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Squeak Mark J. Guzdial

Squeak By Mark J. Guzdial

Squeak by Mark J. Guzdial


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Summary

Teaches object-oriented programming using Squeak - a language that is effective for teaching object-oriented programming. Using a focus on the basics and case studies, this text covers the process of object-oriented development - from object-oriented analysis and design, through user interface design and application evaluation.

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Squeak Summary

Squeak: Object-Oriented Design with Multimedia Applications by Mark J. Guzdial

For Sophomore/Senior-level courses in Object-Oriented Programming or Comparative Programming Languages where a book on object-oriented language is required.

This innovative text teaches object-oriented programming using Squeak-a powerful, freely available language that is highly effective for teaching object-oriented programming. Using a focus on the basics and compelling case studies, the text covers the whole process of object-oriented development-from object-oriented analysis and design, through user interface design and application evaluation.

Squeak Reviews

In Squeak, you have your hands in one of the most late bound, yet practical, programming systems ever created. It is also an artifact which is wide, broad, and deep enough to permit real scientific study, creation of new theories, mathematics, engineering constructions, and even its own successor! Please use this book to learn how to do all of the above.-Alan Kay, V-P Research, Disney Imagineering

The text presents OO concepts in the context of Smalltalk (Squeak), which is by far the best environment and language in which to learn the concepts. The author is clearly enthusiastic about the subject matter...authoritative in explaining the basics of Smalltalk.-Keith R. Pierce, St. Paul Companies

About Mark J. Guzdial

MARK GUZDIAL is an Associate Professor with the College of computing at the Georgia Institute of Technology. His research focuses on learning sciences and technology, specifically, collaborative Dynabooks, which are tools that support learning through collaborative multimedia construction. He has been teaching object-oriented analysis, design, and programming in Smalltalk for over five years. He received the Ph.D. degree in Education and Computer Science from the University of Michigan. Georgia Tech praised his teaching with an award for Outstanding Use of Educational Technology (1997). He has received a prestigious National Science Foundation CAREER Award. He is on the editorial boards of IEEE Multimedia, Journal of the Learning Sciences, Journal of Interactive Learning Research and Interactive Learning Environments Journal.

Table of Contents



Introduction.

I. FOUNDATIONS OF OBJECT-ORIENTED PROGRAMMING AND SQUEAK.

1. Objects, Smalltalk, Dynabooks, and Squeak: Where the Objects Come From.

Object-Oriented Programming. Birth of Objects. A Personal Computer for Children of All Ages. Back to the Future. Common Ancestry of Other Object-Oriented Languages.

2. A Tour of Squeak.

Basic Rules of Smalltalk. Doing Normal Things in Squeak. Doing Object Things in Squeak. Using Squeak. Tools and Strategies: Finding More in Squeak. How Do You Make an Application in Squeak?

3. Your First Program: Joe the Box.

Adele Goldberg's Joe the Box. Tools and Strategies: Filling in New Code. Playing with Boxes. Creating the Box Class and Box Instances. Basics of Drawing. Extending Box to Create NamedBox. Tools and Strategies: How to Go from Sample Code to Reuse. Improving Boxes: Efficiency, Animation, and Design.

4. Designing Object Systems.

The Object-Oriented Design Process. Your First Design: A Clock. Specializing Clock as an AlarmClock. Reusing the Clock and AlarmClock. Implementing Models. Rules of Thumb for Good Object-Oriented Designs. Tools and Strategies: Programming in Groups.

5. Building User Interfaces in Squeak.

Issues in Building a Use Interface. Developing Model-View-Controller. Building Pluggable User Interfaces in Squeak. Building Morphic User Interfaces. Tools and Strategies: Using Morphs That You Haven't Met Yet.

6. Designing User Interfaces in Squeak.

Know Thy Users for They Are Not You. Understanding the User. Matching Users to Interface: Avoiding User Error. A User-Interface Design Process. Critiquing Our Clock Interface. Evaluation of User Interfaces.

7. Multimedia Nuts-and-Bolts.

Text. Graphics and Animation. Sound. New Media in Squeak. Making the Dynabook in Squeak.

II. CASE STUDIES.

8. Case Study: Audio Notes.

Motivation for Audio Notes. Using Audio Notes. Details on Use. Object-Oriented Design and Programming of Audio Notes. Evaluating the Design and Interface.

9. Case Study: Pluggable Web Server and Swiki.

Networking Support of Squeak. Swiki as a PWS Application.

10. Case Study: MAT (Multimedia Authoring Tool).

Motivation for and Use of MAT. Object Design and Programming in MAT. User Evaluation of MAT.

11. Case Study: Prototyping a Playwriting Workbench.

Motivation and Setting the Goal. Object Analysis of the Workbench. Implementation of the Play Workbench. Iterating on the PlayBench. Evaluating the PlayBench: Expert Evaluation and Observation.

Appendix: A Quick-Start Guide of Squeak Examples.

Constants. Control Structure Expressions Involving Blocks. Testing Objects. Basic Object Behavior. Boolean Operations. Magnitude and Number Operations. Character Operations. Collection Operations. String Operations.

Index.

Additional information

CIN0130280283G
9780130280282
0130280283
Squeak: Object-Oriented Design with Multimedia Applications by Mark J. Guzdial
Used - Good
Paperback
Pearson Education (US)
20010614
306
N/A
Book picture is for illustrative purposes only, actual binding, cover or edition may vary.
This is a used book - there is no escaping the fact it has been read by someone else and it will show signs of wear and previous use. Overall we expect it to be in good condition, but if you are not entirely satisfied please get in touch with us

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