jia (software Engineering, Depaul University) Helps Readers Develop Skills In Designing Software, And Especially In Writing Object-oriented Programs Using Java. The Text Provides Broad Coverage Of Object-oriented Technology, Including Object-oriented Modeling Using The Unified Modeling Language (uml), Object-oriented Design Using Design Patterns, And Object-oriented Programming Using Java. This Second Edition Offers Expanded Coverage Of Design Patterns, Enhanced Material On Uml, And A New Introduction To The Iterative Software Development Process Made Popular By Extreme Programming. Learning Features Include Chapter Summaries, Exercises, And Projects Annotation ©2004 Book News, Inc., Portland, Or Contents Chapter 1: Object-Oriented Software Development 1.1: The Challenges of Software Development 1.2: An Engineering Perspective 1.3: Object Orientation 1.4: Iterative Development Processes: RUP and XP Chapter 2: Object-Oriented Modeling using UML 2.1: Principles and Concepts 2.2: Modeling Relationships and Structures 2.3: Modeling Dynamic Behaviors 2.4: Modeling Requirements with Use Cases 2.5: Case Study: An E-Bookstore Chapter 3: Introduction to Java 3.1: An Overview of Java 2 Platform 3.2: The Java Run-Time Architecture 3.3: Getting Started with Java Chapter 4: Elements of Java 4.1: Lexical Elements 4.2: Variables and Types 4.3: Statements 4.4: Class Declarations 4.5: Packages 4.6: Exceptions 4.7: A Simple Animation Applet Chapter 5: Classes and Inheritance 5.1:Overloading Methods and Constructors 5.2: Extending Classes 5.3: Extending and Implementing Interfaces 5.4: Hiding Fields and Class Methods 5.5: Applications - Animation Applets Chapter 6: From Building Blocks to Projects 6.1: Design and Implementation of Classes 6.2: Contracts and Invariants 6.3: The Canonical Form of Classes 6.4: Unit Testing 6.5: Project Build Chapter 7: Design by Abstraction 7.1: Design Patterns 7.2: Desinging Generic Componenets 7.3: Abstract Coupling 7.4: Design Case Study - Animation of Sorting Algorithms Chapter 8: Object-Oriented Application Frameworks 8.1: Application Frameworks 8.2: The Collections Framework 8.3: The Graphical User Interface Framework 8.4: The Input/Output Framework Chapter 9: Design Case Study: A Drawing Pad 9.1: Planning 9.2: Iteration 1: A Simple Scribble Pad 9.3: Iteration 2: Menus, Options, and Files 9.4: Iteration 3: Refactoring 9.5: Iteration 4: Adding Shapes and Tools 9.6: Iteration 5: More Drawing Tools 9.7: Iteration 6: The Text Tool Chapter 10: More Design Patterns 10.1: Type-Safe Enumeration Type 10.2: Creational Patterns 10.3: Behavioral Patterns 10.4: Structural Patterns Chapter 11: Concurrent Programming 11.1: Threads 11.2: Thread Safety and Liveness 11.3: Design Case Study Chapter 12: Distributed Computing 12.1: Socket-Based Communication 12.2: Remote Method Invocation 12.3: Java Database Connectivity (JDBC) 12.4: Common Object Request Broker Architecture (CORBA) Appendix This book teaches readers how to write well-designed object-oriented programs. KEY Added to learning to write well-designed, medium-sized object-oriented programs are new topics such as testing, the iterative software development process, UML, and the enterprise features of Java. Topics of interest for both academia and industry professionals are both discussed throughout the text. For software practitioners interested in gaining the skills needed to create object-oriented programs.@ISBN = 0-201-73733-7@MAINCAT = Object Technologies@SUBCAT = Object Oriented Programming@DATALINE1 = 2003, 550 pages, 7 3/8 x 9 1/8@DATALINE2 = Hardcover, $52.00k "Object-Oriented Software Development using Java: Principles, Patterns, and Frameworks, Second Edition, helps readers develop skills in designing software - particularly in writing object-oriented programs using Java. It provides a broad coverage of object-oriented technology, including object-oriented modeling using the Unified Modeling Language (UML), object-oriented design using design patterns, and object-oriented programming using Java."--BOOK JACKET.