Object-Oriented Software Construction (Book/CD-ROM), 2/e
Bertrand Meyer, Interactive Softw. Engineering, Santa Barbara, CA
Published April, 1997 by Prentice Hall PTR (ECS Professional)
Copyright 1997, 1296 pp.
Paper Bound w/CD-ROM
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Object-Oriented Design-Computer Science
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.
NEWtopics covered include:
NEWmost comprehensive coverage of O-O technology
ever (1250 pages with CD ROM) from one of the founders.
- O-O Databases
- Dynamic Binding
- Design by Contract
- Abstract Data Types
- The Internet.
NEWan epic O-O book destined to become the source
for object technology.
Introduces object technology gradually, comparing it to
non-object-oriented approaches, and explaining the benefit of every
object-oriented mechanism for software quality and productivity.
Uses a high-level notation (based on Eiffel) to introduce
the concepts, and explains how to implement them in various environments
and languages such as C++, Java, Smalltalk, Ada 95, and even non-0-0
languages such as C, FORTRAN, Pascal and Ada 83.
Contains an abundance of examples and several in-depth case
PART A: THE ISSUES.
1. Software Quality.
2. Criteria of Object Orientation.
PART B: THE ROAD TO OBJECT ORIENTATION.
PART C: OBJECT-ORIENTED TECHNIQUES.
4. Approaches to Reusability.
5. Towards Object Technology.
6. Abstract Data Types.
7. The Static Structure: Classes.
PART D: OBJECT-ORIENTED METHODOLOGY: APPLYING THE METHOD
8. The Run-Time Structure: Objects.
9. Memory Management.
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.
18. Global Objects and Constraints.
19. On Methodology.
PART E: ADVANCED TOPICS.
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.
30. Concurrency, Distribution, Client-Server and the Internet.
PART F: APPLYING THE METHOD IN VARIOUS LANGUAGES AND ENVIRONMENTS.
31. Object Persistence and Databases.
32. Some O-O Techniques for Graphical Interactive Applications.
33. O-O Programming and Ada.
PART G: DOING IT RIGHT.
34. Emulating Object Technology in non-O-O Environments.
35. Simula to Java and Beyond: Major O-O Languages and Environments.
36. An Object-Oriented Environment.
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.