Chapter 1 Introduction to Computers, the (Web file server) Internet and
Chapter 1 Introduction to Computers, the Internet and the Web 45 this section, we implement that model in Java. Using all the UML diagrams we created, we present the Java classes necessary to implement the model. We apply the concepts of object-oriented design with the UML and object-oriented programming and Java that you learned in the chapters. Appendix I Elevator View [Note: This appendix is on the CD that accompanies this book.] The final section implements how we display the model from Appendix H. We use the same approach to implement the view as we used to implement the model we create all the classes required to run the view, using the UML diagrams and key concepts discussed in the chapters. By the end of this section, you will have completed an industrial-strength design and implementation of a large-scale system. You should feel confident tackling larger systems, such as the 8000-line Enterprise Java case study we present in our companion book Advanced Java 2 Platform How to Program and the kinds of applications that professional software engineers build. Hopefully, you will move on to even deeper study of object-oriented design with the UML. 1.19 (Optional) A Tour of the Discovering Design Patterns Sections Our treatment of design patterns is spread over five optional sections of the book. We overview those sections here. Section 9.24 (Optional) Discovering Design Patterns: Introducing Creational, Structural and Behavioral Design Patterns This section provides tables that list the sections in which we discuss the various design patterns. We divide the discussion of each section into creational, structural and behavioral design patterns. Creational patterns provide ways to instantiate objects, structural patterns deal with organizing objects and behavioral patterns deal with interactions between objects. The remainder of the section introduces some of these design patterns, such as the Singleton, Proxy, Memento and State design patterns. Finally, we provide several URLs for further study on design patterns. Section 13.18 (Optional) Discovering Design Patterns: Design Patterns Used in Packages java.awt and javax.swing This section contains most of our design-patterns discussion. Using the material on Java Swing GUI components in Chapters 12 and 13, we investigate some examples of pattern use in packages java.awt and javax.swing. We discuss how these classes use the Factory Method, Adapter, Bridge, Composite, Chain-of-Responsibility, Command, Observer, Strategy and Template Method design patterns. We motivate each pattern and present examples of how to apply them. Section 15.13 (Optional) Discovering Design Patterns: Concurrent Design Patterns Developers have introduced several design patterns since those described by the gang of four. In this section, we discuss concurrency design patterns, including Single-Threaded Execution, Guarded Suspension, Balking, Read/Write Lock and Two-Phase Termination these solve various design problems in multithreaded systems. We investigate how class java.lang.Thread uses concurrency patterns. Copyright 1992 2002 by Deitel & Associates, Inc. All Rights Reserved. 7/8/01
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