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What Is a Computer?

A computer is a device capable of performing computations and making logical decisions at speeds millions (even billions) of times faster than human beings can. For example, many of today's personal computers can perform a billion additions per second. A person operating a desk calculator could spend an entire lifetime performing calculations and still not complete as many calculations as a powerful personal computer can perform in one second. (Points to ponder: How would you know whether the person added the numbers correctly? How would you know whether the computer added the numbers correctly?) Today's fastest supercomputers can perform hundreds of billions of additions per second. And trillion-instructions-per-second computers are already functioning in research laboratories.

Computers process data under the control of sets of instructions called computer programs. These programs guide the computer through orderly sets of actions specified by people called computer programmers.

A computer consists of various devices referred to as hardware (e.g., the keyboard, screen, mouse, disks, memory, DVD, CD-ROM and processing units). The programs that run on a computer are referred to as software. Hardware costs have been declining dramatically in recent years, to the point that personal computers have become a commodity. Unfortunately, in the absence of significantly improved technology for software development, costs have been rising steadily as programmers develop ever more powerful and complex applications. In this book, you will learn proven methodologies that can reduce software development costsobject-oriented programming and (in our optional Software Engineering Case Study in Chapters 28 and 10) object-oriented design.

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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