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Java, Java, Java - Object-Oriented Programming

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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.

Author
Ralph Morelli & Ralph Wade
Publisher
Trinity College
Source
LibreTexts
License
CC BY
Language
EN
Category
Information Technology
Contents· 162 sections
  1. 01: Java Program Design and Development
  2. 1.01: Introduction
  3. 1.02: Designing Good Programs
  4. 1.03: Designing a Riddle Program
  5. 1.04: Java Language Elements
  6. 1.05: Editing Compiling and Running a Java Program
  7. 1.06: From the Java Library- System andPrintStream
  8. 02: Objects- Defining Creating and Using
  9. 2.01: Introduction
  10. 2.02: Using String Objects
  11. 2.03: Drawing Shapes with the Graphics Object (Optional)
  12. 2.04: Class Definition
  13. 2.05: Case Study- Simulating a Two-Person Game
  14. 2.06: From the Java Library- java.util.Scanner
  15. 03: Methods- Communicating with Objects
  16. 3.01: Introduction
  17. 3.02: Passing Information to an Object
  18. 3.03: Constructor Methods
  19. 3.04: Retrieving Information from an Object
  20. 3.05: Passing a Value and Passing a Reference
  21. 3.06: Flow of Control- Control Structures
  22. 3.07: Testing an ImprovedOneRowNim
  23. 3.08: From the Java Library-java.lang.Object
  24. 3.09: Object-Oriented Design- Inheritance and Polymorphism
  25. 3.10: Drawing Lines and Defining Graphical Methods (Optional)
  26. 04: Input Output- Designing the User Interface
  27. 4.01: Introduction
  28. 4.02: The User Interface
  29. 4.03: A Command-line Interface
  30. 4.04: A Graphical User Interface (GUI)
  31. 4.05: Case Study- The One RowNimGame
  32. 4.06: From the Java Library- java.io.File and file input (Optional)
  33. 05: Java Data and Operators
  34. 5.01: Introduction
  35. 5.02: Boolean Data and Operators
  36. 5.03: Numeric Data and Operators
  37. 5.04: From the Java Library java.lang.Math
  38. 5.05: Numeric Processing Examples
  39. 5.06: From the Java Library- java.text.NumberFormat
  40. 5.07: Character Data and Operators
  41. 5.08: Example- Character Conversions
  42. 5.09: Problem Solving Representation Action
  43. 06: Control Structures
  44. 6.01: Introduction
  45. 6.02: Flow of Control- Repetition Structures
  46. 6.03: Counting Loops
  47. 6.04: Example- Car Loan
  48. 6.05: Graphics Example- Drawing a Checkerboard
  49. 6.06: Conditional Loops
  50. 6.07: Example- Computing Averages
  51. 6.08: Example- Data Validation
  52. 6.09: Principles of Loop Design
  53. 6.10: The switch Multiway Selection Structure
  54. 6.11: Object-Oriented Design- Structured Programming
  55. 6.12: Special Topic- What Can Be Computed
  56. 07: Strings and String Processing
  57. 7.01: Introduction
  58. 7.02: String Basics
  59. 7.03: Finding Things Within a String
  60. 7.04: Example- Keyword Search
  61. 7.05: From the Java Library- StringBuffer
  62. 7.06: Retrieving Parts of Strings
  63. 7.07: Example- Processing Names and Passwords
  64. 7.08: Processing Each Character in a String
  65. 7.09: Comparing Strings
  66. 7.10: From the Java Library- StringTokenizer
  67. 7.11: Handling Text in a Graphics Context (Optional)
  68. 08: Inheritance and Polymorphism
  69. 8.01: Introduction
  70. 8.02: Javas Inheritance Mechanism
  71. 8.03: Abstract Classes Interfaces and Polymorphism
  72. 8.04: Example- A Toggle Button
  73. 8.05: Example- The Cipher Class Hierarchy
  74. 8.06: Case Study- A Two Player Game Hierarchy
  75. 8.07: Principles of Object-Oriented Design
  76. 09: Arrays and Array Processing
  77. 9.01: Introduction
  78. 9.02: One-Dimensional Arrays
  79. 9.03: Simple Array Examples
  80. 9.04: Example- Counting Frequencies of Letters
  81. 9.05: Array Algorithms- Sorting
  82. 9.06: Array Algorithms- Searching
  83. 9.07: Two-Dimensional Arrays
  84. 9.08: Multidimensional Arrays (Optional)
  85. 9.09: Object-Oriented Design- Polymorphic Sorting (Optional)
  86. 9.10: From the Java Library- java.util.Vector
  87. 9.11: Case Study- An N-Player Computer Game
  88. 9.12: A GUI-Based Game (Optional Graphics)
  89. 10: Exceptions- When Things Go Wrong
  90. 10.01: Introduction
  91. 10.02: Handling Exceptional Conditions
  92. 10.03: Javas Exception Hierarchy
  93. 10.04: Handling Exceptions Within a Program
  94. 10.05: Error Handling and Robust Program Design
  95. 10.06: Creating and Throwing Your Own Exceptions
  96. 10.07: From the Java Library- javax.swing.JOptionPane
  97. 11: Files and Streams
  98. 11.01: Introduction
  99. 11.02: Streams and Files
  100. 11.03: Case Study- Reading and Writing Text Files
  101. 11.04: The File Class
  102. 11.05: Example- Reading and Writing Binary Files
  103. 11.06: Object Serialization- Reading and Writing Objects
  104. 11.07: From the Java Library- javax.swing.JFileChooser
  105. 11.08: Using File Data in Programs
  106. 11.09: Special Topic- Databases and Personal Privacy
  107. 12: Recursive Problem Solving
  108. 12.01: Introduction
  109. 12.02: Recursive Definition
  110. 12.03: Recursive String Methods
  111. 12.04: Recursive Array Processing
  112. 12.05: Example- Drawing (Recursive) Fractals
  113. 12.06: Object-Oriented Design- Tail Recursion
  114. 12.07: Object-Oriented Design- Recursion or Iteration
  115. 12.08: Special Topic- Exploring the Mandelbrot Set
  116. 12.09: From the Java Library- javax.swing.JComboBox
  117. 13: Graphical User Interfaces
  118. 13.01: Introduction
  119. 13.02: Java GUIs- From AWT to Swing
  120. 13.03: The Swing Component Set
  121. 13.04: Object-Oriented Design- Model-View-Controller Architecture
  122. 13.05: The Java Event Model
  123. 13.06: Case Study- Designing a Basic GUI
  124. 13.07: Containers and Layout Managers
  125. 13.08: Checkboxes Radio Buttons and Borders
  126. 13.09: Menus and Scroll Panes
  127. 13.10: Special Topic- Are Computers Intelligent
  128. 14: Threads and Concurrent Programming
  129. 14.01: Introduction
  130. 14.02: What Is a Thread
  131. 14.03: From the Java Library- java.lang.Thread
  132. 14.04: Thread States and Life Cycle
  133. 14.05: Using Threads to Improve Interface Responsiveness
  134. 14.06: Case Study- Cooperating Threads
  135. 14.07: Case Study- The Game of Pong
  136. 15: Sockets and Networking
  137. 15.01: Introduction
  138. 15.02: An Overview of Networks
  139. 15.03: Using Network Resources from an Applet
  140. 15.04: From the Java Library- java.net.URL
  141. 15.05: The Slide Show Program
  142. 15.06: Using Network Resources from an Application
  143. 15.07: Client Server Communication via Sockets
  144. 15.08: Case Study- Generic Client Server Classes
  145. 15.09: Playing One Row Nim Over the Network
  146. 15.10: Java Network Security Restrictions
  147. 15.11: Java Servlets and Server Pages
  148. 16: Data Structures- Lists Stacks and Queues
  149. 16.01: Introduction
  150. 16.02: The Linked List Data Structure
  151. 16.03: OBJECT-ORIENTED DESIGN- The List Abstract Data Type (ADT)
  152. 16.04: The Stack ADT
  153. 16.05: The Queue ADT
  154. 16.06: From the Java Library- The Java Collections Framework and Generic Types
  155. 16.07: Using the Set and Map Interfaces
  156. 16.08: The Binary Search Tree Data Structure
  157. 16.09: Chapter Summary
  158. 17: Appendix
  159. 17.01: Computers Objects and Java
  160. 17.1.01: Preface
  161. 17.1.02: Suggested Course Outlines
  162. 18: Temp chapter