Intro to Java Programming, Brief Version, Global Edition
معرفی کتاب «Intro to Java Programming, Brief Version, Global Edition» نوشتهٔ Y. Daniel Liang، منتشرشده توسط نشر Pearson Education UK در سال 2014. این کتاب در 4 صفحه، فرمت pdf، زبان انگلیسی ارائه شده است. «Intro to Java Programming, Brief Version, Global Edition» در دستهٔ بدون دستهبندی قرار دارد.
Liang teaches concepts of problem-solving and object-oriented programming using a fundamentals-first approach. Beginning programmers learn critical problem-solving techniques then move on to grasp the key concepts of object-oriented, GUI programming, advanced GUI and Web programming using Java. This text is intended for a 1-, 2-, or 3-semester CS1 course sequence. Daniel Liang teaches concepts of problem-solving and object-oriented programming using a fundamentals-first approach. Beginning programmers learn critical problem-solving techniques then move on to grasp the key concepts of object-oriented, GUI programming, advanced GUI and Web programming using Java. Liang approaches Java GUI programming using JavaFX, not only because JavaFX is much simpler for new Java programmers to learn and use but because it has replaced Swing as the new GUI tool for developing cross-platform-rich Internet applications on desktop computers, on hand-held devices, and on the Web. Additionally, for instructors, JavaFXprovides a better teaching tool for demonstrating object-oriented programming. Teaching and Learning Experience To provide a better teaching and learning experience, for both instructors and students, this program offers: Fundamentals-First Approach: Basic programming concepts are introduced on control statements, loops, functions, and arrays before object-oriented programming is discussed. Problem-Driven Motivation: The examples and exercises throughout the book emphasize problem solving and foster the concept of developing reusable components and using them to create practical projects. A Superior Pedagogical Design that Fosters Student Interest: Key concepts are reinforced with objectives lists, introduction and chapter overviews, easy-to-follow examples, chapter summaries, review questions, programming exercises, and interactive self-tests Cover 1 Title 3 Copyright 4 Brief Contents 12 Contents 13 Chapter 1 Introduction to Computers, Programs,and Java 21 1.1 Introduction 22 1.2 What Is a Computer? 22 1.3 Programming Languages 27 1.4 Operating Systems 29 1.5 Java, the World Wide Web, and Beyond 30 1.6 The Java Language Specification, API, JDK, and IDE 31 1.7 A Simple Java Program 32 1.8 Creating, Compiling, and Executing a Java Program 35 1.9 Programming Style and Documentation 38 1.10 Programming Errors 40 1.11 Developing Java Programs Using NetBeans 43 1.12 Developing Java Programs Using Eclipse 45 Chapter 2 Elementary Programming 53 2.1 Introduction 54 2.2 Writing a Simple Program 54 2.3 Reading Input from the Console 57 2.4 Identifiers 59 2.5 Variables 60 2.6 Assignment Statements and Assignment Expressions 61 2.7 Named Constants 63 2.8 Naming Conventions 64 2.9 Numeric Data Types and Operations 64 2.10 Numeric Literals 68 2.11 Evaluating Expressions and Operator Precedence 70 2.12 Case Study: Displaying the Current Time 72 2.13 Augmented Assignment Operators 74 2.14 Increment and Decrement Operators 75 2.15 Numeric Type Conversions 76 2.16 Software Development Process 79 2.17 Case Study: Counting Monetary Units 83 2.18 Common Errors and Pitfalls 85 Chapter 3 Selections 95 3.1 Introduction 96 3.2 boolean Data Type 96 3.3 if Statements 98 3.4 Two-Way if-else Statements 100 3.5 Nested if and Multi-Way if-else Statements 101 3.6 Common Errors and Pitfalls 103 3.7 Generating Random Numbers 107 3.8 Case Study: Computing Body Mass Index 109 3.9 Case Study: Computing Taxes 110 3.10 Logical Operators 113 3.11 Case Study: Determining Leap Year 117 3.12 Case Study: Lottery 118 3.13 switch Statements 120 3.14 Conditional Expressions 123 3.15 Operator Precedence and Associativity 124 3.16 Debugging 126 Chapter 4 Mathematical Functions, Characters,and Strings 139 4.1 Introduction 140 4.2 Common Mathematical Functions 140 4.3 Character Data Type and Operations 145 4.4 The String Type 150 4.5 Case Studies 159 4.6 Formatting Console Output 165 Chapter 5 Loops 177 5.1 Introduction 178 5.2 The while Loop 178 5.3 The do-while Loop 188 5.4 The for Loop 190 5.5 Which Loop to Use? 194 5.6 Nested Loops 196 5.7 Minimizing Numeric Errors 198 5.8 Case Studies 199 5.9 Keywords break and continue 204 5.10 Case Study: Checking Palindromes 207 5.11 Case Study: Displaying Prime Numbers 208 Chapter 6 Methods 223 6.1 Introduction 224 6.2 Defining a Method 224 6.3 Calling a Method 226 6.4 void Method Example 229 6.5 Passing Arguments by Values 232 6.6 Modularizing Code 235 6.7 Case Study: Converting Hexadecimals to Decimals 237 6.8 Overloading Methods 239 6.9 The Scope of Variables 242 6.10 Case Study: Generating Random Characters 243 6.11 Method Abstraction and Stepwise Refinement 245 Chapter 7 Single-Dimensional Arrays 265 7.1 Introduction 266 7.2 Array Basics 266 7.3 Case Study: Analyzing Numbers 273 7.4 Case Study: Deck of Cards 274 7.5 Copying Arrays 276 7.6 Passing Arrays to Methods 277 7.7 Returning an Array from a Method 280 7.8 Case Study: Counting the Occurrences of Each Letter 281 7.9 Variable-Length Argument Lists 284 7.10 Searching Arrays 285 7.11 Sorting Arrays 289 7.12 The Arrays Class 290 7.13 Command-Line Arguments 292 Chapter 8 Multidimensional Arrays 307 8.1 Introduction 308 8.2 Two-Dimensional Array Basics 308 8.3 Processing Two-Dimensional Arrays 311 8.4 Passing Two-Dimensional Arrays to Methods 313 8.5 Case Study: Grading a Multiple-Choice Test 314 8.6 Case Study: Finding the Closest Pair 316 8.7 Case Study: Sudoku 318 8.8 Multidimensional Arrays 321 Chapter 9 Objects and Classes 341 9.1 Introduction 342 9.2 Defining Classes for Objects 342 9.3 Example: Defining Classes and Creating Objects 344 9.4 Constructing Objects Using Constructors 349 9.5 Accessing Objects via Reference Variables 350 9.6 Using Classes from the Java Library 354 9.7 Static Variables, Constants, and Methods 357 9.8 Visibility Modifiers 362 9.9 Data Field Encapsulation 364 9.10 Passing Objects to Methods 367 9.11 Array of Objects 371 9.12 Immutable Objects and Classes 373 9.13 The Scope of Variables 375 9.14 The this Reference 376 Chapter 10 Object-Oriented Thinking 385 10.1 Introduction 386 10.2 Class Abstraction and Encapsulation 386 10.3 Thinking in Objects 390 10.4 Class Relationships 393 10.5 Case Study: Designing the Course Class 396 10.6 Case Study: Designing a Class for Stacks 398 10.7 Processing Primitive Data Type Values as Objects 400 10.8 Automatic Conversion between Primitive Types and Wrapper Class Types 403 10.9 The BigInteger and BigDecimal Classes 404 10.10 The String Class 406 10.11 The StringBuilder and StringBuffer Classes 412 Chapter 11 Inheritance and Polymorphism 429 11.1 Introduction 430 11.2 Superclasses and Subclasses 430 11.3 Using the super Keyword 436 11.4 Overriding Methods 439 11.5 Overriding vs. Overloading 440 11.6 The Object Class and Its toString() Method 442 11.7 Polymorphism 443 11.8 Dynamic Binding 444 11.9 Casting Objects and the instanceof Operator 447 11.10 The Object’s equals Method 451 11.11 The ArrayList Class 452 11.12 Useful Methods for Lists 458 11.13 Case Study: A Custom Stack Class 459 11.14 The protected Data and Methods 460 11.15 Preventing Extending and Overriding 462 Chapter 12 Exception Handling and Text I/O 469 12.1 Introduction 470 12.2 Exception-Handling Overview 470 12.3 Exception Types 475 12.4 More on Exception Handling 478 12.5 The finally Clause 486 12.6 When to Use Exceptions 487 12.7 Rethrowing Exceptions 488 12.8 Chained Exceptions 489 12.9 Defining Custom Exception Classes 490 12.10 The File Class 493 12.11 File Input and Output 496 12.12 Reading Data from the Web 502 12.13 Case Study: Web Crawler 504 Chapter 13 Abstract Classes and Interfaces 515 13.1 Introduction 516 13.2 Abstract Classes 516 13.3 Case Study: the Abstract Number Class 521 13.4 Case Study: Calendar and GregorianCalendar 523 13.5 Interfaces 526 13.6 The Comparable Interface 529 13.7 The Cloneable Interface 533 13.8 Interfaces vs. Abstract Classes 537 13.9 Case Study: The Rational Class 540 13.10 Class Design Guidelines 545 Chapter 14 JavaFX Basics 555 14.1 Introduction 556 14.2 JavaFX vs Swing and AWT 556 14.3 The Basic Structure of a JavaFX Program 556 14.4 Panes, UI Controls, and Shapes 559 14.5 Property Binding 562 14.6 Common Properties and Methods for Nodes 565 14.7 The Color Class 566 14.8 The Font Class 567 14.9 The Image and ImageView Classes 569 14.10 Layout Panes 572 14.11 Shapes 580 14.12 Case Study: The ClockPane Class 592 Chapter 15 Event-Driven Programming and Animations 605 15.1 Introduction 606 15.2 Events and Event Sources 608 15.3 Registering Handlers and Handling Events 609 15.4 Inner Classes 613 15.5 Anonymous Inner Class Handlers 614 15.6 Simplifying Event Handling Using Lambda Expressions 617 15.7 Case Study: Loan Calculator 620 15.8 Mouse Events 622 15.9 Key Events 623 15.10 Listeners for Observable Objects 626 15.11 Animation 628 15.12 Case Study: Bouncing Ball 636 Chapter 16 JavaFX UI Controls and Multimedia 649 16.1 Introduction 650 16.2 Labeled and Label 650 16.3 Button 652 16.4 CheckBox 654 16.5 RadioButton 657 16.6 TextField 659 16.7 TextArea 661 16.8 ComboBox 664 16.9 ListView 667 16.10 ScrollBar 671 16.11 Slider 674 16.12 Case Study: Developing a Tic-Tac-Toe Game 677 16.13 Video and Audio 682 16.14 Case Study: National Flags and Anthems 685 Chapter 17 Binary I/O 697 17.1 Introduction 698 17.2 How Is Text I/O Handled in Java? 698 17.3 Text I/O vs. Binary I/O 699 17.4 Binary I/O Classes 700 17.5 Case Study: Copying Files 711 17.6 Object I/O 712 17.7 Random-Access Files 717 Chapter 18 Recursion 725 18.1 Introduction 726 18.2 Case Study: Computing Factorials 726 18.3 Case Study: Computing Fibonacci Numbers 729 18.4 Problem Solving Using Recursion 732 18.5 Recursive Helper Methods 734 18.6 Case Study: Finding the Directory Size 737 18.7 Case Study: Tower of Hanoi 739 18.8 Case Study: Fractals 742 18.9 Recursion vs. Iteration 746 18.10 Tail Recursion 747 Appendix A Java Keywords 759 Appendix B The ASCII Character Set 760 Appendix C Operator Precedence Chart 762 Appendix D Java Modifiers 764 Appendix E Special Floating-Point Values 766 Appendix F Number Systems 767 Appendix G Bitwise Operations 771 Appendix H Regular Expressions 772 Appendix I Enumerated Types 777 Index 783 Symbols 783 A 783 B 784 C 785 D 787 E 788 F 788 G 789 H 789 I 790 J 791 K 792 L 792 M 793 N 794 O 794 P 795 Q 796 R 796 S 797 T 799 U 800 V 800 W 800 This text is intended for a 1-, 2-, or 3-semester CS1 course sequence. & nbsp; Daniel Liang teaches concepts of problem-solving and object-oriented programming using a fundamentals-first approach. Beginning programmers learn critical problem-solving techniques then move on to grasp the key concepts of object-oriented, GUI programming, advanced GUI and Web programming using Java. Liang approaches Java GUI programming using JavaFX, not only because JavaFX is much simpler for new Java programmers to learn and use but because it has replaced Swing as the new GUI tool for developing cross-platform-rich Internet applications on desktop computers, on hand-held devices, and on the Web. Additionally, for instructors, JavaFXprovides a better teaching tool for demonstrating object-oriented programming. & nbsp; Teaching and Learning Experience & nbsp; To provide a better teaching and learning experience, for both instructors and students, this program offers: Fundamentals-First Approach: Basic programming concepts are introduced on control statements, loops, functions, and arrays before object-oriented programming is discussed. Problem-Driven Motivation: The examples and exercises throughout the book emphasize problem solving and foster the concept of developing reusable components and using them to create practical projects. A Superior Pedagogical Design that Fosters Student Interest: Key concepts are reinforced with objectives lists, introduction and chapter overviews, easy-to-follow examples, chapter summaries, review questions, programming exercises, and interactive self-tests. & nbsp
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