By Jose M. Garrido

Object-Oriented Programming: From challenge fixing to Java offers an intensive, easy-to-follow connection with grasp object-oriented programming ideas. in the course of the textual content, challenge fixing and programming strategies are awarded in modeling diagrams, pseudo-code, and flowcharts. clients then how to positioned thought into perform utilizing genuine Java code. not like "cookbook" courses the place clients blindly stick with the directions this e-book encourages clients to discover their challenge fixing creativity, after which try their rules in a real-world setting. by way of first studying the options thinking about object-oriented programming, after which studying the way to positioned them into use, readers not just study Java, yet in addition they develop into extra effective programmers. · Encourages clients to discover inventive, useful options to programming difficulties, and permits them to try their rules with object-oriented programming · makes use of pseudocode to explain a problem's resolution; then makes use of Java because the implementation language · geared up to persist with introductory classes in programming rules; workout units and "key phrases" are incorporated to augment suggestions · offers a gradual studying curve to these with very little programming adventure, taking amateur clients to the next point of talent · contains a CD-ROM with the entire resource code for the tasks within the booklet, with extra courses and case reviews on the better half website at the CD! The CD-ROM integrated with this e-book includes all the records which are used as resource courses in Java and in KJP (the Kennesaw Java Preprocessor is a high-level, pseudocode notation) * all the Java records that correspond to the examples provided within the booklet may be compiled and finished utilizing regular Java SDK software program from sunlight Microsystems. those documents are all in textual content structure that may be learn by means of so much textual content editor * all the KJP pattern courses from the publication are incorporated. those documents are organize through bankruptcy, and will be used with Java. they're all in textual content structure that may be learn by means of such a lot textual content editors * A listing with the KJP translator software dossier (an executable dossier) and the Conio classification approach standards: purposes and tasks in this CD-ROM require a computer with home windows 9.x, Me, ninety eight, NT, 2000, or XP; 300MHz (or better) processor; sunlight Microsystems software program improvement package (SDK 1.3x or 1.4x); 32MB RAM; 50MB disk house; internet browser and web connection to obtain JGRASP; CD-ROM force; mouse.

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Extra info for Object-Oriented Programming (From Problem Solving to JAVA) (Programming Series)

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The child is represented by an object of class Person. The balls are represented by two objects of class Ball. When the object of class Person needs to interact with the two objects of class Ball, the object of class Person invokes the move operation of each object of class Ball. Another possible interaction is the object of class Person invoking the show_color operation of an object of class Ball. Note Objects interact by sending messages to each other. The object that sends the message is the requestor of a service that can be provided by the receiver object.

4. KJP programs do not allow public attribute definitions in classes. Explain the reason for this. What are the advantages and disadvantages? Hint: review the concepts of encapsulation and information hiding. 5. The dynamic view of a program involves the objects of the problem collaborating to accomplish the overall solution to the problem. Where are these objects created and started? Explain. 6. Consider the first complete program presented in this chapter. Add two more functions to class Ball.

An important and early task of the modeling process is to identify real-world objects and collections of similar objects within the boundaries of the problem. Three basic issues in modeling are: 1. Identifying the objects to include in the model 2. Describing these objects 3. 2 Describing Objects Real-world entities or objects are the fundamental components of a real world system. In modeling, objects are abstract representations of real-world entities; objects can be: ● Physical objects, which are tangible objects, such as persons, animals, cars, balls, traffic lights, and so on ● Nontangible objects, which are not directly visible, such as contracts, accounts, and so on ● Conceptual objects, which do not clearly exist but are used to represent part of the components or part of the behavior of the problem.

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