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Chapter 1: Introduction to Concurrent Programming and Components
Exhibit 1: Program1.1: A Program To Calculate Fibonacci Numbers
Exhibit 2: Synchronous Activity to Make a Pie
Exhibit 3: One Possible Example of Asynchronous Activities in Making a Pie
Exhibit 4: Competitive and Cooperative Synchronization
Chapter 2: Threads and Program Contexts
Exhibit 1: Program2.1: Procedural Program
Exhibit 2: Program2.2: Concurrent Program Created Using the Runnable Interface
Exhibit 3: Program2.3: Concurrent Program Created by Extending the Thread Class
Exhibit 4: Program2.4: Procedural Program with Two Method Calls
Exhibit 5: Output from Exhibit 4 (Program2.4)
Exhibit 6: Program2.5: Concurrent Program with Two Threads and a Main Thread
Exhibit 7: Two Possible Outputs from Exhibit 6 (Program2.5)
Exhibit 8: Graphic Representation of Two Processes in the SVM
Exhibit 9: Procedural Program for Exhibit 10
Exhibit 10: Steps in Executing a Procedural Program
Exhibit 11: SVM Thread States
Exhibit 12: Relationship between Ready and Running States in SVM
Exhibit 13: Concurrent Program for Exhibit 14
Exhibit 14: Steps in Executing a Concurrent Program
Exhibit 15: State Model with Sleep and Blocked States
Exhibit 16: SVM with Sleep and Blocked Queues
Exhibit 17: Program2.6: Program with a Race Condition
Exhibit 18: Possible Output from Program2.6 (Exhibit 17)
Exhibit 19: Program2.7a: Binary Semaphore
Exhibit 20: Program2.7b: Program that Safely Swaps Values
Exhibit 21: Program2.8: Safe Swap Program Using the Synchronized Modifier
Exhibit 22: SVM with Wait Queue on an Object
Exhibit 23: Program2.9: Two Cooperating Threads Not Taking Turns
Exhibit 24: Program2.10: Two Cooperating Threads Taking Turns but Resulting in Deadlock
Exhibit 25: Program2.11: Incorrect Usage of a Component to Compensate for an Error in Implementing the TurnPrinter Component
Exhibit 26: Program2.12: Correct TurnPrinter Component
Exhibit 27: Program2.13: Circular Deadlock Example
Exhibit 28: SolveRaceConditon_2.java
Exhibit 29: Problem2_31
Exhibit 30: Problem2_32
Chapter 3: Designing and Implementing Concurrent Programs with State Diagrams
Exhibit 1: Program3.1a: Producer Class
Exhibit 2: Program3.1b: Consumer Class
Exhibit 3: State Diagram for Producer/Consumer Problem
Exhibit 4: Program3.1c: Implementation of the BoundedBuffer Object
Exhibit 5: Program3.1d: Implementation of the Producer Consumer Control Object
Exhibit 6: State Diagram for Gas Pump Problem
Exhibit 7: Program3.2a: Car Class
Exhibit 8: Program3.2b: Pump Class
Exhibit 9: Program3.2c: Gas Station Class
Exhibit 10: Pseudo-Code for the Elevator and the Passenger
Exhibit 11: Problem 6: State Diagram for the Floor Object
Exhibit 12: Problem 7: State Diagram for the Floor Object
Exhibit 13: New Pseudo-Code for the Elevator and the Passenger
Exhibit 14: Problem 8: State Diagram for the Floor Object
Exhibit 15: Problem 9: State Diagram for the Floor Object
Exhibit 16: Problem 19: Santa Claus at the North Pole
Chapter 4: Identifiers, Variables, Objects, and Collection Classes
Exhibit 1: Program4.1: Simple C Program That Treats a Variable and Identifier Data Types As If They Are the Same
Exhibit 2: Program4.2: Operation on an Incorrect Data Type in C
Exhibit 3: Program4.3: Compiler Error in Referencing an Object of Data Type Object with a Variable Data Type of Person
Exhibit 4: Program4.4: Runtime Error Casting a Variable to a Non-Matching Data Type
Exhibit 5: Program4.5: Catching a ClassCastException
Exhibit 6: Program4.6: Using the Instanceof Operator to Check the Runtime Data Type before Casting
Exhibit 7: Program4.7: Implicit and Explicit Casting in Java
Exhibit 8: Program4.8: Casting Error Example
Exhibit 9: Memory Leak with a Linked List
Exhibit 10: Dangling Reference with a Linked List
Exhibit 11: Proper Memory Collection with a Doubly Linked List
Exhibit 12: Vector Object for Exhibit 13 (Program4.9) as Stored in Memory
Exhibit 13: Program4.9: Program to Create a Vector Object
Exhibit 14: Program4.10: Program to Write XML Definition of Exhibit 15
Exhibit 15: XML Output for Vector in Exhibit 13 (Program4.9)
Exhibit 16: Program4.11: Allocating an Array of Primitives
Exhibit 17: Program4.12: Allocating an array of objects
Exhibit 18: Program4.13: Array of Objects
Exhibit 19: Program4.14: Example of Using a Vector Class
Exhibit 20: Four Swap Methods
Exhibit 21: Program with Numbered Lines
Exhibit 22: Garbage Collection Program
Exhibit 23: Equals Method in Class Person
Exhibit 24: Program for Problem 26
Exhibit 25: Program with Numbered Lines
Chapter 5: Programming to an Interface
Exhibit 1: Program5.1a: Class Template for Generic Stack
Exhibit 2: Program5.1b: Main Program Creating Two Stack Template Classes
Exhibit 3: Program5.2: PersonTable Object That Stores Only Person Records
Exhibit 4: Program5.3a: Printable Interface
Exhibit 5: Program5.3b: PrintTable Class
Exhibit 6: Program5.3c: Table That Stores Person Objects
Exhibit 7: Program5.3d: Table That Stores Car Objects
Exhibit 8: Program5.3e: Implementing a PrintTable that Stores Both Person and Car Objects
Exhibit 9: Program5.4a: PrintableSortable Definition
Exhibit 10: Program5.4b: The PrintTable Class
Exhibit 11: Program5.4c: Program to Store Person Objects
Exhibit 12: Tree Map #1
Exhibit 13: Tree Map #2
Exhibit 14: Program5.5: Expression Tree
Exhibit 15: Interface Example
Exhibit 16: Implementing a Bubble Sort for an Integer Array
Chapter 6: Exceptions in Java
Exhibit 1: Program6.1: Modification to the Person Class to Handle ClassCastException
Exhibit 2: Program6.2: Modification of SortedPrintTable to Stop Invalid Person Objects from Being Stored in a Person Table
Exhibit 3: Program6.3: An Example of Error Handling in a Simple C Program
Exhibit 4: Program6.4a: Try-Catch Block with No Exception Thrown
Exhibit 5: Program6.4b: Catch Block Handling the ArithmeticException
Exhibit 6: Program6.4c: Unhandled ArithmeticException
Exhibit 7: Program6.4d: Multiple Catch Statements
Exhibit 8: Program6.4e: Actions That Can Be Taken on Exceptions
Exhibit 9: Program6.5: Exception Propagation
Exhibit 10: Program6.6: Finally Block
Exhibit 11: Program6.7: Java Program Equivalent to C Exhibit 3 (Program6.3)
Exhibit 12: Java Exception Hierarchy
Exhibit 13: Program6.8: Catching a Checked Exception
Exhibit 14: Program6.9: Throwing a Checked Exception
Exhibit 15: Program6.10: Explicit ArithmeticException That Does Not Have to Be Handled
Exhibit 16: Program6.11a: Creating a User-Defined Exception
Exhibit 17: Program6.11b: Using the NumberOutOfBoundsException
Exhibit 18: Program to Problem 6.9
Chapter 7: Implementing an Animator Component Using the Java Event Model
Exhibit 1: Program7.1a: Path Class
Exhibit 2: Program7.1b: Straight Line Path Class
Exhibit 3: Program7.1c: Simple Animator and Ball Classes
Exhibit 4: Program7.2: Simple Animator with a Speed Control
Exhibit 5: Program7.4: Generic Animator with Control Panel
Exhibit 6: Program7.3a: The Drawable Interface
Exhibit 7: Program7.3b: The Generic Animator
Exhibit 8: Deadlock in an Animator
Exhibit 9: Program7.3c: Program That Uses the Generic Animator
Exhibit 10: Design of the Generic Animator
Exhibit 11: Java Event Model
Exhibit 12: Program7.5a: DrawListener Class
Exhibit 13: Program7.5b: DrawEvent Class
Exhibit 14: Program7.5c: Animator Class
Exhibit 15: Program7.5d: MoveObjects Program with the Corrected Animator Component
Exhibit 16: Program7.6a: DrawEventMulticaster
Exhibit 17: Program7.6b: Animator Using the DrawEventMulticaster
Exhibit 18: Program for Problem 20
Chapter 8: Cooperative Synchronization
Exhibit 1: Program8.1: Thread Animation with No Coordination
Exhibit 2: Program8.2: Thread Animation with the Run Method Synchronized
Exhibit 3: Program8.3: Breaking Synchronization with a Call to Wait(waitTime)
Exhibit 4: Program8.4: Concurrent Animation with a Race Condition
Exhibit 5: Program8.5: Correct Concurrent Animation
Exhibit 6: Program8.6: Implementation of the Notification Object
Exhibit 7: Program8.7a: Pump Class
Exhibit 8: Program8.7b: Car Class
Exhibit 9: Program8.7c: Gas Station Class
Chapter 9: Combining Concurrent Techniques
Exhibit 1: Binary Semaphore State Diagram
Exhibit 2: Program9.1: FIFOBS implementation
Exhibit 3: Program9.2: Alternative FIFOBS Implementation with Preand Post-Conditions
Exhibit 4: Readers/Writers State Diagram
Exhibit 5: Program9.3a: Readers/Writers Buffer Implementation
Exhibit 6: Program9.3b: Using the Readers/Writers Buffer
Exhibit 7: Pump Notifies Pump Manager It Is Free
Exhibit 8: Pump Manager Gives Pump to a Waiting Car
Exhibit 9: Car Uses Pump and Pump Notifies the Pump Manager When It Is Free Again
Exhibit 10: Program9.4a: PumpListener Class
Exhibit 11: Program9.4b: PumpEvent Class
Exhibit 12: Program9.4c: Pump Class
Exhibit 13: Program9.4d: Car Class
Exhibit 14: Program9.4e: PumpManager Class
Exhibit 15: Program9.4f: GasStation Class
Exhibit 16: Program9.5a: DrawListener Interface
Exhibit 17: Program9.5b: DrawEvent Class
Exhibit 18: Program9.5c: ControllerAlreadyStartedException
Exhibit 19: Program9.5d: Controller Interface
Exhibit 20: Program9.5e: ControllerImp Class
Exhibit 21: Program9.5f: ControlPanel Class
Exhibit 22: Program9.5g: Animator Class
Exhibit 23: Program9.5h: Concurrent Ball Program To Run the New Animator
Exhibit 24: Psuedo-Code Design of the Three Active Objects
Exhibit 25: ControllerImpl Stat Diagram
Chapter 10: Organizing the Problem for Reuse: Reuse of Utility Classes
Exhibit 1: Program10.1: Reuse by Copy
Exhibit 2: Program10.2: Method Reuse
Exhibit 3: Program10.3: Ball and Square Classes, Each Implementing Its Own Move Method
Exhibit 4: Program10.4a: MoveController Utility Object Showing Reuse by Classification
Exhibit 5: Program10.4b: Program That Uses a MoveController Object
Exhibit 6: Program10.5a: MoveController Utility Object Showing Reuse by Composition
Exhibit 7: Program10.5b: Program That Uses a MoveController Object
Exhibit 8: Program10.6a: New Classification Implementation Using Encapsulation
Exhibit 9: Program10.6b: Concurrent Ball Program Using MoveController from Problem10.5a
Exhibit 10: Program10.7: Improper Use of Stack Object
Chapter 11: Object-Oriented Design
Exhibit 1: Program11.1a: Composition Example for a Car Class
Exhibit 2: Program11.1b: Classification Example for a Car Class
Exhibit 3: Program11.2: Employee Class
Exhibit 4: Program11.3: Club
Exhibit 5: Program11.4: Club
Exhibit 6: Program11.5: Composition Solution to Modeling Employees
Exhibit 7: Program11.6: Amphibious Vehicle Designed Using Multiple Inheritance
Exhibit 8: Program11.7: Amphibious Vehicle Designed Using Composition and Explicit State
Exhibit 9: Program11.8: Operator
Exhibit 10: Program11.9: Add and Subtract Operator Classes Using Composition
Exhibit 11: Program11.10a: Add and Subtract Operator Classes Using Classification
Exhibit 12: Program11.10b: Implementing an Operator Node Using Classification
Exhibit 13: Problem 5a: Java
Exhibit 14: Problem5b: Java
Chapter 12: Program Management in Java
Exhibit 1: Standards
Exhibit 2: Naming Identifiers
Exhibit 3: Program12.1
Exhibit 4: Program12.2
Exhibit 5: useAnimator.bat
Chapter 13: Distributed Programming using RMI
Exhibit 1: Components That Make Up RMI
Exhibit 2: Registering the Server Object
Exhibit 3: Retrieving the Handle for the Server Object
Exhibit 4: Client and Server Communicating
Exhibit 5: Program13.1a: HelloWorld Interface
Exhibit 6: Program13.1b: HelloWorld Server Class
Exhibit 7: Program13.1c: HelloWorld Client Class
Exhibit 8: Program13.2a: Server Interface
Exhibit 9: Program13.2b: ServerImp Class
Exhibit 10: Program13.2c: Client Class
Exhibit 11: Program13.2d: PrintMessage Interface
Exhibit 12: Program13.2e: PrintMessageImp Class
Exhibit 13: Program13.3a: PrintMessage Interface for Migrating Object
Exhibit 14: Program13.3b: PrintMessageImp Class for Non-Migrating Object
Exhibit 15: Program13.4a: The ChatListener
Exhibit 16: Program13.4b: The ChatServer Interface
Exhibit 17: Program13.4c: The ChatEvent
Exhibit 18: Program13.4d: The ChatServer
Exhibit 19: Program13.4e: The ChatClient Program
< Day Day Up >
Previous page
Table of content
The .NET Developers Guide to Directory Services Programming
ISBN: 849314992
EAN: 2147483647
Year: 2003
Pages: 162
Authors:
Joe Kaplan
,
Ryan Dunn
BUY ON AMAZON
Beginners Guide to DarkBASIC Game Programming (Premier Press Game Development)
Welcome to DarkBASIC
Making Programs Think Branching Statements and Subroutines
More Power to the Numbers Data Sequences and Arrays
Playing Some Tunes CD Audio, MIDI and MP3 Music
Appendix A Answers to the Chapter Quizzes
Kanban Made Simple: Demystifying and Applying Toyotas Legendary Manufacturing Process
Size the Kanban
Appendix A MRP vs. Kanban
Appendix G Intra-Cell Kanban
Appendix H Case Study 1: Motor Plant Casting Kanban
Appendix J Abbreviations and Acronyms
C++ GUI Programming with Qt 3
Subclassing QTable
Container Classes
Vectors
Using Qt Assistant for Powerful Online Help
A Note on Licensing
Managing Enterprise Systems with the Windows Script Host
Introduction
Shell Operations
File Operations
System Administration
Internet Information Server
Microsoft VBScript Professional Projects
Conditional Logic and Iterative Structures
Using Configuration Files to Control Script Execution
Developing Script Log Analyzers
Developing a Setup Script
Reporting Application Summary Data via the Web
After Effects and Photoshop: Animation and Production Effects for DV and Film, Second Edition
Cause and Effect
Exaggeration Equals Characterization
Atmosphere, Film, and Noise Effects
Custom Scene Transitions
Appendix Adobe Photoshop and After Effects Resources
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