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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
Certified Ethical Hacker Exam Prep
The Ethical Hackers Process
Ethics and Legality
Social Engineering
Appendix A. Using the ExamGear Special Edition Software
Study Tools
FileMaker Pro 8: The Missing Manual
Advanced Find Mode
Modeling Your Database
Table Occurrences
Introduction to Calculations
Going Beyond Basic Calculations
Google Maps Hacks: Tips & Tools for Geographic Searching and Remixing
Hack 9. Use del.icio.us to Keep Up with Google Maps
Hack 10. Add a Google Map to Your Web Site
Hack 24. Search for Events by Location
Hack 33. Why Your Cell Phone Doesnt Work There
Hack 42. Get More out of What You Read
.NET System Management Services
.NET Framework and Windows Management Instrumentation
Using the System.Management Namespace
Querying WMI
The WMI Schema
WMI Providers
The Oracle Hackers Handbook: Hacking and Defending Oracle
Attacking the TNS Listener and Dispatchers
Triggers
Indirect Privilege Escalation
Accessing the File System
Accessing the Network
GDI+ Programming with C#
Understanding GDI+
System Pens and System Brushes
Using a Picture Box to View Images
Matrix Operations in Image Processing
Your First Printing Application
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