Object-oriented software construction /

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Bibliographic Details
Author / Creator:Meyer, Bertrand, 1950-
Edition:2nd ed.
Imprint:Upper Saddle River, N.J. : Prentice Hall PTR, c1997.
Description:xxvii, 1254 p. : col. ill. ; 24 cm. + 1 computer laser optical disc (4 3/4 in.)
Language:English
Subject:
Format: Print Book
URL for this record:http://pi.lib.uchicago.edu/1001/cat/bib/4352859
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ISBN:0136291554
Notes:Includes bibliographical references (p. [1203]-1224) and index.
System requirements: Windows 3.1, Windows 95, Windows NT, OS/2, Unix, or Macintosh.
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
  • 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