Table of Contents

book cover
• Table of Contents
• Index
Introduction to Computing & Programming in Java™: A Multimedia Approach
By Mark Guzdial, Barbara Ericson -  College of Computing/GVU Georgia Institute of Technology
Publisher: Prentice Hall
Pub Date: April 07, 2006
Print ISBN-10: 0-13-049698-0
eText ISBN-10: 0-13-186044-5
eText ISBN-13: 978-0-13-186044-5
Pages: 592

   Trademark Pagevi
   About the Authorsxxix
   About the CDROMxxxi
    Part 1:  Introduction1
      Chapter 1.  Introduction to Computer Science and Media Computation2
      Section 1.1.  What is Computer Science About?2
      Section 1.2.  What Computers Understand7
      Section 1.3.  Media Computation: Why Digitize Media?9
      Section 1.4.  Computer Science for Everyone10
      To Dig Deeper13
      Chapter 2.  Introduction to Java14
      Section 2.1.  Java14
      Section 2.2.  Introduction to DrJava16
      Section 2.3.  Java Basics19
      Section 2.4.  Variables25
      Section 2.5.  Concepts Summary33
      To Dig Deeper37
      Chapter 3.  Introduction to Programming38
      Section 3.1.  Programming is About Naming38
      Section 3.2.  Files and Their Names40
      Section 3.3.  Class and Object Methods41
      Section 3.4.  Working with Turtles43
      Section 3.5.  Creating Methods50
      Section 3.6.  Working with Media59
      Section 3.7.  Concepts Summary69
      Objects and Methods Summary70
      To Dig Deeper73
    Part 2:  Pictures75
      Chapter 4.  Modifying Pictures Using Loops76
      Section 4.1.  How Pictures are Encoded76
      Section 4.2.  Manipulating Pictures85
      Section 4.3.  Changing Color Values91
      Section 4.4.  Concepts Summary124
      Objects and Methods Summary126
      To Dig Deeper130
      Chapter 5.  Modifying Pixels in a Matrix131
      Section 5.1.  Copying Pixels131
      Section 5.2.  Copying and Transforming Pictures142
      Section 5.3.  Concepts Summary167
      Objects and Methods Summary170
      To Dig Deeper172
      Chapter 6.  Conditionally Modifying Pixels173
      Section 6.1.  Conditional Pixel Changes173
      Section 6.2.  Simple Edge Detection: Conditionals with Two Options182
      Section 6.3.  Sepia-Toned and Posterized Pictures: Using Multiple Conditionals to Choose the Color186
      Section 6.4.  Highlighting Extremes193
      Section 6.5.  Combining Pixels: Blurring194
      Section 6.6.  Background Subtraction197
      Section 6.7.  Chromakey202
      Section 6.8.  Concepts Summary205
      Chapter 7.  Drawing212
      Section 7.1.  Drawing Using the Graphics Class212
      Section 7.2.  Programs as Specifying Drawing Process226
      Section 7.3.  Using Graphics2D for Advanced Drawing230
      Section 7.4.  Concepts Summary245
      Objects and Methods Summary246
    Part 3:  Sounds251
      Chapter 8.  Modifying All Samples in a Sound252
      Section 8.1.  How Sound is Encoded252
      Section 8.2.  Manipulating Sounds262
      Section 8.3.  Changing the Volume of Sounds271
      Section 8.4.  Normalizing Sounds280
      Section 8.5.  Concepts Summary284
      Objects and Methods Summary287
      To Dig Deeper292
      Chapter 9.  Modifying Samples Using Ranges293
      Section 9.1.  Manipulating Different Sections of a Sound Differently293
      Section 9.2.  Create a Sound Clip295
      Section 9.3.  Splicing Sounds297
      Section 9.4.  Reversing a Sound304
      Section 9.5.  Mirroring a Sound306
      Section 9.6.  Concepts Summary307
      To Dig Deeper311
      Chapter 10.  Making Sounds by Combining Pieces312
      Section 10.1.  Composing Sounds Through Addition312
      Section 10.2.  Blending Sounds313
      Section 10.3.  Creating an Echo315
      Section 10.4.  How Sampling Keyboards Work318
      Section 10.5.  Additive Synthesis325
      Section 10.6.  Modern Music Synthesis333
      Section 10.7.  Concepts Summary339
      To Dig Deeper342
      Chapter 11.  Creating Classes343
      Section 11.1.  Identifying the Objects and Fields344
      Section 11.2.  Defining a Class344
      Section 11.3.  Overloading Constructors356
      Section 11.4.  Creating and Initializing an Array356
      Section 11.5.  Creating Accessors (Getters) and Modifiers (Setters)363
      Section 11.6.  Creating a Main Method366
      Section 11.7.  Javadoc Comments367
      Section 11.8.  Creating Another Class369
      Section 11.9.  Reusing a Class Via Inheritance373
      Section 11.10.  Concepts Summary379
    Part 4:  Text, Files, Networks, Databases, and Unimedia385
      Chapter 12.  Creating and Modifying Text386
      Section 12.1.  Text as Unimedia387
      Section 12.2.  Strings: Character Sequences387
      Section 12.3.  Files: Places to Put Your Strings and Other Stuff394
      Section 12.4.  Other Useful Classes417
      Section 12.5.  Networks: Getting Our Text from the Web421
      Section 12.6.  Using Text to Shift Between Media427
      Section 12.7.  Concepts Summary433
      Chapter 13.  Making Text for the Web442
      Section 13.1.  HTML: The Notation of the Web442
      Section 13.2.  Writing Programs to Generate HTML447
      Section 13.3.  Databases: A Place to Store Our Text459
      Section 13.4.  Relational Databases466
      Section 13.5.  Concepts Summary477
      To Dig Deeper481
    Part 5:  Movies483
      Chapter 14.  Encoding, Manipulating, and Creating Movies484
      Section 14.1.  Generating Frame-Based Animations485
      Section 14.2.  Working with Video Frames494
      Section 14.3.  Concepts Summary501
    Part 6:  Topics in Computer Science503
      Chapter 15.  Speed504
      Section 15.1.  Focusing on Computer Science504
      Section 15.2.  What Makes Programs Fast?504
      Section 15.3.  What Makes a Computer Fast?522
      Section 15.4.  Concepts Summary525
      To Dig Deeper528
      Chapter 16.  JavaScript: A Web Page Programming Language529
      Section 16.1.  JavaScript Syntax529
      Section 16.2.  JavaScript Inside of Web Pages531
      Section 16.3.  User Interfaces in JavaScript534
      Section 16.4.  Multimedia in JavaScript540
      Section 16.5.  Concepts Summary541
      To Dig Deeper542
    Appendix A.  Quick Reference to Java543
      Section A.1.  Variables543
      Section A.2.  Method Declarations544
      Section A.3.  Loops546
      Section A.4.  Conditionals547
      Section A.5.  Operators547
      Section A.6.  String Escapes548
      Section A.7.  Classes548
      Section A.8.  Fields549
      Section A.9.  Constructors549
      Section A.10.  Packages549
   Using the Student CDInsideBackCover
      Included on the CDInsideBackCover
      System RequirementsInsideBackCover

Introduction to Computing & Programming Algebra in Java(c) A Multimedia Approach
Introduction to Computing & Programming Algebra in Java(c) A Multimedia Approach
Year: 2007
Pages: 191 © 2008-2017.
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