Object-oriented programming in Java : a graphical approach

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Bibliographic Information

Object-oriented programming in Java : a graphical approach

Kathryn E. Sanders, Andries van Dam

Pearson/Addison Wesley, c2006

Preliminary ed

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Description and Table of Contents

Description

This first truly innovative introduction to Java programming by world-renowned teacher and computer scientist Andy van Dam and Kate Sanders brings realistic, object-oriented programming to the forefront. This early foray into object-oriented programming, not simply objects, from encapsulation through polymorphism supports the real-world applications of Java and enforces good, structured programming habits that will stay with students for a lifetime. Its distinctive graphical approach, replete with graphics-based examples and exercises, provides valuable motivation for first-time programmers and captures students' attention through visually appealing applications. This book gives students the opportunity to gain realistic experience of writing larger programs that are systems of cooperating objects. It incorporates the newest Java 5.0 features including the standard Scanner class and offers extensive data structures coverage (stacks, queues, linked lists and trees).

Table of Contents

Contents Preface Chapter 0 Background 0.1 Introduction 0.2 Computer hardware 0.3 Computer software 0.4 Programming languages and Java 0.5 Executing a program 0.6 Software tools for programming 0.7 How compilation works in Java 0.8 The process of writing programs 0.9 What if your program doesn't work? Summary Self-Check Questions Exercises Chapter 1 Introduction to Objects 1.1 Introduction 1.2 Concepts 1.3 Mechanics 1.4 Working Out with Objects: getting starting with Java Summary Self-Check Questions Exercises Programming Projects New Style Conventions Chapter 2 Methods with Parameters 2.1 Introduction 2.2 Concepts 2.3 Mechanics 2.4 Working Out with Objects: the talking sun 2.5 Working Out with Composite Objects: the Snowman Summary Self-Check Questions Exercises Programming Projects Chapter 3 Inheritance 3.1 Introduction 3.2 Concepts 3.3 Mechanics 3.4 Working Out with Inheritance: the Blobs Summary Self-Check Questions Exercises Programming Projects Chapter 4 Interfaces 4.1 Introduction 4.2 Concepts 4.3 Mechanics 4.4 Working Out with Interfaces: a movable sun 4.5 Working Out with Interfaces and Composite Shapes: a movable hat 4.6 Recipes Summary Self-Check Questions Exercises Programming Projects Chapter 5 Polymorphism 5.1 Introduction 5.2 Concepts 5.3 Mechanics 5.4 Working Out with Polymorphism: the sketch pad Summary Self-Check Questions Exercises Programming Projects Chapter 6 Introduction to Arithmetic and Conditional Statements 6.1 Introduction 6.2 Concepts 6.3 Mechanics 6.4 Working Out with arithmetic and conditionals: Daisy,Daisy, give me your answer do Summary Self-Check Questions Exercises Programming Projects Chapter 7 Two-Dimensional Graphical Shapes 7.1 Introduction 7.2 Concepts 7.3 Working Out with Windows and Shapes - FirstApp revisited 7.4 Working Out with Events and Animation - the bouncing ball 7.5 Working Out with Events and Composite Shapes - the fish tank 7.6 Working Out with Design - building our own Wheels Summary Self-Check Questions Exercises Programming Projects Chapter 8 Graphical User Interfaces and Event-Handling 8.1 Introduction 8.2 Concepts 8.3 Mechanics 8.4 Working out with GUI: a user-controlled bouncing ball Summary Self-Check Questions Exercises Programming Projects Chapter 9 Design Patterns 9.1 Introduction 9.2 Concepts 9.3 Mechanics 9.4 Working out with the Holder Pattern - part of a drawing program 9.5 Working out with the Proxy Pattern - race cars 9.6 Working out with the Composite Pattern - the space alien Summary Self-Check Questions Exercises Programming Projects Chapter 10 Advanced Arithmetic and Conditional Statements 10.1 Introduction 10.2 Concepts 10.3 Mechanics 10.4 Working out with floating point numbers, nested conditionals, and random numbers - ColorBounceApp Summary Self-Check Questions Exercises Programming Projects Chapter 11 Loops 11.1 Introduction 11.2 Concepts 11.3 Mechanics 11.4 Working out with: ButterflyApp Summary Self-Check Questions Exercises Programming Projects Chapter 12 Recursion 12.1 Introduction 12.2 Concepts 12.3 Mechanics 12.4 Working out with Recursion: SpiralApp 12.5 Working out with Recursion: TreeApp Summary Self-Check Questions Exercises Programming Projects Chapter 13 Arrays, Vectors, and ArrayLists 13.1 Introduction 13.2 Concepts 13.3 Mechanics 13.4 Working out with: Arrays: ClickApp Summary Self-Check Questions Exercises Programming Projects Chapter 14 Introduction to Data Structures 14.1 Introduction 14.2 Concepts 14.3 Mechanics 14.4 Working Out with Data Structures: Driver programs Summary Self-Check Questions Exercises Programming Projects Chapter 15 Trees 15.1 Introduction 15.2 Concepts 15.3 Mechanics: Binary Search Trees 15.4 Working Out with Trees: Driver Program Summary Self-Check Questions Exercises Chapter 16 Sorting and Searching 16.1 Introduction 16.2 Concepts Summary Self-Check Questions Exercises Programming Projects Chapter 17 Strings and Text I/O 17.1 Introduction 17.2 Concepts 17.3 Mechanics: Strings 17.4 Working out with Strings: GUI Text I/O Summary Self-Check Questions Exercises Programming Projects Chapter 18 Console I/O, File I/O, and Exceptions 18.1 Introduction 18.2 Concepts 18.3 Mechanics 18.4 Working Out with File I/O: Saving and restoring objects Summary Self-Check Questions Exercises Programming Projects Index

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