Introduction to Problem Solving Using Java / Edition 1

Introduction to Problem Solving Using Java / Edition 1

by Elliot B. Koffman, Ursula Woltz, Ursula Wolz
     
 

ISBN-10: 0201357437

ISBN-13: 9780201357431

Pub. Date: 08/19/1998

Publisher: Addison-Wesley

Elliot Koffman, one of the premier authors in Introductory Programming, and Ursula Wolz of The College of New Jersey have created a masterful new Introduction to Programming with Java book. It takes advantage of exciting features that have made Java such a hot language. Optional graphical user interface libraries are used throughout to allow as much GUI material as…  See more details below

Overview

Elliot Koffman, one of the premier authors in Introductory Programming, and Ursula Wolz of The College of New Jersey have created a masterful new Introduction to Programming with Java book. It takes advantage of exciting features that have made Java such a hot language. Optional graphical user interface libraries are used throughout to allow as much GUI material as readers would like. Finally, the careful introduction to object-oriented programming will ensure readers are prepared to grasp its complexities and power.

Product Details

ISBN-13:
9780201357431
Publisher:
Addison-Wesley
Publication date:
08/19/1998
Pages:
824
Product dimensions:
7.43(w) x 9.09(h) x 1.26(d)

Table of Contents

CHAPTER 1 Introduction to Computers and Programming
1(32)
1.1 Overview of Computers
2(2)
1.2 Computer Components
4(7)
1.3 Computer Networks
11(2)
1.4 Overview of Programming Languages, Then and Now
13(5)
1.5 Processing a High-Level Language Program
18(5)
1.6 Problem Solving and Programming Using Classes
23(2)
1.7 Creating a Program in an Integrated Programming Environment
25(1)
Chapter Review
26(2)
Quick-Check Exercises
28(1)
Answers to Quick-Check Exercises
28(1)
Review Questions
29(1)
Interview: James Gosling
30(3)
CHAPTER 2 Problem Solving and Java
33(38)
2.1 The Software Development Method
34(5)
2.2 Applying the Software Development Method
39(6)
2.3 Overview of a Java Program
45(4)
2.4 Reserved Words and Identifiers
49(3)
2.5 Data Types
52(4)
2.6 Class Definitions
56(4)
2.7 Method Definitions
60(3)
Chapter Review
63(2)
Quick-Check Exercises
65(1)
Answers to Quick-Check Exercises
65(1)
Review Questions
66(1)
Programming Projects
66(2)
Interview: Kim Polese
68(3)
CHAPTER 3 Methods, Statements, and Expressions
71(48)
3.1 Method Bodies: Where the Action Takes Place
72(4)
3.2 Calling Methods
76(7)
3.3 Assignment Statements
83(3)
3.4 Operations and Expressions
86(11)
3.5 Processing Integers
97(5)
3.6 Processing Strings
102(4)
3.7 Writing Code with Style
106(2)
3.8 Common Errors and Debugging
108(5)
Chapter Review
113(1)
Quick-Check Exercises
114(1)
Answers to Quick-Check Exercises
115(1)
Review Questions
116(1)
Programming Projects
117(2)
CHAPTER 4 Program Design with Methods and Graphics
119(58)
4.1 Building Programs from Existing Information
120(5)
4.2 Extending a Problem Solution
125(5)
4.3 Extending a Problem Solution through Inheritance
130(3)
4.4 Using Methods in Class Math
133(10)
4.5 Accessors, Modifiers, Constructors, and Class Methods
143(6)
4.6 Introduction to Computer Graphics
149(16)
4.7 Common Programming Errors
165(2)
Chapter Review
167(1)
Quick-Check Exercises
168(1)
Answers to Quick-Check Exercises
169(1)
Review Questions
170(1)
Programming Projects
170(4)
Interview: Vinton Cerf
174(3)
CHAPTER 5 Selection Structures
177(70)
5.1 Control Structures
178(1)
5.2 Boolean Expressions
179(13)
5.3 The if Statement
192(4)
5.4 if Statements with Compound Statements
196(3)
5.5 Decision Steps in Algorithms
199(10)
5.6 Hand-Tracing an Algorithm
209(3)
5.7 Nested if Statements and Multiple-Alternative Decisions
212(9)
5.8 The switch Statement and SimpleGUI Menus
221(13)
5.9 Exceptions and try-catch Blocks
234(2)
5.10 Common Programming Errors
236(1)
Chapter Review
237(2)
Quick-Check Exercises
239(2)
Answers to Quick-Check Exercises
241(1)
Review Questions
241(1)
Programming Projects
242(2)
Interview: Esther Dyson
244(3)
CHAPTER 6 Repetition Structures
247(60)
6.1 Counting Loops and the while Statement
248(4)
6.2 Accumulating a Sum
252(8)
6.3 State-controlled Loops
260(8)
6.4 Loop Design and the do-while Loop
268(8)
6.5 The for Statement
276(7)
6.6 Loops in Graphics Programs (Optional)
283(6)
6.7 Introduction to Recursive Methods (Optional)
289(3)
6.8 Debugging and Testing Methods with Loops
292(3)
6.9 Common Programming Errors
295(1)
Chapter Review
296(2)
Quick-Check Exercises
298(1)
Answers to Quick-Check Exercises
298(1)
Review Questions
299(1)
Programming Projects
300(4)
Interview: Radia Perlman
304(3)
CHAPTER 7 Arrays and Vectors
307(74)
7.1 Array Declarations and Indices
308(6)
7.2 Processing Arrays and Array Elements
314(9)
7.3 Operations on Whole Arrays
323(8)
7.4 Searching and Sorting an Array
331(6)
7.5 Analysis of Algorithms: Big-O Notation (Optional)
337(3)
7.6 Arrays of Objects
340(6)
7.7 Vectors
346(5)
7.8 More Input/Output: Using Files and displayRow (Optional)
351(9)
7.9 Multidimensional Arrays--Arrays of Arrays (Optional)
360(7)
7.10 Common Programming Errors
367(2)
Chapter Review
369(2)
Quick-Check Exercises
371(1)
Answers to Quick-Check Exercises
372(1)
Review Questions
373(1)
Programming Projects
374(4)
Interview: Anthony Russo
378(3)
CHAPTER 8 Object-Oriented Design
381(66)
8.1 Java Classes Revisited
382(8)
8.2 Modular Programming and Reuse
390(5)
8.3 Encapsulation, Inheritance, Visibility, and Packages
395(10)
8.4 Polymorphism
405(9)
8.5 Another Look at Inheritance
414(4)
8.6 Class Members and Instance Members: static and final
418(7)
8.7 Abstract Classes
425(14)
8.8 Multiple Inheritance and Interfaces
439(4)
8.9 Common Programming Errors
443(1)
Chapter Review
443(1)
Quick-Check Exercises
444(1)
Answers to Quick-Check Exercises
445(1)
Review Questions
445(1)
Programming Projects
446(1)
CHAPTER 9 Applets, Graphical User Interfaces, and Threads
447(60)
9.1 Web Programming and Client/Server Model
448(7)
9.2 Applets, Panels, Containers, Components
455(7)
9.3 The Basic Interactive Applet
462(15)
9.4 Introduction to Threads
477(8)
9.5 Threaded Animation (Optional)
485(6)
9.6 Browser/Applet Interaction
491(9)
Chapter Review
500(4)
Quick-Check Exercises
504(1)
Answers to Quick-Check Exercises
504(1)
Review Questions
505(1)
Programming Projects
505(2)
CHAPTER 10 GUIs as a Vehicle for Object-Oriented Design
507(80)
10.1 Abstraction Layers for User Input/Output
508(6)
10.2 Output to the User--Label, Canvas, Fonts, and Layout Managers
514(13)
10.3 Discrete User Input: Buttons, Boxes, and Lists
527(17)
10.4 Continuous and Textual User Input
544(10)
10.5 Low-Level User Input
554(6)
10.6 Turn-Taking within the Event Model
560(11)
10.7 Applications and Applets: Menus
571(7)
Chapter Review
578(3)
Quick-Check Exercises
581(1)
Answers to Quick-Check Exercises
582(1)
Review Questions
582(1)
Programming Projects
583(1)
Interview: Marc Andreessen
584(3)
CHAPTER 11 Recursion
587(44)
11.1 Recursive Methods
588(4)
11.2 Recursive Mathematical Methods
592(3)
11.3 Use of the Stack in Recursion
595(4)
11.4 Recursive Methods with Arrays, Vectors, and Strings
599(9)
11.5 Binary Search
608(4)
11.6 Solving Towers of Hanoi with Recursion
612(7)
11.7 A Recursive Program with a GUI
619(8)
11.8 Common Programming Errors
627(1)
Chapter Review
627(1)
Quick-Check Exercises
628(1)
Answers to Quick-Check Exercises
628(1)
Review Questions
628(1)
Programming Projects
629(2)
CHAPTER 12 Linked Data Structures
631(52)
12.1 Linked Lists
632(7)
12.2 Stacks
639(9)
12.3 Queues
648(6)
12.4 Binary Trees
654(7)
12.5 A Binary Search Tree Class
661(10)
12.6 Efficiency of a Binary Search Tree
671(2)
12.7 Common Programming Errors
673(1)
Chapter Review
674(1)
Quick-Check Exercises
674(2)
Answers to Quick-Check Exercises
676(1)
Review Questions
676(1)
Programming Projects
677(3)
Interview: Laura Groppe
680(3)
APPENDIXES 683(106)
Appendix A Getting Started, Going Further 683(10)
Appendix B Java Language Summary 693(20)
Appendix C Classes for Program Abstraction 713(20)
Appendix D AWT for Graphical User Interfaces 733(56)
Answers to Self-Check Exercises 789(28)
Index 817

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