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Java, Java, Java
Ralph Morelli and Ralph Walde
Computers & Technology
Java, Java, Java
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0 Computers, Objects, and Java
0.1 Welcome
0.2 What Is a Computer?
0.3 Networks, the Internet and the World Wide Web
0.4 Why Study Programming?
0.5 Programming Languages
0.6 Why Java?
0.7 What Is Object-Oriented Programming?
1 Java Program Design and Development
1.1 Introduction
1.2 Designing Good Programs
1.3 Designing a Riddle Program
1.4 Java Language Elements
1.5 Editing, Compiling, and Running a Java Program
1.6 From the Java Library: System and PrintStream
2 Objects: Using, Creating, and Defining
2.1 Introduction
2.2 Using String Objects
2.3 Drawing Shapes with a Graphics Object (Optional)
2.4 Class Definition
2.5 CASE STUDY: Simulating a Two-Person Game
2.6 From the Java Library: java.util.Scanner.
3 Methods: Communicating with Objects
3.1 Introduction
3.2 Passing Information to an Object
3.3 Constructor Methods
3.4 Retrieving Information from an Object
3.5 Passing a Value and Passing a Reference
3.6 Flow of Control: Control Structures
3.7 Testing an Improved OneRowNim
3.8 From the Java Library java.lang.Object
3.9 Object-Oriented Design: Inheritance and Polymorphism
3.10 Drawing Lines and Defining Graphical Methods (Optional)
4 Input/Output: Designing the User Interface
4.1 Introduction
4.2 The User Interface
4.3 A Command-Line Interface
4.4 A Graphical User Interface (GUI)
4.5 Case Study: The One Row Nim Game
4.6 From the Java Library: java.io.File and File Input (Optional)
5 Java Data and Operators
5.1 Introduction
5.2 Boolean Data and Operators
5.3 Numeric Data and Operators
5.4 From the Java Library java.lang.Math
5.5 Numeric Processing Examples
5.6 From the Java Library java.text.NumberFormat
5.7 Character Data and Operators
5.8 Example: Character Conversions
5.9 Problem Solving = Representation + Action
6 Control Structures
6.1 Introduction
6.2 Flow of Control: Repetition Structures
6.3 Counting Loops
6.4 Example: Car Loan
6.5 Graphics Example: Drawing a Checkerboard
6.6 Conditional Loops
6.7 Example: Computing Averages
6.8 Example: Data Validation
6.9 Principles of Loop Design
6.10 The switch Multiway Selection Structure
6.11 OBJECT-ORIENTED DESIGN: Structured Programming
7 Strings and String Processing
7.1 Introduction
7.2 String Basics
7.3 Finding Things Within a String
7.4 Example: Keyword Search
7.5 From the Java Library: java.lang.StringBuffer
7.6 Retrieving Parts of Strings
7.7 Example: Processing Names and Passwords
7.8 Processing Each Character in a String
7.9 Comparing Strings
7.10 From the Java Library: java.util.StringTokenizer
7.11 Handling Text in a Graphics Context (Optional)
8 Inheritance and Polymorphism
8.1 Introduction
8.2 Java's Inheritance Mechanism
8.3 Abstract Classes, Interfaces, and Polymorphism
8.4 Example: A Toggle Button
8.5 Example: The Cipher Class Hierarchy
8.6 Case Study: A Two Player Game Hierarchy
8.7 Principles Of Object-Oriented Design
9 Arrays and Array Processing
9.1 Introduction
9.2 One-Dimensional Arrays
9.3 Simple Array Examples
9.4 Example: Counting Frequencies of Letters
9.5 Array Algorithms: Sorting
9.6 Array Algorithms: Searching
9.7 Two-Dimensional Arrays
9.8 Multidimensional Arrays (Optional)
9.9 OBJECT-ORIENTED DESIGN: [2pt]Polymorphic Sorting (Optional)
9.10 From the Java Library: java.util.Vector
9.11 Case Study: An N-Player Computer Game
9.12 A GUI-Based Game (Optional Graphics)
10 Exceptions: When Things Go Wrong
10.1 Introduction
10.2 Handling Exceptional Conditions
10.3 Java's Exception Hierarchy
10.4 Handling Exceptions Within a Program
10.5 Error Handling and Robust Program Design
10.6 Creating and Throwing Your Own Exceptions
10.7 From the Java Library: JOptionPane
11 Files and Streams: Input/Output Techniques
11.1 Introduction
11.2 Streams and Files
11.3 CASE STUDY: Reading and Writing Text Files
11.4 The File Class
11.5 Example: Reading and Writing Binary Files
11.6 Object Serialization: Reading and Writing Objects
11.7 From the Java Library javax.swing.JFileChooser
11.8 Using File Data in Programs
12 Recursive Problem Solving
12.1 Introduction
12.2 Recursive Definition
12.3 Recursive String Methods
12.4 Recursive Array Processing
12.5 Example: Drawing (Recursive) Fractals
12.6 OBJECT-ORIENTED DESIGN: Tail Recursion
12.7 OBJECT-ORIENTED DESIGN: Recursion or Iteration?
12.8 From the Java Library: javax.swing.JComboBox
13 Graphical User Interfaces
13.1 Introduction
13.2 Java GUIs: From AWT to Swing
13.3 The Swing Component Set
13.4 OBJECT-ORIENTED DESIGN: Model-View-Controller Architecture
13.5 The Java Event Model
13.6 CASE STUDY: Designing a Basic GUI
13.7 Containers and Layout Managers
13.8 Checkboxes, Radio Buttons, and Borders
13.9 Menus and Scroll Panes
14 Threads and Concurrent Programming
14.1 Introduction
14.2 What Is a Thread?
14.3 From the Java Library: java.lang.Thread
14.4 Thread States and Life Cycle
14.5 Using Threads to Improve Interface Responsiveness
14.6 CASE STUDY: Cooperating Threads
14.7 CASE STUDY: The Game of Pong
15 Sockets and Networking
15.1 Introduction
15.2 An Overview of Networks
15.3 Using Multimedia Network Resources for a Graphical Program
15.4 From the Java Library: java.net.URL
15.5 The Slide Show Program
15.6 Adding Text Network Resources for an Application
15.7 Client/Server Communication via Sockets
15.8 CASE STUDY: Generic Client/Server Classes
15.9 Playing One Row Nim Over the Network
15.10 Java Network Security Restrictions
15.11 Java Servlets and Java Server Pages
16 Data Structures: Lists, Stacks, and Queues
16.1 Introduction
16.2 The Linked List Data Structure
16.3 OBJECT-ORIENTED DESIGN: The List Abstract Data Type (ADT)
16.4 The Stack ADT
16.5 The Queue ADT
16.6 From the Java Library: The Java Collections Framework and Generic Types
16.7 Using the Set and Map Interfaces
16.8 The Binary Search Tree Data Structure
A Coding Conventions
B The Java Development Kit
C The ASCII and Unicode Character Sets
D Java Keywords
E Operator Precedence Hierarchy
F Java Inner Classes
G Java Autoboxing and Enumeration
H Java and UML Resources
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