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Learning Java Through Applications : A Graphical Approach by Duane J. Jarc...

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Características del artículo

Estado
En muy buen estado: Libro que se ha leído y que no tiene un aspecto nuevo, pero que está en un ...
ISBN
9781584503767

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Product Identifiers

Publisher
Charles River Apparel Media
ISBN-10
1584503769
ISBN-13
9781584503767
eBay Product ID (ePID)
43739580

Product Key Features

Number of Pages
673 Pages
Publication Name
Learning Java Through Applications : a Graphical Approach
Language
English
Subject
Programming / General, Programming Languages / Java
Publication Year
2005
Type
Textbook
Author
Duane J. Jarc
Subject Area
Computers
Format
CD-ROM / Trade Paperback

Dimensions

Item Height
1.6 in
Item Weight
43 Oz
Item Length
9.1 in
Item Width
7.4 in

Additional Product Features

Intended Audience
Trade
LCCN
2005-004789
Dewey Edition
22
Illustrated
Yes
Dewey Decimal
005.133
Table Of Content
1 An Overview of Programming Languages and an Introduction to Java Java and the Web Programs, Programming Languages, and Programmers Categories of Programming Languages The Role of the Programmer Syntax and Semantics Comparing English Syntax with Programming Language Syntax The Syntax Levels of Languages Semantics Constant Declarations and Method Calls Constant Declarations Method Calls Graphical Output Several Simple Graphics Methods Our First Java Applet Program Development Editors, Compilers, and Interpreters Command-line or Integrated Development Environments The Development Process The Mechanics of Compiling and Running Applets Programming Exercises Programming Projects 2 Variable Declarations, Assignments, and Expressions Random Input Simple Computation in Java Real Number Data Types Variables and Constants Arithmetic Operators Translating Mathematical Formulas to Java Expressions Type Coercion and Type Casting More on Methods Calling Class versus Instance Methods Calling Void versus Value-Returning Methods The Math Class Two Additional Graphics Methods Assignments The Syntax and Semantics of Assignments Type Coercion and Casting in Assignments An Applet that Draws a Square Inside a Circle 3 Methods, Instance Variables, Scope, and Lifetime Comparing Instance Data with Local Data viii Learning Java Through Applications: A Graphical Approach Scope Rules Access Modifiers Loose Coupling Data Lifetime More on Methods Choosing Between Public and Private Methods Determining the Signature of a Method Some Additional Predefined Methods More Details on Operators and Statements The Shortcut Assignment Operators Calling Another Method in the Same Class The return Statement An Applet that Draws a Triangle Inside a Circle 4 Discrete Selection and Iteration Characters and Strings Single Character Data Multi-Character Data Enumerated Types Keyboard Input Discrete Selection Discrete Types The Syntax and Semantics of the switch Statement An Example Using an Enumerated Type and the switch Statement Choosing Test Data Discrete Iteration The Syntax and Semantics of the for Statement The Standalone Increment and Decrement Operators Compound Statements The Scope and Lifetime of the Loop Control Variable More Details on the Scope of Local Variables An Example Using an Enumerated Type and switch and for Statements An Example Using a for Loop Across a Discrete Range of Integers Nested for Statements An Example Using an Enumerated Type and Nested for Statements The Checkerboard Applet 5 Objects and Primitive Data Comparing Applications and Applets Constructors and Object Creation 1 Comparing Object and Primitive Data Allocation Shadowing Instance Variables 1 Constructors Class Methods Converting an Applet to an Application Enumerated Types with Constructors Shallow versus Deep Copying Mutable and Immutable Objects Object Parameters Object Lifetime and Garbage Collection More on Graphics The Multiple Polygon Application UML Class More on the Mechanics of Compiling and Running Programs x Learning Java Through Applications: A Graphical Approach 6 General Selection and Iteration The Boolean Data Type and Logical Expressions Relational Operators Logical Operators Operator Precedence Associativity General Selection The if Statement Nested if Statements The Conditional Expression Operator General Iteration The while Statement The do-while Statement Applying DeMorgan's Laws The for Statement Revisited The break Statement Inside Loops The continue Statement Structured Programming Structured Programs Have Simple Flowcharts The Labeled break Statement More on Graphics Rectangle Objects Color Mixing The Matchbook Application 7 One Dimensional Arrays and Class Invariants Class Constants Declaring Class Data Accessing Class and Instance Constants Lifetime of Class Constants Array Basics Array Declarations Array Subscripts Arrays and for Loops Array Constants A
Synopsis
Teaching programmers how to master Java, this book uses complete graphical programs such as games, geometric patterns, and puzzles as examples that illustrate various Java language features. The companion CD-ROM includes all the source code from the projects., Learning Java Through Applications emphasizes Java‚s graphical capabilities and the ability to create graphical user interfaces. The book uses 15 complete Java programs in order of increasing complexity, including geometric patterns, games, puzzles, number theory problems, and cryptography, to teach students the Java programming language and concepts. New features of Java 5.0 are covered in detail, including enumerated types, „for-each‰ statements, generics, autoboxing, and static imports. Each chapter contains a capstone program that involves graphics and illustrates the language features introduced in that chapter. The specifications for the program are discussed first, followed by the code and its explanatory text emphasizing the programming techniques used. Because complete programs are included, programmers have the opportunity to explore the design choices involved. Additionally, UML diagrams are included when appropriate to help them understand the overall design of each example., Emphasizes the graphical capabilities of Java and the ability to create graphical user interfaces with this popular language. It helps programmers enhance their understanding of the Java programming language through the creation of a variety of projects., Learning Java Through Applications emphasizes Java's graphical capabilities and the ability to create graphical user interfaces. The book uses 15 complete Java programs in order of increasing complexity, including geometric patterns, games, puzzles, number theory problems, and cryptography, to teach students the Java programming language and concepts. New features of Java 5.0 are covered in detail, including enumerated types, "for-each" statements, generics, autoboxing, and static imports. Each chapter contains a capstone program that involves graphics and illustrates the language features introduced in that chapter. The specifications for the program are discussed first, followed by the code and its explanatory text emphasizing the programming techniques used. Because complete programs are included, programmers have the opportunity to explore the design choices involved. Additionally, UML diagrams are included when appropriate to help them understand the overall design of each example.
LC Classification Number
QA76.73.J38J356 2005

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