Java Programming: From The Ground Up - Brossura

Bravaco, Ralph; Simonson, Shai

 
9780070181397: Java Programming: From The Ground Up

Sinossi


Java Programming, From The Ground Up, with its flexible organization, teaches Java in a way that is refreshing, fun, interesting and still has all the appropriate programming pieces for students to learn. The motivation behind this writing is to bring a logical, readable, entertaining approach to keep your students involved. Each chapter has a Bigger Picture section at the end of the chapter to provide a variety of interesting related topics in computer science. The writing style is conversational and not overly technical so it addresses programming concepts appropriately. Because of the flexibile organization of the text, it can be used for a one or two semester introductory Java programming class, as well as using Java as a second language.

The text contains a large variety of carefully designed exercises that are more effective than the competition.

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L'autore


Since receiving his Ph.D. from The University of Notre Dame, Ralph Bravaco has been a member of the faculty of Stonehill College, where he has taught more than a dozen computer science courses ranging from introductory programming to compiler design.

Shai Simonson earned his B.A. in mathematics at Columbia University and M.S. and Ph.D in computer science at Northwestern University.

Contenuti

Part I: The Fundamental Tools

1. An Introduction to Computers and Java

2. Expressions and Data Types

3. Variables and Assignment

4. Selection and Decision: if Statements

5. Repetition

6. Methods

7. Arrays and Lists: One Name for Many Data

8. Recursion

Part II: Principles of Object Oriented Programming

9. Objects and Classes I: Encapsulation, Strings, and Things

10. Objects and Classes II: Writing Your Own Classes

11. Designing With Classes and Objects

12. Inheritance

13. Polymorphism

Part III: More Java Classes

14. More Java Classes: The Wrapper Classes and Exceptions

15. Stream I/O and Random Access Files

16. Data Structures and Generics

17. The Java Collections Framework

Part IV: Basic Graphics, GUIs, and Java’s Event-Driven Model

18. Graphics: AWT and Swing

19. Event Driven Programming

20. A Case Study: Video Poker Revisited

Appendix A: Java Keywords

Appendix B: The ASCII Character Set

Appendix C: Operator Precedence

Appendix D: Javadoc

Appendix E: Package

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