison-Wesley (1991), Hardcover
Kokoelmat:Oma kirjasto
Arvio (tähdet):
Avainsanoja:-

Teoksen tarkat tiedot

An Introduction to Object-Oriented Programming (tekijä: Timothy Budd)

-.

-
Ladataan...

Kirjaudu LibraryThingiin, niin näet, pidätkö tästä kirjasta vai et.

Ei tämänhetkisiä Keskustelu-viestiketjuja tästä kirjasta.

Indeholder "Preface", " Obtaining the Source", " Assumed Background", " Preface to First Edition", " Acknowledgements", "1. Thinking Object Oriented", " 1.1. Why is Object-Oriented Programming Popular?", " 1.2. Language and Thought", " 1.2.1. Eskimos and Snow", " 1.2.2. An Example from Computer Languages", " 1.2.3. Church's Conjecture and the Sapir-Whorf Hypothesis", " 1.3. A New Paradigm", " 1.4. A Way of Viewing the World", " 1.4.1. Agents, Responsibility, Messages and Methods", " 1.4.2. Responsibilities", " 1.4.3. Classes and Instances", " 1.4.4. Class Hierarchies - Inheritance", " 1.4.5. Method Binding, Overriding and Exceptions", " 1.4.6. Summary of Object-Oriented Concepts", " 1.5. Computation as Simulation", " 1.5.1. The Power of Metaphor", " 1.5.2. Avoiding Infinite Regress", " 1.6. Coping with Complexity", " 1.6.1. The Nonlinear Behavior of Complexity", " 1.6.2. Abstraction Mechanisms", " 1.7. Reusable Software", " 1.8. Summary", "2. Object-Oriented Design", " 2.1. Responsibility Implies Noninterference", " 2.2. Programming in the Small and Programming in the Large", " 2.3. Why Begin with Behavior ?", " 2.4. A Case Study in Responsibility-Driven Design", " 2.4.1. The Interactive Intelligent Kitchen Helper", " 2.4.2. Working Through Scenarios", " 2.4.3. Identification of Components", " 2.5. CRC Cards - Recording Responsibility", " 2.5.1. Give Components a Physical Representation", " 2.5.2. The What - Who Cycle", " 2.5.3. Documentation", " 2.6. Components and Behavior", " 2.6.1. Postponing Decisions", " 2.6.2. Preparing for Change", " 2.6.3. Continuing the Scenario", " 2.6.4. Interaction Diagrams", " 2.7. Software Components", " 2.7.1. Behavior and State", " 2.7.2. Instances and Classes", " 2.7.3. Coupling and Cohesion", " 2.7.4. Interface and Implementation - Parnas' Principles", " 2.8. Formalize the Interface", " 2.8.1. Coming up with Names", " 2.9. Design the Representation for Components", " 2.10. Implementing Components", " 2.11. Integration of Components", " 2.12. Maintenance and Evolution", "3. Classes and Methods", " 3.1. Encapsulation", " 3.2. Varieties of Classes", " 3.3. Example: A Playing Card", " 3.4. Interface and Implementation", " 3.5. Classes and Methods", " 3.5.1. Classes and Methods in Object Pascal", " 3.5.2. Classes and Methods in Smalltalk", " 3.5.3. Classes and Methods in Objective-C", " 3.5.4. Classes and Methods in C++", " 3.5.5. Classes and Methods in Java", "4. Messages, Instances and Initialization", " 4.1. Message-Passing Syntax", " 4.1.1. Message Passing Syntax in Object Pascal", " 4.1.2. Message Passing Syntax in C++", " 4.1.3. Message Passing Syntax in Java", " 4.1.4. Message Passing Syntax in Smalltalk", " 4.1.5. Message Passing Syntax in Objective-C", " 4.2. Issues in Creation and Initialization", " 4.2.1. Stack Versus Heap Storage Allocation", " 4.2.2. Memory Recovery", " 4.2.3. Pointers", " 4.2.4. Immutable Creation", " 4.3. Mechanisms for Creation and Initialization", " 4.4. Creation and Initialization in C++", " 4.4.1. Creation and Initialization in Java", " 4.4.2. Creation and Initialization in Objective-C", " 4.4.3. Creation and Initialization in Object Pascal", " 4.4.4. Creation and Initialization in Smalltalk", "5. A Case Study: The Eight Queens Puzzle", " 5.1. The Eight Queens Puzzle", " 5.1.1. Creating Objects that Find their Own Solution", " 5.2. Using Generators", " 5.2.1. Initialization", " 5.2.2. Finding A Solution", " 5.2.3. Advancing to Next Position", " 5.3. The Eight Queens Puzzle in Each Language", " 5.3.1. The Eight Queens Puzzle in Object Pascal", " 5.3.2. The Eight Queens Puzzle in C++", " 5.3.3. The Eight Queens Puzzle in Java", " 5.3.4. The Eight Queens Puzzle in Objective-C", " 5.3.5. The Eight Queens Puzzle in Smalltalk", "6. A Case Study: A Billiards Game", " 6.1. The Elements of Billiards", " 6.2. Graphical Objects", " 6.2.1. The Wall Graphical Object", " 6.2.2. The Hole Graphical Object", " 6.2.3. The Ball Graphical Object", " 6.3. The Main Program", " 6.4. Using Inheritance", "7. Inheritance", " 7.1. An Intuitive Description of Inheritance", " 7.2. Subclass, Subtype, and Substitutability", " 7.2.1. Subtypes and Strong Typing", " 7.3. Forms of Inheritance", " 7.3.1. Subclassing for Specialization (Subtyping)", " 7.3.2. Subclassing for Specification", " 7.3.3. Subclassing for Construction", " 7.3.4. Subclassing for Generalization", " 7.3.5. Subclassing for Extension", " 7.3.6. Subclassing for Limitation", " 7.3.7. Subclassing for Variance", " 7.3.8. Subclassing for Combination", " 7.3.9. Summary of the Forms of Inheritance", " 7.4. Inheritance in Various Languages", " 7.4.1. Inheritance in Object Pascal", " 7.4.2. Inheritance in Smalltalk", " 7.4.3. Inheritance in Objective-C", " 7.4.4. Inheritance in C++", " 7.4.5. Inheritance in Java", " 7.5. The Benefits of Inheritance", " 7.5.1. Software Reusability", " 7.5.2. Code Sharing", " 7.5.3. Consistency of Interface", " 7.5.4. Software Components", " 7.5.5. Rapid Prototyping", " 7.5.6. Polymorphism and Frameworks", " 7.5.7. Information Hiding", " 7.6. The Costs of Inheritance", " 7.6.1. Execution Speed", " 7.6.2. Program Size", " 7.6.3. Message-Passing Overhead", " 7.6.4. Program Complexity", "8. A Case Study: Solitaire", " 8.1. The class Card", " 8.2. The Game", " 8.3. Card Piles - Inheritance in Action", " 8.3.1. The Suit Piles", " 8.3.2. The Deck pile", " 8.3.3. The Discard Pile", " 8.3.4. The Tableau Piles", " 8.4. Playing the Polymorphic Game", " 8.5. Building a More Complete Game", "9. Mechanisms for Software Reuse", " 9.1. Inheritance and Substitutability", " 9.1.1. The is-a rule and the has-a rule", " 9.2. Composition and Inheritance Described", " 9.2.1. Using Composition", " 9.2.2. Using Inheritance", " 9.2.3. Private Inheritance in C++", " 9.3. Composition and Inheritance Contrasted", " 9.4. When Will Widespread Software Reuse Become a Reality?", "10. Subclasses and Subtypes", " 10.1. Issues in Binding and Message Lookup", " 10.1.1. Method Binding", " 10.1.2. The Reverse Polymorphism Problem", " 10.2. Binding in Programming Languages", " 10.2.1. Binding and Message Lookup in Object Pascal", " 10.2.2. Binding and Message Lookup in Smalltalk", " 10.2.3. Binding and Message Lookup in Objective-C", " 10.2.4. Binding and Message Lookup in C++", " 10.2.5. Binding and Message Lookup in Java", " 10.3. Merits of Static versus Dynamic Binding", "11. Replacement and Refinement", " 11.1. Adding, Replacing and Refining", " 11.1.1. American and Scandinavian Semantics", " 11.2. Replacement", " 11.2.1. Replacement Versus the Principle of Substitutability", " 11.2.2. Notating Replacement", " 11.3. Replacement in Various Languages", " 11.3.1. Replacement in C++", " 11.3.2. Replacement in Object Pascal", " 11.3.3. Replacement in Smalltalk and Objective-C", " 11.3.4. Replacement in Java", " 11.4. Refinement", " 11.4.1. Refinement in Simula and Beta", " 11.4.2. Wrappers in CLOS", " 11.5. Refinement in Various Languages", " 11.5.1. Refinement in Object Pascal", " 11.5.2. Refinement in C++", " 11.5.3. Refinement in Smalltalk, Java and Objective-C", "12. Implications of Inheritance", " 12.1. Memory Layout", " 12.1.1. Minimum Static Space Allocation", " 12.1.2. Maximum Static Space Allocation", " 12.1.3. Dynamic Memory Allocation", " 12.2. Assignment", " 12.2.1. Assignment in C++", " 12.2.2. Assignment in Object Pascal and Java", " 12.2.3. Assignment in Smalltalk", " 12.2.4. Assignment in Objective-C", " 12.3. Equality", " 12.3.1. Covariance and Contravariance", " 12.3.2. Equality in Objective-C, Java and Object Pascal", " 12.3.3. Equality in Smalltalk", " 12.3.4. Equality in C++", " 12.4. Type Conversion", "13. Multiple Inheritance", " 13.1. Incomparable Complex Numbers", " 13.2. Walking Menus", " 13.3. Name Ambiguity", " 13.3.1. Inheritance from Common Ancestors", " 13.4. Multiple Inheritance in C++", " 13.5. Multiple Inheritance in Java", "14. Polymorphism", " 14.1. Polymorphism in Programming Languages", " 14.1.1. Polymorphic Functions in Dynamically Typed Languages", " 14.1.2. Low Level and High Level Abstractions", " 14.2. Varieties of Polymorphism", " 14.3. Polymorphic Variables", " 14.4. Overloading", " 14.4.1. Overloading Names in Real Life", " 14.4.2. Overloading and Coercion", " 14.4.3. Overloading Does Not Imply Similarity", " 14.4.4. Parametric Overloading", " 14.5. Overriding", " 14.5.1. Overriding in Class Magnitude", " 14.6. Deferred Methods", " 14.7. Pure Polymorphism", " 14.8. Generics and Templates", " 14.9. Polymorphism in the Various Languages", " 14.9.1. Polymorphism in C++", " 14.9.2. Polymorphism in Java", " 14.9.3. Polymorphism in Object Pascal", " 14.9.4. Polymorphism in Objective-C", " 14.9.5. Polymorphism in Smalltalk", " 14.10. Efficiency and Polymorphism", "15. A Case Study: Container Classes", " 15.1. Using Conventional Techniques", " 15.2. Containers in Dynamically Typed Languages", " 15.3. Containers in Strongly Typed Languages", " 15.4. Hiding the Cast Using Subclassing", " 15.5. Parameterized Classes", "16. A Case Study: The Standard Template Library", " 16.1. Iterators", " 16.2. Function Objects", " 16.3. Example Program - An Inventory System", " 16.4. Example Program - Graphs", " 16.5. Example Program - A Concordance", " 16.6. The Future of Object-Oriented Programming", "17. Visibility and Dependency", " 17.1. Coupling and Cohesion", " 17.1.1. Varieties of Coupling", " 17.1.2. Varieties of Cohesion", " 17.1.3. Coupling and Cohesion in Object Oriented Systems", " 17.1.4. The Law of Demeter", " 17.1.5. Class Level versus Object Level Visibility", " 17.1.6. Active Values", " 17.2. Subclass Clients and User Clients", " 17.3. Control Of Access and Visibility", " 17.3.1. Visibility in Smalltalk", " 17.3.2. Visibility in Object Pascal", " 17.3.3. Visibility in C++", " 17.3.4. Visibility in Java", " 17.3.5. Visibility in Objective-C", "18. Patterns and Frameworks", " 18.1. Software Frameworks", " 18.1.1. The Java API", " 18.1.2. A Simulation Framework", " 18.2. Design Patterns", " 18.2.1. The Intermediary Pattern", " 18.2.2. Traversal Patterns", " 18.2.3. The Double Dispatching Pattern", " 18.2.4. Classifying Design Patterns", "19. A Case Study: The Little Application Framework", " 19.1. Components of a Graphical User Interface", " 19.2. Event Driven Execution", " 19.3. Using Inheritance to Customize a Framework", " 19.4. Classes in the LAF", " 19.5. The class application", " 19.5.1. The class button", " 19.5.2. The Classes menu and menuItem", " 19.6. Summary", "20. A Second Look at Classes", " 20.1. Classes as Types", " 20.1.1. How Inheritance Complicates the View of Types", " 20.1.2. Inheritance and Storage", " 20.2. Classes as Objects", " 20.2.1. Object Creation Factories", " 20.2.2. Class Class", " 20.2.3. Subclasses and Instances", " 20.2.4. Metaclasses and Class Methods", " 20.2.5. Object Initialization", " 20.2.6. Posing in Objective-C", " 20.3. Class Data", " 20.3.1. Class Variables in Smalltalk", " 20.3.2. Class Variables in C++", " 20.3.3. Class Variables in Java", " 20.3.4. Class Variables in Objective-C", " 20.4. Are Classes Necessary?", " 20.4.1. What is Knowledge?", " 20.4.2. Delegation", "21. Implementation", " 21.1. Interpreter and Compilers", " 21.2. Compilers", " 21.2.1. The Slicing Problem", " 21.2.2. Matching Methods to Messages", " 21.2.3. Virtual Method Tables", " 21.2.4. Name Encoding", " 21.2.5. Dispatch Tables", " 21.3. Interpreters", " Further Reading ", "A. Source for Eight Queens Puzzle", " A.1. Eight Queens in Apple Object Pascal", " A.2. Eight Queens in C++", " A.3. Eight Queens in Java", " A.3.1. HTML File for Java Application", " A.4. Eight Queens in Objective-C", " A.5. Eight Queens in Smalltalk", "B. Source for Billiards Game", " B.1. The Version Without Inheritance", " B.2. Using Inheritance", "C. Source for Solitare Game", "Glossary".

Lidt om objekt-orienterede sprog og programmering. Bogen spreder sig lidt rigeligt. ( )
  bnielsen | Dec 19, 2016 |
ei arvosteluja | lisää arvostelu
Sinun täytyy kirjautua sisään voidaksesi muokata Yhteistä tietoa
Katso lisäohjeita Common Knowledge -sivuilta (englanniksi).
Kanoninen teoksen nimi
Alkuteoksen nimi
Teoksen muut nimet
Alkuperäinen julkaisuvuosi
Henkilöt/hahmot
Tärkeät paikat
Tärkeät tapahtumat
Kirjaan liittyvät elokuvat
Palkinnot ja kunnianosoitukset
Epigrafi (motto tai mietelause kirjan alussa)
Omistuskirjoitus
Ensimmäiset sanat
Sitaatit
Viimeiset sanat
Erotteluhuomautus
Julkaisutoimittajat
Kirjan kehujat
Alkuteoksen kieli
Canonical DDC/MDS

Viittaukset tähän teokseen muissa lähteissä.

Englanninkielinen Wikipedia

-

This is a general introduction to object-oriented programming, written specifically for the academic market. Principles are covered in a language-independent manner and illustrated by examples from six different languages, including C++ and Java. The book covers advanced topics, including design patterns, application frameworks and the techniques used in the implementation of object-oriented languages.

No library descriptions found.

Kirjan kuvailu
Yhteenveto haiku-muodossa

Pikalinkit

Suosituimmat kansikuvat

Arvio (tähdet)

Keskiarvo: (2.5)
0.5
1 1
1.5
2 2
2.5
3 2
3.5
4 1
4.5
5

Oletko sinä tämä henkilö?

Tule LibraryThing-kirjailijaksi.

 

Lisätietoja | Ota yhteyttä | LibraryThing.com | Yksityisyyden suoja / Käyttöehdot | Apua/FAQ | Blogi | Kauppa | APIs | TinyCat | Perintökirjastot | Varhaiset kirja-arvostelijat | Yleistieto | 154,624,086 kirjaa! | Yläpalkki: Aina näkyvissä