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Object-oriented programming featuring graphical applications in Java

Author: Michael Jay Laszlo
Publisher: Boston : Addison-Wesley, ©2002.
Edition/Format:   Print book : EnglishView all editions and formats
Summary:

This book explores the principles of object-oriented programming using the Java programming language. It introduces encapsulation, inheritance, and polymorphism. The examples use exciting graphical  Read more...

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Additional Physical Format: Online version:
Laszlo, Michael Jay.
Object-oriented programming featuring graphical applications in Java.
Boston : Addison-Wesley, ©2002
(OCoLC)649592000
Document Type: Book
All Authors / Contributors: Michael Jay Laszlo
ISBN: 0201726270 9780201726275
OCLC Number: 47681190
Description: xii, 468 pages : illustrations ; 23 cm
Contents: Chapter 1 Object Model 1 --
1.1 Object Model Concepts 2 --
1.1.1 Objects 3 --
1.1.2 Messages 5 --
1.1.3 Object Interfaces 6 --
1.1.4 Methods and Procedures 8 --
1.1.5 Encapsulation 9 --
1.1.6 Classes and Object Instantiation 10 --
1.1.7 Classes and Interfaces 12 --
1.1.8 Associations 13 --
1.1.9 Composition 15 --
1.1.10 Inheritance 17 --
1.1.11 Design Patterns and Frameworks 20 --
1.2 Object Model and Other Programming Models 22 --
Chapter 2 Procedural Abstraction 27 --
2.1 Abstract Operations and Procedures 28 --
2.2 Specifying Procedures 32 --
2.2.1 Making Assertions 34 --
2.3 Exceptions 37 --
2.3.1 Checked and Unchecked Exceptions 39 --
2.3.2 Throwing Exceptions 41 --
2.3.3 Catching Exceptions 41 --
2.3.4 Handling Exceptions 42 --
2.3.5 Using Exceptions 44 --
2.4 Procedural Decomposition 46 --
2.5 Recursion 54 --
Chapter 3 Data Abstraction 65 --
3.1 Abstract Data Types 66 --
3.2 Specifying and Implementing Data Abstractions 68 --
3.2.1 Points 68 --
3.2.2 Rectangles 82 --
3.3 Encapsulation 89 --
3.3.1 Encapsulation and Class Definitions 90 --
3.3.2 Information Hiding 91 --
3.4 Java Graphics: Some Background 95 --
3.4.1 Java 2D API Rendering Model 95 --
3.4.2 Acquiring a Rendering Context 96 --
3.4.3 Constructing a Graphics Object 98 --
3.4.4 Setting the Attributes of a Rendering Context 99 --
3.4.5 Rendering 102 --
3.5 Making Graphics 103 --
3.5.1 Painting a Rectangle 103 --
3.5.2 A Graphics Program Template 106 --
Chapter 4 Composition 109 --
4.1 Composition and Aggregation 110 --
4.2 Random-Value Generators 111 --
4.2.1 Java's Random Class 113 --
4.2.2 Random Integers 116 --
4.2.3 Random Integers in a Fixed Range 120 --
4.2.4 Random Points 122 --
4.2.5 Random Rectangles 129 --
4.2.6 Painting Many Rectangles 134 --
4.3 Composition of Many Parts 139 --
4.3.1 Java's Vector Class 139 --
4.3.2 Polylines 142 --
4.4 Representation Invariants 150 --
4.4.2 Ellipses 153 --
4.4.3 Rational Numbers 161 --
4.5 Interacting with Pictures 169 --
4.5.1 Splattering Points 170 --
4.5.2 An Interactive Graphics Program Template 175 --
Chapter 5 Inheritance 179 --
5.1 Uses of Inheritance 180 --
5.2 Inheritance for Extension 184 --
5.2.1 N-Step Counters 184 --
5.2.2 Transformable Points 187 --
5.2.3 Lines 195 --
5.3 Inheritance for Specialization 200 --
5.3.1 Polygons 201 --
5.3.2 Tally Counters 209 --
5.4 Inheritance for Specification 211 --
5.4.1 Interfaces and Abstract Classes 211 --
5.4.2 Rectangular Geometries 214 --
5.4.3 Abstract Geometries 219 --
5.5 Polymorphism 228 --
5.5.1 Java's Mechanism for Polymorphism 228 --
5.5.2 Java's Comparable Interface and Sorting 232 --
5.5.3 Substitution Principle 236 --
5.6 Figures and Painters 242 --
5.6.2 Painters for Filling and Drawing 245 --
5.6.3 Combining Painters 249 --
5.6.4 Polygon Painters 253 --
Chapter 6 Design Patterns 259 --
6.1 Need for Design Patterns 260 --
6.2 Iterator Design Pattern 261 --
6.2.1 Java's Iterator Interface 261 --
6.2.2 Dynamic Polygons 266 --
6.2.3 Polygon Interators 276 --
6.2.4 Structure and Applicability of the Iterator Pattern 299 --
6.3 Template Method Design Pattern 301 --
6.3.1 Boolean Geometries 301 --
6.3.2 Lunes 307 --
6.3.3 Constructive Area Geometry 312 --
6.3.4 Structure and Applicability of the Template Method Pattern 315 --
6.4 Composite Design Pattern 316 --
6.4.1 Composite Figures 317 --
6.4.2 Building a Set of Axes 322 --
6.4.3 Transformable Composite Figures 327 --
6.4.4 Structure and Applicability of the Composite Pattern 342 --
6.5 Classifying Design Patterns 344 --
6.5.1 Factory Method Pattern 345 --
6.5.2 Adapter Pattern 347 --
6.5.3 Observer Pattern 349 --
6.5.4 Strategy Pattern 350 --
Chapter 7 Object-Oriented Application Frameworksl 353 --
7.1 Building GUI-Based Programs in Java Using Frameworks 354 --
7.1.1 Characteristics of Frameworks 354 --
7.1.2 Java's AWT and Swing 357 --
7.2 Java's Event Model 358 --
7.2.2 Creating Point Sets 362 --
7.2.3 Editing Point Sets 370 --
7.2.4 Editing Polygons 375 --
7.2.5 Editing Points revisited 379 --
7.3 Components 386 --
7.3.1 Component and Container Classes 386 --
7.3.2 JComponent Class 388 --
7.3.3 JPanel Class 388 --
7.3.4 JButton Class 389 --
7.3.5 JLabel Class 389 --
7.3.6 JComboBox Class 390 --
7.3.7 JColorChooser Class 391 --
7.4 Layout Managers 392 --
7.4.1 Flow Layouts 393 --
7.4.2 Grid Layouts 394 --
7.4.3 Border Layouts 394 --
7.5 Components and Event Listeners 396 --
7.5.1 Playing with Colors 396 --
7.5.2 Recording Colors 398 --
7.6 Triangulate: A Point-Set Triangulation Program 404 --
7.7 DrawPad: A Drawing Program 413 --
7.7.1 DrawPad's Components and Figure Manager 414 --
7.7.2 DrawPad's Event Listeners 423 --
7.7.3 DrawPad's Highlighting Strategies 434 --
Appendix A Reading and Parsing User Input 442 --
Appendix B Our Graphics Program Framework 447 --
Appendix C A Notational Summary of UML 451 --
Appendix D Structure of the banana Package 456.
Responsibility: Michael J. Laszlo.

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