Objects First with Java
A Practical Introduction using BlueJ
Chapter sequence
Chapter
1 deals with the most fundamental concepts of object-orientation:
objects, classes and methods. It gives a solid, hands-on introduction
to these concepts without going into the details of Java syntax.
It also gives a first look at some source code. We do this
by using an example of graphical shapes which can be interactively
drawn, and a second example of a simple laboratory class enrolment
system.
Chapter
2 opens up class definitions and investigates how
Java source code is written to create behavior of objects.
We discuss how to define fields and implement methods. Here,
we also introduce the first types of statements. The main
example is an implementation of a ticket machine. We also
look back to the laboratory class example from chapter 1 to
investigate that a bit further.
Chapter
3 then enlarges the picture to discuss interaction
of multiple objects. We see how objects can collaborate by
invoking each otherŐs methods to perform a common task. We
also discuss how one object can create other objects. A digital
alarm clock display is discussed that uses two number display
objects to show hours and minutes. As a second major example,
we examine a simulation of an email system in which messages
can be sent between mail clients.
In Chapter
4, we continue by building more extensive structures
of objects. Most importantly, we start using collections of
objects. We implement a music player and an auction
system to introduce collections. At the same time, we discuss
iterations over collection and have a first look at loops.
The first collection being used is an ArrayList. In the second
half of the chapter we introduce arrays as a special form
of a collection, and the for loop as another form of a loop.
We discuss an implementation of a web log analyzer as an example
for array use.
Chapter
5 is labbelled as an "advanced" chapter. This means that the material can be studied here, or it can initially be skipped if the reader wants to move forward more quickly. The material in this chapter introduces concepts of functional programming, such as lambdas and streams, and revisits the processing of collections–just covered in the previous chapter–in this alternative style.
Chapter
6 deals with libraries and interfaces. We introduce
the Java standard library and discuss some important library
classes. More importantly, we explain how to read and understand
the library documentation. The importance of writing documentation
in software development projects is discussed, and we end
by practicing how to write suitable documentation for our
own classes. Random, Set and Map are examples of classes that
we encounter in this chapter. We implement an Eliza-like dialogue
system and a graphical simulation of a bouncing ball to apply
these classes.
Chapter
7 goes back to collections, this time covering fixed-size collection, i.e. arrays. We discuss the traditional for loop as the most appropriate loop structure, and other array specifics.
In Chapter
8, we discuss more formally the issues of dividing
a problem domain into classes for implementation. We introduce
issues of designing classes well, including concepts such
as responsibility-driven design, coupling, cohesion, and refactoring.
An interactive, text-based, adventure game (World of
Zuul)
is used for this discussion. We go through several iterations
of improving the internal class structure of the game and
extending its functionality, and end with a long list of proposals
for extensions that may be done as student projects.
Chapter
9, titled Well-behaved objects, deals
with a whole group of issues connected to producing
correct, understandable, and maintainable classes.
It covers issues ranging from writing clear, understandable
code - including style and commenting
- to testing and debugging. Test strategies are introduced
and a number of debugging methods are discussed in detail.
We use an example of an online shopping site and an implementation of an electronic calculator to discuss
these topics.
Chapters
10 and 11 introduce inheritance and polymorphism with
many of the related detailed issues. We discuss a part of the implementation of a social networking site to illustrate the concepts. Issues of code
inheritance, subtyping, polymorphic method calls and overriding
are discussed in detail.
In Chapter
12 we implement a predator/prey simulation. This
serves to discuss additional abstraction mechanisms based
on inheritance, namely interfaces and abstract classes.
Chapter
13 introduces two new examples: an image viewer
and a sound player. Both examples serve to discuss how
to build graphical user interfaces (GUIs).
Chapter
14 then picks up the difficult issue of
how to deal with errors. Several possible problems
and solutions are discussed, and JavaŐs exception
handling mechanism is discussed in detail. We extend
and improve an address book application to illustrate
the concepts.
Chapter
15 steps back to discuss in more detail the
next level of abstraction: how to structure a vaguely
described problem into classes and methods. In previous
chapters we have assumed that large parts of the application
structure already exist, and we have made improvements.
Now it is time to discuss how we can get started from
a clean slate. This involves detailed discussion of
what the classes should be that implement our application,
how they interact, and how responsibilities should
be distributed. We use class-responsibilities-collaborators
(CRC) cards to approach this problem, while designing
a cinema booking system.
In Chapter
16, we try to bring everything together and
integrate many topics from the previous chapters of
the book. It is a complete case study, starting with
the application design, through design of the class
interfaces, down to discussing many important functional
and non-functional characteristics and implementation
details. Topics discussed in earlier chapters (such
as reliability, data structures, class design, testing,
extendibility, etc.) are applied again in a new context.
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