Object-Oriented Programming in Java: A Graphical Approach / Edition 1

Object-Oriented Programming in Java: A Graphical Approach / Edition 1

by Kathryn E. Sanders, Andy van Dam
     
 

ISBN-10: 0321245741

ISBN-13: 9780321245748

Pub. Date: 08/28/2005

Publisher: Pearson

This book has a strong focus on object-oriented design and gives readers a realistic experience of writing programs that are systems of cooperating objects. Programming fundamentals are learned through visually appealing graphics applications in all examples and exercises. Introduction of object-oriented concepts from the beginning including objects,…  See more details below

Overview

This book has a strong focus on object-oriented design and gives readers a realistic experience of writing programs that are systems of cooperating objects. Programming fundamentals are learned through visually appealing graphics applications in all examples and exercises. Introduction of object-oriented concepts from the beginning including objects, classes, polymorphism, inheritance, and interfaces. It fully embraces Java 5.0 topics including the standard scanner class and makes extensive use of graphical user-interfaces and real graphics applications. This book is appropriate for beginning programmers who want to learn to program with Java as well as experienced programmers who want to add Java to their skill-set.

Product Details

ISBN-13:
9780321245748
Publisher:
Pearson
Publication date:
08/28/2005
Edition description:
BK&CD-ROM
Pages:
640
Sales rank:
800,886
Product dimensions:
7.40(w) x 9.00(h) x 0.90(d)

Table of Contents

Contents

Preface

Chapter 0 Background

0.1 Introduction

0.2 Computer hardware

0.3 Computer software

0.4 Programming languages and Java

0.5 Executing a program

0.6 Software tools for programming

0.7 How compilation works in Java

0.8 The process of writing programs

0.9 What if your program doesn’t work?

Summary

Self-Check Questions

Exercises

Chapter 1 Introduction to Objects

1.1 Introduction

1.2 Concepts

1.3 Mechanics

1.4 Working Out with Objects: getting starting with Java

Summary

Self-Check Questions

Exercises

Programming Projects

New Style Conventions

Chapter 2 Methods with Parameters

2.1 Introduction

2.2 Concepts

2.3 Mechanics

2.4 Working Out with Objects: the talking sun

2.5 Working Out with Composite Objects: the Snowman

Summary

Self-Check Questions

Exercises

Programming Projects

Chapter 3 Inheritance

3.1 Introduction

3.2 Concepts

3.3 Mechanics

3.4 Working Out with Inheritance: the Blobs

Summary

Self-Check Questions

Exercises

Programming Projects

Chapter 4 Interfaces

4.1 Introduction

4.2 Concepts

4.3 Mechanics

4.4 Working Out with Interfaces: a movable sun

4.5 Working Out with Interfaces and Composite Shapes: a movable hat

4.6 Recipes

Summary

Self-Check Questions

Exercises

Programming Projects

Chapter 5 Polymorphism

5.1 Introduction

5.2 Concepts

5.3 Mechanics

5.4 Working Out with Polymorphism: the sketch pad

Summary

Self-Check Questions

Exercises

Programming Projects

Chapter 6 Introduction to Arithmetic and Conditional Statements

6.1 Introduction

6.2 Concepts

6.3 Mechanics

6.4 Working Out with arithmetic and conditionals: Daisy,Daisy, give me your answer do

Summary

Self-Check Questions

Exercises

Programming Projects

Chapter 7 Two-Dimensional Graphical Shapes

7.1 Introduction

7.2 Concepts

7.3 Working Out with Windows and Shapes - FirstApp revisited

7.4 Working Out with Events and Animation - the bouncing ball

7.5 Working Out with Events and Composite Shapes - the fish tank

7.6 Working Out with Design - building our own Wheels

Summary

Self-Check Questions

Exercises

Programming Projects

Chapter 8 Graphical User Interfaces and Event-Handling

8.1 Introduction

8.2 Concepts

8.3 Mechanics

8.4 Working out with GUI: a user-controlled bouncing ball

Summary

Self-Check Questions

Exercises

Programming Projects

Chapter 9 Design Patterns

9.1 Introduction

9.2 Concepts

9.3 Mechanics

9.4 Working out with the Holder Pattern - part of a drawing program

9.5 Working out with the Proxy Pattern - race cars

9.6 Working out with the Composite Pattern - the space alien

Summary

Self-Check Questions

Exercises

Programming Projects

Chapter 10 Advanced Arithmetic and Conditional Statements

10.1 Introduction

10.2 Concepts

10.3 Mechanics

10.4 Working out with floating point numbers, nested conditionals, and random numbers - ColorBounceApp

Summary

Self-Check Questions

Exercises

Programming Projects

Chapter 11 Loops

11.1 Introduction

11.2 Concepts

11.3 Mechanics

11.4 Working out with: ButterflyApp

Summary

Self-Check Questions

Exercises

Programming Projects

Chapter 12 Recursion

12.1 Introduction

12.2 Concepts

12.3 Mechanics

12.4 Working out with Recursion: SpiralApp

12.5 Working out with Recursion: TreeApp

Summary

Self-Check Questions

Exercises

Programming Projects

Chapter 13 Arrays, Vectors, and ArrayLists

13.1 Introduction

13.2 Concepts

13.3 Mechanics

13.4 Working out with: Arrays: ClickApp

Summary

Self-Check Questions

Exercises

Programming Projects

Chapter 14 Introduction to Data Structures

14.1 Introduction

14.2 Concepts

14.3 Mechanics

14.4 Working Out with Data Structures: Driver programs

Summary

Self-Check Questions

Exercises

Programming Projects

Chapter 15 Trees

15.1 Introduction

15.2 Concepts

15.3 Mechanics: Binary Search Trees

15.4 Working Out with Trees: Driver Program

Summary

Self-Check Questions

Exercises

Chapter 16 Sorting and Searching

16.1 Introduction

16.2 Concepts

Summary

Self-Check Questions

Exercises

Programming Projects

Chapter 17 Strings and Text I/O

17.1 Introduction

17.2 Concepts

17.3 Mechanics: Strings

17.4 Working out with Strings: GUI Text I/O

Summary

Self-Check Questions

Exercises

Programming Projects

Chapter 18 Console I/O, File I/O, and Exceptions

18.1 Introduction

18.2 Concepts

18.3 Mechanics

18.4 Working Out with File I/O: Saving and restoring objects

Summary

Self-Check Questions

Exercises

Programming Projects

Index

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