On to Java
著者
書誌事項
On to Java
Addison-Wesley, c1998
2nd ed
大学図書館所蔵 件 / 全7件
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注記
Cover:Java 1.2
Includes index
内容説明・目次
内容説明
On to Java has been substantially updated to exploit the features of Java 1.2. Written in the clear and concise style that has made Winston's language books popular among programmers adding new languages to their repertoires, the book helps students learn Java quickly and effectively, and learn why Java is the language of choice for writing programs for the Web.
Organized in easily digested segments that answer the student's natural questions in a natural order, each section adds capabilities to a short, yet representative Java program. As students see the program evolve, they learn to design class hierarchies; impose requirements using interfaces; follow the model-view approach to interface design; access applets from network viewers; use threads to implement dynamic applets. With Java 1.2, they also learn to access files via resources; exploit wing classes; draw using the Graphics2D class; generate Java beans for GUI builders; and much, much more. Software for this book is available via the Web.
目次
1. How this Book Teaches You The Language.
Why you should learn Java.
Object-oriented programming languages.
Java's network-oriented features.
Programming cliches.
2. How To Compile and Run a Simple Program.
Compiling and executing.
The display statement and strings.
Case sensitivity and blank insensitivity.
Operators and operands.
3. How To Declare Variables.
Data types and variable declarations.
Initialization and assignment.
Integral and floating-point data types.
4. How To Write Arithmetic Expressions.
Arithmetic.
Precedence and association.
Binary and unary operators.
Type casting.
5. How To Define Simple Methods.
Calling and returning from methods.
Arguments, parameters, and values.
Method overloading in multiple classes.
Method overloading in one class.
6. How To Understand Variable Scope and Extent.
Parameters.
Local variables.
Blocks.
7. How To Benefit from Procedure Abstraction.
Making programs easier to reuse, read, and debug.
Making programs easier to augment, improve, and adapt.
8. How To Declare Class Variables.
Class variables.
Final variables.
9. How To Create Class Instances.
Instance creation.
Instance variables.
10. How To Define Instance Methods.
Defining instance methods.
The special, target argument.
11. How To Define Constructors.
Constructors and initialization.
The default constructor.
Constructors with parameters.
12. How To Define Getter And Setter Methods.
Getter and setter instance methods.
Imaginary instance variables.
13. How To Benefit from Data Abstraction.
Success methods and data abstraction.
Making programs easier to reuse.
14. How To Protect Instance Variables.
Private instance variables and instance methods.
The public interface.
15. How To Define Classes that Inherit Instance Variables and Methods.
Subclasses and superclasses.
Inheriting instance variables and instance methods.
Shadowing, also known as overriding.
16. How To Define Abstract Classes And Methods.
Classes without instances.
Classes without subclasses.
Methods without bodies.
17. How To Write Constructors That Call other Constructors.
Using this.
Using super.
18. How To Write Methods That Call other Methods.
Passing along a target argument.
The this parameter.
19. How To Design Classes And Class Hierarchies.
Explicit representation.
Reusing methods and avoiding duplication.
The modularity principle.
The no-duplication principle.
The look-it-up principle.
The need-to-know principle.
The is-a versus has-a principle.
20. How To Perform Tests Using Predicates.
Predicates.
Equal, ==, and not equal, !=.
Greater than, >, and less than, <.
Not, !
Casting before testing.
21. How To Write Conditional Statements.
Boolean expressions.
If and if-else.
Empty statements.
The conditional operator, ?:.
22. How To Combine Boolean Expressions.
And, &&, and or, ||.
Evaluation order.
23. How To Write Iteration Statements.
While and for statements.
Augmented assignment operators.
Increment, ++, and decrement, --, operators.
Side effects and evaluation order.
24. How To Write Recursive Methods.
Recursive methods.
The base part and the recursion part.
Efficiency considerations.
25. How To Write Multiway Conditional Statements.
Case and default.
Fall through.
26. How To Create Input File Streams.
Creating file input streams.
Creating tokenizers.
Stepping, testing, and reading from tokenizers.
27. How To Create and Access Arrays.
Declaring and initializing arrays.
Arrays of numeric elements.
Arrays of class-instance elements.
Arrays of mixed instance types.
28. How To Move Arrays Into And out of Methods.
Using arrays as arguments.
Returning arrays from methods.
29. How To Store Data In Expandable Vectors.
Storing and retrieving elements in vectors.
Obtaining the size of a vector.
Queues and push-down lists.
Casting vector elements prior to use.
Vector iteration and iterators.
30. How To Work With Characters and Strings.
Characters.
Strings.
Extracting characters from strings.
Combining strings.
31. How To Catch Exceptions.
Exception handling.
The try statement.
Catch and finally blocks.
Exit statements.
32. How To Create Output File Streams.
Creating file output streams.
Creating print streams.
Printing to print streams.
33. How to Modularize Programs With Compilation Units and Packages.
Modularization.
Grouping classes into compilation units and packages.
Package names and path names.
34. How To Use Protected and Private Variables and Methods.
Public instance variable and methods.
Private instance variable and methods.
Public instance variable and methods.
35. How To Use Interfaces To Impose Requirements.
Interfaces as an alternative to multiple inheritance.
Defining interfaces.
Tying classes to interfaces.
Interface parameters and variables.
36. How To Write and Read Objects With the Serializable Interface.
Reading and writing object files.
Using interfaces to instruct the compiler.
37. How To Create Windows.
Frames and the JFrame class.
Window adapters.
Event handling.
Inner classes.
38. How To Draw Lines in Windows.
Canvasses.
Content panes.
Graphics contexts.
Drawing lines.
39. How To Write Text in Windows.
Writing text.
Fonts and font metrics.
40. How To Exploit The Graphics2D Package.
User coordinates and device coordinates.
Translations and rotations.
Strokes and paints.
41. How To Define Applets.
Applets and the JApplet class.
The init method.
Testing applets.
42. How To Access Applets From Web Browsers.
Formatting tags.
Embedding applets in HTML files.
Passing arguments to applets from HTML files.
Locating HTML files with URL addresses.
43. How To Use the Model-View Approach to Interface Design.
The Observable class.
The Observer interface.
Notifying and updating.
44. How To Use Resource Locators.
Accessing text and image files.
The Class class.
Location-independent resource access.
Security features.
45. How To Use Choice Lists To Select Instances.
Adding elements to choice lists.
Determining which element has been selected.
46. How to Bring Images Into Applets.
Toolkits.
Scaling and drawing images.
47. How To Use Threads To Implement Dynamic Applets.
Apparently simultaneous computation.
Processes and multithreading.
Starting, suspending, and resuming threads.
Putting a thread to sleep.
48. How To Deploy Text Fields And Buttons.
Text fields.
The grid layout.
49. How To Display Menus And Dialog Windows.
Menu items, menus, and menu bars.
Accessing files via dialogs.
50. How To Separate the Domain From the Graphical User Interface.
Domain classes and GUI classes.
The applet as the connection center.
Connector classes.
51. How To Use GUI Builders To Develop Applications.
Rapid GUI construction.
Point-and-click component connection.
BeanInfo files and Jar files.
Appendix A: Operator Precedence.
Appendix B: The Meter Canvas.
Appendix C: Applet Parameters.
Appendix D: Fighting Flicker.
Appendix E: The swing Graphics Classes.
Appendix F: Layout Managers.
Colophon.
Software.
Index. 0201385953T04062001
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