Introduction to Programming Using Java
An Object-Oriented Approach
Résumé
Features:
- All code is revised and tested to be compatible with Java 2 (and Java 1.1)
- Contains optional supplements covering graphical user interfaces (GUIs) at the end of each chapter
- Includes a chapter with three robust applications that use the text?s class design procedure and allow students to tie the material together
Table of contents
- Chapter 1: Jumping Into Java
- Section 1.1: Computers and programs
Section 1.2: Programs and models
Section 1.3: Objects, Behavior and Classes
Section 1.4: Our First Object A Monitor
Section 1.5: Sending a Message to the System.out Object
Section 1.6: A Java program Java Interlude: Identifiers
Section 1.7: Mechanics
Section 1.8: Time
Summary
Study Aid: Terminology Review
Questions for Review
Further Exercises
GUI Supplement: Introduction - Chapter 2: Using Objects
- Section 2.1: Introduction
Section 2.2: Using PrintStream Objects
Section 2.3: Java Interlude: References, Methods and Messages
Section 2.4: The String Class
Section 2.5: Methods, arguments and return-values
Section 2.6: Reference Variables
Java Interlude: variables and assignment
Section 2.7: Using String Methods
Java Interlude
Summary
Study Aid: Terminology Review
Questions for Review
Further Exercises
GUI Supplement: Web Pages and HTML - Chapter 3: Using Classes
- Section 3.1: Introduction
Section 3.2: Creating Objects
Java Interlude
Section 3.3: Disk Files
Section 3.4: Writing Output to Files
Section 3.5: Input: an overview
Section 3.6: Input: The Keyboard
Section 3.7: Interactive Input/Output
Section 3.8: Input: Disk Files
Section 3.9: Network Computing: An Introduction
Summary
Study Aid: Terminology Review
Questions for Review
Further Exercises
GUI Supplement: Applets - Chapter 4: Defining Classes
- Section 4.1: Introduction
Section 4.2: Class Definitions
Section 4.3: Designing Classes
Section 4.4: Specifying an InteractiveIO Class
Section 4.5: Implementing the InteractiveIO Class
Section 4.6: Improve the implementation but don't touch the interface!
Java Interlude: variables, declarations and the return statement
Section 4.7: Specifying a None Class
Section 4.8: Implementing the None Class
Section 4.9: State and Behavior
Section 4.10: Outputting Objects: Revisiting the Name Class (1)
Section 4.11: Inputting Objects: Revisiting the Name Class (2) Section 4.12: Our First Program
Revisited
Summary
Study Aid: Terminology Review
Questions for Review
Further Exercises
GUI Supplement: Applets, Painting and Creating Controls - Chapter 5: The Class Design Process Method Implementation and Numerical Processing
- Section 5.1: Introduction
Section 5.2: Designing Classes: An Overview
Section 5.3: Numeric Processing: The int data type
Section 5.4: Collecting Tolls: An Example<<br> Java Interlude: primitive data types, int, expressions and operators
Another Java Interlude: int methods and int input
Section 5.5: Other Integer Types
Section 5.6: Modeling the Numbers of Measurement
Summary
Study Aid: Terminology Review
Questions for Review
Further Exercises
GUI Supplement: Drawing Text - Chapter 6: Controlling Behavior-Conditional Execution
- Section 6.1: Introduction
Section 6.2: Conditional execution- the if Statement
Section 6.3: Employee Payroll: An Example
Java Interlude: The if Statement
Section 6.4: Input Methods Revisited: Testing for End of Input
Section 6.5: Type boolean and boolean-valued expressions
Section 6.6: A Time class
Java Interlude: boolean, Compound Conditionals, Logical Operators
Summary
Study Aid: Terminology Review
Questions for Review
Further Exercises
GUI Supplement: Responding to Controls:Event-handling
GUI Supplement II: Bringing the Calculator to Life - Chapter 7: Verifying Object Behavior
- Section 7.1: Introduction
Section 7.2: Categories of Errors
Section 7.3: Test Drivers
Section 7.4 Automatic Testing
Section 7.5: What to Test and How to Test It
Section 7.6: Debugging Techniques
Summary
Study Aid: Terminology Review
Questions for Review
Further Exercises - Chapter 8: Working with Multiple Objects
- Section 8.1: Introduction
Section 8.2: Processing Multiple Objects
Section 8.3: Loop Patterns
Section 8.4: The Impact of Loops on Testing
Section 8.5: A Radio Station?s Song library
Section 8.6: Maintaining Multiple Values
Section 8.7: Vector-A Simple Collection Class
Section 8.8: Moving Through a Vector-Enumerations
Section 8.9: Revisiting the SongLibrary class
Java Interlude: Primitive Types and Collections; Revisiting the Wrapper Classes
Section 8.10: An Example: Determing a Student?s Relative Performance
Section 8.11: Sets
Java Interlude: Class Object Methods
Summary
Study Aid: Terminology Review
Questions for Review
GUI Supplement: List, Checkbox, CheckboxGroup - Chapter 9: Iteration
- Section 9.1: Introduction
Section 9.2: Designing Loops
Section 9.3: A Simple Example
Section 9.4: Revisiting the loop patterns of Chapter 7
Section 9.5: Variations on the Payroll Loop
Section 9.6: More Loop Patterns: Counters, Accumulators, Extremes
Section 9.7: Java Interlude: The for loop; short-circuits; break and continue
Section 9.8: A Loop Design Strategy: Refining an Imperfect Solution
Section 9.9: The Radio Station's Play Schedule
Summary
Study Aid: Terminology Review
Questions for Review
Further Exercises
GUI Supplement Threads - Chapter 10: Organizing Objects
- Section 10.1: Indexing
Section 10.2: The Limitations of Enumerations
Section 10.3: Searching
Section 10.4: Self-Organizing Vectors
Java Interlude
Section 10.5: Finding Extremes
Section 10.6: Binary Search
Section 10.7: Sorting
Section 10.8: Introducing Arrays
Section 10.9: Vectors and Arrays
Section 10.10: Command-line Arguments
Section 10.11: Strings and Indices
Summary
Questions for Review
Terminology
Further Exercises
GUI Supplement: The Game of Life - Chapter11: Recursion
- Section 11.1: Introduction
Section 11.2: Example: Exponentiation
Section 11.3: How to Design a Recursive Method
Section 11.4: Recursive methods: under the hood
Section 11.5: Finding A Square Root
Section 11.6: Recursion with Vectors, Arrays and Strings
Section 11.7: Permutations
Section 11.8: Recursion and Iteration; Trade-offs
Summary
Questions for Review
Terminology
Further Exercises
GUI Supplement: The Towers of Hanoi - Chapter 12: Examples
- Section 12.1: Introduction
Section 12.2: The LOGO Turtle
Section 12.3: Web Site Maintenance
Section 12.4: The Game of Mancala
Study Aid: Terminology Review
Questions for Review
Further Exercises
GUI Supplement A Graphical Interface for Mancala - Chapter 13: Extending Class Behavior
- Section 13.1: Introduction
Section 13.2: Extending classes-Inheritance I
Section 13.3: A Better BufferedReader
Section 13.4: Adding State to the Subclass; Accessing the Superclass's State
Section 13.5: Revisiting the Name Class-Adding Additional State
Java Interlude: Inheritance
Section 13.6: Overriding Methods
Java Interlude: Polymorphism
Section 13.7: Factoring out Common Behavior-Inheritance II
Section 13.8: Abstract methods and classes
Section 13.9: Specifying Common Behavior-Interfaces
Section 13.10: A Generic Sorting Method
Summary
Study Aid: Terminology Review
Questions for Review
Further Exercises
GUI Supplement: The AWT Hierarchy - Chapter 14: Exceptions
- Section 14.1: Expect the Unexpected
Section 14.2: Encountering the Unexpected
Java Interlude: The Exception Class
Section 14.3: Handling the Unexpected
Section 14.4: Responsibility for the Unexpected
Section 14.5: Exceptions Are Not Always Errors
Study Aid: Terminology Review
Questions for Review
Further Exercises
Net Supplement Client-Server Programming
Java Clients - Appendix A: Glossary of All Terms
- Appendix B: Editing, Compiling and Running Java Programs
- Appendix C: Annotated List of Java Classes,Interfaces, Methods, Variables and Constants Used in this Text
- Appendix D: Exercises for the GUI
L'auteur - David M. Arnow
David Arnow, PhD. est psychologue clinique retraité. Il a publié et donné de nombreuses conférences sur Pâques et l'Exode selon la Bible. Il a de multiples années d'expérience dans le leadership dans le monde associatif.
L'auteur - Gerald Weiss
is an associate professor in the Department of Computer and Information Science at Brooklyn College. His research has encompassed data structures, programming language design and translation, object-oriented programming, and multimedia conferencing. He has published papers on CS education for SIGCSE and in other ACM and IEEE publications. He has also acted as an educational consultant to industry.
Caractéristiques techniques
PAPIER | |
Éditeur(s) | Addison Wesley |
Auteur(s) | David M. Arnow, Gerald Weiss |
Parution | 10/08/1999 |
Nb. de pages | 804 |
Format | 18,7 x 23 |
Couverture | Broché |
Poids | 1224g |
Intérieur | Noir et Blanc |
EAN13 | 9780201612721 |
Avantages Eyrolles.com
Consultez aussi
- Les meilleures ventes en Graphisme & Photo
- Les meilleures ventes en Informatique
- Les meilleures ventes en Construction
- Les meilleures ventes en Entreprise & Droit
- Les meilleures ventes en Sciences
- Les meilleures ventes en Littérature
- Les meilleures ventes en Arts & Loisirs
- Les meilleures ventes en Vie pratique
- Les meilleures ventes en Voyage et Tourisme
- Les meilleures ventes en BD et Jeunesse