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Table of Contents
PART A: THE ISSUES.
1. Software Quality.
2. Criteria of Object Orientation.
PART B: THE ROAD TO OBJECT ORIENTATION.
3. Modularity.
4. Approaches to Reusability.
5. Towards Object Technology.
6. Abstract Data Types.
PART C: OBJECT-ORIENTED TECHNIQUES.
7. The Static Structure: Classes.
8. The Run-Time Structure: Objects.
9. Memory Management.
10. Genericity
11. Design By Contract: Building Reusable Software.
12. When the Contract is Broken: Exception Handling.
13. Supporting Mechanisms.
14. Introduction to Inheritance.
15. Multiple Inheritance.
16. Inheritance Techniques.
17. Typing.
18. Global Objects and Constraints.
PART D: OBJECT-ORIENTED METHODOLOGY: APPLYING THE METHOD WELL.
19. On Methodology.
20. Design Pattern: Multi-panel Interactive Systems.
21. Inheritance Case Study: "undo" in an Interactive System.
22. How to Find the Classes.
23. Principles of Class Design.
24. Using Inheritance Well.
25. Useful Techniques.
26. A Sense of Style.
27. Object-Oriented Analysis.
28. The Software Construction Process.
29. Teaching the Method.
PART E: ADVANCED TOPICS.
30. Concurrency, Distribution, Client-Server and the Internet.
31. Object Persistence and Databases.
32. Some O-O Techniques for Graphical Interactive Applications.
PART F: APPLYING THE METHOD IN VARIOUS LANGUAGES AND ENVIRONMENTS.
33. O-O Programming and Ada.
34. Emulating Object Technology in non-O-O Environments.
35. Simula to Java and Beyond: Major O-O Languages and Environments.
PART G: DOING IT RIGHT.
36. An Object-Oriented Environment.
Epilogue.
PART H: APPENDICES.
Appendix A: Extracts From the Base Libraries.
Appendix B: Genericity Versus Inheritance.
Appendix C: Principles, Rules, Precepts and Definitions.
Appendix D: A Glossary of Object Technology.
Appendix E: Bibliography Index.
Bibliography.