Introduction

Most computer programs that solve real-world problems are much larger than the programs presented in the first few chapters of this book. Experience has shown that the best way to develop and maintain a large program is to construct it from small, simple pieces, or modules. This technique is called divide and conquer. We introduced methods in Chapter 3. In Chapter 6, we study methods in more depth. We emphasize how to declare and use methods to facilitate the design, implementation, operation and maintenance of large programs.

You will see that it is possible for certain methods, called static methods, to be called without the need for an object of the class to exist. You will learn how to declare a method with more than one parameter. You will also learn how Java is able to keep track of which method is currently executing, how local variables of methods are maintained in memory and how a method knows where to return after it completes execution.

We will take a brief diversion into simulation techniques with random-number generation and develop a version of the casino dice game called craps that will use most of the programming techniques you have used to this point in the book. In addition, you will learn two techniques for declaring values that cannot change (i.e., constants) in your programs.

Many of the classes you will use or create while developing applications will have more than one method of the same name. This technique, called overloading, is used by programmers to implement methods that perform similar tasks for arguments of different types or possibly for different numbers of arguments.

Introduction to Computers, the Internet and the World Wide Web

Introduction to Java Applications

Introduction to Classes and Objects

Control Statements: Part I

Control Statements: Part 2

Methods: A Deeper Look

Arrays

Classes and Objects: A Deeper Look

Object-Oriented Programming: Inheritance

Object-Oriented Programming: Polymorphism

GUI Components: Part 1

Graphics and Java 2D™

Exception Handling

Files and Streams

Recursion

Searching and Sorting

Data Structures

Generics

Collections

Introduction to Java Applets

Multimedia: Applets and Applications

GUI Components: Part 2

Multithreading

Networking

Accessing Databases with JDBC

Servlets

JavaServer Pages (JSP)

Formatted Output

Strings, Characters and Regular Expressions

Appendix A. Operator Precedence Chart

Appendix B. ASCII Character Set

Appendix C. Keywords and Reserved Words

Appendix D. Primitive Types

Appendix E. (On CD) Number Systems

Appendix F. (On CD) Unicode®

Appendix G. Using the Java API Documentation

Appendix H. (On CD) Creating Documentation with javadoc

Appendix I. (On CD) Bit Manipulation

Appendix J. (On CD) ATM Case Study Code

Appendix K. (On CD) Labeled break and continue Statements

Appendix L. (On CD) UML 2: Additional Diagram Types

Appendix M. (On CD) Design Patterns

Appendix N. Using the Debugger

Inside Back Cover



Java(c) How to Program
Java How to Program (6th Edition) (How to Program (Deitel))
ISBN: 0131483986
EAN: 2147483647
Year: 2003
Pages: 615

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