Flylib.com
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
Interprocess Communications in Linux: The Nooks and Crannies
Introduction
Key Terms and Concepts
Key Terms and Concepts
Thread-Specific Data
Appendix B. UNIX Error Messages
Certified Ethical Hacker Exam Prep
Ethical Hackers
Study Strategies
Key Terms
Digital Certificates
Virus and Worms
Software Configuration Management
Appendix G Sample Inspection Plan
Appendix K Problem/Change Report
Appendix P Project Statement of Work
Appendix T Software Configuration Management Plan (SCMP)
Appendix V Functional Configuration Audit (FCA) Checklist
The CISSP and CAP Prep Guide: Platinum Edition
Security Architecture and Design
Application Security
The Accreditation Phase
Appendix B Glossary of Terms and Acronyms
Appendix G Control Baselines
Network Security Architectures
Applied Knowledge Questions
Attack Results
Applied Knowledge Questions
Network Security Management Best Practices
Applied Knowledge Questions
Java for RPG Programmers, 2nd Edition
The World Of Java
Javas Language And Syntax
Structured Operations And Statements
Exceptions
User Interface
flylib.com © 2008-2017.
If you may any questions please contact us: flylib@qtcs.net
Privacy policy
This website uses cookies. Click
here
to find out more.
Accept cookies