Serves as both a tutorial and reference for the BETA programming language. This book provides an introduction to the basics of object-oriented programming. It presents students with an easy learning curve - starting with simple BETA programmes and moving on to more advanced applications.
Table of Contents:
Introduction - benefits of object-orientation, object-oriented programming and BETA; introduction to basic concepts - perspectives on programming, object-oriented programming; objects and patterns - overview, reference attributes, pattern attributes; repetitions - reallocation, assignment and slice, the text pattern; imperatives - introduction to evaluations, for-imperative, if-imperative, labels and jump imperatives, a large example, assignment and equality, computed references and computed remote name, detailed description of evaluations, block structure and scope rules, object kinds and construction modes; sub-patterns - specialization by simple inheritance, specialization of actions, enter/exit-parts for sub-patterns, the object patterns, summary, qualifications and scope rules; virtual procedure patterns, continued extension of a virtual patterns, more examples of using virtual patterns, benefits of virtual patterns, summary; block structure - simple block structure, class grammar, flight reservation example; virtual class patterns - directly qualified virtual class patterns, general parameterized class patterns; part objects and reference attributes - part objects, reference attributes; pattern variables - declaration of pattern variables, example; procedural programming - functional classes, higher order procedure patterns, virtual classes and genericity; deterministic alternation - execution stacks, generators, components and recursive procedure patterns, abstract super-patterns; concurrency - concurrent execution of components, monitors, direct communication between components, compound systems, readers and writers problem; non-determinstic alternation - alternating execution of components, a distributed calendar, bounded buffer, a simple game; exception handling - simple exceptions, recovery, partial recovery, handlers for procedure patterns, system exceptions, language-defined exceptions, advanced design of exception patterns; modularization - fragments, separation of interface and implementation, alternative implementations, programme variants, using several libraries, visibility and binding rules (part contents).