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Introduction to Programming Using Java

An Object-Oriented Approach, Java 2 Update, JavaPlace Edition
Buch | Softcover
800 Seiten
2001
Pearson (Verlag)
978-0-201-75159-8 (ISBN)
79,95 inkl. MwSt
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This introductory programming in Java book offers an object-oriented approach, introducing the concepts of object, class, and message as early as the first chapter. The code has been updated to the Java 2 platform.
This introductory programming in Java book offers an object-oriented approach, introducing the concepts of object, class, and message as early as the first chapter. The code has been thoroughly updated to the Java 2 platform. This object-oriented approach is used throughout the text, as students learn the fundamentals of object-oriented programming along with the basics of imperative programming. The authors place a strong emphasis on the software development process, presenting a clear and usable procedure for solving problems by developing classes that is used throughout the text. In addition, each chapter has an optional supplemental section that introduces graphical user interface (GUI) concepts through the medium of the Java AWT.

Java's support for GUI and network programming makes a great setting for diverse programming examples: a calculator, a strategy game, reading the Dow Jones from Yahoo!, a Web surveyor application, scheduling songs for a radio station, as well as traditional payroll and student GPA computations. Working with these and other examples, students learn to think like a programmer, analyze problems, devise solutions, design classes, and write code.

(Chapters include: Introduction, Summary, Study Aid: Terminology Review, Questions for Review, Further Exercises, and GUI Supplement.)

1. Jumping Into Java.


Computers and Programs.



Programs and Models.



Objects, Behavior and Classes.



Our First Object A Monitor.



Sending a Message to the System.out Object.



A Java Program Java Interlude: Identifiers.



Mechanics.



Time.



Summary.



Study Aid: Terminology Review.



Questions for Review.



Further Exercises.



GUI Supplement: Introduction.



2. Using Objects.


Introduction.



Using PrintStream Objects.



Java Interlude: References, Methods and Messages.



The String Class.



Methods, Arguments and Return-Values.



Reference Variables.



Java Interlude: Variables and Assignment.



Using String Methods.



Java Interlude.



Summary.



Study Aid: Terminology Review.



Questions for Review.



Further Exercises.



GUI Supplement: Web Pages and HTML.



3. Using Classes.


Introduction.



Creating Objects.



Java Interlude.



Disk Files.



Writing Output to Files.



Input: an Overview.



Input: The Keyboard.



Interactive Input/Output.



Input: Disk Files.



Network Computing: An Introduction.



Summary.



Study Aid: Terminology Review.



Questions for Review.



Further Exercises.



GUI Supplement: Applets.



4. Defining Classes.


Introduction.



Class Definitions.



Designing Classes.



Specifying an InteractiveIO Class.



Implementing the InteractiveIO Class.



Improve the Implementation but Don't Touch the Interface!



Java Interlude: Variables, Declarations and the Return Statement.



Specifying a None Class.



Implementing the None Class.



State and Behavior.



Outputting Objects: Revisiting the Name Class (1).



Inputting Objects: Revisiting the Name Class (2) 4.12: Our First Program Revisited.



Summary.



Study Aid: Terminology Review.



Questions for Review.



Further Exercises.



GUI Supplement: Applets, Painting and Creating Controls.



5. The Class Design Process Method Implementation and Numerical Processing.


Introduction.



Designing Classes: An Overview.



Numeric Processing: The int Data Type.



Collecting Tolls: An Example.



Java Interlude: Primitive Data Types, int, Expressions and Operators.



Another Java Interlude: int Methods and int Input.



Other Integer Types.



Modeling the Numbers of Measurement.



Summary.



Study Aid: Terminology Review.



Questions for Review.



Further Exercises.



GUI Supplement: Drawing Text.



6. Controlling Behavior-Conditional Execution.


Introduction.



Conditional Execution - The If Statement.



Employee Payroll: An Example.



Java Interlude: The If Statement.



Input Methods Revisited: Testing for End of Input.



Type boolean and boolean-valued Expressions.



A Time Class.



Java Interlude: boolean, Compound Conditionals, Logical Operators.



Summary.



Study Aid: Terminology Review.



Questions for Review.



Further Exercises.



GUI Supplement: Responding to Controls: Event-Handling.



GUI Supplement II: Bringing the Calculator to Life.



7. Verifying Object Behavior.


Introduction.



Categories of Errors.



Test Drivers.



Automatic Testing.



What to Test and How to Test It.



Debugging Techniques.



Summary.



Study Aid: Terminology Review.



Questions for Review.



Further Exercises.



8. Working with Multiple Objects.


Introduction.



Processing Multiple Objects.



Loop Patterns.



The Impact of Loops on Testing.



A Radio Station's Song library.



Maintaining Multiple Values.



Vector-A Simple Collection Class.



Moving Through a Vector-Enumerations.



Revisiting the SongLibrary class.



Java Interlude: Primitive Types and Collections; Revisiting the Wrapper Classes.



An Example: Determining a Student's Relative Performance.



Sets.



Java Interlude: Class Object Methods.



Summary.



Study Aid: Terminology Review.



Questions for Review.



GUI Supplement: List, Checkbox, CheckboxGroup.



9. Iteration.


Introduction.



Designing Loops.



A Simple Example.



Revisiting the loop patterns of Chapter 7.



Variations on the Payroll Loop.



More Loop Patterns: Counters, Accumulators, Extremes.



Java Interlude: The for loop; short-circuits; break and continue.



A Loop Design Strategy: Refining an Imperfect Solution.



The Radio Station's Play Schedule.



Summary.



Study Aid: Terminology Review.



Questions for Review.



Further Exercises.



GUI Supplement Threads.



10. Organizing Objects.


Indexing.



The Limitations of Enumerations.



Searching.



Self-Organizing Vectors.



Java Interlude.



Finding Extremes.



Binary Search.



Sorting.



Introducing Arrays.



Vectors and Arrays.



Command-line Arguments.



Strings and Indices.



Summary.



Questions for Review.



Terminology.



Further Exercises.



GUI Supplement: The Game of Life.



11. Recursion.


Introduction.



Example: Exponentiation.



How to Design a Recursive Method.



Recursive methods: under the hood.



Finding A Square Root.



Recursion with Vectors, Arrays and Strings.



Permutations.



Recursion and Iteration; Trade-Offs.



Summary.



Questions for Review.



Terminology.



Further Exercises.



GUI Supplement: The Towers of Hanoi.



12. Examples.


Introduction.



The LOGO Turtle.



Web Site Maintenance.



The Game of Mancala.



Study Aid: Terminology Review.



Questions for Review.



Further Exercises.



GUI Supplement A Graphical Interface for Mancala.



13. Extending Class Behavior.


Introduction.



Extending classes-Inheritance I.



A Better BufferedReader.



Adding State to the Subclass; Accessing the Superclass's State.



Revisiting the Name Class-Adding Additional State.



Java Interlude: Inheritance.



Overriding Methods.



Java Interlude: Polymorphism.



Factoring out Common Behavior-Inheritance II.



Abstract methods and classes.



Specifying Common Behavior-Interfaces.



A Generic Sorting Method.



Summary.



Study Aid: Terminology Review.



Questions for Review.



Further Exercises.



GUI Supplement: The AWT Hierarchy.



14. Exceptions.


Expect the Unexpected.



Encountering the Unexpected.



Java Interlude: The Exception Class.



Handling the Unexpected.



Responsibility for the Unexpected.



Exceptions Are Not Always Errors.



Study Aid: Terminology Review.



Questions for Review.



Further Exercises.



Net Supplement Client-Server Programming.



Java Clients.



Appendix A. Glossary of All Terms.


Appendix B. Editing, Compiling and Running Java Programs.


Appendix C. Annotated List of Java Classes, Interfaces, Methods, Variables and Constants Used in this Text.


Appendix D. Exercises for the GUI.

Erscheint lt. Verlag 25.7.2001
Sprache englisch
Gewicht 1246 g
Themenwelt Informatik Programmiersprachen / -werkzeuge Java
Mathematik / Informatik Informatik Web / Internet
ISBN-10 0-201-75159-3 / 0201751593
ISBN-13 978-0-201-75159-8 / 9780201751598
Zustand Neuware
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