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Sams Teach Yourself Java in 24 Hours (Covering Java 9), Web Edition

2017 | 8th edition
Addison Wesley (Hersteller)
978-0-13-487872-0 (ISBN)
38,30 inkl. MwSt
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Computer programming with Java is easier than it looks. In just 24 lessons of one hour or less, you can learn to write computer programs in Java.



Using a straightforward, step-by-step approach, popular author Rogers Cadenhead helps you master the skills and technology you need to create desktop and web programs, web services, an Android app, and even Minecraft mods in Java.



Each lesson builds on what you've already learned, giving you a rock-solid foundation for real-world success.



Full-color figures and clear step-by-step instructions visually show you how to program with Java.



Quizzes and Exercises at the end of each chapter help you test your knowledge.



Notes, Tips, and Cautions provide related information, advice, and warnings.




Learn how to...

* Set up your Java programming environment

* Write your first working program in just minutes

* Control program decisions and behavior

* Store and work with information

* Build straightforward user interfaces

* Create interactive web programs

* Use threading to build more responsive programs

* Read and write files and XML data

* Master best practices for object-oriented programming

* Use Java 9's new HTTP client

* Use Java to create an Android app

* Expand your skills with closures

* Create Minecraft mods with Java



Purchase of Sams Teach Yourself Java in 24 Hours in any format includes free access to the online Web Edition, which provides several special features to help you learn:



The complete text of the book online
Updates and corrections as they become available

This Web Edition can be viewed on all types of computers and mobile devices with any modern web browser that supports HTML5. (Web Editions cannot be viewed on an eReader. To view on an eReader, please purchase an eBook.)




Contents at a Glance



Part I Getting Started

1 Becoming a Programmer

2 Writing Your First Program

3 Vacationing in Java

4 Understanding How Java Programs Work



Part II Learning the Basics of Programming

5 Storing and Changing Information in a Program

6 Using Strings to Communicate

7 Using Conditional Tests to Make Decisions

8 Repeating an Action with Loops



Part III Working with Information in New Ways

9 Storing Information with Arrays

10 Creating Your First Object

11 Describing What Your Object is Like

12 Making the Most of Existing Objects



Part IV Moving into Advanced Topics

13 Storing Objects in Data Structures

14 Handling Errors in a Program

15 Creating a Threaded Program

16 Using Inner Classes and Closures



Part V Programming a Graphical User Interface

17 Building a Simple User Interface in Swing

18 Laying Out a User Interface

19 Responding to User Input



Part VI Writing Internet Applications

20 Reading and Writing Files

21 Using Java 9's New HTTP Client

22 Creating Java2D Graphics

23 Creating Minecraft Mods with Java

24 Writing Android Apps



Appendixes

A Using the NetBeans Integrated Development Environment

B Where to Go from Here Java Resources

C This Book's Web Site



D Fixing a Problem with the Android Studio Emulator

Rogers Cadenhead is a writer, computer programmer, and web developer who has written more than 25 books on programming- and Internet-related topics, including Sams Teach Yourself Java in 21 Days. He maintains the Drudge Retort and other websites that receive more than 20 million visits a year. Rogers can be reached on Twitter at @rcade.

Part I Getting Started

1 Becoming a Programmer

2 Writing Your First Program

3 Vacationing in Java

4 Understanding How Java Programs Work




Part II Learning the Basics of Programming

5 Storing and Changing Information in a Program

6 Using Strings to Communicate

7 Using Conditional Tests to Make Decisions

8 Repeating an Action with Loops




Part III Working with Information in New Ways

9 Storing Information with Arrays

10 Creating Your First Object

11 Describing What Your Object is Like

12 Making the Most of Existing Objects




Part IV Moving into Advanced Topics

13 Storing Objects in Data Structures

14 Handling Errors in a Program

15 Creating a Threaded Program

16 Using Inner Classes and Closures




Part V Programming a Graphical User Interface

17 Building a Simple User Interface in Swing

18 Laying Out a User Interface

19 Responding to User Input




Part VI Writing Internet Applications

20 Reading and Writing Files

21 Using Java 9's New HTTP Client

22 Creating Java2D Graphics

23 Creating Minecraft Mods with Java

24 Writing Android Apps




Appendixes

A Using the NetBeans Integrated Development Environment

B Where to Go from Here Java Resources

C This Book's Web Site



D Fixing a Problem with the Android Studio Emulator

Erscheint lt. Verlag 2.10.2017
Reihe/Serie Sams Teach Yourself
Verlagsort Boston
Sprache englisch
Themenwelt Informatik Programmiersprachen / -werkzeuge Java
Informatik Software Entwicklung Spieleprogrammierung
ISBN-10 0-13-487872-8 / 0134878728
ISBN-13 978-0-13-487872-0 / 9780134878720
Zustand Neuware
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