Book Image

Modern Programming: Object Oriented Programming and Best Practices

By : Graham Lee
Book Image

Modern Programming: Object Oriented Programming and Best Practices

By: Graham Lee

Overview of this book

Your experience and knowledge always influence the approach you take and the tools you use to write your programs. With a sound understanding of how to approach your goal and what software paradigms to use, you can create high-performing applications quickly and efficiently. In this two-part book, you’ll discover the untapped features of object-oriented programming and use it with other software tools to code fast and efficient applications. The first part of the book begins with a discussion on how OOP is used today and moves on to analyze the ideas and problems that OOP doesn’t address. It continues by deconstructing the complexity of OOP, showing you its fundamentally simple core. You’ll see that, by using the distinctive elements of OOP, you can learn to build your applications more easily. The next part of this book talks about acquiring the skills to become a better programmer. You’ll get an overview of how various tools, such as version control and build management, help make your life easier. This book also discusses the pros and cons of other programming paradigms, such as aspect-oriented programming and functional programming, and helps to select the correct approach for your projects. It ends by talking about the philosophy behind designing software and what it means to be a "good" developer. By the end of this two-part book, you will have learned that OOP is not always complex, and you will know how you can evolve into a better programmer by learning about ethics, teamwork, and documentation.
Table of Contents (18 chapters)
Free Chapter
1
Part One – OOP The Easy Way
5
Part Two – APPropriate Behavior

Drawing an Object

I see a red door and I want to paint it black. No colors any more I want them to turn black.

Rolling Stones, Paint it Black

If object-oriented programming is the activity of modelling a problem in software, then the kinds of diagrams (and verbal descriptions) that software teams use to convey the features and behavior of those objects are metamodeling – the modeling of models. The rules, for example, the constraints implied when using CRC cardshttps://dl.acm.org/citation.cfm?id=74879, are then metametamodels: the models that describe how the models of the models of the problems will work.

Unified Modeling Language

Plenty of such systems (I will avoid the word metametamodels from now on) have been used over time to describe object systems. The UML (Unified Modeling Language) is the result of combining three prior techniques: the three Elven Kings, Grady Booch, Ivar Jacobson, and James Rumbaugh bent their rings of power (respectively, the Booch Method, Object-Oriented...