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Introduction to Computing & Programming Algebra in Java(c) A Multimedia Approach
Introduction to Computing & Programming Algebra in Java(c) A Multimedia Approach
ISBN: N/A
EAN: N/A
Year: 2007
Pages: 191
BUY ON AMAZON
Introduction to Computing Programming in Java: A Multimedia Approach
Table of Contents
Copyright
Trademark Page
Preface
About the Authors
About the CDROM
Part 1: Introduction
Chapter 1. Introduction to Computer Science and Media Computation
Section 1.1. What is Computer Science About?
Section 1.2. What Computers Understand
Section 1.3. Media Computation: Why Digitize Media?
Section 1.4. Computer Science for Everyone
Problems
To Dig Deeper
Chapter 2. Introduction to Java
Section 2.1. Java
Section 2.2. Introduction to DrJava
Section 2.3. Java Basics
Section 2.4. Variables
Section 2.5. Concepts Summary
Problems
To Dig Deeper
Chapter 3. Introduction to Programming
Section 3.1. Programming is About Naming
Section 3.2. Files and Their Names
Section 3.3. Class and Object Methods
Section 3.4. Working with Turtles
Section 3.5. Creating Methods
Section 3.6. Working with Media
Section 3.7. Concepts Summary
Objects and Methods Summary
Problems
To Dig Deeper
Part 2: Pictures
Chapter 4. Modifying Pictures Using Loops
Section 4.1. How Pictures are Encoded
Section 4.2. Manipulating Pictures
Section 4.3. Changing Color Values
Section 4.4. Concepts Summary
Objects and Methods Summary
Problems
To Dig Deeper
Chapter 5. Modifying Pixels in a Matrix
Section 5.1. Copying Pixels
Section 5.2. Copying and Transforming Pictures
Section 5.3. Concepts Summary
Objects and Methods Summary
Problems
To Dig Deeper
Chapter 6. Conditionally Modifying Pixels
Section 6.1. Conditional Pixel Changes
Section 6.2. Simple Edge Detection: Conditionals with Two Options
Section 6.3. Sepia-Toned and Posterized Pictures: Using Multiple Conditionals to Choose the Color
Section 6.4. Highlighting Extremes
Section 6.5. Combining Pixels: Blurring
Section 6.6. Background Subtraction
Section 6.7. Chromakey
Section 6.8. Concepts Summary
Problems
Chapter 7. Drawing
Section 7.1. Drawing Using the Graphics Class
Section 7.2. Programs as Specifying Drawing Process
Section 7.3. Using Graphics2D for Advanced Drawing
Section 7.4. Concepts Summary
Objects and Methods Summary
Problems
Part 3: Sounds
Chapter 8. Modifying All Samples in a Sound
Section 8.1. How Sound is Encoded
Section 8.2. Manipulating Sounds
Section 8.3. Changing the Volume of Sounds
Section 8.4. Normalizing Sounds
Section 8.5. Concepts Summary
Objects and Methods Summary
Problems
To Dig Deeper
Chapter 9. Modifying Samples Using Ranges
Section 9.1. Manipulating Different Sections of a Sound Differently
Section 9.2. Create a Sound Clip
Section 9.3. Splicing Sounds
Section 9.4. Reversing a Sound
Section 9.5. Mirroring a Sound
Section 9.6. Concepts Summary
Problems
To Dig Deeper
Chapter 10. Making Sounds by Combining Pieces
Section 10.1. Composing Sounds Through Addition
Section 10.2. Blending Sounds
Section 10.3. Creating an Echo
Section 10.4. How Sampling Keyboards Work
Section 10.5. Additive Synthesis
Section 10.6. Modern Music Synthesis
Section 10.7. Concepts Summary
Problems
To Dig Deeper
Chapter 11. Creating Classes
Section 11.1. Identifying the Objects and Fields
Section 11.2. Defining a Class
Section 11.3. Overloading Constructors
Section 11.4. Creating and Initializing an Array
Section 11.5. Creating Accessors (Getters) and Modifiers (Setters)
Section 11.6. Creating a Main Method
Section 11.7. Javadoc Comments
Section 11.8. Creating Another Class
Section 11.9. Reusing a Class Via Inheritance
Section 11.10. Concepts Summary
Problems
Part 4: Text, Files, Networks, Databases, and Unimedia
Chapter 12. Creating and Modifying Text
Section 12.1. Text as Unimedia
Section 12.2. Strings: Character Sequences
Section 12.3. Files: Places to Put Your Strings and Other Stuff
Section 12.4. Other Useful Classes
Section 12.5. Networks: Getting Our Text from the Web
Section 12.6. Using Text to Shift Between Media
Section 12.7. Concepts Summary
Problems
Chapter 13. Making Text for the Web
Section 13.1. HTML: The Notation of the Web
Section 13.2. Writing Programs to Generate HTML
Section 13.3. Databases: A Place to Store Our Text
Section 13.4. Relational Databases
Section 13.5. Concepts Summary
Problems
To Dig Deeper
Part 5: Movies
Chapter 14. Encoding, Manipulating, and Creating Movies
Section 14.1. Generating Frame-Based Animations
Section 14.2. Working with Video Frames
Section 14.3. Concepts Summary
Problems
Part 6: Topics in Computer Science
Chapter 15. Speed
Section 15.1. Focusing on Computer Science
Section 15.2. What Makes Programs Fast?
Section 15.3. What Makes a Computer Fast?
Section 15.4. Concepts Summary
Problems
To Dig Deeper
Chapter 16. JavaScript: A Web Page Programming Language
Section 16.1. JavaScript Syntax
Section 16.2. JavaScript Inside of Web Pages
Section 16.3. User Interfaces in JavaScript
Section 16.4. Multimedia in JavaScript
Section 16.5. Concepts Summary
Problems
To Dig Deeper
Appendix A. Quick Reference to Java
Section A.1. Variables
Section A.2. Method Declarations
Section A.3. Loops
Section A.4. Conditionals
Section A.5. Operators
Section A.6. String Escapes
Section A.7. Classes
Section A.8. Fields
Section A.9. Constructors
Section A.10. Packages
Bibliography
Using the Student CD
Included on the CD
System Requirements
Installation
Index
SYMBOL
A
B
C
D
E
F
G
H
I
J
K
L
M
N
O
P
Q
R
S
T
U
V
W
X
Introduction to Computing & Programming Algebra in Java(c) A Multimedia Approach
ISBN: N/A
EAN: N/A
Year: 2007
Pages: 191
BUY ON AMAZON
The .NET Developers Guide to Directory Services Programming
Executing the Query and Enumerating Results
Returning Many Results with Paged Searches
Summary
Using Attribute Scope Query
The Reflection Method
SQL Tips & Techniques (Miscellaneous)
Using SQL Data Definition Language (DDL) to Create Data Tables and Other Database Objects
Working with Queries, Expressions, and Aggregate Functions
Understanding Triggers
Working with Stored Procedures
Writing Advanced Queries and Subqueries
Building Web Applications with UML (2nd Edition)
Building Web Applications
Overview of Software Development
Requirements
Summary
Glossary Application
Excel Scientific and Engineering Cookbook (Cookbooks (OReilly))
Working with Data Types
Defining Variables
Filtering Data
Computing Moving Averages
Introduction
Ruby Cookbook (Cookbooks (OReilly))
Picking a Random Line from a File
Objects and Classes8
Using Transactions in ActiveRecord
Sending Mail
User Interface
File System Forensic Analysis
What is a File System?
Ext2 and Ext3 Data Structures
UFS1 Group Descriptor
UFS2 Group Descriptor
Bibliography
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