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Chapter 1: Computer Systems
Figure 1.1: Basic hardware structure of a computer system.
Figure 1.2: Basic structure of a local area network.
Figure 1.3: A LAN connected to the Internet.
Figure 1.4: General structure of a program.
Figure 1.5: Compiling a Java source program.
Figure 1.6: Executing a Java program.
Figure 1.7: Conversion from pseudo-code to Java.
Figure 1.8: An executing program.
Chapter 2: Program Development
Figure 2.1: Transformation applied to the input data.
Figure 2.2: The waterfall model of development process.
Chapter 3: Objects and Classes
Figure 3.1: Traditional simplified problem-solving process.
Figure 3.2: Object-oriented approach for problem solving.
Figure 3.3: Two objects of class
Ball
.
Figure 3.4: An object of class
Person
.
Figure 3.5: Collaboration diagram with three objects.
Figure 3.6: Collections of real-world objects.
Figure 3.7: Class
Person
.
Figure 3.8: Class
Ball
.
Figure 3.9: An encapsulation unit.
Chapter 4: Object-Oriented Programs
Figure 4.1: Collections of real-world objects.
Figure 4.2: General structure of program.
Figure 4.3: General structure of a class named
Class_A
.
Figure 4.4: General structure of a function.
Figure 4.5: jGRASP with class
Mball
on the main window.
Figure 4.6: Console input data.
Figure 4.7: Console output data.
Chapter 5: Objects and Methods
Figure 5.1: General structure of a class named
Class_A
.
Figure 5.2: General structure of a function.
Figure 5.3: Collaboration diagram with three objects.
Figure 5.4: Calling a function.
Figure 5.5: Transferring arguments in a function call.
Chapter 6: Data and Algorithms
Figure 6.1: Basic symbols used in flowcharts.
Figure 6.2: The input/output symbol in a flowchart.
Figure 6.3: Flowchart of a sequence of three blocks of instructions.
Figure 6.4: Flowchart segment that shows alternate flow of execution for the instructions in Block1 and Block2.
Figure 6.5: Flowchart segment with a selection structure.
Figure 6.6: Flowchart segment with multiple paths.
Figure 6.7: A flowchart segment that shows a structure for repeating the instructions in Block1.
Figure 6.8: Flowchart segment that shows another structure for repeating the instructions in Block1.
Figure 6.9: Flowchart that shows the transformations for the simple salary problem.
Figure 6.10: Results on the console for salary program.
Chapter 7: Selection
Figure 7.1: Flowchart segment general selection structure.
Figure 7.2: Example of selection structure.
Figure 7.3: Application of the selection structure.
Figure 7.4: Execution of class Comp_salary_m for the salary problem.
Figure 7.5: High-level flowchart for the quadratic equation.
Figure 7.6: Execution of class
Quadra
for the quadratic equation.
Chapter 8: Repetition
Figure 8.1: A flowchart segment with the while-loop construct.
Figure 8.2: Salary problem with repetition.
Figure 8.3: Flowchart segment for the loop-until construct.
Figure 8.4: Execution of program with class
Sum
.
Figure 8.5: Execution of program with class
Max
.
Chapter 9: Arrays
Figure 9.1: An array named
temp
with 10 elements.
Chapter 10: Strings
Figure 10.1: Structure of string variable
message
.
Chapter 11: Basic Object-Oriented Modeling
Figure 11.1: A use-case diagram for the movie rental application.
Figure 11.2: Class
Person
.
Figure 11.3: An object of class
Person
.
Figure 11.4: A binary association between classes
Person
and
Ball
.
Figure 11.5: An aggregation relationship with four classes.
Figure 11.6: An inheritance relationship.
Figure 11.7: Collaboration diagram with three objects.
Figure 11.8: A sequence diagram with three objects.
Figure 11.9: A state diagram for objects of class
Ball
.
Chapter 12: Inheritance
Figure 12.1: An inheritance relationship.
Figure 12.2: An inheritance diagram for the Employee problem.
Figure 12.3: Output of execution of problem with class
Memployeec
.
Chapter 13: Abstract Classes, Interfaces, and Polymorphism
Figure 13.1: A generic base class.
Figure 13.2: A heterogeneous array of objects.
Chapter 14: Basic Graphical User Interfaces
Figure 14.1: General structure of a GUI.
Figure 14.2: A sample empty frame.
Figure 14.3: Arrangement of the border layout manager.
Figure 14.4: A frame with three components.
Figure 14.5: Generation and handling of an action event.
Figure 14.6: The UML collaboration diagram for a button and listener objects.
Figure 14.7: A frame with two labels and a button.
Figure 14.8: A GUI for the salary problem.
Figure 14.9: An applet showing the KJP logo.
Figure 14.10: A frame with two panels.
Figure 14.11: Position of a point in the drawing area.
Figure 14.12: A frame with drawing area and button.
Chapter 15: Exceptions and I/O
Figure 15.1: Execution of program with exception.
Figure 15.2: Input and output streams.
Chapter 16: Recursion
Figure 16.1: A stack of plates.
Chapter 17: Threads
Figure 17.1: A process with three threads.
Appendix A
Figure A.1: Windows Explorer.
Figure A.2: The DOS editor.
Figure A.3: The DOS window with commands.
Figure A.4: The jGRASP main window.
Figure A.5: User Compiler Environment.
Figure A.6: The jGRASP Global Settings window.
Figure A.7: The jGRASP Open File window.
Figure A.8: The jGRASP edit window.
Figure A.9: The jGRASP Messages menu.
Figure A.10: The jGRASP Save Run I/O dialog box.
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Object-Oriented Programming (From Problem Solving to JAVA) (Charles River Media Programming)
ISBN: 1584502878
EAN: 2147483647
Year: 2005
Pages: 184
Authors:
Josu00e9 M. Garrido
BUY ON AMAZON
The .NET Developers Guide to Directory Services Programming
Native Directory Services Programming Landscape
Administrative Limits Governing Active Directory and ADAM
Reading Security Descriptors with Security Masks
Managing Passwords for ADAM Users
Manipulating Group Membership
Snort Cookbook
Logging Only Alerts
Logging to Multiple Locations
Not Logging
Detecting Viruses
Analyzing Sniffed (Pcap) Traffic
Java How to Program (6th Edition) (How to Program (Deitel))
Compound Assignment Operators
Introduction
Properties Class
Introduction
Fundamentals of Characters and Strings
The Java Tutorial: A Short Course on the Basics, 4th Edition
What Is an Object?
The Catch or Specify Requirement
Questions and Exercises
Threads and Swing
Finishing an Applet
Cisco ASA: All-in-One Firewall, IPS, and VPN Adaptive Security Appliance
Network-Based Attacks
File Transfer Protocol
PPTP
System Maintenance
Access Control Lists
Web Systems Design and Online Consumer Behavior
Chapter III Two Models of Online Patronage: Why Do Consumers Shop on the Internet?
Chapter VI Web Site Quality and Usability in E-Commerce
Chapter X Converting Browsers to Buyers: Key Considerations in Designing Business-to-Consumer Web Sites
Chapter XIII Shopping Agent Web Sites: A Comparative Shopping Environment
Chapter XIV Product Catalog and Shopping Cart Effective Design
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