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Contents
Contents
The Essence of Object Oriented
Programming with Java and UML
by
Bruce E. Wampler, Ph.D.
Contents
Preface
Why This Book?
Who Is This Book For?
Overview of Chapters
About the Author
Acknowledgements
Chapter 1: Objects, UML, and Java
Introduction
Object Orientation
Object-Oriented Languages
Object-Oriented Design and the UML
The Payoff of Objects
Chapter Summary
Chapter 2: The Essence of Objects
What Is an Object-Oriented System?
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Contents
Fundamental Properties of an Object-Oriented System
Abstraction with Objects
Encapsulated Classes
Communication via messages
Object Lifetime
Class Hierarchies
Polymorphism
An Example - Putting it All Together
Other OO Concepts
Abstract Classes
Visibility of Methods
Class vs. Instance
Accessing Objects
A Low-Level View of Objects
Chapter Summary
Resources
Object-Orientation
UML
Chapter 3: Objects in Java
Defining Classes in Java
Visibility
Inheritance
Association, Aggregation, and Composition
Java Interfaces
Object lifetime in Java
Constructors
Garbage collection
Memory leaks
Class vs. Instance methods and attributes
Copies of Objects
Messages
Chapter Summary
Resources
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Contents
Java
Chapter 4: Object-Oriented Analysis and Design
Software Methodologies
The Elements of a Software Project
The Essence of Object-Oriented Analysis
Object Discovery
Evaluate Candidate Objects
Determine Object Hierarchies
Discover Object Attributes
Discover Object Operations
The Essence of Object-Oriented Design
Some Design Guidelines
Get The Big Picture
Encapsulation
Designing Classes
Inheritance
General Guidelines
The Build and Release Phases
Building the Software
Releasing the Software
More on the UML
Chapter Summary
Resources
OOAD
CRC
Chapter 5: Object-Oriented Graphical User Interfaces
with Swing
Graphical User Interfaces
A Typical Application
Dialog Boxes
Events
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Contents
A Brief Introduction to Swing
Handling Swing Command Events
A Bunch of Options
MVC: Model, View, Controller
MVC with Java
A Small Swing MVC GUI Framework
A Simple Application Based on Wmvc
UML Sequence Diagram for Thermometer
Chapter Summary
Resources
Swing
Chapter 6: A Case Study in Java
Analysis of MovieCat
Use Cases
Object, Attribute, and Operation Discovery
Evaluation
Design of MovieCat
Movie Class
MovieModel Class
View Classes
Putting It All Together
Implementation of MovieCat
MovieCat Class
Movie Class
MovieModel Class
MainView Class
MovieListView Class
MovieItemView Class
MovieEditor Class
Movie Helper Classes
Review
Chapter Summary
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Contents
Chapter 7: Design Patterns
What are Design Patterns?
Using Design Patterns
Design Pattern Description Template
The Gang of Four Patterns
Creational Patterns
Structural Patterns
Behavioral Patterns
Example Design Patterns used by Wmvc and MovieCat
MVC
Observer Pattern
Observer Pattern in Wmvc
Command Pattern in Wmvc
Other Patterns used in Wmvc and MovieCat
Chapter Summary
Resources
Chapter 8: Refactoring
What is Refactoring?
The Basic Refactoring Process
When Do You Refactor?
Code Smells
When not to refactor
Some Refactorings
Refactoring Categories
Some Specific Refactorings
Chapter Summary
Resources
Chapter 9: Software Development Methodologies
Methodologies for Large Scale Projects
Overview of the Unified Process
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