List of Figures


Chapter 1: Computer Systems

Figure 1.1: Basic hardware structure of a computer system.
Figure 1.2: Basic structure of a local area network.
Figure 1.3: A LAN connected to the Internet.
Figure 1.4: General structure of a program.
Figure 1.5: Compiling a Java source program.
Figure 1.6: Executing a Java program.
Figure 1.7: Conversion from pseudo-code to Java.
Figure 1.8: An executing program.

Chapter 2: Program Development

Figure 2.1: Transformation applied to the input data.
Figure 2.2: The waterfall model of development process.

Chapter 3: Objects and Classes

Figure 3.1: Traditional simplified problem-solving process.
Figure 3.2: Object-oriented approach for problem solving.
Figure 3.3: Two objects of class Ball.
Figure 3.4: An object of class Person.
Figure 3.5: Collaboration diagram with three objects.
Figure 3.6: Collections of real-world objects.
Figure 3.7: Class Person.
Figure 3.8: Class Ball.
Figure 3.9: An encapsulation unit.

Chapter 4: Object-Oriented Programs

Figure 4.1: Collections of real-world objects.
Figure 4.2: General structure of program.
Figure 4.3: General structure of a class named Class_A.
Figure 4.4: General structure of a function.
Figure 4.5: jGRASP with class Mball on the main window.
Figure 4.6: Console input data.
Figure 4.7: Console output data.

Chapter 5: Objects and Methods

Figure 5.1: General structure of a class named Class_A.
Figure 5.2: General structure of a function.
Figure 5.3: Collaboration diagram with three objects.
Figure 5.4: Calling a function.
Figure 5.5: Transferring arguments in a function call.

Chapter 6: Data and Algorithms

Figure 6.1: Basic symbols used in flowcharts.
Figure 6.2: The input/output symbol in a flowchart.
Figure 6.3: Flowchart of a sequence of three blocks of instructions.
Figure 6.4: Flowchart segment that shows alternate flow of execution for the instructions in Block1 and Block2.
Figure 6.5: Flowchart segment with a selection structure.
Figure 6.6: Flowchart segment with multiple paths.
Figure 6.7: A flowchart segment that shows a structure for repeating the instructions in Block1.
Figure 6.8: Flowchart segment that shows another structure for repeating the instructions in Block1.
Figure 6.9: Flowchart that shows the transformations for the simple salary problem.
Figure 6.10: Results on the console for salary program.

Chapter 7: Selection

Figure 7.1: Flowchart segment general selection structure.
Figure 7.2: Example of selection structure.
Figure 7.3: Application of the selection structure.
Figure 7.4: Execution of class Comp_salary_m for the salary problem.
Figure 7.5: High-level flowchart for the quadratic equation.
Figure 7.6: Execution of class Quadra for the quadratic equation.

Chapter 8: Repetition

Figure 8.1: A flowchart segment with the while-loop construct.
Figure 8.2: Salary problem with repetition.
Figure 8.3: Flowchart segment for the loop-until construct.
Figure 8.4: Execution of program with class Sum.
Figure 8.5: Execution of program with class Max.

Chapter 9: Arrays

Figure 9.1: An array named temp with 10 elements.

Chapter 10: Strings

Figure 10.1: Structure of string variable message.

Chapter 11: Basic Object-Oriented Modeling

Figure 11.1: A use-case diagram for the movie rental application.
Figure 11.2: Class Person.
Figure 11.3: An object of class Person.
Figure 11.4: A binary association between classes Person and Ball.
Figure 11.5: An aggregation relationship with four classes.
Figure 11.6: An inheritance relationship.
Figure 11.7: Collaboration diagram with three objects.
Figure 11.8: A sequence diagram with three objects.
Figure 11.9: A state diagram for objects of class Ball.

Chapter 12: Inheritance

Figure 12.1: An inheritance relationship.
Figure 12.2: An inheritance diagram for the Employee problem.
Figure 12.3: Output of execution of problem with class Memployeec.

Chapter 13: Abstract Classes, Interfaces, and Polymorphism

Figure 13.1: A generic base class.
Figure 13.2: A heterogeneous array of objects.

Chapter 14: Basic Graphical User Interfaces

Figure 14.1: General structure of a GUI.
Figure 14.2: A sample empty frame.
Figure 14.3: Arrangement of the border layout manager.
Figure 14.4: A frame with three components.
Figure 14.5: Generation and handling of an action event.
Figure 14.6: The UML collaboration diagram for a button and listener objects.
Figure 14.7: A frame with two labels and a button.
Figure 14.8: A GUI for the salary problem.
Figure 14.9: An applet showing the KJP logo.
Figure 14.10: A frame with two panels.
Figure 14.11: Position of a point in the drawing area.
Figure 14.12: A frame with drawing area and button.

Chapter 15: Exceptions and I/O

Figure 15.1: Execution of program with exception.
Figure 15.2: Input and output streams.

Chapter 16: Recursion

Figure 16.1: A stack of plates.

Chapter 17: Threads

Figure 17.1: A process with three threads.

Appendix A

Figure A.1: Windows Explorer.
Figure A.2: The DOS editor.
Figure A.3: The DOS window with commands.
Figure A.4: The jGRASP main window.
Figure A.5: User Compiler Environment.
Figure A.6: The jGRASP Global Settings window.
Figure A.7: The jGRASP Open File window.
Figure A.8: The jGRASP edit window.
Figure A.9: The jGRASP Messages menu.
Figure A.10: The jGRASP Save Run I/O dialog box.




Object-Oriented Programming(c) From Problem Solving to Java
Object-Oriented Programming (From Problem Solving to JAVA) (Charles River Media Programming)
ISBN: 1584502878
EAN: 2147483647
Year: 2005
Pages: 184

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