
Nguồn ngoài
CS 113 Programming in Java
- Tác giả
- Milan Samplewala
- Nhà xuất bản
- Los Angeles Mission College
- Nguồn
- LibreTexts
- Giấy phép
- CC BY
- Ngôn ngữ
- EN
- Danh mục
- Công nghệ thông tin
Mục lục· 98 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: Arrays and Array Processing
- 8.01: Introduction
- 8.02: One-Dimensional Arrays
- 8.03: Simple Array Examples
- 8.04: Example- Counting Frequencies of Letters
- 8.05: Array Algorithms- Sorting
- 8.06: Array Algorithms- Searching
- 8.07: Two-Dimensional Arrays
- 8.08: Multidimensional Arrays (Optional)
- 8.09: Object-Oriented Design- Polymorphic Sorting (Optional)
- 8.10: From the Java Library- java.util.Vector
- 8.11: Case Study- An N-Player Computer Game
- 8.12: A GUI-Based Game (Optional Graphics)
- 09: Exceptions- When Things Go Wrong
- 9.01: Introduction
- 9.02: Handling Exceptional Conditions
- 9.03: Javas Exception Hierarchy
- 9.04: Handling Exceptions Within a Program
- 9.05: Error Handling and Robust Program Design
- 9.06: Creating and Throwing Your Own Exceptions
- 9.07: From the Java Library- javax.swing.JOptionPane
- 10: Recursive Problem Solving
- 10.01: Introduction
- 10.02: Recursive Definition
- 10.03: Recursive String Methods
- 10.04: Recursive Array Processing
- 10.05: Example- Drawing (Recursive) Fractals
- 10.06: Object-Oriented Design- Tail Recursion
- 10.07: Object-Oriented Design- Recursion or Iteration
- 10.08: Special Topic- Exploring the Mandelbrot Set
- 10.09: From the Java Library- javax.swing.JComboBox