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Introduction to Java Programming
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Introduction to Java Programming

          
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About the Book
For CS1 (in Java) and other introductory Java programming courses offered in Computer Science, Engineering and Business programs. Designed for a first course in Java programming, this text covers Java 2 the newest version of this programming language, principles of programming, and core Java features. A step-by-step approach first lays a sound foundation on programming elements, control statements, and methods; then introduces object-oriented programming; moves on to graphics programming; and concludes with advanced features that enable students to develop comprehensive programs. Representative examples, abundant pedagogy, and multiple exercises provide students with an outstanding introduction to Java. *NEW UML (Unified Modeling Language) graphical notations throughout Describe classes and their relationships. *Teaches students design and development of Java programs using the industry standard modeling technique. *NEW State-of-the-art Swing components Replace all the AWT user interface components. *Students learn Java programming with state-of-the-art graphics components. *NEW More case studies. *Offers students additional examples for learning the fundamentals of programming, such as writing loops. *NEW Flexible organization of topics Marks nonessential sections optional. *Allows some material (such as recursion, advanced layout managers, and resource bundles) to be skipped or covered at a different time without affecting later chapters. *NEW CD-ROM with every copy of the text Includes all the source code for programs in the book, and Borland JBuilder& 3.5 Foundation software. *Students can run and manipulate the source code from all the examples in the book and have access to the JBuilder professional integrated development environment/compiler free of charge that they can use to complete programming assignments. The JBuilder software works with Windows, Linux, and Solaris platforms. *NEW Added appendices E.g., Number Systems; UML Graphical Notations; and Java Packages. *Programming concepts AND core techniques. *Allows students to explore the fundamentals of programming as well as the Java language. *Carefully chosen, easy-to-follow, representative examples Include a description, source code, sample run, and an example review. *Enables students to translate theory into practice. *Notes and tips throughout Impart valuable advice and insight on important aspects of program development. *NEW Chapter on internationalization (Ch. 12) Covers the development of Java programs for international audiences. *Shows students how to format dates, numbers, currencies, and percentages for different regions, countries, and languages, as well as how to use resource bundles to define which images and strings are used by a component depending on the users locale and preferences. *Chapter-end programming exercises. *Gives students opportunities to apply the skills on their own through practice. *Chapter summaries and review questions. *Reinforces important subjects to understand and remember, and assists students in tracking progress and evaluating learning.

Table of Contents:
I. FUNDAMENTALS OF PROGRAMMING. 1. Introduction to Java. Introduction. The History of Java. Characteristics of Java. Java and the World Wide Web. The Java Language Specification. Java Development Tools. Java Applications. Anatomy of the Application Program. Java Applets (Optional). Anatomy of the Applet Program (Optional). Applications versus Applets (Optional). 2. Primitive Data Types and Operations. Introduction. Writing Simple Programs. Identifiers. Variables. Assignment Statements. Constants. Numerical Data Types. Character Data Type. Boolean Data Type. Case Studies. Programming Style and Documentation. Programming Errors. Debugging (Optional). 3. Control Statements. Introduction. Selection Statements. Loop Statements. Using the Keywords break and continue. Case Studies. 4. Methods. Introduction. Creating a Method. Calling a Method. Passing Parameters. Overloading Methods. Method Abstraction. The Math Class. Case Studies. Recursion (Optional). II. OBJECT-ORIENTED PROGRAMMING. 5. Programming with Objects and Classes. Introduction. Objects and Classes. Constructors. Passing Objects to Methods. Visibility Modifiers and Accessor Methods. Class Variables, Constants, and Methods. The Scope of Variables. The Keyword this. Analyzing Relationships among Objects. Case Studies. Java Application Programmer Interface. The String Class. The StringBuffer Class. The StringTokenizer Class. 6. Class Inheritance. Introduction. Superclasses and Subclasses. Using the super Keyword. Overriding Methods. The object Class. The protected and final Modifiers. Abstract Classes. Polymorphism and Dynamic Binding. Casting Objects and the instanceof Operator. Interfaces. Inner Classes. Software Development Processes. Class-Design Guidelines. 7. Arrays and Vectors. Introduction. Declaring and Creating Arrays. Initializing and Processing Arrays. Sorting Arrays. Searching Arrays. Array of Objects. Copying Arrays. Multidimensional Arrays. Processing Primitive Type Values as Objects. The Number Class and Its Subclasses. Command-Line Arguments. Case Studies (Optional). The Vector Class (Optional). III. GRAPHICS PROGRAMMING. 8. Getting Started with Graphics Programming. Introduction. The Java Graphics API. Frames. Layout Managers. Using Panels as Containers. Drawing Graphics in Panels. The Color Class. The Font and FontMetrics Classes. Drawing Geometric Figures. Case Studies. Event-Driven Programming. 9. Creating User Interfaces. Introduction. JavaBeans. Buttons. Labels. Text Fields. Text Areas. Combo Boxes. Lists. Check Boxes. Radio Buttons. Borders. Message Dialog Boxes. Menus. Creating Multiple Windows. Scrollbars. Scroll Panes. Tabbed Panes. 10. Applets and Advanced Graphics. Introduction. The Applet Classes. The JApplet Class. Running Applets in the Java Plug-In (Optional). The <> HTML Tag. Passing Parameters to Applets. Conversions between Applications and Applets. Running a Program as an Applet and an Application. Mouse Events. Keyboard Events. Modeling Dynamic Behavior Using Sequence Diagrams and Statecharts. Case Studies. Packaging and Deploying Java Projects (Optional). The CardLayout Manager (Optional). The GridBagLayout Manager (Optional). Using No Layout Manager (Optional). IV. DEVELOPING COMPREHENSIVE PROJECTS. 11. Exception Handling. Introduction. Exceptions and Exception Types. Understanding Exception Handling. Rethrowing Exceptions. The finally Clause. Cautions When Using Exceptions. Creating Custom Exception Classes (Optional). 12. Internationalization. Introduction. The Locale Class. Processing Date and Time. Formatting Numbers. Resource Bundles (Optional). 13. Multithreading. Introduction. Creating Threads by Extending the Thread Class. Creating Threads by Implementing the Runnable Interface. Controlling Threads and Thread States. Thread Groups. Synchronization. Creating Threads for Applets. Using the Timer Class to Control Animation. Case Studies. 14. Multimedia. Introduction. Playing Audio. Running Audio on a Separate Thread. Displaying Images. Loading Images and Audio Files in Java Applications. Displaying a Sequence of Images. Using MediaTracker. 15. Input and Output. Introduction. Stream Classes. The File Class and Processing External Files. Filter Streams. Data Streams. Print Streams. Buffered Streams. File Dialogs. Text Input and Output on the Console. Object Streams. Random Access Files. Parsing Text Files (Optional). Array Streams, Piped Streams, String Streams, Pushback Streams, and Line Number Streams (Optional). 16. Networking. Introduction. Client/Server Computing. Serving Multiple Clients and the InetAddress Class. Applet Clients. Sending and Receiving Objects. The URL Class and Viewing Web Pages from Applets. Retrieving Files from Web Servers. Viewing HTML Files Using JEditorPane. Case Studies (Optional). APPENDICES. Appendix A: Java Keywords. Appendix B: The ASCII Character Set. Appendix C: Operator Precedence Chart. Appendix D: Java Modifiers. Appendix E: Number Systems. Introduction. Conversions between Binary Numbers and Decimal Numbers. Conversions between Hexadecimal Numbers and Decimal Numbers. Conversions between Binary Numbers and Hexadecimal Numbers. Appendix F: An HTML Tutorial. Getting Started. Structure Tags. Text Appearance Tags. Paragraph-Style Tags. Font, Size, and Color Tags. List Tags. Table Tags. Hyperlink Tags. Embedding Graphics. More on HTML. Appendix G: UML Graphical Notations. Classes and Objects. The Modifiers, public, private, protected, and static. Class Relationships. Abstract Classes and Interfaces. Sequence Diagrams. Statechart Diagrams. Appendix H: Packages. Package-Naming Conventions. The Classpath Environment Variable. Putting Classes into Packages. Using Packages. Appendix I: A JBuilder 3.5 Tutorial. Introduction. What Is JBuilder 3.5? Obtaining and Installing JBuilder 3.5. Getting Started with JBuilder 3. Creating a Project. Setting Project Properties. Creating a Java Application. Compiling a Java Program. Executing a Java Application. Creating a Java Applet. Compiling and Viewing Applets in JBuilder 3.5. Using the MyInput Class in JBuilder 3.5. Some Known Problems of JBuilder 3.5. Appendix J: Glossary. Index.
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About the Book

For CS1 (in Java) and other introductory Java programming courses offered in Computer Science, Engineering and Business programs. Designed for a first course in Java programming, this text covers Java 2 the newest version of this programming language, principles of programming, and core Java features. A step-by-step approach first lays a sound foundation on programming elements, control statements, and methods; then introduces object-oriented programming; moves on to graphics programming; and concludes with advanced features that enable students to develop comprehensive programs. Representative examples, abundant pedagogy, and multiple exercises provide students with an outstanding introduction to Java. *NEW UML (Unified Modeling Language) graphical notations throughout Describe classes and their relationships. *Teaches students design and development of Java programs using the industry standard modeling technique. *NEW State-of-the-art Swing components Replace all the AWT user interface components. *Students learn Java programming with state-of-the-art graphics components. *NEW More case studies. *Offers students additional examples for learning the fundamentals of programming, such as writing loops. *NEW Flexible organization of topics Marks nonessential sections optional. *Allows some material (such as recursion, advanced layout managers, and resource bundles) to be skipped or covered at a different time without affecting later chapters. *NEW CD-ROM with every copy of the text Includes all the source code for programs in the book, and Borland JBuilder& 3.5 Foundation software. *Students can run and manipulate the source code from all the examples in the book and have access to the JBuilder professional integrated development environment/compiler free of charge that they can use to complete programming assignments. The JBuilder software works with Windows, Linux, and Solaris platforms. *NEW Added appendices E.g., Number Systems; UML Graphical Notations; and Java Packages. *Programming concepts AND core techniques. *Allows students to explore the fundamentals of programming as well as the Java language. *Carefully chosen, easy-to-follow, representative examples Include a description, source code, sample run, and an example review. *Enables students to translate theory into practice. *Notes and tips throughout Impart valuable advice and insight on important aspects of program development. *NEW Chapter on internationalization (Ch. 12) Covers the development of Java programs for international audiences. *Shows students how to format dates, numbers, currencies, and percentages for different regions, countries, and languages, as well as how to use resource bundles to define which images and strings are used by a component depending on the users locale and preferences. *Chapter-end programming exercises. *Gives students opportunities to apply the skills on their own through practice. *Chapter summaries and review questions. *Reinforces important subjects to understand and remember, and assists students in tracking progress and evaluating learning.

Table of Contents:
I. FUNDAMENTALS OF PROGRAMMING. 1. Introduction to Java. Introduction. The History of Java. Characteristics of Java. Java and the World Wide Web. The Java Language Specification. Java Development Tools. Java Applications. Anatomy of the Application Program. Java Applets (Optional). Anatomy of the Applet Program (Optional). Applications versus Applets (Optional). 2. Primitive Data Types and Operations. Introduction. Writing Simple Programs. Identifiers. Variables. Assignment Statements. Constants. Numerical Data Types. Character Data Type. Boolean Data Type. Case Studies. Programming Style and Documentation. Programming Errors. Debugging (Optional). 3. Control Statements. Introduction. Selection Statements. Loop Statements. Using the Keywords break and continue. Case Studies. 4. Methods. Introduction. Creating a Method. Calling a Method. Passing Parameters. Overloading Methods. Method Abstraction. The Math Class. Case Studies. Recursion (Optional). II. OBJECT-ORIENTED PROGRAMMING. 5. Programming with Objects and Classes. Introduction. Objects and Classes. Constructors. Passing Objects to Methods. Visibility Modifiers and Accessor Methods. Class Variables, Constants, and Methods. The Scope of Variables. The Keyword this. Analyzing Relationships among Objects. Case Studies. Java Application Programmer Interface. The String Class. The StringBuffer Class. The StringTokenizer Class. 6. Class Inheritance. Introduction. Superclasses and Subclasses. Using the super Keyword. Overriding Methods. The object Class. The protected and final Modifiers. Abstract Classes. Polymorphism and Dynamic Binding. Casting Objects and the instanceof Operator. Interfaces. Inner Classes. Software Development Processes. Class-Design Guidelines. 7. Arrays and Vectors. Introduction. Declaring and Creating Arrays. Initializing and Processing Arrays. Sorting Arrays. Searching Arrays. Array of Objects. Copying Arrays. Multidimensional Arrays. Processing Primitive Type Values as Objects. The Number Class and Its Subclasses. Command-Line Arguments. Case Studies (Optional). The Vector Class (Optional). III. GRAPHICS PROGRAMMING. 8. Getting Started with Graphics Programming. Introduction. The Java Graphics API. Frames. Layout Managers. Using Panels as Containers. Drawing Graphics in Panels. The Color Class. The Font and FontMetrics Classes. Drawing Geometric Figures. Case Studies. Event-Driven Programming. 9. Creating User Interfaces. Introduction. JavaBeans. Buttons. Labels. Text Fields. Text Areas. Combo Boxes. Lists. Check Boxes. Radio Buttons. Borders. Message Dialog Boxes. Menus. Creating Multiple Windows. Scrollbars. Scroll Panes. Tabbed Panes. 10. Applets and Advanced Graphics. Introduction. The Applet Classes. The JApplet Class. Running Applets in the Java Plug-In (Optional). The <> HTML Tag. Passing Parameters to Applets. Conversions between Applications and Applets. Running a Program as an Applet and an Application. Mouse Events. Keyboard Events. Modeling Dynamic Behavior Using Sequence Diagrams and Statecharts. Case Studies. Packaging and Deploying Java Projects (Optional). The CardLayout Manager (Optional). The GridBagLayout Manager (Optional). Using No Layout Manager (Optional). IV. DEVELOPING COMPREHENSIVE PROJECTS. 11. Exception Handling. Introduction. Exceptions and Exception Types. Understanding Exception Handling. Rethrowing Exceptions. The finally Clause. Cautions When Using Exceptions. Creating Custom Exception Classes (Optional). 12. Internationalization. Introduction. The Locale Class. Processing Date and Time. Formatting Numbers. Resource Bundles (Optional). 13. Multithreading. Introduction. Creating Threads by Extending the Thread Class. Creating Threads by Implementing the Runnable Interface. Controlling Threads and Thread States. Thread Groups. Synchronization. Creating Threads for Applets. Using the Timer Class to Control Animation. Case Studies. 14. Multimedia. Introduction. Playing Audio. Running Audio on a Separate Thread. Displaying Images. Loading Images and Audio Files in Java Applications. Displaying a Sequence of Images. Using MediaTracker. 15. Input and Output. Introduction. Stream Classes. The File Class and Processing External Files. Filter Streams. Data Streams. Print Streams. Buffered Streams. File Dialogs. Text Input and Output on the Console. Object Streams. Random Access Files. Parsing Text Files (Optional). Array Streams, Piped Streams, String Streams, Pushback Streams, and Line Number Streams (Optional). 16. Networking. Introduction. Client/Server Computing. Serving Multiple Clients and the InetAddress Class. Applet Clients. Sending and Receiving Objects. The URL Class and Viewing Web Pages from Applets. Retrieving Files from Web Servers. Viewing HTML Files Using JEditorPane. Case Studies (Optional). APPENDICES. Appendix A: Java Keywords. Appendix B: The ASCII Character Set. Appendix C: Operator Precedence Chart. Appendix D: Java Modifiers. Appendix E: Number Systems. Introduction. Conversions between Binary Numbers and Decimal Numbers. Conversions between Hexadecimal Numbers and Decimal Numbers. Conversions between Binary Numbers and Hexadecimal Numbers. Appendix F: An HTML Tutorial. Getting Started. Structure Tags. Text Appearance Tags. Paragraph-Style Tags. Font, Size, and Color Tags. List Tags. Table Tags. Hyperlink Tags. Embedding Graphics. More on HTML. Appendix G: UML Graphical Notations. Classes and Objects. The Modifiers, public, private, protected, and static. Class Relationships. Abstract Classes and Interfaces. Sequence Diagrams. Statechart Diagrams. Appendix H: Packages. Package-Naming Conventions. The Classpath Environment Variable. Putting Classes into Packages. Using Packages. Appendix I: A JBuilder 3.5 Tutorial. Introduction. What Is JBuilder 3.5? Obtaining and Installing JBuilder 3.5. Getting Started with JBuilder 3. Creating a Project. Setting Project Properties. Creating a Java Application. Compiling a Java Program. Executing a Java Application. Creating a Java Applet. Compiling and Viewing Applets in JBuilder 3.5. Using the MyInput Class in JBuilder 3.5. Some Known Problems of JBuilder 3.5. Appendix J: Glossary. Index.


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Product Details
  • ISBN-13: 9780130319975
  • Publisher: Pearson Education (US)
  • Publisher Imprint: Pearson
  • Height: 253 mm
  • No of Pages: 784
  • Weight: 1439 gr
  • ISBN-10: 013031997X
  • Publisher Date: 15 Dec 2000
  • Binding: SA
  • Language: English
  • Spine Width: 28 mm
  • Width: 203 mm


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