简介
this second edition is not an update but the result of a thorough reworking. not a paragraph of the original version has been left untouched. (hardly a single line, actually.) countless new topics have been added, including a whole chapter on concurrency, distribution, client-server computing and internet programming; another on persistence and databases; one on user interfaces; one on the software lifecycle; many design patterns and implementation techniques; an in-depth exploration of a methodological issue on which little is available in the literature, how to use inheritance well and avoid misusing it; discussions of many other topics of object-oriented methodology; an extensive presentation of the theory of abstract data types -- the mathematical basis for our subject, indispensable to a complete understanding of object technology yet seldom covered in detail by textbooks and tutorials; a presentation of o-o analysis; hundreds of new bibliographic and web site references; the description of a complete object-oriented development environment (also included on the accompanying cd-rom for the reader's enjoyment) and of the underlying concepts; and scores of new ideas, principles, caveats, explanations, figures, examples, comparisons, citations, classes, routines.
目录
part a: the issues.
1. software quality.
2. criteria of object orientation.
part b: the road to object orientation.
3. modularity.
4. approaches to reusability.
5. towards object technology.
6. abstract data types.
part c: object-oriented techniques.
7. the static structure: classes.
8. the run-time structure: objects.
9. memory management.
10. genericity
.11. design by contract: building reusable software.
12. when the contract is broken: exception handling.
13. supporting mechanisms.
14. introduction to inheritance.
15. multiple inheritance.
16. inheritance techniques.
17. typing.
18. global objects and constraints.
part d: object-oriented methodology: applying the method well.
19. on methodology.
20. design pattern: multi-panel interactive systems.
21. inheritance case study: "undo" in an interactive system.
22. how to find the classes.
23. principles of class design.
24. using inheritance well.
25. useful techniques.
26. a sense of style.
27. object-oriented analysis.
28. the software construction process.
29. teaching the method.
part e: advanced topics.
30. concurrency, distribution, client-server and the internet.
31. object persistence and databases.
32. some o-o techniques for graphical interactive applications.
part f: applying the method in various languages and environments.
33. o-o programming and ada.
34. emulating object technology in non-o-o environments.
35. simula to java and beyond: major o-o languages and environments.
part g: doing it right.
36. an object-oriented environment.
epilogue.
part h: appendices.
appendix a: extracts from the base libraries.
appendix b: genericity versus inheritance.
appendix c: principles, rules, precepts and definitions.
appendix d: a glossary of object technology.
appendix e: bibliography index.
bibliography.
1. software quality.
2. criteria of object orientation.
part b: the road to object orientation.
3. modularity.
4. approaches to reusability.
5. towards object technology.
6. abstract data types.
part c: object-oriented techniques.
7. the static structure: classes.
8. the run-time structure: objects.
9. memory management.
10. genericity
.11. design by contract: building reusable software.
12. when the contract is broken: exception handling.
13. supporting mechanisms.
14. introduction to inheritance.
15. multiple inheritance.
16. inheritance techniques.
17. typing.
18. global objects and constraints.
part d: object-oriented methodology: applying the method well.
19. on methodology.
20. design pattern: multi-panel interactive systems.
21. inheritance case study: "undo" in an interactive system.
22. how to find the classes.
23. principles of class design.
24. using inheritance well.
25. useful techniques.
26. a sense of style.
27. object-oriented analysis.
28. the software construction process.
29. teaching the method.
part e: advanced topics.
30. concurrency, distribution, client-server and the internet.
31. object persistence and databases.
32. some o-o techniques for graphical interactive applications.
part f: applying the method in various languages and environments.
33. o-o programming and ada.
34. emulating object technology in non-o-o environments.
35. simula to java and beyond: major o-o languages and environments.
part g: doing it right.
36. an object-oriented environment.
epilogue.
part h: appendices.
appendix a: extracts from the base libraries.
appendix b: genericity versus inheritance.
appendix c: principles, rules, precepts and definitions.
appendix d: a glossary of object technology.
appendix e: bibliography index.
bibliography.
面向对象软件构造
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- 类型
- 大小
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