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Objects First with Java: A Practical Introduction Using BlueJ Objects First with Java: A Practical Introduction Using BlueJ

Thank you for purchasing a new copy of Objects First with Java™: A Practical. Introduction Using BlueJ Fifth Edition. Your textbook includes six months of 



Objects First with Java™ - A Practical Introduction Using BlueJ Objects First with Java™ - A Practical Introduction Using BlueJ

Mar 10 2016 Sixth Edition. Objects First with Java™. A Practical Introduction Using BlueJ. Boston Columbus Indianapolis New York San Francisco Hoboken.



Objects first with java 6th edition chapter 1

A Modern Approach to Functional ProgrammingObjects First with Java: A Practical Introduction is an introduction to object-oriented programming for beginners.



Objects first with java 6th edition chapter 1

A Modern Approach to Functional ProgrammingObjects First with Java: A Practical Introduction is an introduction to object-oriented programming for beginners.



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Text: Objects First With JAVA: A Practical Introduction Using BLUEJ. 6th Ed. Barnes



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Objects First with Java – A Practical Introduction. Using BlueJ. 2nd ed Journal of Object-Oriented Programming 11(9)



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The constructors allow each object to be set up properly when it is first created. □ The methods implement the behavior of the objects. In Java there are very 



Objects First with Java - A Practical Introduction using BlueJ

CHAPTER 6 WELL-BEHAVED OBJECTS. 163. 6.1 Introduction. 163. 6.2 Testing and debugging. 164. 6.3 Unit testing within BlueJ. 164. 6.3.1 Using inspectors.



Objects First with Java™ - A Practical Introduction Using BlueJ

10 Mar 2016 Sixth Edition. Objects First with Java™. A Practical Introduction Using BlueJ. Boston Columbus Indianapolis New York San Francisco Hoboken.



Objects First with Java: A Practical Introduction Using BlueJ

Thank you for purchasing a new copy of Objects First with Java™: A Practical. Introduction Using BlueJ Fifth Edition. Your textbook includes six months of 



8553 Prelims (i-xxviii)

Objects First with Java. A Practical Introduction using BlueJ 1.2 Creating objects. 4. 1.3 Calling methods. 5. 1.4 Parameters. 6. 1.5 Data types.



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Objects First with Java A Practical Introduction using BlueJ

Objects First with Java - A Practical Introduction using BlueJ David J. Barnes



Objects First With Java: A Practical Introduction Using BlueJ (5th

Volume 6 • Issue 2 • July-December 2017. ?. Copyright?©?2017?IGI?Global. Objects First with Java: A Practical Introduction Using BlueJ (5th Edition).



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Objects First with Java. A Practical Introduction using. BlueJ 5th edition (ebook/pdf available as part of course). Pearson Education.

1

Objects First with Java

A Practical Introduction using BlueJ

FOR EVALUATION ONLY

NOT FOR DISTRIBUTION

Pearson Education / Prentice Hall

ISBN 0-13-044929-6

2

Contents

LIST OF PROJECTS DISCUSSED IN DETAIL IN THIS BOOK11

PREFACE TO THE INSTRUCTOR14

PART I: Foundations of object orientation

CHAPTER 1OBJECTS AND CLASSES23

1.1Objects and classes23

1.2Creating objects24

1.3Calling methods25

1.4Parameters26

1.5Data types27

1.6Multiple instances28

1.7State28

1.8What is in an object?29

1.9Object interaction31

1.10Source code32

1.11Another example33

1.12Return values33

1.13Objects as parameters34

1.14Summary36

Terms introduced in this chapter36

Concept summary36

CHAPTER 2UNDERSTANDING CLASS DEFINITIONS38

2.1Ticket machines38

2.1.1Exploring the behavior of a naïve ticket machine39

2.2Examining a class definition39

2.3Fields, constructors, and methods42

2.3.2Fields43

2.3.3Constructors44

2.4Passing data via parameters46

2.5Assignment47

2.6Accessor methods48

2.7Mutator methods50

2.8Printing from methods52

2.9Summary of the naïve ticket machine54

3

2.10Reflecting on the design of the ticket machine55

2.11Making choices: the conditional statement56

2.12A further conditional-statement example59

2.13Local variables60

2.14Fields, parameters, and local variables61

2.15Summary of the better ticket machine62

2.16Reviewing a familiar example62

2.17Summary65

Terms introduced in this chapter66

Concept summary66

CHAPTER 3OBJECT INTERACTION70

3.1The clock example70

3.2Abstraction and modularization71

3.3Abstraction in software72

3.4Modularization in the clock example72

3.5Implementing the clock display73

3.6Class diagrams versus object diagrams74

3.7Primitive types and object types75

3.8The ClockDisplay source code76

3.8.1Class NumberDisplay77

3.8.2String concatenation78

3.8.3The modulo operator80

3.8.4Class ClockDisplay80

3.9Objects creating objects83

3.10Multiple constructors84

3.11Method calls85

3.11.1Internal method calls85

3.11.2External method calls85

3.11.3Summary of the clock display87

3.12Another example of object interaction87

3.12.1The mail system example88

3.12.2The this keyword89

3.13Using a debugger91

3.13.2Setting breakpoints91

3.13.3Single stepping93

3.13.4Stepping into methods94

3.14Method calling revisited95

3.15Summary96

Terms introduced in this chapter96

Concept summary97

CHAPTER 4GROUPING OBJECTS98

4.1Grouping objects in flexible-size collections98

4.2A personal notebook99

4.3A first look at library classes99

4.3.1An example of using a library99

4.4Object structures with collections101

4

4.5Numbering within collections103

4.6Removing an item from a collection103

4.7Processing a whole collection104

4.7.1The while loop105

4.7.2Iterating over a collection107

4.7.3Index access versus iterators108

4.8Summary of the notebook example108

4.9Another example - an auction system109

4.9.1The Lot class109

4.9.2The Auction class110

4.9.3Casting112

4.10Fixed-size collections113

4.10.1A log-file analyzer114

4.10.2Declaring array variables116

4.10.3Creating array objects117

4.10.4Using array objects118

4.10.5Analyzing the log file119

4.10.6The for loop119

4.11Summary123

Terms introduced in this chapter123

Concept summary123

CHAPTER 5MORE SOPHISTICATED BEHAVIOR125

5.1Documentation for library classes126

5.2The TechSupport System127

5.2.1Exploring the TechSupport System127

5.2.2Reading the code131

5.3Reading class documentation132

5.3.2Interfaces versus implementation133

5.3.3Using library-class methods134

5.3.4Checking string equality136

5.4Adding Random behavior136

5.4.1The Random class137

5.4.2Random numbers with limited range138

5.4.3Generating random responses139

5.5Packages and import141

5.6Using maps for associations142

5.6.2The concept of a map143

5.6.3Using a HashMap143

5.6.4Using a map for the TechSupport system144

5.7Using sets146

5.8Tokenizing Strings147

5.9Finishing the TechSupport system148

5.10Writing class documentation150

5.10.1Using javadoc in BlueJ151

5.10.2Elements of class documentation151

5.11Public versus private153

5.11.1Information hiding154

5.11.2Private methods and public fields154

5.12Learning about classes from their interfaces155

5.13Class variables and constants158

5

5.13.2The static keyword158

5.13.3Constants160

5.14Summary160

Terms introduced in this chapter160

Concept summary161

CHAPTER 6WELL-BEHAVED OBJECTS163

6.1Introduction163

6.2Testing and debugging164

6.3Unit testing within BlueJ164

6.3.1Using inspectors168

6.3.2Positive versus negative testing170

6.4Test automation170

6.4.1Regression testing170

6.4.2Automated checking of test results173

6.5Modularization and interfaces174

6.6A debugging scenario176

6.7Commenting and style176

6.8Manual walkthroughs177

6.8.1A high-level walkthrough178

6.8.2Checking state with a walkthrough180

6.8.3Verbal walkthroughs182

6.9Print statements183

6.9.2Turning debugging information on or off185

6.10Debuggers186

6.11Putting the techniques into practice187

Terms introduced in this chapter187

Concept summary187

CHAPTER 7DESIGNING CLASSES188

7.1Introduction188

7.2The world-of-zuul game example190

7.3Introduction to coupling and cohesion192

7.4Code duplication193

7.5Making extensions196

7.5.1The task196

7.5.2Finding the relevant source code196

7.6Coupling198

7.6.1Using encapsulation to reduce coupling198

7.7Responsibility-driven design202

7.7.1Responsibilities and coupling202

7.8Localizing change205

7.9Implicit coupling205

7.10Thinking ahead208

7.11Cohesion209

7.11.1Cohesion of methods209

7.11.2Cohesion of classes210

7.11.3Cohesion for readability211

6

7.11.4Cohesion for reuse212

7.12Refactoring213

7.12.1Refactoring and testing213

7.12.2An example of refactoring214

7.13Design guidelines217

7.14Executing without BlueJ218

7.14.1Class methods218

7.14.2The main method219

7.14.3Limitations of class methods220

7.15Summary220

Terms introduced in this chapter220

Concept summary220

PART II: Application structures

CHAPTER 8IMPROVING STRUCTURE WITH INHERITANCE223

8.1The DoME example223

8.1.1DoME classes and objects224

8.1.2DoME source code226

8.1.3Discussion of the DoME application231

8.2Using inheritance232

8.3Inheritance hierarchies234

8.4Inheritance in Java235

8.4.1Inheritance and access-rights236

8.4.2Inheritance and initialization236

8.5DoME: Adding other item types238

8.6Advantages of inheritance (so far)240

8.7Subtyping240

8.7.1Subclasses and subtypes242

8.7.2Subtyping and assignment242

8.7.3Subtyping and parameter passing243

8.7.4Polymorphic variables244

8.8The Object class245

8.9Polymorphic collections246

8.9.1Element types246

8.9.2Casting revisited247

8.9.3Wrapper classes248

8.10The collection hierarchy249

8.11Summary249

Terms introduced in this chapter250

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