Flylib.com
Java For Artists: The Art, Philosophy, And Science Of Object-Oriented Programming
Java For Artists: The Art, Philosophy, And Science Of Object-Oriented Programming
ISBN: 1932504052
EAN: 2147483647
Year: 2007
Pages: 452
Authors:
Kasparian Raffi
BUY ON AMAZON
Back Cover
Java For ArtistsThe Art, Philosophy, and Science of Object-Oriented Programming
Preface
Target Audience
Approach(es)
Organization
Pedagogy
Typographical Formats
CD-ROM
SupportSite Website
Problem Reporting
About The Authors
Acknowledgments
Part I: The Java Student Survival Guide
Chapter 1: An Approach to the Art of Programming
Introduction
Project Management
The Art of Programming
Managing Project Complexity
Java Source File Structure
Packages
Commenting
Identifier Naming - Writing Self-Commenting Code
Summary
Skill-Building Exercises
Suggested Projects
Self-Test Questions
References
Notes
Chapter 2: Small Victories: Creating Java Projects
Introduction
Java Project Creation Process
Integrated Development Environments
Creating Java Projects Using Microsoft Windows 2000XP
Creating Java Projects Using Linux
Creating Java Projects Using Macintosh OS X Developer Tools
Creating And Running Executable Jar Files
Summary
Skill-Building Exercises
Suggested Projects
Self-Test Questions
References
Notes
Chapter 3: Project Walkthrough: A Complete Example
Introduction
The Project-Approach Strategy Summarized
Development Cycle
Project Specification
Development Cycle First Iteration
Development Cycle Second Iteration
Development Cycle Third Iteration
Development Cycle Fourth Iteration
Development Cycle Fifth Iteration
Some Final Considerations
Complete RobotRat.java Source Code Listing
Summary
Skill-Building Exercises
Suggested Projects
Self-Test Questions
References
Notes
Chapter 4: Computers, Programs, Algorithms
Introduction
What is a Computer?
Memory Organization
What Is A Program?
The Processing Cycle
Algorithms
The Java HotSpot Virtual Machine
Services Provided By The Java HotSpot Virtual Machine And the JRE
Summary
Skill-Building Exercises
Suggested Projects
Self-Test Questions
References
Notes
Part II: Language Fundamentals
Chapter 5: Overview Of The Java Platform API
Introduction
Java Platform API Packages
Navigating A Class Inheritance Hierarchy
Java Platform Packages Used In This Book
Summary
Skill-Building Exercises
Suggested Projects
Self-Test Questions
References
Notes
Chapter 6: Simple Java Programs: Using Primitive And Reference Data Types
Introduction
Terminology
Definition Of A Java Program
Creating Simple Java Programs (Applications)
Identifiers and Identifier Naming Rules
Java Reserved Keywords
Java Type Categories
Working With Primitive Types
Working With Reference Types
Accessing Class Members From the Main() Method
Statements And Expressions
Operators
Java Primitive Type Wrapper Classes
Summary
Skill-Building Exercises
Suggested Projects
Self-Test Questions
References
Notes
Chapter 7: Controlling The Flow Of Program Execution
Introduction
Selection Statements
Iteration Statements
break and continue
Selection and Iteration Statement Selection Table
Summary
Skill-Building Exercises
Suggested Projects
Self-Test Questions
References
Notes
Chapter 8: Arrays
Introduction
What Is An Array?
Functionality Provided By Java Array Types
Creating And Using Single-Dimensional Arrays
Creating And Using Multidimensional Arrays
The main() methods String Array
Manipulating Arrays With The java.util.Arrays Class
Java API Classes Used In This Chapter
Summary
Skill-Building Exercises
Suggested Projects
Self-Test Questions
References
Notes
Chapter 9: Toward Problem Abstraction: Creating New Data Types
Introduction
Abstraction: Amplify The Essential Eliminate The Irrelevant
The UML Class Diagram
Overview Of The Java Class Construct
Methods
Building And Testing The Person Class
Building And Testing The PeopleManager Class
More About Methods
Special Topics
Summary
Skill-Building Exercises
Suggested Projects
Self-Test Questions
References
Notes
Chapter 10: Compositional Design
Introduction
Managing Conceptual And Physical Complexity
Dependency vs. Association
Aggregation
Expressing Aggregation In A UML Class Diagram
Aggregation Example Code
Sequence Diagrams
The Aircraft Engine Simulation: An Extended Example
Running The Aircraft Engine Simulation Program
Complete Aircraft Engine Simulation Code Listing
Summary
Skill-Building Exercises
Suggested Projects
Self-Test Questions
References
Notes
Chapter 11: Extending Class Behavior Through Inheritance
Introduction
Three Purposes Of Inheritance
Expressing Generalization Specialization In The UML
A Simple Inheritance Example
Another Inheritance Example: Person - Student
Overriding Base Class Methods
Abstract Methods Abstract Base Classes
Interfaces
Controlling Horizontal Vertical Access
Final Classes Methods
Polymorphic Behavior
Inheritance Example: Employee
Inheritance Example: Aircraft Engine Simulation
Complete Aircraft Engine Simulation Code Listing
Terms Definitions
Summary
Skill-Building Exercises
Suggested Projects
Self-Test Questions
References
Notes
Part III: Graphical User Interface Programming
Chapter 12: Java Swing API Overview
Introduction
AWT and Swing
The Mathematics of GUIs
Top-Level Containers
Organizing Components into Containers
The Components
The Final GUI
Summary
Skill-Building Exercises
Suggested Projects
Self-Test Questions
References
Notes
Chapter 13: Handling GUI Events
Introduction
Event-Handling Basics
Creating Event Listeners
Adapters
Summary
Skill-Building Exercises
Suggested Projects
Self-Test Questions
References
Chapter 14: An Advanced GUI Project
Introduction
Step 1 Laying the Groundwork
Step 2 Swings Separable Model Architecture
Step 3 Writing a Custom Renderer
Step 4 The Art of Illusion
Step 5 Defining Your Own Events and EventListeners
Interlude Writing a Custom Editor
Step 6 A Good Component Gets Better
Summary
Skill-Building Exercises
Suggested Projects
Self-Test Questions
References
Notes
Part IV: Intermediate Concepts
Chapter 15: Exceptions
Introduction
The Throwable Class Hierarchy
Handling Exceptions
Throwing Exceptions
Creating Custom Exceptions
Summary
Skill-Building Exercises
Suggested Projects
Self-Test Questions
References
Notes
Chapter 16: Threads
Introduction
What is a Thread?
Building a Clock Component
Computing Pi
Thread Priority and Scheduling
Race Conditions
The Producer-Consumer Relationship
Deadlock
About the Pi-Generating Algorithm
Summary
Skill-Building Exercises
Suggested Projects
Self-Test Questions
References
Notes
Chapter 17: Collections
Introduction
Case Study: Building A Dynamic Array
Java Collections Framework Overview
Java 1.4.2 Style Collections
Java 5 Style Collections: Generics
Summary
Skill-Building Exercises
Suggested Projects
Self-Test Questions
References
Notes
Chapter 18: File IO
Introduction
Java IO Package Overview
Using The File Class
Sequential Byte Stream File IO Using Input- OutputStreams
Sequential Character Stream File IO Using Readers Writers
A Practical File IO Example: The java.util.Properties Class
Random Access File IO
Quick File IO Combination Reference
Summary
Skill-Building Exercises
Suggested Projects
Self-Test Questions
References
Notes
Part V: Network Programming
Chapter 19: Introduction To Networking And Distributed Applications
Introduction
What Is A Computer Network?
Servers Clients
Application Distribution
Multi-Tiered Applications
Internet Networking Protocols Nuts Bolts
Java Support For Network Programming
Remote Method Invocation (RMI) Overview
Summary
Skill-Building Exercises
Suggested Projects
Self-Test Questions
References
Notes
Chapter 20: Client-Server Applications
Introduction
A Simple Socket-Based Client-Server Example
Project Specification
Client-Server Project Initial Design Considerations
Implementing NetRatServer First Iteration
Implementing NetRatServer - Second Iteration
The RMI-Based Client
NetRatServer Implementation Third Iteration
NetRatServer Implementation Fourth Iteration
NetRatServer Implementation Final Iteration
Summary
Skill-Building Exercises
Suggested Projects
Self-Test Questions
References
Notes
Chapter 21: Applets JDBC
Introduction
Applet Overview
A Basic Applet Example
Applet Security Restrictions
Using Applet Parameters
Extended Applet Example Poetry In Browser
Java Database Connectivity (JDBC) Overview
JDBC Project Description
MySQL Database JDBC
Extended Applet JDBC Example
Summary
Skill-Building Exercises
Suggested Projects
Self-Test Questions
References
Notes
Part VI: Object-Oriented Design
Chapter 22: Inheritance, Composition, Interfaces, Polymorphism
Introduction
Inheritance Vs. Composition: The Great Debate
Inheritance-Based Design
The Role Of Interfaces
Applied Polymorphism
Composition-Based Design As A Force Multiplier
Summary
Skill-Building Exercises
Suggested Projects
Self-Test Questions
References
Notes
Chapter 23: Well-Behaved Objects
Introduction
Consider Object Usage From The Start
Overriding java.lang.Object Methods
Implementing The java.lang.Comparable Interface
Using Person Objects In A Collection
Implementing java.util.Comparator Interface
Implementing The Serializable Interface
Person Class The Final Version
Summary
Skill-Building Exercises
Suggested Projects
Self-Test Questions
References
Notes
Chapter 24: Three Design Principles
Introduction
The Preferred Characteristics of an Object-Oriented Architecture
The Liskov Substitution Principle Design by Contract
Preconditions, Postconditions, and Class Invariants
The Open-Closed Principle
The Dependency Inversion Principle
Terms and Definitions
Summary
Skill-Building Exercises
Suggested Projects
Self-Test Questions
References
Notes
Chapter 25: Helpful Design Patterns
Introduction
Software Design Patterns And How They Came To Be
The Singleton Pattern
The Factory Pattern
The Model-View-Controller Pattern
The Command Pattern
A Comprehensive Pattern-Based Example
Summary
Skill-Building Exercises
Suggested Projects
Self-Test Questions
References
Notes
Appendices
Appendix A: Helpful Checklists and Tables
Development Cycle
Appendix B: ASCII Table
Appendix C: Answers to Self Test Questions
Chapter 2
Chapter 3
Chapter 4
Chapter 5
Chapter 6
Chaper 7
Chapter 8
Chapter 9
Chapter 10
Chapter 11
Chapter 12
Chapter 13
Chapter 14
Chapter 15
Chapter 16
Chapter 17
Chapter 18
Chapter 19
Chapter 20
Chapter 21
Chapter 22
Chapter 23
Chapter 24
Chapter 25
Index
A
B
C
D
E
F
G
H
I
J
K
L
M
N
O
P
Q
R
S
T
U
V
W
X
Y
List of Figures
List of Tables
List of Examples
Page #452 (List of Tables)
Java For Artists: The Art, Philosophy, And Science Of Object-Oriented Programming
ISBN: 1932504052
EAN: 2147483647
Year: 2007
Pages: 452
Authors:
Kasparian Raffi
BUY ON AMAZON
Metrics and Models in Software Quality Engineering (2nd Edition)
Reliability and Validity
In-Process Quality Metrics
Quality Management Models
In-Process Metrics for Software Testing
Software Process Assessment Cycle
Snort Cookbook
Invisibly Sniffing 100 MB Ethernet
Prioritizing Alerts
Detecting IDS Evasion
Blocking Attacks in Real Time
Getting Performance Metrics
Developing Tablet PC Applications (Charles River Media Programming)
Introduction to Visual Basic .NET
Working with VB .NET
Obtaining the Tablet PC SDK
Speech Input with SAPI
3D Rendering with OpenGL and DirectX 9
Sap Bw: a Step By Step Guide for Bw 2.0
Summary
Installing Business Content Objects and Loading R/3 Data
Creating Views in R/3
Maintaining InfoCube Data
Summary
Microsoft Office Visio 2007 Step by Step (Step By Step (Microsoft))
Starting Diagrams by Using Templates
Key Points
Key Points
Tracking Project Details with Gantt Charts
About the Authors
Programming .Net Windows Applications
The .NET Framework
List Controls
Specializing an Existing Control
Bug Database: A Windows Application
Build Configurations
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