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Java, Java, Java, Object-Oriented Problem Solving (3rd Edition)
Java, Java, Java, Object-Oriented Problem Solving (3rd Edition)
ISBN: 0131474340
EAN: 2147483647
Year: 2005
Pages: 275
Authors:
Ralph Morelli
,
Ralph Walde
BUY ON AMAZON
Java, Java, Java: Object-Oriented Problem Solving, Third Edition
Table of Contents
Copyright
Preface
What s New in the Third Edition?
Why Start with Objects?
Organization of the Text
Chapter 0. Computers, Objects, and Java
Section 0.1. Welcome
Section 0.2. What Is a Computer?
Section 0.3. Networks, the Internet, and the World Wide Web
Section 0.4. Why Study Programming?
Section 0.5. Programming Languages
Section 0.6. Why Java?
Section 0.7. What Is Object-Oriented Programming?
Chapter Summary
Exercises
Chapter 1. Java Program Design and Development
Section 1.1. Introduction
Section 1.2. Designing Good Programs
Section 1.3. Designing a Riddle Program
Section 1.4. Java Language Elements
Section 1.5. Editing, Compiling, and Running a Java Program
Section 1.6. From the Java Library: System and PrintStream
Chapter Summary
Solutions to Self-Study Exercises
Exercises
Chapter 2. Objects: Using, Creating, and Defining
Section 2.1. Introduction
Section 2.2. Using String Objects
Section 2.3. Drawing Shapes with a Graphics Object (Optional)
Section 2.4. Class Definition
Section 2.5. Case Study: Simulating a Two-Person Game
Section 2.6. From the Java Library: java.util.Scanner
Chapter Summary
Solutions to Self-Study Exercises
Exercises
Chapter 3. Methods: Communicating with Objects
Section 3.1. Introduction
Section 3.2. Passing Information to an Object
Section 3.3. Constructor Methods
Section 3.4. Retrieving Information from an Object
Section 3.5. Passing a Value and Passing a Reference
Section 3.6. Flow of Control: Control Structures
Section 3.7. Testing an Improved OneRowNim
Section 3.8. From the Java Library: java.lang.Object
Section 3.9. Object-Oriented Design: Inheritance and Polymorphism
Section 3.10. Drawing Lines and Defining Graphical Methods (Optional)
Chapter Summary
Solutions to Self-Study Exercises
Exercises
Chapter 4. InputOutput: Designing the User Interface
Section 4.1. Introduction
Section 4.2. The User Interface
Section 4.3. A Command-Line Interface
Section 4.4. A Graphical User Interface (GUI)
Section 4.5. Case Study: The One-Row Nim Game
Section 4.6. From the Java Library: java.io.File and File Input (Optional)
Chapter Summary
Solutions to Self-Study Exercises
Exercises
Chapter 5. Java Data and Operators
Section 5.1. Introduction
Section 5.2. Boolean Data and Operators
Section 5.3. Numeric Data and Operators
Section 5.4. From the Java Library: java.lang.Math
Section 5.5. Numeric Processing Examples
Section 5.6. From the Java Library: java.text.NumberFormat
Section 5.7. Character Data and Operators
Section 5.8. Example: Character Conversions
Section 5.9. Problem Solving Representation Action
Chapter Summary
Solutions to Self-Study Exercises
Exercises
Chapter 6. Control Structures
Section 6.1. Introduction
Section 6.2. Flow of Control: Repetition Structures
Section 6.3. Counting Loops
Section 6.4. Example: Car Loan
Section 6.5. Graphics Example: Drawing a Checkerboard
Section 6.6. Conditional Loops
Section 6.7. Example: Computing Averages
Section 6.8. Example: Data Validation
Section 6.9. Principles of Loop Design
Section 6.10. The switch Multiway Selection Structure
Section 6.11. Object-Oriented Design: Structured Programming
Chapter Summary
Solutions to Self-Study Exercises
Exercises
Chapter 7. Strings and String Processing
Section 7.1. Introduction
Section 7.2. String Basics
Section 7.3. Finding Things within a String
Section 7.4. Example: Keyword Search
Section 7.5. From the Java Library: java.lang.StringBuffer
Section 7.6. Retrieving Parts of Strings
Section 7.7. Example: Processing Names and Passwords
Section 7.8. Processing Each Character in a String
Section 7.9. Comparing Strings
Section 7.10. From the Java Library: java.util.StringTokenizer
Section 7.11. Handling Text in a Graphics Context (Optional)
Chapter Summary
Solutions to Self-Study Exercises
Exercises
Chapter 8. Inheritance and Polymorphism
Section 8.1. Introduction
Section 8.2. Java s Inheritance Mechanism
Section 8.3. Abstract Classes, Interfaces, and Polymorphism
Section 8.4. Example: A Toggle Button
Section 8.5. Example: The Cipher Class Hierarchy
Section 8.6. Case Study: A Two-Player Game Hierarchy
Section 8.7. Principles of Object-Oriented Design
Chapter Summary
Solutions to Self-Study Exercises
Exercises
Chapter 9. Arrays and Array Processing
Section 9.1. Introduction
Section 9.2. One-Dimensional Arrays
Section 9.3. Simple Array Examples
Section 9.4. Example: Counting Frequencies of Letters
Section 9.5. Array Algorithms: Sorting
Section 9.6. Array Algorithms: Searching
Section 9.7. Two-Dimensional Arrays
Section 9.8. Multidimensional Arrays (Optional)
Section 9.9. Object-Oriented Design: Polymorphic Sorting (Optional)
Section 9.10. From the Java Library: java.lang.Vector
Section 9.11. CASE STUDY: An N-Player Computer Game
Section 9.12. A GUI-Based Game (Optional Graphics)
Chapter Summary
Solutions to Self-Study Exercises
Exercises
Chapter 10. Exceptions: When Things Go Wrong
Section 10.1. Introduction
Section 10.2. Handling Exceptional Conditions
Section 10.3. Java s Exception Hierarchy
Section 10.4. Handling Exceptions within a Program
Section 10.5. Error Handling and Robust Program Design
Section 10.6. Creating and Throwing Your Own Exceptions
Section 10.7. From the Java Library: javax.swing.JOptionPane
Chapter Summary
Solutions to Self-Study Exercises
Exercises
Chapter 11. Files and Streams: InputOutput Techniques
Section 11.1. Introduction
Section 11.2. Streams and Files
Section 11.3. Case Study: Reading and Writing Text Files
Section 11.4. The File Class
Section 11.5. Example: Reading and Writing Binary Files
Section 11.6. Object Serialization: Reading and Writing Objects
Section 11.7. From the Java Library: javax.swing.JFileChooser
Section 11.8. Using File Data in Programs
Chapter Summary
Solutions to Self-Study Exercises
Exercises
Chapter 12. Recursive Problem Solving
Section 12.1. Introduction
Section 12.2. Recursive Definition
Section 12.3. Recursive String Methods
Section 12.4. Recursive Array Processing
Section 12.5. Example: Drawing (Recursive) Fractals
Section 12.6. Object-Oriented Design: Tail Recursion
Section 12.7. Object-Oriented Design: Recursion or Iteration?
Section 12.8. From the Java Library: javax.swing.JComboBox
Chapter Summary
Solutions to Self-Study Exercises
Exercises
Chapter 13. Graphical User Interfaces
Section 13.1. Introduction
Section 13.2. Java GUIs: From AWT to Swing
Section 13.3. The Swing Component Set
Section 13.4. Object-Oriented Design: Model-View-Controller Architecture
Section 13.5. The Java Event Model
Section 13.6. Case Study: Designing a Basic GUI
Section 13.7. Containers and Layout Managers
Section 13.8. Checkboxes, Radio Buttons, and Borders
Section 13.9. Menus and Scroll Panes
Chapter Summary
Solutions to Self-Study Exercises
Exercises
Chapter 14. Threads and Concurrent Programming
Section 14.1. Introduction
Section 14.2. What Is a Thread?
Section 14.3. From the Java Library: java.lang.Thread
Section 14.4. Thread States and Life Cycle
Section 14.5. Using Threads to Improve Interface Responsiveness
Section 14.6. Case Study: Cooperating Threads
Section 14.7. Case Study: The Game of Pong
Chapter Summary
Solutions to Self-Study Exercises
Exercises
Chapter 15. Sockets and Networking
Section 15.1. Introduction
Section 15.2. An Overview of Networks
Section 15.3. Using Network Resources from an Applet
Section 15.4. From the Java Library: java.net.URL
Section 15.5. The Slide-Show Applet
Section 15.6. Using Network Resources from an Application
Section 15.7. ClientServer Communication via Sockets
Section 15.8. CASE STUDY: Generic ClientServer Classes
Section 15.9. Playing One-Row Nim Over the Network
Section 15.10. Java Network Security Restrictions
Section 15.11. Java Servlets and Java Server Pages
Chapter Summary
Solutions to Self-Study Exercises
Exercises
Chapter 16. Data Structures: Lists, Stacks, and Queues
Section 16.1. Introduction
Section 16.2. The Linked List Data Structure
Section 16.3. Object-Oriented Design: The List Abstract Data Type (ADT)
Section 16.4. The Stack ADT
Section 16.5. The Queue ADT
Section 16.6. From the Java Library: The Java Collections Framework and Generic Types
Section 16.7. Using the Set and Map Interfaces
Section 16.8. The Binary Search Tree Data Structure
Chapter Summary
Solutions to Self-Study Exercises
Exercises
Appendix A. Coding Conventions
Comments
Indentation and White Space
Naming Conventions
Use of Braces
File Names and Layout
Statements
Executable Statements
Preconditions and Postconditions
Sample Programs
Appendix B. The Java Development Kit
The Java Compiler: javac
The Java Interpreter: java
The appletviewer
The Java Archiver jar Tool
The Java Documentation Tool: javadoc
Appendix C. The ASCII and Unicode Character Sets
Appendix D. Java Keywords
Appendix E. Operator Precedence Hierarchy
Appendix F. Java Inner Classes
What Are Inner Classes?
Nested Top-Level Versus Member Classes
Local and Anonymous Inner Classes
Appendix G. Java Autoboxing and Enumeration
Autoboxing and Unboxing
Enumeration
Appendix H. Java and UML Resources
Reference Books
Online References
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
Y
Z
Java, Java, Java, Object-Oriented Problem Solving (3rd Edition)
ISBN: 0131474340
EAN: 2147483647
Year: 2005
Pages: 275
Authors:
Ralph Morelli
,
Ralph Walde
BUY ON AMAZON
Beginners Guide to DarkBASIC Game Programming (Premier Press Game Development)
Basic Commands, Variables, and Data Types
Characters, Strings, and Text Output
Looping Commands
Game Graphics Learning to Use Bitmaps
Fundamentals of 3D Graphics Programming
Professional Java Native Interfaces with SWT/JFace (Programmer to Programmer)
SWT/JFace Mechanisms
Menus, Toolbars, Cool, Bars, and Actions
Dialogs
JFace Windows and Dialogs
Drawing Diagrams with Draw2D
Adobe After Effects 7.0 Studio Techniques
Animation Methods
Conclusion
Rotoscoping and Paint
Conclusion
In a Blaze of Glory
Cisco IOS in a Nutshell (In a Nutshell (OReilly))
Enabling SNMP
Token Ring Interfaces
IS-IS
Encrypted Tunnels
Switch Terminology
Microsoft WSH and VBScript Programming for the Absolute Beginner
Overview of the Windows Script Host
VBScript Basics
Conditional Logic
Using Procedures to Organize Scripts
Combining Different Scripting Languages
Quartz Job Scheduling Framework: Building Open Source Enterprise Applications
Building Quartz from Source
Using TriggerUtils with the CronTrigger
JobStores and Persistence
Using Memory to Store Scheduler Information
Using the J2EE Containers DataSource
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