Einführung in die Programmierung mit Java: Ein objektorientierter Ansatz von David...-

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Introduction to Programming Using Java : An Object-Oriented Approach by David...
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ISBN
9780201311846
Kategorie

Über dieses Produkt

Product Identifiers

Publisher
Addison-Wesley Longman, Incorporated
ISBN-10
0201311844
ISBN-13
9780201311846
eBay Product ID (ePID)
428113

Product Key Features

Number of Pages
765 Pages
Publication Name
Introduction to Programming Using Java : an Object-Oriented Approach
Language
English
Subject
Programming Languages / Java
Publication Year
1998
Type
Textbook
Subject Area
Computers
Author
David Arnow
Format
Trade Paperback

Dimensions

Item Height
1.2 in
Item Weight
41.1 Oz
Item Length
9.1 in
Item Width
7.3 in

Additional Product Features

Edition Number
1
Intended Audience
College Audience
LCCN
97-078122
Dewey Edition
21
Illustrated
Yes
Dewey Decimal
005.13/3
Table Of Content
(Most chapters conclude with a Summary, Study Aid, Questions for Review, and Further Exercises.) 1. Jumping Into Java. Computers and programs. Programs and models. Objects, Behavior and Classes. Our First Object: A Monitor. Sending a Message to the System.out Object. A Java program. Java Interlude: Identifiers. Mechanics. Time. GUI Supplement: Introduction. 2. Using Objects. Introduction. Using PrintStream Objects. Java Interlude: References, Methods and Messages. The String Class. Methods, arguments and return-values. Reference Variables. Java Interlude: variables and assignment. Using String Methods. Java Interlude. GUI Supplement: Web Pages and HTML. 3. Using Classes. Introduction. Creating Objects. Java Interlude. Disk Files. Writing Output to Files. Input: an overview. Input: The Keyboard. Interactive Input/Output. Input: Disk Files. Network Computing: An Introduction. GUI Supplement: Applets. 4. Defining Classes. Introduction. Class Definitions. Designing Classes. Specifying an InteractiveIO Class. Implementing the InteractiveIO Class. Improve the implementation but don't touch the interface! Java Interlude: variables, declarations and the return statement. Specifying a Name Class. Implementing the Name Class. State and Behavior. Outputting Objects: Revisiting the Name Class (1). Inputting Objects: Revisiting the Name Class (2). Our First Program Revisited. GUI Supplement: Applets, Painting and Creating Controls 5. The Class Design Process; Method Implementation and Numerical Processing. Introduction. Designing Classes- An Overview. Numeric Processing- The int data type. Collecting Tolls: An Example. Java Interlude - primitive data types, int, expressions and operators. Another Java Interlude - int methods and int input. Other Integer Types. Modeling the Numbers of Measurement. GUI Supplement: Drawing Text 6. Controlling Behavior- Conditional Execution. Introduction. Conditional execution- the if statement. Employee Payroll: An Example. Java Interlude: The if Statement. Input Methods Revisited: Testing for End of Input. Type boolean and boolean-valued expressions. A Time class. Java Interlude - boolean, Compound Conditionals, Logical Operators. GUI Supplement: Responding to Controls: Event-handling. GUI Supplement II: Bringing the Calculator to Life. 7. Verifying Object Behavior. Introduction. Categories of Errors. Test Drivers. Automatic Testing. What to Test and How to Test It. Debugging Techniques. 8. Working with Multiple Objects. Introduction. Processing Multiple Objects. Loop Patterns. The Impact of Loops on Testing. A Radio Station's Song Library. Maintaining Multiple Values. Vector - A Simple Collection Class. Moving Through a Vector - Enumerations. Revisiting the SongLibrary class. Java Interlude: Primitive Types and Collections; Revisiting the Wrapper Classes. An Example - Determining a Student's Relative Performance. Section 8.11: Sets. Java Interlude - Class Object Methods. GUI Supplement: List, Checkbox, CheckboxGroup. 9. Iteration. Introduction. Designing Loops. A Simple Example. Revisiting the loop patterns of Chapter 7. Variations on the Payroll Loop. More Loop Patterns: Counters, Accumulators, Extremes. Java Interlude: The for loop; short-circuits; break and continue. A Loop Design Strategy: Refining an Imperfect Solution. The Radio Station's Play Schedule. GUI Supplement: Threads. 10. Organizing Objects. Indexing.
Synopsis
Javas support for GUI and network programming makes a great setting for diverse programming examples: a calculator, a strategy game, reading the Dow Jones from Yahoo , a Web surveyor application, scheduling songs for a rock-and-roll radio station, as well as traditional payroll and student GPA computations. Working with these and other examples, students learn to think like a programmer, analyze problems, devise solutions, design classes, and write code. Features *Uses the necessary features of Java 1.1 while teaching CS1 concepts. *Uses object-oriented concepts from the very beginning--classes, objects, and messages are all introduced in Chapter 1--and develops them throughout. *Applies a consistent class design procedure, usable by beginners. *Contains graphic user interface (GUI) supplements in each chapter. *Provides an early introduction to testing, covering test drivers, debugging, and test case selection. *Includes a chapter with three robust applications--a LOGO turtle, a Web surveyor, and Mancala (a strategy game)--which use the texts class design procedure and allow the students to tie the material together.
LC Classification Number
QA76.73.J38A77 1998

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