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Object-Oriented Thought Process, The, 4th Edition

Object-Oriented Thought Process, The, 4th Edition

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  • Copyright 2013
  • Dimensions: 7" x 9"
  • Edition: 4th
  • eBook (Watermarked)
  • ISBN-10: 0-13-309066-3
  • ISBN-13: 978-0-13-309066-6

The Object-Oriented Thought Process, Fourth Edition

An introduction to object-oriented concepts for developers looking to master modern application practices

Object-oriented programming (OOP) is the foundation of modern programming languages, including C++, Java, C#, Visual Basic .NET, Ruby, and Objective-C. Objects also form the basis for many web technologies such as JavaScript, Python, and PHP.

It is of vital importance to learn the fundamental concepts of object orientation before starting to use object-oriented development environments. OOP promotes good design practices, code portability, and reuse–but it requires a shift in thinking to be fully understood. Programmers new to OOP should resist the temptation to jump directly into a particular programming language (such as Objective-C, VB .NET, C++, C# .NET, or Java) or a modeling language (such as UML), and instead first take the time to learn what author Matt Weisfeld calls “the object-oriented thought process.”

Written by a developer for developers who want to make the leap to object-oriented technologies, The Object-Oriented Thought Process provides a solutions-oriented approach to object-oriented programming. Readers will learn to understand the proper uses of inheritance and composition, the difference between aggregation and association, and the important distinction between interfaces and implementations.

While programming technologies have been changing and evolving over the years, object-oriented concepts remain a constant–no matter what the platform. This revised edition focuses on interoperability across programming technologies, whether you are using objects in traditional application design, in XML-based data transactions, in web page development, in mobile apps, or in any modern programming environment.

“Programmers who aim to create high quality software–as all programmers should–must learn the varied subtleties of the familiar yet not so familiar beasts called objects and classes. Doing so entails careful study of books such as Matt Weisfeld’s The Object-Oriented Thought Process.”

–Bill McCarty, author of Java Distributed Objects, and Object-Oriented Design in Java

Contents at a Glance

1 Introduction to Object-Oriented Concepts
2 How to Think in Terms of Objects
3 Advanced Object-Oriented Concepts
4 The Anatomy of a Class
5 Class Design Guidelines
6 Designing with Objects
7 Mastering Inheritance and Composition
8 Frameworks and Reuse: Designing with Interfaces and Abstract Classes
9 Building Objects and Object-Oriented Design
10 Creating Object Models
11 Objects and Portable Data: XML and JSON
12 Persistent Objects: Serialization, Marshaling, and Relational Databases
13 Objects in Web Services, Mobile Apps, and Hybrids
14 Objects and Client/Server Applications
15 Design Patterns

Sample Content

Table of Contents

1 Introduction to Object-Oriented Concepts

The Fundamental Concepts

Objects and Legacy Systems

Procedural Versus OO Programming

Moving from Procedural to Object-Oriented Development

Procedural Programming

OO Programming

What Exactly Is an Object?

Object Data

Object Behaviors

What Exactly Is a Class?

Creating Objects




Using Class Diagrams as a Visual Tool

Encapsulation and Data Hiding



A Real-World Example of the Interface/Implementation Paradigm

A Model of the Interface/Implementation Paradigm


Superclasses and Subclasses


Is-a Relationships




Has-a Relationships

2 How to Think in Terms of Objects

Knowing the Difference Between the Interface and the Implementation

The Interface

The Implementation

An Interface/Implementation Example

Using Abstract Thinking When Designing Interfaces

Providing the Absolute Minimal User Interface Possible

Determining the Users

Object Behavior

Environmental Constraints

Identifying the Public Interfaces

Identifying the Implementation

3 Advanced Object-Oriented Concepts


When Is a Constructor Called?

What’s Inside a Constructor?

The Default Constructor

Using Multiple Constructors

The Design of Constructors

Error Handling

Ignoring the Problem

Checking for Problems and Aborting the Application

Checking for Problems and Attempting to Recover

Throwing an Exception

The Importance of Scope

Local Attributes

Object Attributes

Class Attributes

Operator Overloading

Multiple Inheritance

Object Operations

4 The Anatomy of a Class

The Name of the Class





Public Interface Methods

Private Implementation Methods

5 Class Design Guidelines

Modeling Real-World Systems

Identifying the Public Interfaces

The Minimum Public Interface

Hiding the Implementation

Designing Robust Constructors (and Perhaps Destructors)

Designing Error Handling into a Class

Documenting a Class and Using Comments

Building Objects with the Intent to Cooperate

Designing with Reuse in Mind

Designing with Extensibility in Mind

Making Names Descriptive

Abstracting Out Nonportable Code

Providing a Way to Copy and Compare Objects

Keeping the Scope as Small as Possible

A Class Should Be Responsible for Itself

Designing with Maintainability in Mind

Using Iteration in the Development Process

Testing the Interface

Using Object Persistence

Serializing and Marshaling Objects

6 Designing with Objects

Design Guidelines

Performing the Proper Analysis

Developing a Statement of Work

Gathering the Requirements

Developing a Prototype of the User Interface

Identifying the Classes

Determining the Responsibilities of Each Class

Determining How the Classes Collaborate with Each Other

Creating a Class Model to Describe the System

Prototyping the User Interface

Object Wrappers

Structured Code

Wrapping Structured Code

Wrapping Nonportable Code
Wrapping Existing Classes

7 Mastering Inheritance and Composition

Reusing Objects


Generalization and Specialization

Design Decisions


Representing Composition with UML

Why Encapsulation Is Fundamental to OO

How Inheritance Weakens Encapsulation

A Detailed Example of Polymorphism

Object Responsibility

Abstract Classes, Virtual Methods, and Protocols

8 Frameworks and Reuse: Designing with Interfaces and Abstract Classes

Code: To Reuse or Not to Reuse?

What Is a Framework?

What Is a Contract?

Abstract Classes


Tying It All Together

The Compiler Proof

Making a Contract

System Plug-in Points

An E-Business Example

An E-Business Problem

The Non-Reuse Approach

An E-Business Solution

The UML Object Model

9 Building Objects and Object-Oriented Design

Composition Relationships

Building in Phases

Types of Composition



Using Associations and Aggregations Together

Avoiding Dependencies


Multiple Object Associations

Optional Associations

Tying It All Together: An Example

10 Creating Object Models

What Is UML?

The Structure of a Class Diagram

Attributes and Methods



Access Designations







11 Objects and Portable Data: XML and JSON

Portable Data

The Extensible Markup Language (XML)


XML and Object-Oriented Languages

Sharing Data Between Two Companies

Validating the Document with the Document Type Definition (DTD)

Integrating the DTD into the XML Document

Using Cascading Style Sheets

JavaScript Object Notation (JSON)

12 Persistent Objects: Serialization, Marshaling, and Relational Databases

Persistent Objects Basics

Saving the Object to a Flat File

Serializing a File

Implementation and Interface Revisited

What About the Methods?

Using XML in the Serialization Process

Writing to a Relational Database

Accessing a Relational Database

13 Objects in Web Services, Mobile Apps, and Hybrids

Evolution of Distributed Computing

Object-Based Scripting Languages

A JavaScript Validation Example

Objects in a Web Page

JavaScript Objects

Web Page Controls

Sound Players

Movie Player


Distributed Objects and the Enterprise

The Common Object Request Broker Architecture (CORBA)

Web Services Definition

Web Services Code

Representational State Transfer (ReST)

14 Objects and Client/Server Applications

Client/Server Approaches

Proprietary Approach

Serialized Object Code

Client Code

Server Code

Running the Proprietary Client/Server Example

Nonproprietary Approach

Object Definition Code

Client Code

Server Code

Running the Nonproprietary Client/Server Example

15 Design Patterns

Why Design Patterns?

Smalltalk’s Model/View/Controller

Types of Design Patterns

Creational Patterns

Structural Patterns

Behavioral Patterns



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