Object-Oriented Software Development Using Java (Hardcover)

Xiaoping Jia



Object-Oriented Software Development in Java provides broad and coherent coverage of object-oriented technology, teaching object-oriented design and construction using Java to students with some experience programming in any language. Focusing on design and programming, educator and practitioner Xiaoping Jia instills the object-oriented way of thinking through the use of design patterns and frameworks, study of the design of the Java Class Libraries, and illustration of incremental software development.

With the popularity of C++ and Java, program design has become as important to individual commercial programmers as it has been to programmers developing immense government-sponsored software projects. Designed for a course on object-oriented design at the Junior-, Senior-, and Graduate-level, Object-Oriented Software Development in Java prepares students for the industry's move toward object-oriented languages by introducing design concepts early and then moving on to Java.

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Appropriate Courses

Object-Oriented Design; Java—Intermediate Programming.

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  • Features an applied focus which develops software design skills, particularly skill in writing medium-sized, well-designed object-oriented programs.
  • Uses the Java 2 platform, including coverage of Swing, collections, and RMI.
  • Covers object-oriented modeling using UML, object-oriented design using design patterns, and object-oriented programming using Java.
  • Includes an introduction to software engineering and how object-oriented developments fit into the software engineering process.
  • Discusses topics of interest for both academia and industry, such as graphical user interfaces, concurrent programming, and distributed computing.
  • Provides a balanced view of object-oriented software development from different perspectives: academia and industry, theory and practice.
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Table Of Contents

1. Object-Oriented Software Development.
Software Development.
An Engineering Perspective.
The Desirable Qualities of Software Systems.

A View of the World.
Principles and Concepts.
Classes and Objects.
Abstraction and Encapsulation.
Modeling Dynamic Behavior.

Object-Oriented Development.
The Micro and Macro Processes.
Case Study: An On-Line Bookstore.

2. Introduction to Java.
The Architecture of Java.
Simple Programs.
A Simple App.
Simple Applet.

3. Elements of Java.
Lexical Elements.
Character Set.
Primitive Types and Literals.
Operators and Expressions.

Variables and Types.
Variable Declarations.
Type Compatibility and Conversion.
Reference Types.

Statement Labels.
Statement Blocks.
Simple Statements.
Compound Statements.
Multi-Level Breaking.

Class Declarations.
Class Syntax.
Creating and Initializing Objects.
Accessing Members.
Method Invocation and Parameter Passing.
Static Fields and Methods.
Object Reference.
Interfaces and Abstract Classes.
Wrapper Classes

A Simple Animation Applet.

4. Classes and Inheritance.
Constructors of Extended Classes.
Subtypes and Polymorphism.
Overriding Methods.

Extending and Implementing Interfaces.
Hiding Fields and Static Methods.
Designing Classes.
Avoiding Public Fields.
Separating Interface From Implementation.
File Organization.
The Canonical Form.
Class Organization.
Unit Testing.

Applications - Animation Applets.
Getting Parameters.
An Idiom for Animation.
Using Double-Buffering.
Reading Files In Applets.

5. Design by Abstraction.
Design Patterns.
Designing Generic Components.
Abstract Coupling.

Design Case Study: Sorting Animation.
The Initial Implementation.
Separating the Algorithms.
Separating the Display Strategies.

6. Object-Oriented Application Frameworks.
Application Frameworks.
The Collections Framework.
Abstract Collections.
Interfaces of Collections.
Implementations of Collections.
Ordering and Sorting.

The Graphical User Interface Framework.
The Widgets.
Layout Managers.
Handing Events.
Frames and Dialogs.

The Input/Output Framework.
The Byte Streams.
The Character Streams.
Random Access Files.

7. Design Case Study: A Drawing Pad.
Iterative Development.
Iteration 1: A Simple Scribbling Pad.
Iteration 2: The Control Panel.
Iteration 3: The Drawing Tools.
Iteration 4: More Tools.
Handling The Keyboard Input.
Drawing Filled Shapes.

8. Concurrent Programming.
Creation of Threads.
Controlling Threads.

Thread Safety and Liveness.
Cooperation Among Threads.
Liveness Failures.

Design Case Study: Tic-Tac-Toe Game.

9. Distributed Computing.
Socket-Based Communication.
Server and Client Sockets.
Servers and Clients Using Sockets.
Design Case Study.

Remote Method Invocation.
The Architecture.
Using RMI.
Design Case Study.

Distributed Computing with Non-Java Applications.
Java Database Connectivity.
Common Object Request Broker Architecture.

Glossary. 020135084XT04062001

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General Supplements

  • Online Source Code
    See "CS Supplement List" on PIRL for more information.

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