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Dorian P. Yeager - Object-Oriented Programming Languages and Event-Driven Programming

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Dorian P. Yeager Object-Oriented Programming Languages and Event-Driven Programming
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Object-Oriented Programming Languages And Event-Driven Programming - photo 1

Object-Oriented
Programming Languages
And
Event-Driven Programming


LICENSE, DISCLAIMER OF LIABILITY, AND LIMITED WARRANTY

By purchasing or using this book (the Work), you agree that this license grants permission to use the contents contained herein, but does not give you the right of ownership to any of the textual content in the book or ownership to any of the information or products contained in it. This license does not permit uploading of the Work onto the Internet or on a network (of any kind) without the written consent of the Publisher. Duplication or dissemination of any text, code, simulations, images, etc. contained herein is limited to and subject to licensing terms for the respective products, and permission must be obtained from the Publisher or the owner of the content, etc., in order to reproduce or network any portion of the textual material (in any media) that is contained in the Work.

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Object-Oriented
Programming Languages
And
Event-Driven Programming

Dorian P. Yeager

Copyright 2014 by Mercury Learning and Information LLC All rights reserved - photo 2

Copyright 2014 by Mercury Learning and Information LLC. All rights reserved.


This publication, portions of it, or any accompanying software may not be reproduced in any way, stored in a retrieval system of any type, or transmitted by any means, media, electronic display or mechanical display, including, but not limited to, photocopy, recording, Internet postings, or scanning, without prior permission in writing from the publisher.

Publisher: David Pallai
Mercury Learning and Information
22841 Quicksilver Drive
Dulles, VA 20166
info@merclearning.com
www.merclearning.com
1-800-758-3756

This book is printed on acid-free paper.

Dorian P. Yeager, Object-Oriented Programming Languages and Event-Driven Programming.
ISBN: 978-1-936420-37-7

The publisher recognizes and respects all marks used by companies, manufacturers, and developers as a means to distinguish their products. All brand names and product names mentioned in this book are trademarks or service marks of their respective companies. Any omission or misuse (of any kind) of service marks or trademarks, etc. is not an attempt to infringe on the property of others.

Library of Congress Control Number: 2012952666

131415321 Printed in the United States of America
This book is printed on acid-free paper.

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CONTENTS

1.1 What Is Object-Oriented Programming?

1.1.1 Data Abstraction and Information Hiding

1.1.2 Inheritance

1.1.3 Polymorphism

1.1.4 Related ConceptsOverloading and Generic Programming

1.2 Alternative Language Paradigms

1.2.1 IntroductionSome Basic Terminology

1.2.2 The Imperative Programming Paradigm

1.2.3 Procedural Programming Languages

1.2.4 Functional Programming Languages

1.2.5 Modular Programming Languages

1.2.6 Declarative Programming Languages

1.3 Relevant Programming Language Concepts

1.3.1 Abstraction

1.3.2 Syntax and Semantics

1.3.3 Target Machines

1.3.4 The Semantic Mapping, Parsing, and Syntactic Discontinuities

1.3.5 Binding Times and Translation Strategies

1.3.6 Storage Classes and Storage Management

1.3.7 Dealing with Garbage

1.3.8 Scope, Visibility, Accessibility, and Lifetime

1.3.9 Types, Type Checking, and Type Transfers

1.3.10 Uninitialized Variables and Existence Checking

1.3.11 Pointer Semantics versus Value Semantics

1.3.12 Parameter Passing Mechanisms

1.3.13 Aliasing

1.3.14 I/O and the External Environment

1.3.15 Exception Handling

1.3.16 Threading

1.4 Simula 67 and its Historical Significance

1.4.1 Generalizing the Procedure Call

1.4.2 Inheritance in Simula

1.4.3 Coroutines

1.5 Setting the Stage: Object-Oriented Terminology

1.6 Summary

2.1 Basic Definitions

2.2 The Hardware Model: Interrupts and Interrupt Handlers

2.3 Operating System Support

2.4 Callback Functions

2.5 Object-Oriented Models for EDP

2.6 An Example of an Event and its Lifetime

2.7 Programming in an Object-Oriented Windowing Environment

2.7.1 Bitmapped Graphics Displays

2.7.2 Partitioning the Display

2.7.3 Mice, Cursors, and the Focus

2.8 Two-Stage View Creation

2.9 A Warning about Code Generators

2.10 Generic Graphics Overview

2.11 Primitive Events and their Handlers

2.11.1 Mouse Events

2.11.2 Keyboard Events

2.11.3 Timer Events

2.12 Higher-Level Events

2.12.1 The Load Event

2.12.2 The Paint Event

2.12.3 Focus Gained and Focus Lost

2.12.4 The Destroy Event

2.12.5 Programmer-Defined Events

2.13 GUI Component Examples

2.13.1 Push Buttons and Menu Choices

2.13.2 Edit Boxes

2.13.3 List Boxes

2.13.4 Scroll Bars

2.14 GUIs and Threading

2.15 Summary

3.1 A Brief History of Smalltalk

3.2 Everything is an ObjectBasic Smalltalk Syntax and Semantics

3.2.1 Messages

3.2.2 Symbols

3.3 Names and Types

3.3.1 Dynamic Bindings and the Referencing Environment

3.3.2 Types

3.3.3 Type BlockContext

3.3.4 Basic Operators

3.3.5 The nil Object

3.3.6 Storage Management

3.4 Control Flow in a Smalltalk Program

3.5 The Squeak Dialect and Environment

3.5.1 Navigating Squeak

3.5.2 The Squeak Browser Window

3.6 Information Hiding in Smalltalk

3.7 Polymorphism in Smalltalk

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