Object-Oriented Software Construction pdf epub mobi txt 电子书 下载 2024


Object-Oriented Software Construction

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Bertrand Meyer
Prentice Hall
2000-03-21
1250
USD 132.65
Paperback
9780136291558

图书标签: OO  programming  Object-Oriented  软件设计  面向对象  编程  计算机  软件工程   


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Object-Oriented Software Construction epub 下载 mobi 下载 pdf 下载 txt 电子书 下载 2024

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Object-Oriented Software Construction pdf epub mobi txt 电子书 下载 2024



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Contents

Preface V

Foreword To The Second Edition Xiii

About The Accompanying Cd-Rom Xiv

On The Bibliography, Internet Sources And Exercises Xv

Contents Xvii

Part A: The Issues 1

Chapter 1: Software Quality 3

1.1 External And Internal Factors 3

1.2 A Review Of External Factors 4

1.3 About Software Maintenance 17

1.4 Key Concepts Introduced In This Chapter 19

1.5 Bibliographical Notes 19

Chapter 2: Criteria Of Object Orientation 21

2.1 On The Criteria 21

2.2 Method And Language 22

2.3 Implementation And Environment 31

2.4 Libraries 33

2.5 For More Sneak Preview 34

2.6 Bibliographical Notes And Object Resources 34

Part B: The Road To Object Orientation 37

Chapter 3: Modularity 39

3.1 Five Criteria 40

3.2 Five Rules 46

3.3 Five Principles 53

3.4 Key Concepts Introduced In This Chapter 64

3.5 Bibliographical Notes 64

Exercises 65

Chapter 4: Approaches To Reusability 67

4.1 The Goals Of Reusability 68

4.2 What Should We Reuse? 70

4.3 Repetition In Software Development 74

4.4 Non-Technical Obstacles 74

4.5 The Technical Problem 81

4.6 Five Requirements On Module Structures 83

4.7 Traditional Modular Structures 89

4.8 Overloading And Genericity 93

4.9 Key Concepts Introduced In This Chapter 98

4.10 Bibliographical Notes 99

Chapter 5: Towards Object Technology 101

5.1 The Ingredients Of Computation 101

5.2 Functional Decomposition 103

5.3 Object-Based Decomposition 114

5.4 Object-Oriented Software Construction 116

5.5 Issues 117

5.6 Key Concepts Introduced In This Chapter 119

5.7 Bibliographical Notes 119

Chapter 6: Abstract Data Types 121

6.1 Criteria 122

6.2 Implementation Variations 122

6.3 Towards An Abstract View Of Objects 126

6.4 Formalizing The Specification 129

6.5 From Abstract Data Types To Classes 142

6.6 Beyond Software 147

6.7 Supplementary Topics 148

6.8 Key Concepts Introduced In This Chapter 159

6.9 Bibliographical Notes 160

Exercises 161

Part C: Object-Oriented Techniques 163

Chapter 7: The Static Structure: Classes 165

7.1 Objects Are Not The Subject 165

7.2 Avoiding The Standard Confusion 166

7.3 The Role Of Classes 169

7.4 A Uniform Type System 171

7.5 A Simple Class 172

7.6 Basic Conventions 177

7.7 The Object-Oriented Style Of Computation 181

7.8 Selective Exports And Information Hiding 191

7.9 Putting Everything Together 194

7.10 Discussion 203

7.11 Key Concepts Introduced In This Chapter 213

7.12 Bibliographical Notes 215

Exercises 216

Chapter 8: The Run-Time Structure: Objects 217

8.1 Objects 218

8.2 Objects As A Modeling Tool 228

8.3 Manipulating Objects And References 231

8.4 Creation Procedures 236

8.5 More On References 240

8.6 Operations On References 242

8.7 Composite Objects And Expanded Types 254

8.8 Attachment: Reference And Value Semantics 261

8.9 Dealing With References: Benefits And Dangers 265

8.10 Discussion 270

8.11 Key Concepts Introduced In This Chapter 276

8.12 Bibliographical Notes 277

Exercises 277

Chapter 9: Memory Management 279

9.1 What Happens To Objects 279

9.2 The Casual Approach 291

9.3 Reclaiming Memory: The Issues 293

9.4 Programmer-Controlled Deallocation 294

9.5 The Component-Level Approach 297

9.6 Automatic Memory Management 301

9.7 Reference Counting 302

9.8 Garbage Collection 304

9.9 Practical Issues Of Garbage Collection 309

9.10 An Environment With Memory Management 312

9.11 Key Concepts Introduced In This Chapter 315

9.12 Bibliographical Notes 315

Exercises 316

Chapter 10: Genericity 317

10.1 Horizontal And Vertical Type Generalization 317

10.2 The Need For Type Parameterization 318

10.3 Generic Classes 320

10.4 Arrays 325

10.5 The Cost Of Genericity 328

10.6 Discussion: Not Done Yet 329

10.7 Key Concepts Introduced In This Chapter 329

10.8 Bibliographical Notes 330

Exercises 330

Chapter 11: Design By Contract: Building Reliable Software 331

11.1 Basic Reliability Mechanisms 332

11.2 About Software Correctness 333

11.3 Expressing A Specification 334

11.4 Introducing Assertions Into Software Texts 337

11.5 Preconditions And Postconditions 338

11.6 Contracting For Software Reliability 341

11.7 Working With Assertions 348

11.8 Class Invariants 363

11.9 When Is A Class Correct? 369

11.10 The Adt Connection 373

11.11 An Assertion Instruction 378

11.12 Loop Invariants And Variants 380

11.13 Using Assertions 389

11.14 Discussion 398

11.15 Key Concepts Introduced In This Chapter 406

11.16 Bibliographical Notes 407

Exercises 408

Postscript: The Ariane 5 Failure 410

Chapter 12: When The Contract Is Broken: Exception Handling 411

12.1 Basic Concepts Of Exception Handling 411

12.2 Handling Exceptions 414

12.3 An Exception Mechanism 419

12.4 Exception Handling Examples 422

12.5 The Task Of A Rescue Clause 427

12.6 Advanced Exception Handling 431

12.7 Discussion 435

12.8 Key Concepts Introduced In This Chapter 437

12.9 Bibliographical Notes 438

Exercises 438

Chapter 13: Supporting Mechanisms 439

13.1 Interfacing With Non-O-O Software 439

13.2 Argument Passing 444

13.3 Instructions 447

13.4 Expressions 452

13.5 Strings 456

13.6 Input And Output 457

13.7 Lexical Conventions 457

13.8 Key Concepts Introduced In This Chapter 458

Exercises 458

Chapter 14: Introduction To Inheritance 459

14.1 Polygons And Rectangles 460

14.2 Polymorphism 467

14.3 Typing For Inheritance 472

14.4 Dynamic Binding 480

14.5 Deferred Features And Classes 482

14.6 Redeclaration Techniques 491

14.7 The Meaning Of Inheritance 494

14.8 The Role Of Deferred Classes 500

14.9 Discussion 507

14.10 Key Concepts Introduced In This Chapter 516

14.11 Bibliographical Notes 517

Exercises 517

Chapter 15: Multiple Inheritance 519

15.1 Examples Of Multiple Inheritance 519

15.2 Feature Renaming 535

15.3 Flattening The Structure 541

15.4 Repeated Inheritance 543

15.5 Discussion 563

15.6 Key Concepts Introduced In This Chapter 566

15.7 Bibliographical Notes 567

Exercises 567

Chapter 16: Inheritance Techniques 569

16.1 Inheritance And Assertions 569

16.2 The Global Inheritance Structure 580

16.3 Frozen Features 583

16.4 Constrained Genericity 585

16.5 Assignment Attempt 591

16.6 Typing And Redeclaration 595

16.7 Anchored Declaration 598

16.8 Inheritance And Information Hiding 605

16.9 Key Concepts Introduced In This Chapter 609

16.10 Bibliographical Note 610

Exercises 610

Chapter 17: Typing 611

17.1 The Typing Problem 611

17.2 Static Typing: Why And How 615

17.3 Covariance And Descendant Hiding 621

17.4 First Approaches To System Validity 628

17.5 Relying On Anchored Types 630

17.6 Global Analysis 633

17.7 Beware Of Polymorphic Catcalls! 636

17.8 An Assessment 639

17.9 The Perfect Fit 640

17.10 Key Concepts Studied In This Chapter 641

17.11 Bibliographical Notes 641

Chapter 18: Global Objects And Constants 643

18.1 Constants Of Basic Types 643

18.2 Use Of Constants 645

18.3 Constants Of Class Types 646

18.4 Applications Of Once Routines 648

18.5 Constants Of String Type 653

18.6 Unique Values 654

18.7 Discussion 656

18.8 Key Concepts Introduced In This Chapter 659

18.9 Bibliographical Notes 660

Exercises 660

Part D: Object-Oriented Methodology:

Applying The Method Well 661

Chapter 19: On Methodology 663

19.1 Software Methodology: Why And What 663

19.2 Devising Good Rules: Advice To The Advisors 664

19.3 On Using Metaphors 671

19.4 The Importance Of Being Humble 673

19.5 Bibliographical Notes 674

Exercises 674

Chapter 20: Design Pattern: Multi-Panel Interactive Systems 675

20.1 Multi-Panel Systems 675

20.2 A Simple-Minded Attempt 677

20.3 A Functional, Top-Down Solution 678

20.4 A Critique Of The Solution 682

20.5 An Object-Oriented Architecture 684

20.6 Discussion 693

20.7 Bibliographical Note 694

Chapter 21: Inheritance Case Study: “undo” In An Interactive

System 695

21.1 Perseverare Diabolicum 695

21.2 Finding The Abstractions 699

21.3 Multi-Level Undo-Redo 704

21.4 Implementation Aspects 707

21.5 A User Interface For Undoing And Redoing 711

21.6 Discussion 712

21.7 Bibliographical Notes 715

Exercises 715

Chapter 22: How To Find The Classes 719

22.1 Studying A Requirements Document 720

22.2 Danger Signals 726

22.3 General Heuristics For Finding Classes 731

22.4 Other Sources Of Classes 735

22.5 Reuse 740

22.6 The Method For Obtaining Classes 741

22.7 Key Concepts Introduced In This Chapter 743

22.8 Bibliographical Notes 744

Chapter 23: Principles Of Class Design 747

23.1 Side Effects In Functions 748

23.2 How Many Arguments For A Feature? 764

23.3 Class Size: The Shopping List Approach 770

23.4 Active Data Structures 774

23.5 Selective Exports 796

23.6 Dealing With Abnormal Cases 797

23.7 Class Evolution: The Obsolete Clause 802

23.8 Documenting A Class And A System 803

23.9 Key Concepts Introduced In This Chapter 806

23.10 Bibliographical Notes 806

Exercises 807

Chapter 24: Using Inheritance Well 809

24.1 How Not To Use Inheritance 809

24.2 Would You Rather Buy Or Inherit? 812

24.3 An Application: The Handle Technique 817

24.4 Taxomania 820

24.5 Using Inheritance: A Taxonomy Of Taxonomy 822

24.6 One Mechanism, Or More? 833

24.7 Subtype Inheritance And Descendant Hiding 835

24.8 Implementation Inheritance 844

24.9 Facility Inheritance 847

24.10 Multiple Criteria And View Inheritance 851

24.11 How To Develop Inheritance Structures 858

24.12 A Summary View: Using Inheritance Well 862

24.13 Key Concepts Introduced In This Chapter 863

24.14 Bibliographical Notes 863

24.15 Appendix: A History Of Taxonomy 864

Exercises 869

Chapter 25: Useful Techniques 871

25.1 Design Philosophy 871

25.2 Classes 872

25.3 Inheritance Techniques 873

Chapter 26: A Sense Of Style 875

26.1 Cosmetics Matters! 875

26.2 Choosing The Right Names 879

26.3 Using Constants 884

26.4 Header Comments And Indexing Clauses 886

26.5 Text Layout And Presentation 891

26.6 Fonts 900

26.7 Bibliographical Notes 901

Exercises 902

Chapter 27: Object-Oriented Analysis 903

27.1 The Goals Of Analysis 903

27.2 The Changing Nature Of Analysis 906

27.3 The Contribution Of Object Technology 907

27.4 Programming A Tv Station 907

27.5 Expressing The Analysis: Multiple Views 914

27.6 Analysis Methods 917

27.7 The Business Object Notation 919

27.8 Bibliography 922

Chapter 28: The Software Construction Process 923

28.1 Clusters 923

28.2 Concurrent Engineering 924

28.3 Steps And Tasks 926

28.4 The Cluster Model Of The Software Lifecycle 926

28.5 Generalization 928

28.6 Seamlessness And Reversibility 930

28.7 With Us, Everything Is The Face 933

28.8 Key Concepts Covered In This Chapter 934

28.9 Bibliographical Notes 934

Chapter 29: Teaching The Method 935

29.1 Industrial Training 935

29.2 Introductory Courses 937

29.3 Other Courses 941

29.4 Towards A New Software Pedagogy 942

29.5 An Object-Oriented Plan 946

29.6 Key Concepts Studied In This Chapter 948

29.7 Bibliographical Notes 948

Part E: Advanced Topics 949

Chapter 30: Concurrency, Distribution, Client-Server And

The Internet 951

30.1 A Sneak Preview 951

30.2 The Rise Of Concurrency 953

30.3 From Processes To Objects 956

30.4 Introducing Concurrent Execution 964

30.5 Synchronization Issues 977

30.6 Accessing Separate Objects 982

30.7 Wait Conditions 990

30.8 Requesting Special Service 998

30.9 Examples 1003

30.10 Towards A Proof Rule 1022

30.11 A Summary Of The Mechanism 1025

30.12 Discussion 1028

30.13 Key Concepts Introduced In This Chapter 1032

30.14 Bibliographical Notes 1033

Exercises 1035

Chapter 31: Object Persistence And Databases 1037

31.1 Persistence From The Language 1037

31.2 Beyond Persistence Closure 1039

31.3 Schema Evolution 1041

31.4 From Persistence To Databases 1047

31.5 Object-Relational Interoperability 1048

31.6 Object-Oriented Database Fundamentals 1050

31.7 O-O Database Systems: Examples 1055

31.8 Discussion: Beyond O-O Databases 1058

31.9 Key Concepts Studied In This Chapter 1060

31.10 Bibliographical Notes 1061

Exercises 1062

Chapter 32: Some O-O Techniques For Graphical Interactive

Applications 1063

32.1 Needed Tools 1064

32.2 Portability And Platform Adaptation 1066

32.3 Graphical Abstractions 1068

32.4 Interaction Mechanisms 1071

32.5 Handling The Events 1072

32.6 A Mathematical Model 1076

32.7 Bibliographical Notes 1076

Part F: Applying The Method In Various

Languages And Environments 1077

Chapter 33: O-O Programming And Ada 1079

33.1 A Bit Of Context 1079

33.2 Packages 1081

33.3 A Stack Implementation 1081

33.4 Hiding The Representation: The Private Story 1085

33.5 Exceptions 1088

33.6 Tasks 1091

33.7 From Ada To Ada 95 1092

33.8 Key Concepts Introduced In This Chapter 1097

33.9 Bibliographical Notes 1097

Exercises 1098

Chapter 34: Emulating Object Technology In Non-O-O

Environments 1099

34.1 Levels Of Language Support 1099

34.2 Object-Oriented Programming In Pascal? 1100

34.3 Fortran 1102

34.4 Object-Oriented Programming And C 1106

34.5 Bibliographical Notes 1112

Exercises 1112

Chapter 35: Simula To Java And Beyond: Major O-O Languages

And Environments 1113

35.1 Simula 1113

35.2 Smalltalk 1126

35.3 Lisp Extensions 1130

35.4 C Extensions 1131

35.5 Java 1136

35.6 Other O-O Languages 1137

35.7 Bibliographical Notes 1138

Exercises 1139

Part G: Doing It Right 1141

Chapter 36: An Object-Oriented Environment 1143

36.1 Components 1143

36.2 The Language 1144

36.3 The Compilation Technology 1144

36.4 Tools 1148

36.5 Libraries 1150

36.6 Interface Mechanisms 1152

36.7 Bibliographical Notes 1160

Epilogue, In Full Frankness Exposing The Language 1161

Part H: Appendices 1163

Appendix A: Extracts From The Base Libraries 1165

Appendix B: Genericity Versus Inheritance 1167

B.1 Genericity 1168

B.2 Inheritance 1173

B.3 Emulating Inheritance With Genericity 1175

B.4 Emulating Genericity With Inheritance 1176

B.5 Combining Genericity And Inheritance 1184

B.6 Key Concepts Introduced In This Appendix 1187

B.7 Bibliographical Notes 1188

Exercises 1188

Appendix C: Principles, Rules, Precepts And Definitions 1189

Appendix D: A Glossary Of Object Technology 1193

Appendix E: Bibliography 1203

E.1 Works By Other Authors 1203

E.2 Works By The Author Of The Present Book 1221

Index 1225

Object-Oriented Software Construction 下载 mobi epub pdf txt 电子书

著者简介

Bertrand Meyer is Chief Architect of Eiffel Software (based in California, http://eiffel.com) and Professor of Software Engineering at ETH Zurich, the Swiss Federal Institute of Technology. He is also head of the Software Engineering Laboratory at ITMO University, Saint Petersburg.

He is the initial designer of the Eiffel method and language and has continued to participate in its evolution. He also directed the development of the EiffelStudio environment, compiler, tools and libraries through their successive versions.

His latest book, published in May 2014, is an irreverent, in-depth introduction to agile methods: "Agile! The Good, the Hype and the Ugly", the first book to take a critical look at agile development and sort out the productive and damaging ideas.

His previous book is an influential an introduction to programming, "Touch of Class: Learning to Program Well, Using Object Technology and Contracts", based on more than a decade of teaching introductory programming at ETH and now supported by a MOOC (http://se.ethz.ch/mooc/programming).

Earlier books include "Object-Oriented Software Construction" (a general presentation of object technology, winner of the 1998 Jolt Award); "Eiffel: The Language" (description of the Eiffel language); "Object Success" (a discussion of object technology for managers); "Reusable Software" (a discussion of reuse issues and solutions); "Introduction to the Theory of Programming Languages". He has also authored numerous articles (see publication list) and edited or co-edited several dozen conference proceedings, including the 2005 "Verified Software".

Other activities include: chair of the TOOLS conference series (running since 1989, hosted at ETH since 2007, next year session in Malaga, Spain); director of the LASER summer school on software engineering (taking place every year since 2003 in early September in Elba island, Italy); member, and chair since 2009, of the IFIP TC2 committee (Software technology); member of the IFIP Working Group 2.3 on Programming Methodology; member of the French Academy of Technologies. He is also active as a consultant (object-oriented system design, architectural reviews, technology assessment), trainer in object technology and other software topics, and conference speaker.

Awards include ACM Software System Award, IEEE Harlan D. Mills prize, Fellow of the ACM, Dahl-Nygaard Prize, and an honorary doctorate from ITMO University(Russia).

Prior to founding Eiffel Software in 1985, Meyer had a 9-year technical and managerial career at EDF, and was for three years on the faculty at the University of California. His experience with object technology through the Simula language, as well as early work on abstract data types and formal specification (including participation in the first versions of the Z specification language) provided some of the background for the development of Eiffel.

At ETH Zurich he pursues research on the construction of high-quality software (see Web site of the Chair of Software Engineering at http://se.ethz.ch).


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本书对OO理论进行了深入的介绍,与其它OO书籍不同的是本书特别强调软件质量。本书作者Meyer正是Design by Contract思想的提出者,个人认为Design by Contract会逐渐被主流的程序设计语言C#/Java等所支持,代表了未来的发展方向。

评分

本书对OO理论进行了深入的介绍,与其它OO书籍不同的是本书特别强调软件质量。本书作者Meyer正是Design by Contract思想的提出者,个人认为Design by Contract会逐渐被主流的程序设计语言C#/Java等所支持,代表了未来的发展方向。

评分

本书对OO理论进行了深入的介绍,与其它OO书籍不同的是本书特别强调软件质量。本书作者Meyer正是Design by Contract思想的提出者,个人认为Design by Contract会逐渐被主流的程序设计语言C#/Java等所支持,代表了未来的发展方向。

评分

本书对OO理论进行了深入的介绍,与其它OO书籍不同的是本书特别强调软件质量。本书作者Meyer正是Design by Contract思想的提出者,个人认为Design by Contract会逐渐被主流的程序设计语言C#/Java等所支持,代表了未来的发展方向。

评分

本书对OO理论进行了深入的介绍,与其它OO书籍不同的是本书特别强调软件质量。本书作者Meyer正是Design by Contract思想的提出者,个人认为Design by Contract会逐渐被主流的程序设计语言C#/Java等所支持,代表了未来的发展方向。

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