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Object-Oriented Programming: with Prototypes

Autor Günther Blaschek
en Limba Engleză Paperback – 25 dec 2011
Object-oriented programming is a popular buzzword these days. What is the reason for this popularity? Is object-oriented programming the solution to the software crisis or is it just a fad? Is it a simple evolutionary step or a radical change in software methodology? What is the central idea behind object-orien­ ted design? Are there special applications for which object-oriented program­ ming is particularly suited? Which object-oriented language should be used? There is no simple answer to these questions. Although object-oriented programming was invented more than twenty years ago, we still cannot claim that we know everything about this programming technique. Many new con­ cepts have been developed during the past decade, and new applications and implications of object-oriented programming are constantly being discovered. This book can only try to explain the nature of object-oriented program­ ming in as much detail as possible. It should serve three purposes. First, it is intended as an introduction to the basic concepts of object-oriented program­ ming. Second, the book describes the concept of prototypes and explains why and how they can improve the way in which object-oriented programs are developed. Third, it introduces the programming language Omega, an object­ oriented language that was designed with easy, safe and efficient software development in mind.
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Specificații

ISBN-13: 9783642780790
ISBN-10: 3642780792
Pagini: 356
Ilustrații: XII, 335 p.
Dimensiuni: 155 x 235 x 19 mm
Greutate: 0.5 kg
Ediția:Softcover reprint of the original 1st ed. 1994
Editura: Springer Berlin, Heidelberg
Colecția Springer
Locul publicării:Berlin, Heidelberg, Germany

Public țintă

Professional/practitioner

Cuprins

1 Reader’s Guide.- 1.1 Learning Object-Oriented Programming.- 1.2 Conventions Used in this Book.- 1.3 Survey.- 2 Principles of Object-Oriented Programming.- 2.1 What Is an Object?.- 2.2 Object-Oriented Terminology.- 2.3 Polymorphism and Dynamic Binding.- 2.4 Inheritance.- 2.5 The Magic Word “Self”.- 2.6 Information Hiding.- 2.7 Static and Dynamic Typing.- 2.8 Genericity.- 2.9 Types, Classes, and Prototypes.- 2.10 Object Hierarchies.- 2.11 Values and References.- 2.12 Hybrid and Pure Object-Oriented Languages.- 3 Prototypes.- 3.1 Constructing Objects Straight Away.- 3.2 Kinds of Prototypes.- 3.3 One-of-a-Kind Prototypes.- 3.4 Persistent Prototypes.- 3.5 The Prototype Corruption Problem.- 3.6 Prototypes and Prototyping.- 3.7 Prototypes in Class-Based Languages.- 4 The Programming Language Omega.- 4.1 Concepts and Conventions.- 4.2 Lexical Elements.- 4.3 Types and Prototypes.- 4.4 Compatibility Rules.- 4.5 Variables.- 4.6 Methods.- 4.7 Expressions.- 4.8 Blocks and Actions.- 4.9 Flow Control.- 4.10 Memory Management.- 4.11 The Programming Environment.- 5 Libraries and Frameworks.- 5.1 Conventional and Object-Oriented Libraries.- 5.2 Kinds of Classes.- 5.3 Object Protocols.- 5.4 Prototype Libraries.- 5.5 Frameworks.- 5.6 Cookbooks and Examples.- 6 The Omega Library.- 6.1 Concepts.- 6.2 Object Protocol.- 6.3 Basic Types.- 6.4 Containers.- 6.5 Graphical Objects.- 6.6 User Interaction.- 6.7 Views, Windows and Panes.- 6.8 One-of-a-Kind Prototypes.- 6.9 Applications.- 7 Object-Oriented Design.- 7.1 The Goals of Object-Oriented Design.- 7.2 Design Techniques.- 7.3 Design Guidelines.- 7.4 Designing with Prototypes.- 8 Final Words of Advice.- 8.1 Object-Oriented Programming — When and How?.- 8.2 Efficiency Considerations.- 8.3 The Influence of the Programming Language.- 8.4Possible Pitfalls.- 8.5 The Spirit of Object-Oriented Programming.- References.- Figures.- Appendix A: The Syntax of Omega.- Appendix B: The Omega Type Hierarchy.