
Nguồn ngoài
Java, Java, Java - Object-Oriented Programming
We have designed this third edition of Java, Java, Java to be suitable for a typical Introduction to Computer Science (CS1) course or for a slightly more advanced Java as a Second Language course. This edition retains the “objects first” approach to programming and problem solving that was characteristic of the first two editions. Throughout the text we emphasize careful coverage of Java language features, introductory programming concepts, and object-oriented design principles.
- Tác giả
- Ralph Morelli & Ralph Wade
- Nhà xuất bản
- Trinity College
- Nguồn
- LibreTexts
- Giấy phép
- CC BY
- Ngôn ngữ
- EN
- Danh mục
- Công nghệ thông tin
Mục lục· 162 mục
- 01: Java Program Design and Development
- 1.01: Introduction
- 1.02: Designing Good Programs
- 1.03: Designing a Riddle Program
- 1.04: Java Language Elements
- 1.05: Editing Compiling and Running a Java Program
- 1.06: From the Java Library- System andPrintStream
- 02: Objects- Defining Creating and Using
- 2.01: Introduction
- 2.02: Using String Objects
- 2.03: Drawing Shapes with the Graphics Object (Optional)
- 2.04: Class Definition
- 2.05: Case Study- Simulating a Two-Person Game
- 2.06: From the Java Library- java.util.Scanner
- 03: Methods- Communicating with Objects
- 3.01: Introduction
- 3.02: Passing Information to an Object
- 3.03: Constructor Methods
- 3.04: Retrieving Information from an Object
- 3.05: Passing a Value and Passing a Reference
- 3.06: Flow of Control- Control Structures
- 3.07: Testing an ImprovedOneRowNim
- 3.08: From the Java Library-java.lang.Object
- 3.09: Object-Oriented Design- Inheritance and Polymorphism
- 3.10: Drawing Lines and Defining Graphical Methods (Optional)
- 04: Input Output- Designing the User Interface
- 4.01: Introduction
- 4.02: The User Interface
- 4.03: A Command-line Interface
- 4.04: A Graphical User Interface (GUI)
- 4.05: Case Study- The One RowNimGame
- 4.06: From the Java Library- java.io.File and file input (Optional)
- 05: Java Data and Operators
- 5.01: Introduction
- 5.02: Boolean Data and Operators
- 5.03: Numeric Data and Operators
- 5.04: From the Java Library java.lang.Math
- 5.05: Numeric Processing Examples
- 5.06: From the Java Library- java.text.NumberFormat
- 5.07: Character Data and Operators
- 5.08: Example- Character Conversions
- 5.09: Problem Solving Representation Action
- 06: Control Structures
- 6.01: Introduction
- 6.02: Flow of Control- Repetition Structures
- 6.03: Counting Loops
- 6.04: Example- Car Loan
- 6.05: Graphics Example- Drawing a Checkerboard
- 6.06: Conditional Loops
- 6.07: Example- Computing Averages
- 6.08: Example- Data Validation
- 6.09: Principles of Loop Design
- 6.10: The switch Multiway Selection Structure
- 6.11: Object-Oriented Design- Structured Programming
- 6.12: Special Topic- What Can Be Computed
- 07: Strings and String Processing
- 7.01: Introduction
- 7.02: String Basics
- 7.03: Finding Things Within a String
- 7.04: Example- Keyword Search
- 7.05: From the Java Library- StringBuffer
- 7.06: Retrieving Parts of Strings
- 7.07: Example- Processing Names and Passwords
- 7.08: Processing Each Character in a String
- 7.09: Comparing Strings
- 7.10: From the Java Library- StringTokenizer
- 7.11: Handling Text in a Graphics Context (Optional)
- 08: Inheritance and Polymorphism
- 8.01: Introduction
- 8.02: Javas Inheritance Mechanism
- 8.03: Abstract Classes Interfaces and Polymorphism
- 8.04: Example- A Toggle Button
- 8.05: Example- The Cipher Class Hierarchy
- 8.06: Case Study- A Two Player Game Hierarchy
- 8.07: Principles of Object-Oriented Design
- 09: Arrays and Array Processing
- 9.01: Introduction
- 9.02: One-Dimensional Arrays
- 9.03: Simple Array Examples
- 9.04: Example- Counting Frequencies of Letters
- 9.05: Array Algorithms- Sorting
- 9.06: Array Algorithms- Searching
- 9.07: Two-Dimensional Arrays
- 9.08: Multidimensional Arrays (Optional)
- 9.09: Object-Oriented Design- 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
- 10.01: Introduction
- 10.02: Handling Exceptional Conditions
- 10.03: Javas Exception Hierarchy
- 10.04: Handling Exceptions Within a Program
- 10.05: Error Handling and Robust Program Design
- 10.06: Creating and Throwing Your Own Exceptions
- 10.07: From the Java Library- javax.swing.JOptionPane
- 11: Files and Streams
- 11.01: Introduction
- 11.02: Streams and Files
- 11.03: Case Study- Reading and Writing Text Files
- 11.04: The File Class
- 11.05: Example- Reading and Writing Binary Files
- 11.06: Object Serialization- Reading and Writing Objects
- 11.07: From the Java Library- javax.swing.JFileChooser
- 11.08: Using File Data in Programs
- 11.09: Special Topic- Databases and Personal Privacy
- 12: Recursive Problem Solving
- 12.01: Introduction
- 12.02: Recursive Definition
- 12.03: Recursive String Methods
- 12.04: Recursive Array Processing
- 12.05: Example- Drawing (Recursive) Fractals
- 12.06: Object-Oriented Design- Tail Recursion
- 12.07: Object-Oriented Design- Recursion or Iteration
- 12.08: Special Topic- Exploring the Mandelbrot Set
- 12.09: From the Java Library- javax.swing.JComboBox
- 13: Graphical User Interfaces
- 13.01: Introduction
- 13.02: Java GUIs- From AWT to Swing
- 13.03: The Swing Component Set
- 13.04: Object-Oriented Design- Model-View-Controller Architecture
- 13.05: The Java Event Model
- 13.06: Case Study- Designing a Basic GUI
- 13.07: Containers and Layout Managers
- 13.08: Checkboxes Radio Buttons and Borders
- 13.09: Menus and Scroll Panes
- 13.10: Special Topic- Are Computers Intelligent
- 14: Threads and Concurrent Programming
- 14.01: Introduction
- 14.02: What Is a Thread
- 14.03: From the Java Library- java.lang.Thread
- 14.04: Thread States and Life Cycle
- 14.05: Using Threads to Improve Interface Responsiveness
- 14.06: Case Study- Cooperating Threads
- 14.07: Case Study- The Game of Pong
- 15: Sockets and Networking
- 15.01: Introduction
- 15.02: An Overview of Networks
- 15.03: Using Network Resources from an Applet
- 15.04: From the Java Library- java.net.URL
- 15.05: The Slide Show Program
- 15.06: Using Network Resources from an Application
- 15.07: Client Server Communication via Sockets
- 15.08: Case Study- Generic Client Server Classes
- 15.09: Playing One Row Nim Over the Network
- 15.10: Java Network Security Restrictions
- 15.11: Java Servlets and Server Pages
- 16: Data Structures- Lists Stacks and Queues
- 16.01: Introduction
- 16.02: The Linked List Data Structure
- 16.03: OBJECT-ORIENTED DESIGN- The List Abstract Data Type (ADT)
- 16.04: The Stack ADT
- 16.05: The Queue ADT
- 16.06: From the Java Library- The Java Collections Framework and Generic Types
- 16.07: Using the Set and Map Interfaces
- 16.08: The Binary Search Tree Data Structure
- 16.09: Chapter Summary
- 17: Appendix
- 17.01: Computers Objects and Java
- 17.1.01: Preface
- 17.1.02: Suggested Course Outlines
- 18: Temp chapter