How to use objects
Subtitle: code and concepts
By: Holger Gast
Publisher: Addison-Wesley
Published: 2016
Language: eng
Number of pages: 795
ISBN-13: 9780321995544
Subjects: Object-oriented programming (Computer science)
Description: While most developers today use object-oriented languages, the full power of objects is available only to those with a deep understanding of the object paradigm. How to Use Objects will help you gain that understanding, so you can write code that works exceptionally well in the real world. Author Holger Gast focuses on the concepts that have repeatedly proven most valuable and shows how to render those concepts in concrete code. Rather than settling for minimal examples, he explores crucial intricacies, clarifies easily misunderstood ideas, and helps you avoid subtle errors that could have disastrous consequences. Gast addresses the technical aspects of working with languages, libraries, and frameworks, as well as the strategic decisions associated with patterns, contracts, design, and system architecture. He explains the roles of individual objects in a complete application, how they react to events and fulfill service requests, and how to transform excellent designs into excellent code. Using practical examples based on Eclipse, he also shows how tools can help you work more efficiently, save you time, and sometimes even write high-quality code for you. Gast writes for developers who have at least basic experience: those who've finished an introductory programming course, a university computer science curriculum, or a first or second job assignment. -- Provided by publisher.
Notes: Includes bibliographical references and index.
Table of contents: title: Part I: Language Usage. Chapter 1: Basic Usage of Objects; title: Chapter 2: Fundamental Object Structures; title: Chapter 3: Abstraction and Hierarchy; title: Part II: Contracts. Chapter 4: Contracts for Objects; title: Chapter 5: Testing; title: Chapter 6: Fine Print in Contracts; title: Chapter 7: Introduction to the Standard Widget Toolkit; title: Chapter 8: A Brief Introduction to Threads; title: Chapter 9: Structuring Applications with Graphical Interfaces; title: Chapter 10: State Machines; title: Part IV: Responsibility-Driven Design. Chapter 11: Responsibility-Driven Design; title: Chapter 12: Design Strategies.