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Big Java: Late Objects - ISBN 9781118087886

Big Java: Late Objects

ISBN 9781118087886

Autor: Cay S. Horstmann

Wydawca: Wiley

Dostępność: 3-6 tygodni

Cena: 1 165,50 zł

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ISBN13:      

9781118087886

ISBN10:      

1118087887

Autor:      

Cay S. Horstmann

Oprawa:      

Paperback

Rok Wydania:      

2012-02-20

Numer Wydania:      

1st Edition

Ilość stron:      

1056

Wymiary:      

254x210

Tematy:      

UP

BIG JAVA + LATE OBJECTS = A GREAT INTRODUCTION TO JAVA PROGRAMMING

Nobody supports your desire to teach students good programming skills like Cay Horstmann. Active in both the classroom and the software industry, Horstmann knows that meticulous coding not shortcuts is the base upon which great programmers are made. Using an innovative visual design that leads students step–by–step through the intricacies of Java programming, Big Java: Late Objects instills confidence in beginning programmers, and confidence leads to success.

Key Features

This new text provides the Horstmann approach for an objects–late, one, two or three term comprehensive introduction to Java. The text includes a full range of topics including GUI, Data Structures, Web Applications, and many others. Presents fundamentals first:

Big Java: Late Objects takes a traditional path through the material, stressing control structures, methods, and procedural decomposition before object–oriented programming. Objects are used when appropriate in the early chapters. Students start designing and implementing their own classes in Chapter 8.

A focus on problem solving:

The text includes practical, step–by–step illustrations of techniques that can help students devise and evaluate solutions to programming problems. Introduced within the chapters where they are most relevant, these strategies include:

Algorithm design (using pseudocode) Hand–tracing Storyboards Stepwise refinement

Video Examples feature Cay Horstmann explaining the steps he is taking and showing his work as he solves a programming problem.

Practice makes perfect:

Before students begin to implement nontrivial programs, they need to have the confidence to succeed. Each section concludes with self–check questions and Practice It pointers that suggest exercises to try. A wealth of programming assignments, plus online practice opportunities such as guided lab exercises, code completion questions, and skill–oriented multiple–choice questions provide ample opportunity for student practice.

A visual approach motivates the reader and eases navigation

Photographs present visual analogies that explain the nature and behavior of computer concepts. Step–by–step figures illustrate complex programming operations. Syntax boxes and example tables clearly present a variety of typical and special cases in a compact format. Visuals can be browsed by students prior to focusing on the textual material.

Guidance and worked examples help students succeed

Beginning programmers often ask "How do I start?" and "Now what do I do?" While an activity as complex as programming cannot be reduced to cookbook–style instructions, step–by–step guidance is immensely helpful for building confidence and providing an outline for tasks at hand. The book contains a large number of How To guides for common tasks, together with additional worked examples and videos on the web.



Preface v

Special Features xxvi

Chapter 1 INTRODUCTION 1

1.1 Computer Programs 2

1.2 The Anatomy of a Computer 3

1.3 The Java Programming Language 5

1.4 Becoming Familiar with Your Programming Environment 8

1.5 Analyzing Your First Program 12

1.6 Errors 15

1.7 Problem Solving: Algorithm Design 16

Chapter 2 FUNDAMENTAL DATA TYPES 29

2.1 Variables 30

2.2 Arithmetic 41

2.3 Input and Output 48

2.4 Problem Solving: First Do It By Hand 57

2.5 Strings 59

Chapter 3 DECISIONS 81

3.1 The if Statement 82

3.2 Comparing Numbers and Strings 88

3.3 Multiple Alternatives 96

3.4 Nested Branches 100

3.5 Problem Solving: Flowcharts 105

3.6 Problem Solving: Test Cases 108

3.7 Boolean Variables and Operators 111

3.8 Application: Input Validation 116

Chapter 4 LOOPS 139

4.1 The while Loop 140

4.2 Problem Solving: Hand–Tracing 147

4.3 The for Loop 150

4.4 The do Loop 156

4.5 Application: Processing Sentinel Values 158

4.6 Problem Solving: Storyboards 162

4.7 Common Loop algorithms 165

4.8 Nested Loops 172

4.9 Application: Random Numbers and Simulations 176

Chapter 5 METHODS 201

5.1 Methods as Black Boxes 202

5.2 Implementing Methods 204

5.3 Parameter Passing 207

5.4 Return Values 210

5.5 Methods Without Return Values 214

5.6 Problem Solving: Reusable Methods 215

5.7 Problem Solving: Stepwise Refinement 218

5.8 Variable Scope 225

5.9 Recursive Methods (Optional) 228

Chapter 6 ARRAYS AND ARRAY LISTS 249

6.1 Arrays 250

6.2 The Enhanced for Loop 257

6.3 Common Array Algorithms 258

6.4 Using Arrays with Methods 268

6.5 Problem Solving: Adapting Algorithms 272

6.6 Problem Solving: Discovering Algorithms by Manipulating Physical Objects 279

6.7 Two–Dimensional Arrays 282

6.8 Array Lists 289

Chapter 7 INPUT/OUTPUT AND EXCEPTION HANDLING 317

7.1 Reading and Writing Text files 318

7.2 Text Input and Output 323

7.3 Command Line Arguments 330

7.4 Exception Handling 337

7.5 Application: Handling Input Errors 347

Chapter 8 OBJECTS AND CLASSES 361

8.1 Object–Oriented Programming 362

8.2 Implementing a Simple Class 364

8.3 Specifying the Public Interface of a Class 367

8.4 Designing the Data representation 371

8.5 Implementing Instance Methods 372

8.6 Constructors 375

8.7 Testing a Class 380

8.8 Problem Solving: Tracing Objects 386

8.9 Problem Solving: Patterns for Object Data 388

8.10 Object References 395

8.11 Static Variables and Methods 400

Chapter 9 INHERITANCE AND INTERFACES 415

9.1 Inheritance Hierarchies 416

9.2 Implementing Subclasses 420

9.3 Overriding Methods 424

9.4 Polymorphism 430

9.5 Object: The Cosmic Superclass 441

9.6 Interface Types 448

Chapter 10 GRAPHICAL USER INTERFACES 465

10.1 Frame Windows 466

10.2 Events and Event Handling 470

10.3 Processing Text Input 481

10.4 Creating Drawings 487

Chapter 11 ADVANCED USER INTERFACES 507

11.1 Layout Management 508

11.2 Choices 510

11.3 Menus 521

11.4 Exploring the Swing Documentation 528

11.5 Using Timer events for Animations 533

11.6 Mouse Events 536

Chapter 12 OBJECT–ORIENTED DESIGN 549

12.1 Classes and Their Responsibilities 550

12.2 Relationships Between Classes 554

12.3 Application: Printing an Invoice 562

12.4 Packages 574

Chapter 13 RECURSION 585

13.1 Triangle Numbers Revisited 586

13.2 Problem Solving: Thinking Recursively 590

13.3 Recursive Helper Methods 594

13.4 The Efficiency of Recursion 596

13.5 Permutations 601

13.6 Mutual Recursion 606

13.7 Backtracking 612

Chapter 14 SORTING AND SEARCHING 627

14.1 Selection Sort 628

14.2 Profiling the Selection Sort Algorithm 631

14.3 Analyzing the Performance of the Selection Sort Algorithm 634

14.4 Merge Sort 639

14.5 Analyzing the Merge Sort Algorithm 642

14.6 Searching 646

14.7 Problem Solving: Estimating the Running Time of an Algorithm 651

14.8 Sorting and Searching in the Java Library 656

Chapter 15 THE JAVA COLLECTIONS FRAMEWORK 669

15.1 An Overview of the Collections Framework 670

15.2 Linked Lists 672

15.3 Sets 679

15.4 Maps 684

15.5 Stacks, Queues, and Priority Queues 690

15.6 Stack and Queue Applications 693

Chapter 16 BASIC DATA STRUCTURES 713

16.1 Implementing Linked Lists 714

16.2 Implementing Array Lists 728

16.3 Implementing Stacks and Queues 733

16.4 Implementing a Hash Table 739

Chapter 17 TREE STRUCTURES 759

17.1 Basic Tree Concepts 760

17.2 Binary Trees 764

17.3 Binary Search Trees 769

17.4 Tree Traversal 778

17.5 Red–Black Trees 784

17.6 Heaps 791

17.7 The Heapsort Algorithm 802

Chapter 18 GENERIC CLASSES 817

18.1 Generic Classes and Type Parameters 818

18.2 Implementing Generic Types 819

18.3 Generic Methods 823

18.4 Constraining Type Parameters 825

18.5 Type Erasure 829

Chapter 18 STREAMS AND BINARY INPUT/OUTPUT 839

19.1 Readers, Writers, and Streams 840

19.2 Binary Input and Output 841

19.3 Random Access 845

19.4 Object Streams 851

Chapter 20 MULTITHREADING (WEB ONLY)

20.1 Running Threads

20.2 Terminating Threads

20.3 Race Conditions

20.4 Synchronizing Object Access

20.5 Avoiding Deadlocks

20.6 Application: Algorithm Animation

Chapter 21 INTERNET NETWORKING (WEB ONLY)

21.1 The Internet Protocol

21.2 Application Level Protocols

21.3 A Client Program

21.4 A Server Program

21.5 URL Connections

Chapter 22 RELATIONAL DATABASES (WEB ONLY)

22.1 Organizing Database Information

22.2 Queries

22.3 Installing a Database

22.4 Database Programming in Java

22.5 Application: Entering an Invoice

Chapter 23 XML (WEB ONLY)

23.1 XML Tags and Documents

23.2 Parsing XML Documents

23.3 Creating XML Documents

23.4 Validating XML Documents

Chapter 24 WEB APPLICATIONS (WEB ONLY)

24.1 The Architecture of a Web Application

24.2 The Architecture of a JSF Application

24.3 Javabeans Components

24.4 Navigation Between Pages

24.5 JSF Components

24.6 A Three–Tier Application

APPENDICES

APPENDIX A THE BASIC LATIN AND LATIN–1 SUBSETS OF UNICODE 861

APPENDIX B JAVA OPERATOR SUMMARY 865

APPENDIX C JAVA RESERVED WORD SUMMARY 867

APPENDIX D THE JAVA LIBRARY 869

APPENDIX E JAVA SYNTAX SUMMARY 913

APPENDIX F HTML SUMMARY 925

APPENDIX G TOOL SUMMARY 931

APPENDIX H JAVADOC SUMMARY 933

APPENDIX I NUMBER SYSTEMS 935

APPENDIX J BIT AND SHIFT OPERATIONS 941

APPENDIX K UML SUMMARY 943

APPENDIX L JAVA LANGUAGE CODING GUIDELINES 947

GLOSSARY 955

INDEX 969

CREDITS 1011



Cay S. Horstmann is a Professor of Computer Science in the Department of Computer Science at San Jose State University. He is an experienced professional programmer and was Vice President and Chief Technology Officer for Preview Systems, Inc. He is also a consultant for major corporations, universities, and organizations on Java, C++, Windows, and Internet programming. Horstmann is the author of many successful professional and academic books, including Big C++, C++ for Everyone, Big Java, and Big Java: Late Objects all with John Wiley & Sons, Inc.

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