JAVA, JAVA, JAVA, OBJECT-ORIENTED PROBLEM SOLVING
Ouvrage 9780131474345 : JAVA, JAVA, JAVA, OBJECT-ORIENTED PROBLEM SOLVING
Table of contents:
Preface.
0. Computers, Objects, and Java.
Welcome. Why Study Programming? Why Java? What Is a Computer? The
Internet and the World Wide Web. Programming Languages. What Is
Object-Oriented Programming? Summary of UML Elements.
1. Java Program Design and Development.
Introduction. Designing Good Programs. Editing, Compiling, and Running a
Java Program. Qualified Names in Java.
2. Objects: Defining, Creating, and Using.
Introduction. Class Definition. Case Study: Simulating a CyberPet.
3. Methods: Communicating with Objects.
Introduction. Passing Information to an Object. Constructor Methods.
Retrieving Information from an Object. Passing a Value and Passing a
Reference. Flow of Control: Selection Control Structures. The Improved
CyberPet.
4. Applets: Programming for the World Wide Web.
Introduction. The Applet Class. Class Inheritance. Applet Subclasses. A
Simple Applet. Event-Driven Programming. Case Study: The CyberPetApplet.
5. Java Data and Operators.
Introduction. Programming = Representation + Action. Boolean Data and
Operators. The Boolean-Based CyberPet Model. Numeric Data and Operators.
Case Study: Converting Fahrenheit to Celsius. An Integer-Based CyberPet
Model. Character Data and Operators. Example: Character Conversions.
Example: Calculating Compound Interest. Problem Solving = Representation
+ Action.
6. Control Structures.
Introduction. Flow of Control: Repetition Structures. Counting Loops.
Example: Car Loan. Conditional Loops. Example: Computing Averages.
Example: Data Validation. Case Study: Animated CyberPet. Principles of
Loop Design.
7. Strings and String Processing.
Introduction. String Basics. Finding Things Within a String. Example:
Keyword Search. Retrieving Parts of Strings. Example: Processing Names
and Passwords. Processing Each Character in a String. Case Study: Silly
CyberPet String Tricks. Comparing Strings.
8. Arrays and Array Processing.
Introduction. One-Dimensional Arrays. Simple Array Examples. Example:
Testing a Die. Case Study: CyberPet Animation. Array Algorithms:
Sorting. Array Algorithms: Searching. Two-Dimensional Arrays.
Multidimensional Arrays. Case Study: Simulating a Card Deck.
9. Graphical User Interfaces.
Introduction. The Swing Component Set. The Java Event Model 446 Events
and Listeners. Case Study: Designing a Basic GUI. Containers and Layout
Managers. Checkboxes, Radio Buttons, and Borders. Menus and Scroll
Panes.
10. Graphics and Drawing.
Introduction. The Drawing Surface. The Graphics Context. The Color
Class. Painting and Drawing Lines and Shapes. Example: The ShapeDemo
Applet. Graphing Equations. Drawing Bar Charts and Pie Charts. Handling
Text in a Graphics Context. Case Study: Interactive Drawing.
11.Exceptions: When Things Go Wrong.
Introduction. Handling Exceptional Conditions. Java's Exception
Hierarchy. Handling Exceptions Within a Program. Error Handling and
Robust Program Design. Creating and Throwing Your Own Exceptions.
12. Recursive Problem Solving.
Introduction. Recursive Definition. Recursive String Methods. Recursive
Array Processing. Example: Drawing (Recursive) Fractals.
13. Threads and Concurrent Programming.
Introduction. What Is a Thread? Thread States and Life Cycle. Using
Threads to Improve Interface Responsiveness. Case Study: Cooperating
Threads. Case Study: The Spider and Fly Threads.
14. Files, Streams, and Input/Output Techniques.
Introduction. Streams and Files. Case Study: Reading and Writing Text
Files. The File Class. Example: Reading and Writing Binary Files. Object
Serialization: Reading and Writing Objects.
15. Sockets and Networking.
Introduction. An Overview of Networks. Using Network Resources from an
Applet. The Slide Show Applet. Using Network Resources from an
Application. Client/Server Communication via Sockets. Case Study:
Generic Client/Server Classes. Java Network Security Restrictions.
16. Data Structures: Lists, Stacks, and Queues.
Introduction. The Linked List Data Structure. The Stack ADT. The Queue
ADT.
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. Advanced Language Features.
Inner Classes. Nested Top-Level Versus Member Classes. Local and
Anonymous Inner Classes.
Appendix G. Java and UML Resources.
Reference Books. Online References.
Subject Index.
Auteur : MORELLI
Editeur : PRENTICE HALL
Nombre de pages : 976
Date de publication : 03 2006
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