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ISBN 10: 0134477367
ISBN 13: 9780134477367
Author: David J. Barnes; Michael Kölling
This is the eBook of the printed book and may not include any media, website access codes, or print supplements that may come packaged with the bound book. A Modern Approach to Functional Programming Objects First with Java: A Practical Introduction is an introduction to object-oriented programming for beginners. The main focus of the book is general object-oriented and programming concepts from a software engineering perspective. The first chapters are written for readers with no programming experience with later chapters being more suitable for advanced or professional programmers. The Java programming language and BlueJ—the Java development environment — are the two tools used throughout the book. BlueJ’s clear visualization of classes and objects means that readers can immediately appreciate the differences between them and gain a much better understanding of the nature of an object than they would from simply reading source code. Unlike traditional textbooks, the chapters are not ordered by language features but by software development concepts. The Sixth Edition goes beyond just adding the new language constructs of Java 8. The book’s exploration of this new language demonstrates a renaissance of functional ideas in modern programming. While functional programming isn’t new in principle, it’s seen a boost in popularity based on the current computer hardware available and the changing nature of projects programmers wish to tackle. Functional language constructs make it possible to efficiently automate currency, make use of multiple cores without much effort on the side of the programmer, are both more elegant and readable, and offer great potential in solving the issue of parallel hardware. Functional programming has become an essential part of the field, and Objects First with Java gives students a basic understanding of an area they’ll need to master in order to succeed in the future.
Objects First with Java A Practical Introduction Using BlueJ 6th Table of contents:
Part 1 Foundations of Object Orientation
Chapter 1 Objects and Classes
1.1 Objects and classes
1.2 Creating objects
1.3 Calling methods
1.4 Parameters
1.5 Data types
1.6 Multiple instances
1.7 State
1.8 What is in an object?
1.9 Java code
1.10 Object interaction
1.11 Source code
1.12 Another example
1.13 Return values
1.14 Objects as parameters
1.15 Summary
Chapter 2 Understanding Class Definitions
2.1 Ticket machines
2.1.1 Exploring the behavior of a naïve ticket machine
2.2 Examining a class definition
2.3 The class header
2.3.1 Keywords
2.4 Fields, constructors, and methods
2.4.1 Fields
2.4.2 Constructors
2.5 Parameters: receiving data
2.5.1 Choosing variable names
2.6 Assignment
2.7 Methods
2.8 Accessor and mutator methods
2.9 Printing from methods
2.10 Method summary
2.11 Summary of the naíve ticket machine
2.12 Reflecting on the design of the ticket machine
2.13 Making choices: the conditional statement
2.14 A further conditional-statement example
2.15 Scope highlighting
2.16 Local variables
2.17 Fields, parameters, and local variables
2.18 Summary of the better ticket machine
2.19 Self-review exercises
2.20 Reviewing a familiar example
2.21 Calling methods
2.22 Experimenting with expressions: the Code Pad
2.23 Summary
Chapter 3 Object Interaction
3.1 The clock example
3.2 Abstraction and modularization
3.3 Abstraction in software
3.4 Modularization in the clock example
3.5 Implementing the clock display
3.6 Class diagrams versus object diagrams
3.7 Primitive types and object types
3.8 The NumberDisplay class
3.8.1 The logical operators
3.8.2 String concatenation
3.8.3 The modulo operator
3.9 The ClockDisplay class
3.10 Objects creating objects
3.11 Multiple constructors
3.12 Method calls
3.12.1 Internal method calls
3.12.2 External method calls
3.12.3 Summary of the clock display
3.13 Another example of object interaction
3.13.1 The mail-system example
3.13.2 The this keyword
3.14 Using a debugger
3.14.1 Setting breakpoints
3.14.2 Single stepping
3.14.3 Stepping into methods
3.15 Method calling revisited
3.16 Summary
Chapter 4 Grouping Objects
4.1 Building on themes from Chapter 3
4.2 The collection abstraction
4.3 An organizer for music files
4.4 Using a library class
4.4.1 Importing a library class
4.4.2 Diamond notation
4.4.3 Key methods of ArrayList
4.5 Object structures with collections
4.6 Generic classes
4.7 Numbering within collections
4.7.1 The effect of removal on numbering
4.7.2 The general utility of numbering with collections
4.8 Playing the music files
4.8.1 Summary of the music organizer
4.9 Processing a whole collection
4.9.1 The for-each loop
4.9.2 Selective processing of a collection
4.9.3 A limitation of using strings
4.9.4 Summary of the for-each loop
4.10 Indefinite iteration
4.10.1 The while loop
4.10.2 Iterating with an index variable
4.10.3 Searching a collection
4.10.4 Some non-collection examples
4.11 Improving structure—the Track class
4.12 The Iterator type
4.12.1 Index access versus iterators
4.12.2 Removing elements
4.13 Summary of the music-organizer project
4.14 Another example: an auction system
4.14.1 Getting started with the project
4.14.2 The null keyword
4.14.3 The Lot class
4.14.4 The Auction class
4.14.5 Anonymous objects
4.14.6 Chaining method calls
4.14.7 Using collections
4.15 Summary
Chapter 5 Functional Processing of Collections (Advanced)
5.1 An alternative look at themes from Chapter 4
5.2 Monitoring animal populations
5.3 A first look at lambdas
5.3.1 Processing a collection with a lambda
5.3.2 Basic syntax of a lambda
5.4 The forEach method of collections
5.4.1 Variations of lambda syntax
5.5 Streams
5.5.1 Filters, maps and reductions
The filter function
The map function
The reduce function
5.5.2 Pipelines
5.5.3 The filter method
5.5.4 The map method
5.5.5 The reduce method
5.5.6 Removing from a collection
5.5.7 Other stream methods
5.6 Summary
Chapter 6 More-Sophisticated Behavior
6.1 Documentation for library classes
6.2 The TechSupport system
6.2.1 Exploring the TechSupport system
6.2.2 Reading the code
6.3 Reading class documentation
6.3.1 Interfaces versus implementation
6.3.2 Using library-class methods
6.3.3 Checking string equality
6.4 Adding random behavior
6.4.1 The Random class
6.4.2 Random numbers with limited range
6.4.3 Generating random responses
6.4.4 Reading documentation for parameterized classes
6.5 Packages and import
6.6 Using maps for associations
6.6.1 The concept of a map
6.6.2 Using a HashMap
6.6.3 Using a map for the TechSupport system
6.7 Using sets
6.8 Dividing strings
6.9 Finishing the TechSupport system
6.10 Autoboxing and wrapper classes
6.10.1 Maintaining usage counts
6.11 Writing class documentation
6.11.1 Using javadoc in BlueJ
6.11.2 Elements of class documentation
6.12 Public versus private
6.12.1 Information hiding
6.12.2 Private methods and public fields
6.13 Learning about classes from their interfaces
6.13.1 The scribble demo
6.13.2 Code completion
6.13.3 The bouncing-balls demo
6.14 Class variables and constants
6.14.1 The static keyword
6.14.2 Constants
6.15 Class methods
6.15.1 Static methods
6.15.2 Limitations of class methods
6.16 Executing without BlueJ
6.16.1 The main method
6.17 Further advanced material
6.17.1 Polymorphic collection types (Advanced)
6.17.2 The collect method of streams (Advanced)
6.17.3 Method references (Advanced)
6.18 Summary
Chapter 7 Fixed-Size Collections—Arrays
7.1 Fixed-size collections
7.2 Arrays
7.3 A log-file analyzer
7.3.1 Declaring array variables
7.3.2 Creating array objects
7.3.3 Using array objects
7.3.4 Analyzing the log file
7.4 The for loop
7.4.1 Arrays and the for-each loop
7.4.2 The for loop and iterators
7.5 The automaton project
7.5.1 The conditional operator
7.5.2 First and last iterations
7.5.3 Lookup tables
7.6 Arrays of more than one dimension (advanced)
7.6.1 The brain project
7.6.2 Setting up the array
7.7 Arrays and streams (advanced)
7.8 Summary
Chapter 8 Designing Classes
8.1 Introduction
8.2 The world-of-zuul game example
8.3 Introduction to coupling and cohesion
8.4 Code duplication
8.5 Making extensions
8.5.1 The task
8.5.2 Finding the relevant source code
8.6 Coupling
8.6.1 Using encapsulation to reduce coupling
8.7 Responsibility-driven design
8.7.1 Responsibilities and coupling
8.8 Localizing change
8.9 Implicit coupling
8.10 Thinking ahead
8.11 Cohesion
8.11.1 Cohesion of methods
8.11.2 Cohesion of classes
8.11.3 Cohesion for readability
8.11.4 Cohesion for reuse
8.12 Refactoring
8.12.1 Refactoring and testing
8.12.2 An example of refactoring
8.13 Refactoring for language independence
8.13.1 Enumerated types
8.13.2 Further decoupling of the command interface
8.14 Design guidelines
8.15 Summary
Chapter 9 Well-Behaved Objects
9.1 Introduction
9.2 Testing and debugging
9.3 Unit testing within BlueJ
9.3.1 Using inspectors
9.3.2 Positive versus negative testing
9.4 Test automation
9.4.1 Regression testing
9.4.2 Automated testing using JUnit
9.4.3 Recording a test
9.4.4 Fixtures
9.5 Refactoring to use streams (advanced)
9.6 Debugging
9.7 Commenting and style
9.8 Manual walkthroughs
9.8.1 A high-level walkthrough
9.8.2 Checking state with a walkthrough
9.8.3 Verbal walkthroughs
9.9 Print statements
9.9.1 Turning debugging information on or off
9.10 Debuggers
9.11 Debugging streams (advanced)
9.12 Choosing a debugging strategy
9.13 Putting the techniques into practice
9.14 Summary
Part 2 Application Structures
Chapter 10 Improving Structure with Inheritance
10.1 The network example
10.1.1 The network project: classes and objects
10.1.2 Network source code
10.1.3 Discussion of the network application
10.2 Using inheritance
10.3 Inheritance hierarchies
10.4 Inheritance in Java
10.4.1 Inheritance and access rights
10.4.2 Inheritance and initialization
10.5 Network: adding other post types
10.6 Advantages of inheritance (so far)
10.7 Subtyping
10.7.1 Subclasses and subtypes
10.7.2 Subtyping and assignment
10.7.3 Subtyping and parameter passing
10.7.4 Polymorphic variables
10.7.5 Casting
10.8 The Object class
10.9 The collection hierarchy
10.10 Summary
Chapter 11 More about Inheritance
11.1 The problem: network’s display method
11.2 Static type and dynamic type
11.2.1 Calling display from NewsFeed
11.3 Overriding
11.4 Dynamic method lookup
11.5 super call in methods
11.6 Method polymorphism
11.7 Object methods: toString
11.8 Object equality: equals and hashCode
11.9 Protected access
11.10 The instanceof operator
11.11 Another example of inheritance with overriding
11.12 Summary
Chapter 12 Further Abstraction Techniques
12.1 Simulations
12.2 The foxes-and-rabbits simulation
12.2.1 The foxes-and-rabbits project
12.2.2 The Rabbit class
12.2.3 The Fox class
12.2.4 The Simulator class: setup
12.2.5 The Simulator class: a simulation step
12.2.6 Taking steps to improve the simulation
12.3 Abstract classes
12.3.1 The Animal superclass
12.3.2 Abstract methods
12.3.3 Abstract classes
12.4 More abstract methods
12.5 Multiple inheritance
12.5.1 An Actor class
12.5.2 Flexibility through abstraction
12.5.3 Selective drawing
12.5.4 Drawable actors: multiple inheritance
12.6 Interfaces
12.6.1 An Actor interface
12.6.2 Default methods in interfaces
12.6.3 Multiple inheritance of interfaces
12.6.4 Interfaces as types
12.6.5 Interfaces as specifications
12.6.6 Library support through abstract classes and interfaces
12.6.7 Functional interfaces and lambdas (advanced)
12.7 A further example of interfaces
12.8 The Class class
12.9 Abstract class or interface?
12.10 Event-driven simulations
12.11 Summary of inheritance
12.12 Summary
Chapter 13 Building Graphical User Interfaces
13.1 Introduction
13.2 Components, layout, and event handling
13.3 AWT and Swing
13.4 The ImageViewer example
13.4.1 First experiments: creating a frame
13.4.2 Adding simple components
13.4.3 An alternative structure
13.4.4 Adding menus
13.4.5 Event handling
13.4.6 Centralized receipt of events
13.4.7 Lambda expressions as event handlers
13.4.8 Summary of key GUI elements
13.5 ImageViewer 1.0: the first complete version
13.5.1 Image-processing classes
13.5.2 Adding the image
13.5.3 Layout
13.5.4 Nested containers
13.5.5 Image filters
13.5.6 Dialogs
13.5.7 Summary of layout management
13.6 ImageViewer 2.0: improving program structure
13.7 ImageViewer 3.0: more interface components
13.7.1 Buttons
13.7.2 Borders
13.8 Inner classes
13.8.1 Named inner classes
13.8.2 Anonymous inner classes
13.9 Further extensions
13.10 Another example: MusicPlayer
Model/view separation
Inheriting from JFrame
Displaying static images
Combo boxes
Lists
Scrollbars
13.11 Summary
Chapter 14 Handling Errors
14.1 The address-book project
14.2 Defensive programming
14.2.1 Client–server interaction
14.2.2 Parameter checking
14.3 Server error reporting
14.3.1 Notifying the user
14.3.2 Notifying the client object
14.4 Exception-throwing principles
14.4.1 Throwing an exception
14.4.2 Checked and unchecked exceptions
14.4.3 The effect of an exception
14.4.4 Using unchecked exceptions
14.4.5 Preventing object creation
14.5 Exception handling
14.5.1 Checked exceptions: the throws clause
14.5.2 Anticipating exceptions: the try statement
14.5.3 Throwing and catching multiple exceptions
14.5.4 Propagating an exception
14.5.5 The finally clause
14.6 Defining new exception classes
14.7 Using assertions
14.7.1 Internal consistency checks
14.7.2 The assert statement
14.7.3 Guidelines for using assertions
14.7.4 Assertions and the BlueJ unit-testing framework
14.8 Error recovery and avoidance
14.8.1 Error recovery
14.8.2 Error avoidance
14.9 File-based input/output
14.9.1 Readers, writers, and streams
14.9.2 The File class and Path interface
14.9.3 File output
14.9.4 The try-with-resource statement
14.9.5 Text input
14.9.5 Scanner: parsing input
14.9.7 Object serialization
14.10 Summary
Chapter 15 Designing Applications
15.1 Analysis and design
15.1.1 The verb/noun method
15.1.2 The cinema booking example
15.1.3 Discovering classes
15.1.4 Using CRC cards
15.1.5 Scenarios
15.2 Class design
15.2.1 Designing class interfaces
15.2.2 User interface design
15.3 Documentation
15.4 Cooperation
15.5 Prototyping
15.6 Software growth
15.6.1 Waterfall model
15.6.2 Iterative development
15.7 Using design patterns
15.7.1 Structure of a pattern
15.7.2 Decorator
15.7.3 Singleton
15.7.4 Factory method
15.7.5 Observer
15.7.6 Pattern Summary
15.8 Summary
Chapter 16 A Case Study
16.1 The case study
16.1.1 The problem description
16.2 Analysis and design
16.2.1 Discovering classes
16.2.2 Using CRC cards
16.2.3 Scenarios
16.3 Class design
16.3.1 Designing class interfaces
16.3.2 Collaborators
16.3.3 The outline implementation
16.3.4 Testing
16.3.5 Some remaining issues
16.4 Iterative development
16.4.1 Development steps
16.4.2 A first stage
16.4.3 Testing the first stage
16.4.4 A later stage of development
16.4.5 Further ideas for development
16.4.6 Reuse
16.5 Another example
16.6 Taking things further
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