Java: An Introduction to Problem Solving and Programming, Global Edition

Höfundur Walter Savitch; Kenrick Mock

Útgefandi Pearson International Content

Snið Page Fidelity

Print ISBN 9781292018331

Útgáfa 7

Höfundarréttur 2015

4.790 kr.

Description

Efnisyfirlit

  • Preface for Instructors
  • Preface for Students
  • Acknowledgments
  • Dependency Chart
  • Brief Contents
  • Contents
  • Chapter 1: Introduction to Computers and Java
  • 1.1 Computer Basics
  • Hardware and Memory
  • Programs
  • Programming Languages, Compilers, and Interpreters
  • Java Bytecode
  • Class Loader
  • 1.2 A Sip of Java
  • History of the Java Language
  • Applications and Applets
  • A First Java Application Program
  • Writing, Compiling, and Running a Java Program
  • 1.3 Programming Basics
  • Object-Oriented Programming
  • Algorithms
  • Testing and Debugging
  • Software Reuse
  • 1.4 Graphics Supplement
  • A Sample Graphics Applet
  • Size and Position of Figures
  • Drawing Ovals and Circles
  • Drawing Arcs
  • Running an Applet
  • Chapter Summary
  • Chapter 2: Basic Computation
  • 2.1 Variables and Expressions
  • Variables
  • Data Types
  • Java Identifiers
  • Assignment Statements
  • Simple Input
  • Simple Screen Output
  • Constants
  • Named Constants
  • Assignment Compatibilities
  • Type Casting
  • Arithmetic Operators
  • Parentheses and Precedence Rules
  • Specialized Assignment Operators
  • Case Study: Vending Machine Change
  • Increment and Decrement Operators
  • More About the Increment and Decrement Operators
  • 2.2 The Class String
  • String Constants and Variables
  • Concatenation of Strings
  • String Methods
  • String Processing
  • Escape Characters
  • The Unicode Character Set
  • 2.3 Keyboard and Screen I/O
  • Screen Output
  • Keyboard Input
  • Other Input Delimiters (Optional)
  • Formatted Output with printf (Optional)
  • 2.4 Documentation and Style
  • Meaningful Variable Names
  • Comments
  • Indentation
  • Using Named Constants
  • 2.5 Graphics Supplement
  • Style Rules Applied to a Graphics Applet
  • Creating a Java GUI Application with the JFrame Class
  • Introducing the Class JOptionPane
  • Reading Input as Other Numeric Types
  • Programming Example: Change-Making Program with Windowing I/O
  • Chapter Summary
  • Chapter 3: Flow of Control: Branching
  • 3.1 The if-else Statement
  • The Basic if-else Statement
  • Boolean Expressions
  • Comparing Strings
  • Nested if-else Statements
  • Multibranch if-else Statements
  • Programming Example: Assigning Letter Grades
  • Case Study: Body Mass Index
  • The Conditional Operator (Optional)
  • The exit Method
  • 3.2 The Type boolean
  • Boolean Variables
  • Precedence Rules
  • Input and Output of Boolean Values
  • 3.3 The switch Statement
  • Enumerations
  • 3.4 Graphics Supplement
  • Specifying a Drawing Color
  • A Dialog Box for a Yes-or-No Question
  • Chapter Summary
  • Chapter 4: Flow of Control: Loops
  • 4.1 Java Loop Statements
  • The while Statement
  • The do-while Statement
  • Programming Example: Bug Infestation
  • Programming Example: Nested Loops
  • The for Statement
  • Declaring Variables Within a for Statement
  • Using a Comma in a for Statement (Optional)
  • The for-each Statement
  • 4.2 Programming With Loops
  • The Loop Body
  • Initializing Statements
  • Controlling the Number of Loop Iterations
  • Case Study: Using a Boolean Variable to End a Loop
  • Programming Example: Spending Spree
  • The break Statement and continue Statement in Loops (Optional)
  • Loop Bugs
  • Tracing Variables
  • Assertion Checks
  • 4.3 Graphics Supplement
  • Programming Example: A Multiface Applet
  • The drawString Method
  • Chapter Summary
  • Chapter 5: Defining Classes and Methods
  • 5.1 Class and Method Definitions
  • Class Files and Separate Compilation
  • Programming Example: Implementing a Dog Class
  • Instance Variables
  • Methods
  • Defining void Methods
  • Defining Methods That Return a Value
  • Programming Example: First Try at Implementing a Species Class
  • The Keyword this
  • Local Variables
  • Blocks
  • Parameters of a Primitive Type
  • 5.2 Information Hiding and Encapsulation
  • Information Hiding
  • Precondition and Postcondition Comments
  • The public and private Modifiers
  • Programming Example: A Demonstration of Why Instance Variables Should Be Private
  • Programming Example: Another Implementation of a Class of Rectangles
  • Accessor Methods and Mutator Methods
  • Methods Calling Methods
  • Programming Example: A Purchase Class
  • Encapsulation
  • Automatic Documentation with javadoc
  • UML Class Diagrams
  • 5.3 Objects and References
  • Variables of a Class Type
  • Defining an equals Method for a Class
  • Programming Example: A Species Class
  • Boolean-Valued Methods
  • Case Study: Unit Testing
  • Parameters of a Class Type
  • Programming Example: Class-Type Parameters Versus Primitive-Type Parameters
  • 5.4 Graphics Supplement
  • The Graphics Class
  • Programming Example: Multiple Faces, but with a Helping Method
  • The Graphics2D Class and the Java2DTM API
  • The init Method
  • Adding Labels to an Applet
  • Chapter Summary
  • Chapter 6: More About Objects and Methods
  • 6.1 Constructors
  • Defining Constructors
  • Calling Methods from Constructors
  • Calling a Constructor from Other Constructors (Optional)
  • 6.2 Static Variables and Static Methods
  • Static Variables
  • Static Methods
  • Dividing the Task of a main Method into Subtasks
  • Adding a main Method to a Class
  • The Math Class
  • Wrapper Classes
  • 6.3 Writing Methods
  • Case Study: Formatting Output
  • Decomposition
  • Addressing Compiler Concerns
  • Testing Methods
  • 6.4 Overloading
  • Overloading Basics
  • Overloading and Automatic Type Conversion
  • Overloading and the Return Type
  • Programming Example: A Class for Money
  • 6.5 Information Hiding Revisited
  • Privacy Leaks
  • 6.6 Enumeration as a Class
  • 6.7 Packages
  • Packages and Importing
  • Package Names and Directories
  • Name Clashes
  • 6.8 Graphics Supplement
  • Adding Buttons
  • Event-Driven Programming
  • Programming Buttons
  • Programming Example: A Complete Applet with Buttons
  • Adding Icons
  • Changing Visibility
  • Programming Example: An Example of Changing Visibility
  • Chapter Summary
  • Chapter 7: Arrays
  • 7.1 Array Basics
  • Creating and Accessing Arrays
  • Array Details
  • The Instance Variable length
  • More About Array Indices
  • Initializing Arrays
  • 7.2 Arrays in Classes and Methods
  • Case Study: Sales Report
  • Indexed Variables as Method Arguments
  • Entire Arrays as Arguments to a Method
  • Arguments for the Method main
  • Array Assignment and Equality
  • Methods That Return Arrays
  • 7.3 Programming with Arrays and Classes
  • Programming Example: A Specialized List Class
  • Partially Filled Arrays
  • 7.4 Sorting and Searching Arrays
  • Selection Sort
  • Other Sorting Algorithms
  • Searching an Array
  • 7.5 Multidimensional Arrays
  • Multidimensional-Array Basics
  • Multidimensional-Array Parameters and Returned Values
  • Java’s Representation of Multidimensional Arrays
  • Ragged Arrays (Optional)
  • Programming Example: Employee Time Records
  • 7.6 Graphics Supplement
  • Text Areas and Text Fields
  • Programming Example: A Question-and-Answer Applet
  • The Classes JTextArea and JTextField
  • Drawing Polygons
  • Chapter Summary
  • Chapter 8: Inheritance, Polymorphism, and Interfaces
  • 8.1 Inheritance Basics
  • Derived Classes
  • Overriding Method Definitions
  • Overriding Versus Overloading
  • The final Modifier
  • Private Instance Variables and Private Methods of a Base Class
  • UML Inheritance Diagrams
  • 8.2 Programming with Inheritance
  • Constructors in Derived Classes
  • The this Method—Again
  • Calling an Overridden Method
  • Programming Example: A Derived Class of a Derived Class
  • Another Way to Define the equals Method in Undergraduate
  • Type Compatibility
  • The Class Object
  • A Better equals Method
  • 8.3 Polymorphism
  • Dynamic Binding and Inheritance
  • Dynamic Binding with toString
  • 8.4 Interfaces and Abstract Classes
  • Class Interfaces
  • Java Interfaces
  • Implementing an Interface
  • An Interface as a Type
  • Extending an Interface
  • Case Study: Character Graphics
  • Case Study: The Comparable Interface
  • Abstract Classes
  • 8.5 Graphics Supplement
  • The Class JApplet
  • The Class JFrame
  • Window Events and Window Listeners
  • The ActionListener Interface
  • What to Do Next
  • Chapter Summary
  • Chapter 9: Exception Handling
  • 9.1 Basic Exception Handling
  • Exceptions in Java
  • Predefined Exception Classes
  • 9.2 Defining Your Own Exception Classes
  • 9.3 More About Exception Classes
  • Declaring Exceptions (Passing the Buck)
  • Kinds of Exceptions
  • Errors
  • Multiple Throws and Catches
  • The finally Block
  • Rethrowing an Exception (Optional)
  • Case Study: A Line-Oriented Calculator
  • 9.4 Graphics Supplement
  • Exceptions in GUIs
  • Programming Example: A JFrame GUI Using Exceptions
  • Chapter Summary
  • Chapter 10: Streams, File I/O, and Networking
  • 10.1 An Overview of Streams and File I/O
  • The Concept of a Stream
  • Why Use Files for I/O?
  • Text Files and Binary Files
  • 10.2 Text-File I/O
  • Creating a Text File
  • Appending to a Text File
  • Reading from a Text File
  • 10.3 Techniques for any File
  • The Class File
  • Programming Example: Reading a File Name from the Keyboard
  • Using Path Names
  • Methods of the Class File
  • Defining a Method to Open a Stream
  • Case Study: Processing a Comma-Separated Values File
  • 10.4 Basic Binary-File I/O
  • Creating a Binary File
  • Writing Primitive Values to a Binary File
  • Writing Strings to a Binary File
  • Some Details About writeUTF
  • Reading from a Binary File
  • The Class EOFException
  • Programming Example: Processing a File of Binary Data
  • 10.5 Binary-File I/O with Objects and Arrays
  • Binary-File I/O with Objects of a Class
  • Some Details of Serialization
  • Array Objects in Binary Files
  • 10.6 Network Communication with Streams
  • 10.7 Graphics Supplement
  • Programming Example: A JFrame GUI for Manipulating Files
  • Chapter Summary
  • Chapter 11: Recursion
  • 11.1 The Basics of Recursion
  • Case Study: Digits to Words
  • How Recursion Works
  • Infinite Recursion
  • Recursive Methods Versus Iterative Methods
  • Recursive Methods That Return a Value
  • 11.2 Programming with Recursion
  • Programming Example: Insisting That User Input Be Correct
  • Case Study: Binary Search
  • Programming Example: Merge Sort—A Recursive Sorting Method
  • Chapter Summary
  • Chapter 12: Dynamic Data Structures and Generics
  • 12.1 Array-Based Data Structures
  • The Class ArrayList
  • Creating an Instance of ArrayList
  • Using the Methods of ArrayList
  • Programming Example: A To-Do List
  • Parameterized Classes and Generic Data Types
  • 12.2 The Java Collections Framework
  • The Collection Interface
  • The Class HashSet
  • The Map Interface
  • The Class HashMap
  • 12.3 Linked Data Structures
  • The Class LinkedList
  • Linked Lists
  • Implementing the Operations of a Linked List
  • A Privacy Leak
  • Inner Classes
  • Node Inner Classes
  • Iterators
  • The Java Iterator Interface
  • Exception Handling with Linked Lists
  • Variations on a Linked List
  • Other Linked Data Structures
  • 12.4 Generics
  • The Basics
  • Programming Example: A Generic Linked List
  • Chapter Summary
  • Appendix 1: Getting Java
  • Appendix 2: Running Applets
  • Appendix 3: Protected and Package Modifiers
  • Appendix 4: The DecimalFormat Class
  • Other Pattern Symbols
  • Appendix 5: Javadoc
  • Commenting Classes for Use with javadoc
  • Running javadoc
  • Appendix 6: Differences Between C++ and Java
  • Primitive Types
  • Strings
  • Flow of Control
  • Testing for Equality
  • main Method (Function) and Other Methods
  • Files and Including Files
  • Class and Method (Function) Definitions
  • No Pointer Types in Java
  • Method (Function) Parameters
  • Arrays
  • Garbage Collection
  • Other Comparisons
  • Appendix 7: Unicode Character Codes
  • Appendix 8: Introduction to Java 8 Functional Programming
  • Index
  • Credits
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