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Java in 24 Hours, Sams Teach Yourself (Covering Java 8) [NOOK Book]

Overview

Sams Teach Yourself Java in 24 Hours, Seventh Edition

Covers Java 8 and Android Development



In just 24 lessons of one hour or less, you can learn the fundamentals of...

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Java in 24 Hours, Sams Teach Yourself (Covering Java 8)

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Overview

Sams Teach Yourself Java in 24 Hours, Seventh Edition

Covers Java 8 and Android Development



In just 24 lessons of one hour or less, you can learn the fundamentals of Java programming.



In this book's straightforward, step-by-step approach, each lesson builds on everything that's come before, helping readers learn Java's core features and techniques from the ground up.



Friendly, accessible, and conversational, this book offers a practical grounding in the language, without ever becoming overwhelming or intimidating. Full-color figures and clear instructions visually show you how to program with Java.



Popular author Rogers Cadenhead helps you master the skills and technology you need to create desktop and web programs, web services, and even an Android app in Java.



Learn how to…

  • Set up your Java programming environment
  • Write your first working program in just minutes
  • Control program decisions and behavior
  • Store and work with information
  • Build straightforward user interfaces
  • Create interactive web programs
  • Use threading to build more responsive programs
  • Read and write files and XML data
  • Master best practices for object-oriented programming
  • Create flexible, interoperable web services with JAX-WS
  • Use Java to create an Android app
  • Expand your skills with closures, the powerful new capability introduced in Java 8

Contents at a Glance



PART I: Getting Started

1 Becoming a Programmer

2 Writing Your First Program

3 Vacationing in Java

4 Understanding How Java Programs Work



PART II: Learning the Basics of Programming

5 Storing and Changing Information in a Program

6 Using Strings to Communicate

7 Using Conditional Tests to Make Decisions

8 Repeating an Action with Loops



PART III: Working with Information in New Ways

9 Storing Information with Arrays

10 Creating Your First Object

11 Describing What Your Object Is Like

12 Making the Most of Existing Objects



PART IV: Programming a Graphical User Interface

13 Building a Simple User Interface

14 Laying Out a User Interface

15 Responding to User Input

16 Building a Complex User Interface



PART V: Moving into Advanced Topics

17 Storing Objects in Data Structures

18 Handling Errors in a Program

19 Creating a Threaded Program

20 Using Inner Classes and Closures

21 Reading and Writing Files

22 Creating Web Services with JAX-WS

23 Creating Java2D Graphics

24 Writing Android Apps



Appendixes

A Using the NetBeans Integrated Development Environment

B Where to Go from Here: Java Resources

C This Book’s Website

D Setting Up an Android Development Environment

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Product Details

  • ISBN-13: 9780133517798
  • Publisher: Pearson Education
  • Publication date: 5/19/2014
  • Series: Sams Teach Yourself
  • Sold by: Barnes & Noble
  • Format: eBook
  • Edition number: 7
  • Pages: 448
  • Sales rank: 238,801
  • File size: 19 MB
  • Note: This product may take a few minutes to download.

Meet the Author

Rogers Cadenhead is a writer, computer programmer, and web developer who has written more than 20 books on Internet-related topics, including Sams Teach Yourself Java in 21 Days . He maintains the Drudge Retort and other websites that receive more than 20 million visits a year.

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Table of Contents

PART I: Getting Started

Hour 1: Becoming a Programmer

Choosing a Language

Telling the Computer What to Do

How Programs Work

When Programs Don’t Work

Choosing a Java Programming Tool

Installing a Java Development Tool

Hour 2: Writing Your First Program

What You Need to Write Programs

Creating the Saluton Program

Beginning the Program

Storing Information in a Variable

Saving the Finished Product

Compiling the Program into a Class File

Fixing Errors

Running a Java Program

Hour 3: Vacationing in Java

First Stop: Oracle

Going to School with Java

Lunch in JavaWorld

Watching the Skies at NASA

Getting Down to Business

Stopping by SourceForge for Directions

Running Java on Your Phone

Hour 4: Understanding How Java Programs Work

Creating an Application

Sending Arguments to Applications

The Java Class Library



PART II: Learning the Basics of Programming

Hour 5: Storing and Changing Information in a Program

Statements and Expressions

Assigning Variable Types

Naming Your Variables

Storing Information in Variables

All About Operators

Using Expressions

Hour 6: Using Strings to Communicate

Storing Text in Strings

Displaying Strings in Programs

Using Special Characters in Strings

Pasting Strings Together

Using Other Variables with Strings

Advanced String Handling

Presenting Credits

Hour 7: Using Conditional Tests to Make Decisions

if Statements

if-else Statements

switch Statements

The Ternary Operator

Watching the Clock

Hour 8: Repeating an Action with Loops

for Loops

while Loops

do-while Loops

Exiting a Loop

Naming a Loop

Testing Your Computer Speed



PART III: Working with Information in New Ways

Hour 9: Storing Information with Arrays

Creating Arrays

Using Arrays

Multidimensional Arrays

Sorting an Array

Counting Characters in Strings

Hour 10: Creating Your First Object

How Object-Oriented Programming Works

Objects in Action

What Objects Are

Understanding Inheritance

Building an Inheritance Hierarchy

Converting Objects and Simple Variables

Creating an Object

Hour 11: Describing What Your Object Is Like

Creating Variables

Creating Class Variables

Creating Behavior with Methods

Putting One Class Inside Another

Using the this Keyword

Using Class Methods and Variables

Hour 12: Making the Most of Existing Objects

The Power of Inheritance

Establishing Inheritance

Working with Existing Objects

Storing Objects of the Same Class in Array Lists

Creating a Subclass



PART IV: Programming a Graphical User Interface

Hour 13: Building a Simple User Interface

Swing and the Abstract Windowing Toolkit

Using Components

Hour 14: Laying Out a User Interface

Using Layout Managers

Laying Out an Application

Hour 15: Responding to User Input

Getting Your Programs to Listen

Setting Up Components to Be Heard

Handling User Events

Completing a Graphical Application

Hour 16: Building a Complex User Interface

Sliders

Change Listeners

Using Image Icons and Toolbars

Tables



PART V: Moving into Advanced Topics

Hour 17: Storing Objects in Data Structures

Array Lists

Hash Maps

Hour 18: Handling Errors in a Program

Exceptions

Throwing Exceptions

Throwing and Catching Exceptions

Hour 19: Creating a Threaded Program

Threads

Working with Threads

The Constructor

Catching Errors as You Set Up URLs

Starting the Thread

Handling Mouse Clicks

Displaying Revolving Links

Hour 20: Using Inner Classes and Closures

Inner Classes

Closures



PART VI: Writing Internet Applications

Hour 21: Reading and Writing Files

Streams

Writing Data to a Stream

Reading and Writing Configuration Properties

Hour 22: Creating Web Services with JAX-WS

Defining a Service Endpoint Interface

Creating a Service Implementation Bean

Publishing the Web Service

Using Web Service Definition Language Files

Creating a Web Service Client

Hour 23: Creating Java2D Graphics

Using the Font Class

Using the Color Class

Creating Custom Colors

Drawing Lines and Shapes

Baking a Pie Graph

Hour 24: Writing Android Apps

Introduction to Android

Creating an Android App

Running the App

Designing a Real App



Appendixes

Appendix A: Using the NetBeans Integrated Development Environment

Appendix B: Where to Go from Here: Java Resources

Appendix C: This Book’s Website

Appendix D: Setting Up an Android Development Environment

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