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Object-Oriented Programming Using Java

Object-Oriented Programming Using Java Cover


Synopses & Reviews

Publisher Comments:

Timothy Budd, leading author, educator and researcher in the object-oriented programming community, provides a deep understanding of object-oriented programming and Java. Understanding Object-Oriented Programming with Java teaches readers why the Java language works the way it does, as opposed to many other books that focus on how Java works. Readers learn about the development decisions that went into making the Java language, and leave with a more sophisticated knowledge of Java and how it fits in the context of object-oriented programming. Throughout the text, the focus remains on teaching readers to master the necessary object-oriented programming concepts. Dr. Budd explains to the reader in clear and simple terms the fundamental principles of object-oriented programming, illustrating these principles with extensive examples from the Java standard library. In short, he thoughtfully created this book, not as a reference manual for the Java language, but as a tool for understanding Java and the object-oriented programming philosophy. Highlights: Provides several graduated example programs in Part II (i.e., cannon and pinball games) for readers to work through and successively learn object-oriented programming features. Includes extensive examples from the Java standard library so that readers can better understand the many design patterns found in the AWT, the multiple purposes for which inheritance is used in the standard classes, and more. Discusses features of Java in Part V that are important for students to understand, but not necessarily notable for their object-oriented features. Instructors have the flexibility to omit altogether, or introduce in parallel with earlier material.


Includes bibliographical references (p. 359-361) and index.

Table of Contents

Preface Structure of the Book Obtaining the Source Acknowledgments iv I UNDERSTANDING THE OBJECT-ORIENTED WORLDVIEW 1 Object-Oriented Thinking 1.1 A Way of Viewing the World 1.2 Computation as Simulation 1.3 Chapter Summary Further Reading Study Questions Exercises 2 A Brief History of Object-Oriented Programming 2.1 The History of Java 2.2 Client-Side Computing 2.2.2 Security Issues 2.3 The White Paper Description 2.4 Chapter Summary Study Questions Exercises 3 Object-Oriented Design 3.1 Responsibility Implies Noninterference 3.2 Programming in the Small and in the Large 3.3 Why Begin with Behavior? 3.4 A Case Study in RDD 3.5 CRC Cards-Recording Responsibility 3.6 Components and Behavior 3.7 Software Components 3.7.1 Behavior and State 3.8 Formalizing the Interface 3.9 Designing the Representation 3.10 Implementing Components 3.11 Integration of Components 3.12 Maintenance and Evolution 3.13 Chapter Summary Study Questions Exercises II UNDERSTANDING PARADIGMS 4 A Paradigm 4.1 Program Structure 4.2 The Connection to the Java World 4.3 Types 4.4 Access Modifiers 4.5 Lifetime Modifiers 4.6 Chapter Summary Cross References Study Questions Exercises 5 Ball Worlds 5.1 Data Fields 5.2 Constructors 5.3 Inheritance 5.4 The Java Graphics Model 5.5 The Class Ball 5.6 Multiple Objects of the Same Class 5.7 Chapter Summary Cross References Study Questions Exercises 6 A Cannon Game 6.1 The Simple Cannon Game 6.2 Adding User Interaction 6.3 Chapter Summary Cross References Study Questions Exercises 7 Pinball Game Construction Kit 7.1 First Version of Game 7.2 Adding Targets: Inheritance and Interfaces 7.3 Pinball Game Construction Kit: Mouse Events Reconsidered 7.4 Chapter Summary Cross References Study Questions Exercises III UNDERSTANDING INHERITANCE 8 Understanding Inheritance 8.1 An Intuitive Description of Inheritance 8.2 The Base Class Object 8.3 Subclass, Subtype, and Substitutability 8.4 Forms of Inheritance 8.5 Modifiers and Inheritance 8.6 Programming as a Multiperson Activity 8.7 The Benefits of Inheritance 8.8 The Costs of Inheritance 8.9 Chapter Summary Study Questions Exercises 9 A Case Study: Solitaire 9.1 The Class Card 9.2 The Game 9.3 Card Piles-Inheritance in Action 9.4 The Application Class 9.5 Playing the Polymorphic Game 9.6 Building a More Complete Game 9.7 Chapter Summary Study Questions Exercises 10 Mechanisms for Software Reuse 10.1 Substitutability 10.2 Composition and Inheritance Described 10.3 Composition and Inheritance Contrasted 10.4 Combining Inheritance and Composition 10.5 Novel Forms of Software Reuse 10.6 Chapter Summary Study Questions Exercises 11 Implications of Inheritance 11.1 The Polymorphic Variable 11.2 Memory Layout 11.3 Assignment 11.4 Equality Test 11.5 Garbage Collection 11.6 Chapter Summary Study Questions Exercises IV UNDERSTANDING POLYMORPHISM 12 Polymorphism 12.1 Varieties of Polymorphism 12.2 Polymorphic Variables 12.3 Overloading 12.4 Overriding 12.5 Abstract Methods 12.6 Pure Polymorphism 12.7 Efficiency and Polymorphism 12.8 Chapter Summary Further Reading Study Questions Exercises 13 The AWT 13.1 The AWT Class Hierarchy 13.2 The Layout Manager 13.2.1 Layout Manager Types 13.3 User Interface Components 13.4 Panels 13.4.1 ScrollPane 13.5 Case Study: A Color Display 13.6 Dialogs 13.7 The Menu Bar 13.8 Chapter Summary Study Questions Exercises 14 Input and Output Streams 14.1 Input Streams 14.2 Output Streams 14.3 Piped Input and Output 14.4 Chapter Summary Study Questions Exercises 15 Design Patterns 15.1 Adapter 15.2 Composition 15.3 Strategy 15.4 Observer 15.5 Flyweight 15.6 Abstract Factory 15.7 Factory Method 15.8 Iterator 15.9 Decorator (Filter or Wrapper) 15.10 Proxy 15.11 Bridge 15.12 Chapter Summary Further Reading Study Questions Exercise V UNDERSTANDING THE JAVA WORLD 16 Exception Handling 16.1 Information Transmitted to the Catch Block 16.2 Catching Multiple Errors 16.3 Termination or Resumptive Models 16.4 Exceptions Thrown in the Standard Library 16.5 Throwing Exceptions 16.6 Passing On Exceptions 16.7 Chapter Summary Study Questions 17 Utility Classes 17.1 Point 17.2 Dimension 17.3 Date 17.4 Math 17.5 Random 17.6 Toolkit 17.7 System 17.8 Strings and Related Classes 17.9 Chapter Summary Study Questions 18 Understanding Graphics 18.1 Color 18.2 Rectangles 18.3 Fonts 18.4 Images 18.4.1 Animation 18.5 Graphics Contexts 18.6 A Simple Painting Program 18.7 Chapter Summary Study Questions Exercises 19 Collection Classes 19.1 Element Types and Primitive Value Wrappers 19.2 Enumerators 19.3 The Array 19.4 The Vector Collection 19.5 The Stack Collection 19.6 The BitSet Collection 19.7 The Dictionary Interface and the Hashtable Collection 19.8 Why Are There No Ordered Collections? 19.9 Building Your Own Containers 19.10 Chapter Summary Study Questions Exercises 20 Multiple Threads of Execution 20.1 Creating Threads 20.2 Case Study: A Tetris Game 20.3 Chapter Summary Cross References Study Questions Exercises 21 Applets and Web Programming 21.1 Applets and HTML 21.2 Security Issues 21.3 Applets and Applications 21.4 Obtaining Resources Using an Applet 21.5 Combining Applications and Applets 21.6 Chapter Summary Exercises Glossary Bibliography Index

Product Details

Addison Wesley Longman
Reading, Mass. :
Java (Computer program language)
Publication Date:

Related Subjects

Computers and Internet » Software Engineering » Object Oriented Programming
Science and Mathematics » Mathematics » Algebra » General
Science and Mathematics » Mathematics » General

Object-Oriented Programming Using Java
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Product details 367 pages Addison Wesley Longman, Incorporated - English 9780201308815 Reviews:
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