Topics discussed in earlier chapters (suchĪs reliability, data structures, class design, testing,Įxtendibility, etc.) are applied again in a new context. Interfaces, down to discussing many important functionalĪnd non-functional characteristics and implementationĭetails. The application design, through design of the class It is a complete case study, starting with Integrate many topics from the previous chapters of (CRC) cards to approach this problem, while designingġ6, we try to bring everything together and We use class-responsibilities-collaborators How they interact, and how responsibilities shouldīe distributed. What the classes should be that implement our application, Now it is time to discuss how we can get started fromĪ clean slate. Structure already exist, and we have made improvements. In previousĬhapters we have assumed that large parts of the application Next level of abstraction: how to structure a vaguelyĭescribed problem into classes and methods. We extendĪnd improve an address book application to illustrateġ5 steps back to discuss in more detail the Handling mechanism is discussed in detail. Several possible problemsĪnd solutions are discussed, and JavaÕs exception To build graphical user interfaces (GUIs). On inheritance, namely interfaces and abstract classes.ġ3 introduces two new examples: an image viewerĪnd a sound player. Serves to discuss additional abstraction mechanisms based Inheritance, subtyping, polymorphic method calls and overridingġ2 we implement a predator/prey simulation. We discuss a part of the implementation of a social networking site to illustrate the concepts. We use an example of an online shopping site and an implementation of an electronic calculator to discussġ0 and 11 introduce inheritance and polymorphism with Test strategies are introducedĪnd a number of debugging methods are discussed in detail. It covers issues ranging from writing clear, understandable With a whole group of issues connected to producingĬorrect, understandable, and maintainable classes. Of improving the internal class structure of the game andĮxtending its functionality, and end with a long list of proposalsįor extensions that may be done as student projects. Issues of designing classes well, including concepts suchĪs responsibility-driven design, coupling, cohesion, and refactoring.Īn interactive, text-based, adventure game ( World of We discuss the traditional for loop as the most appropriate loop structure, and other array specifics.Ĩ, we discuss more formally the issues of dividingĪ problem domain into classes for implementation. System and a graphical simulation of a bouncing ball to applyħ goes back to collections, this time covering fixed-size collection, i.e. Random, Set and Map are examples of classes that In software development projects is discussed, and we endīy practicing how to write suitable documentation for our More importantly, we explain how to read and understand The Java standard library and discuss some important libraryĬlasses. The material in this chapter introduces concepts of functional programming, such as lambdas and streams, and revisits the processing of collections–just covered in the previous chapter–in this alternative style.Ħ deals with libraries and interfaces. This means that the material can be studied here, or it can initially be skipped if the reader wants to move forward more quickly. We discuss an implementation of a web log analyzer as an exampleĥ is labbelled as an "advanced" chapter. Of a collection, and the for loop as another form of a loop. Half of the chapter we introduce arrays as a special form The first collection being used is an ArrayList. Iterations over collection and have a first look at loops. We implement a music player and an auction Most importantly, we start using collections of We examine a simulation of an email system in which messagesĤ, we continue by building more extensive structures A digitalĪlarm clock display is discussed that uses two number display WeĪlso discuss how one object can create other objects. Invoking each otherÕs methods to perform a common task. Look back to the laboratory class example from chapter 1 toģ then enlarges the picture to discuss interaction The mainĮxample is an implementation of a ticket machine. We also introduce the first types of statements. We discuss how to define fields and implement methods. Java source code is written to create behavior of objects. We do thisīy using an example of graphical shapes which can be interactivelyĭrawn, and a second example of a simple laboratory class enrolmentĢ opens up class definitions and investigates how It also gives a first look at some source code. To these concepts without going into the details of Java syntax. Objects First With Java - A Practical Introduction Using BlueJġ deals with the most fundamental concepts of object-orientation:
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