Menu Expand
Objects First with Java: A Practical Introduction Using BlueJ, Global Edition

Objects First with Java: A Practical Introduction Using BlueJ, Global Edition

David J. Barnes

(2016)

Additional Information

Book Details

Abstract


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 students 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 students 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.

Table of Contents

Section Title Page Action Price
Cover Cover
Title Page i
Copyright Page ii
Contents v
Foreword xiv
Preface xv
List of Projects Discussed in Detail in This Book xxv
Acknowledgments xxviii
Part 1 \rFoundations of Object Orientation 1
Chapter 1 Objects and Classes 3
1.1 Objects and classes 3
1.2 Creating objects 4
1.3 Calling methods 5
1.4 Parameters 6
1.5 Data types 7
1.6 Multiple instances 8
1.7 State 9
1.8 What is in an object? 10
1.9 Java code 11
1.10 Object interaction 12
1.11 Source code 13
1.12 Another example 15
1.13 Return values 15
1.14 Objects as parameters 16
1.15 Summary 17
Chapter 2 Understanding Class Definitions 21
2.1 Ticket machines 21
2.2 Examining a class definition 23
2.3 The class header 25
2.4 Fields, constructors, and methods 26
2.5 Parameters: receiving data 32
2.6 Assignment 34
2.7 Methods 35
2.8 Accessor and mutator methods 36
2.9 Printing from methods 39
2.10 Method summary 42
2.11 Summary of the naĂ­ve ticket machine 42
2.12 Reflecting on the design of the ticket machine 43
2.13 Making choices: the conditional statement 45
2.14 A further conditional-statement example 47
2.15 Scope highlighting 48
2.16 Local variables 49
2.17 Fields, parameters, and local variables 51
2.18 Summary of the better ticket machine 53
2.19 Self-review exercises 53
2.20 Reviewing a familiar example 55
2.21 Calling methods 57
2.22 Experimenting with expressions: the Code Pad 59
2.23 Summary 61
Chapter 3 Object Interaction 67
3.1 The clock example 67
3.2 Abstraction and modularization 68
3.3 Abstraction in software 69
3.4 Modularization in the clock example 69
3.5 Implementing the clock display 70
3.6 Class diagrams versus object diagrams 71
3.7 Primitive types and object types 72
3.8 The NumberDisplay class 72
3.9 The ClockDisplay class 80
3.10 Objects creating objects 83
3.11 Multiple constructors 84
3.12 Method calls 84
3.13 Another example of object interaction 88
3.14 Using a debugger 92
3.15 Method calling revisited 96
3.16 Summary 97
Chapter 4 Grouping Objects 101
4.1 Building on themes from Chapter 3 101
4.2 The collection abstraction 102
4.3 An organizer for music files 103
4.4 Using a library class 104
4.5 Object structures with collections 107
4.6 Generic classes 109
4.7 Numbering within collections 110
4.8 Playing the music files 113
4.9 Processing a whole collection 115
4.10 Indefinite iteration 120
4.11 Improving structure—the Track class 128
4.12 The Iterator type 131
4.13 Summary of the music-organizer project 135
4.14 Another example: an auction system 137
4.15 Summary 147
Chapter 5 Functional Processing of Collections (Advanced) 149
5.1 An alternative look at themes from Chapter 4 149
5.2 Monitoring animal populations 150
5.3 A first look at lambdas 154
5.4 The forEach method of collections 156
5.5 Streams 158
5.6 Summary 168
Chapter 6 More-Sophisticated Behavior 171
6.1 Documentation for library classes 172
6.2 The TechSupport system 173
6.3 Reading class documentation 178
6.4 Adding random behavior 183
6.5 Packages and import 189
6.6 Using maps for associations 190
6.7 Using sets 195
6.8 Dividing strings 195
6.9 Finishing the TechSupport system 197
6.10 Autoboxing and wrapper classes 199
6.11 Writing class documentation 201
6.12 Public versus private 204
6.13 Learning about classes from their interfaces 206
6.14 Class variables and constants 211
6.15 Class methods 214
6.16 Executing without BlueJ 216
6.17 Further advanced material 216
6.18 Summary 220
Chapter 7 Fixed-Size Collections—Arrays 223
7.1 Fixed-size collections 223
7.2 Arrays 224
7.3 A log-file analyzer 224
7.4 The for loop 230
7.5 The automaton project 236
7.6 Arrays of more than one dimension (advanced) 244
7.7 Arrays and streams (advanced) 251
7.8 Summary 252
Chapter 8 Designing Classes 255
8.1 Introduction 256
8.2 The world-of-zuul game example 257
8.3 Introduction to coupling and cohesion 259
8.4 Code duplication 260
8.5 Making extensions 263
8.6 Coupling 266
8.7 Responsibility-driven design 270
8.8 Localizing change 273
8.9 Implicit coupling 274
8.10 Thinking ahead 277
8.11 Cohesion 278
8.12 Refactoring 282
8.13 Refactoring for language independence 286
8.14 Design guidelines 291
8.15 Summary 292
Chapter 9 Well-Behaved Objects 295
9.1 Introduction 295
9.2 Testing and debugging 296
9.3 Unit testing within BlueJ 297
9.4 Test automation 304
9.5 Refactoring to use with streams (advanced) 311
9.6 Debugging 312
9.7 Commenting and style 314
9.8 Manual walkthroughs 315
9.9 Print statements 320
9.10 Debuggers 324
9.11 Debugging streams (advanced) 325
9.12 Choosing a debugging strategy 326
9.13 Putting the techniques into practice 327
9.14 Summary 327
Part 2 Application Structures 329
Chapter 10 Improving Structure with Inheritance 331
10.1 The network example 331
10.2 Using inheritance 343
10.3 Inheritance hierarchies 345
10.4 Inheritance in Java 346
10.5 Network: adding other post types 349
10.6 Advantages of inheritance (so far) 351
10.7 Subtyping 352
10.8 The Object class 358
10.9 The collection hierarchy 359
10.10 Summary 360
Chapter 11 More about Inheritance 363
11.1 The problem: network’s display method 363
11.2 Static type and dynamic type 365
11.3 Overriding 368
11.4 Dynamic method lookup 370
11.5 super call in methods 373
11.6 Method polymorphism 374
11.7 Object methods: toString 374
11.8 Object equality: equals and hashCode 377
11.9 Protected access 379
11.10 The instanceof operator 381
11.11 Another example of inheritance with overriding 382
11.12 Summary 385
Chapter 12 Further Abstraction Techniques 389
12.1 Simulations 389
12.2 The foxes-and-rabbits simulation 390
12.3 Abstract classes 405
12.4 More abstract methods 412
12.5 Multiple inheritance 414
12.6 Interfaces 417
12.7 A further example of interfaces 425
12.8 The Class class 427
12.9 Abstract class or interface? 427
12.10 Event-driven simulations 428
12.11 Summary of inheritance 429
12.12 Summary 430
Chapter 13 Building Graphical User Interfaces 433
13.1 Introduction 433
13.2 Components, layout, and event handling 434
13.3 AWT and Swing 435
13.4 The ImageViewer example 435
13.5 ImageViewer 1.0: the first complete version 447
13.6 ImageViewer 2.0: improving program structure 461
13.7 ImageViewer 3.0: more interface components 467
13.8 Inner classes 471
13.9 Further extensions 476
13.10 Another example: MusicPlayer 478
13.11 Summary 481
Chapter 14 Handling Errors 483
14.1 The address-book project 484
14.2 Defensive programming 488
14.3 Server error reporting 491
14.4 Exception-throwing principles 495
14.5 Exception handling 501
14.6 Defining new exception classes 508
14.7 Using assertions 510
14.8 Error recovery and avoidance 513
14.9 File-based input/output 516
14.10 Summary 527
Chapter 15 Designing Applications 529
15.1 Analysis and design 529
15.2 Class design 536
15.3 Documentation 538
15.4 Cooperation 539
15.5 Prototyping 539
15.6 Software growth 540
15.7 Using design patterns 542
15.8 Summary 548
Chapter 16 A Case Study 551
16.1 The case study 551
16.2 Analysis and design 552
16.3 Class design 556
16.4 Iterative development 561
16.5 Another example 570
16.6 Taking things further 570
Appendix A: Working with a BlueJ Project 571
A.1 Installing BlueJ 571
A.2 Opening a project 571
A.3 The BlueJ debugger 571
A.4 Configuring BlueJ 571
A.5 Changing the interface language 572
A.6 Using local API documentation 572
A.7 Changing the new class templates 572
Appendix B: Java Data Types 573
B.1 Primitive types 573
B.2 Casting of primitive types 574
B.3 Object types 574
B.4 Wrapper classes 575
B.5 Casting of object types 575
Appendix C: Operators 577
C.1 Arithmetic expressions 577
C.2 Boolean expressions 578
C.3 Short-circuit operators 579
Appendix D: Java Control Structures 581
D.1 Control structures 581
D.2 Selection statements 581
D.3 Loops 583
D.4 Exceptions 585
D.5 Assertions 587
Appendix E: Running Java without BlueJ 589
E.1 Executing without BlueJ 589
E.2 Creating executable .jar files 591
E.3 Developing without BlueJ 591
Appendix F: Using the Debugger 593
F.1 Breakpoints 594
F.2 The control buttons 594
F.3 The variable displays 595
F.4 The Call Sequence display 596
F.5 The Threads display 596
Appendix G: JUnit Unit-Testing Tools 597
G.1 Enabling unit-testing functionality 597
G.2 Creating a test class 597
G.3 Creating a test method 597
G.4 Test assertions 598
G.5 Running tests 598
G.6 Fixtures 598
Appendix H: Teamwork Tools 599
H.1 Server setup 599
H.2 Enabling teamwork functionality 599
H.3 Sharing a project 599
H.4 Using a shared project 599
H.5 Update and commit 600
H.6 More information 600
Appendix I: Javadoc 601
I.1 Documentation comments 601
I.2 BlueJ support for javadoc 603
Appendix J: Program Style Guide 605
J.1 Naming 605
J.2 Layout 605
J.3 Documentation 606
J.4 Language-use restrictions 607
J.5 Code idioms 608
Appendix K: Important Library Classes 609
K.1 The java.lang package 609
K.2 The java.util package 610
K.3 The java.io and java.nio.file packages 611
K.4 The java.util.function package 612
K.5 The java.net package 612
K.6 Other important packages 613
Index 615
A 615
B 616
C 617
D 619
E 619
F 620
G 621
H 621
I 621
J 623
K 623
L 623
M 624
N 625
O 625
P 626
R 627
S 627
T 629
U 629
V 630
W 630