The art & science of Java : an introduction to computer science

書誌事項

The art & science of Java : an introduction to computer science

Eric S. Roberts

Pearson/Addison Wesley, c2008

タイトル別名

The art and science of Java

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注記

Includes index

内容説明・目次

内容説明

In The Art and Science of Java, Stanford professor and well-known leader in CS Education Eric Roberts emphasizes the student-friendly exposition that led to the success of The Art and Science of C. By following the recommendations of the Association of Computing Machinery's Java Task Force, this first edition text adopts a modern objects-first approach that introduces students to useful hierarchies from the very beginning. Packages are translated into a minimally complex collection of pedagogical resources that make it easier to teach Java while retaining the language's industrial strength.

目次

Chapter 1. Introduction 1.1 A Brief History of Computing 1.2 What Is Computer Science? 1.3 A Brief Tour of Computer Hardware 1.4 Algorithms 1.5 Stages in the Programming Process 1.6 Java and the Object-Oriented Paradigm 1.7 Java and the World Wide Web Chapter 2. Programming by Example 2.1 The "Hello World" Program 2.2 Perspectives on the Programming Process 2.3 A Program to Add Two Numbers 2.4 Programming Idioms and Patterns 2.5 Classes and Objects 2.6 Graphical Programs Chapter 3. Expressions 3.1 Primitive Data Types 3.2 Constants and Variables 3.3 Operators and Operands 3.4 Assignment Statements 3.5 Boolean Expressions 3.6 Designing for Change Chapter 4. Statement Forms 4.1 Statement Types in Java 4.2 Control Statements and Problem Solving 4.3 The if Statement 4.4 The switch Statement 4.5 The while Statement 4.6 The for Statement Chapter 5. Methods 5.1 A Quick Overview of Methods 5.2 Writing Your Own Methods 5.3 Mechanics of the Method-Calling Process 5.4 Decomposition 5.5 Algorithmic Methods Chapter 6. Objects and Classes 6.1 Using the RandomGenerator Class 6.2 The javadoc Documentation System 6.3 Defining Your Own Classes 6.4 Representing Student Information 6.5 Rational Numbers 6.6 Extending Existing Classes Chapter 7. Objects and Memory 7.1 The Structure of Memory 7.2 The Allocation of Memory to Variables 7.3 Primitive Types versus Objects 7.4 Linking Objects Together Chapter 8. Strings and Characters 8.1 The Principle of Enumeration 8.2 Characters 8.3 Strings as an Abstract Idea 8.4 Using the Methods in the String Class 8.5 A Case Study in String Processing Chapter 9. Object-Oriented Graphics 9.1 The acm.graphics Model 9.2 Structure of the acm.graphics Package 9.3 Using the Shape Classes 9.4 Creating Compound Objects Chapter 10. Event-Driven Programs 10.1 The Java Event Model 10.2 A Simple Event-Driven Program 10.3 Responding to Mouse Events 10.4 Responding to Keyboard Events 10.5 Creating a Simple GUI 10.6 The Swing Interactor Hierarchy 10.7 Managing Component Layout 10.8 Using the TableLayout Class Chapter 11. Arrays and ArrayLists 11.1 Introduction to Arrays 11.2 Internal Representation of Arrays 11.3 Passing Arrays as Parameters 11.4 Using Arrays for Tabulation 11.5 Initialization of Arrays 11.6 Multidimensional Arrays 11.7 Image Processing 11.8 The ArrayList Class Chapter 12. Searching and Sorting 12.1 Searching 12.2 Sorting 12.3 Assessing Algorithmic Efficiency 12.4 Using Data Files Chapter 13. Collection Classes 13.1 The ArrayList Class Revisited 13.2 The HashMap Class 13.3 The Java Collections Framework 13.4 Principles of Object-Oriented Design Chapter 14. Looking Ahead 14.1 Recursion 14.2 Concurrency 14.3 Using the Network 14.4 Programming Patterns

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