Bibliographic Information

Object-oriented software construction

Bertrand Meyer

Prentice Hall, c1997

2nd ed

Available at  / 36 libraries

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Includes bibliographical references and index

Description and Table of Contents

Description

For any software engineer, developer or programmer interested in O-O software and programming. This long-awaited revision retains the clarity, practicality and innovations that helped the first edition sell over 75,000 copies since 1988. Now over 1200 pages with a CD ROM full of object tools, this edition is fully revised and considerably expanded, making it THE definitive reference on the most promising software development in 30 years.

Table of Contents

PART A: THE ISSUES. 1. Software Quality. 2. Criteria of Object Orientation. PART B: THE ROAD TO OBJECT ORIENTATION. 3. Modularity. 4. Approaches to Reusability. 5. Towards Object Technology. 6. Abstract Data Types. PART C: OBJECT-ORIENTED TECHNIQUES. 7. The Static Structure: Classes. 8. The Run-Time Structure: Objects. 9. Memory Management. 10. Genericity 11. Design By Contract: Building Reusable Software. 12. When the Contract is Broken: Exception Handling. 13. Supporting Mechanisms. 14. Introduction to Inheritance. 15. Multiple Inheritance. 16. Inheritance Techniques. 17. Typing. 18. Global Objects and Constraints. PART D: OBJECT-ORIENTED METHODOLOGY: APPLYING THE METHOD WELL. 19. On Methodology. 20. Design Pattern: Multi-panel Interactive Systems. 21. Inheritance Case Study: "undo" in an Interactive System. 22. How to Find the Classes. 23. Principles of Class Design. 24. Using Inheritance Well. 25. Useful Techniques. 26. A Sense of Style. 27. Object-Oriented Analysis. 28. The Software Construction Process. 29. Teaching the Method. PART E: ADVANCED TOPICS. 30. Concurrency, Distribution, Client-Server and the Internet. 31. Object Persistence and Databases. 32. Some O-O Techniques for Graphical Interactive Applications. PART F: APPLYING THE METHOD IN VARIOUS LANGUAGES AND ENVIRONMENTS. 33. O-O Programming and Ada. 34. Emulating Object Technology in non-O-O Environments. 35. Simula to Java and Beyond: Major O-O Languages and Environments. PART G: DOING IT RIGHT. 36. An Object-Oriented Environment. Epilogue. PART H: APPENDICES. Appendix A: Extracts From the Base Libraries. Appendix B: Genericity Versus Inheritance. Appendix C: Principles, Rules, Precepts and Definitions. Appendix D: A Glossary of Object Technology. Appendix E: Bibliography Index. Bibliography.

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