Phu Xuan University Library
CS 113 Programming in Java

External

CS 113 Programming in Java

Author
Milan Samplewala
Publisher
Los Angeles Mission College
Source
LibreTexts
License
CC BY
Language
EN
Category
Information Technology
Contents· 98 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: Arrays and Array Processing
  69. 8.01: Introduction
  70. 8.02: One-Dimensional Arrays
  71. 8.03: Simple Array Examples
  72. 8.04: Example- Counting Frequencies of Letters
  73. 8.05: Array Algorithms- Sorting
  74. 8.06: Array Algorithms- Searching
  75. 8.07: Two-Dimensional Arrays
  76. 8.08: Multidimensional Arrays (Optional)
  77. 8.09: Object-Oriented Design- Polymorphic Sorting (Optional)
  78. 8.10: From the Java Library- java.util.Vector
  79. 8.11: Case Study- An N-Player Computer Game
  80. 8.12: A GUI-Based Game (Optional Graphics)
  81. 09: Exceptions- When Things Go Wrong
  82. 9.01: Introduction
  83. 9.02: Handling Exceptional Conditions
  84. 9.03: Javas Exception Hierarchy
  85. 9.04: Handling Exceptions Within a Program
  86. 9.05: Error Handling and Robust Program Design
  87. 9.06: Creating and Throwing Your Own Exceptions
  88. 9.07: From the Java Library- javax.swing.JOptionPane
  89. 10: Recursive Problem Solving
  90. 10.01: Introduction
  91. 10.02: Recursive Definition
  92. 10.03: Recursive String Methods
  93. 10.04: Recursive Array Processing
  94. 10.05: Example- Drawing (Recursive) Fractals
  95. 10.06: Object-Oriented Design- Tail Recursion
  96. 10.07: Object-Oriented Design- Recursion or Iteration
  97. 10.08: Special Topic- Exploring the Mandelbrot Set
  98. 10.09: From the Java Library- javax.swing.JComboBox