Problem Solving with Java

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Problem Solving with Java teaches the sound problem solving skills that beginning programmers must understand alongside the basics of object-oriented programming using the Java programming language. It utilizes the classic Koffman five-step problem-solving approach (state problem, analyze problem, design algorithm, implement, test/verify) to insure that readers get a solid grounding in these fundamentals of programming. The book emphasizes the use of objects and classes from the beginning by providing the basics ...
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Overview

Problem Solving with Java teaches the sound problem solving skills that beginning programmers must understand alongside the basics of object-oriented programming using the Java programming language. It utilizes the classic Koffman five-step problem-solving approach (state problem, analyze problem, design algorithm, implement, test/verify) to insure that readers get a solid grounding in these fundamentals of programming. The book emphasizes the use of objects and classes from the beginning by providing the basics of OOP from the start, but delaying the complications of the AWT, Swing, and more theoretical concepts of OOP until later. Numerous full-length show actual implementation of the concepts in each chapter. In addition, interviews with famous computer scientists offer a glimpse into various fields and careers. The authors' approach is to design a worker class or support class for each problem. The worker class has data fields for storing the problem inputs and it has methods that implement the algorithm needed to solve the problem. There is a separate application class that instantiates a worker object, passes data to this object, and then displays the results returned by the worker object. In this way, the reader is introduced to the importance of object interaction and separation of concerns from the very beginning. The worker class knows how to solve the basic problem (units conversion, computation of area, etc.). The application class knows how to get the data from the user and display it. This approach better prepares readers for the use of applets and GUIs. The worker class can be used without modification by an applet that performs the functions of the applicationclass. This book is designed for readers with no programming experience who want an introduction to Java programming and problem solving.
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Product Details

  • ISBN-13: 9780201722147
  • Publisher: Addison Wesley
  • Publication date: 1/28/2002
  • Edition description: 2ND
  • Edition number: 2
  • Pages: 880
  • Product dimensions: 7.04 (w) x 11.02 (h) x 1.26 (d)

Table of Contents

1. Introduction to Computers and Programming.
Overview of Computers.
Computer components.
Computer networks.
Overview of programming languages, then and now.
Processing a high-level language program.
Problem solving and programming using classes.
Introduction to Object-oriented design.

2. Primitive Data Types.
Processing Data Types.
The String Class.
Using Class InOut for Input/Output.
Object-oriented Design in Action.
Anatomy of Our First Java Program.
Computations Using Class Math.
Common Errors and Debugging.

3. Object-oriented Design and Writing Worker Classes.
A First Worker Class: Class InOut.
A Worker Class that Manipulates String Objects.
Designing a Coin Changer Machine.
Review of Method Categories.
Simplifying a Solution Using Multiple Classes.
Inheritance as a Problem Solving Tool (Optional).
Input/Output With Standard Java Classes (Optional).
Applets, AWT, and the Graphics Class (Optional).
Common Programming Errors.

4. Control Structures: Decisions and Loops.
Control Structures.
Boolean Expressions.
The if Statement.
Methods with Decision Steps.
Case Study: Payroll Problem.
Multiple-alternative decisions: Nested if and switch.
Counter-controlled Loops: while and for statements.
State-Controlled Loops.
Putting It All Together.
Case Study: ArithmeticDrill.
Debugging and Testing Programs with Decisions and Loops.
Common Programming Errors.

5. Arrays and Vectors.
Array Declarations.
Processing Arrays and Array Elements.
Operations on Whole Arrays.
Searching and Sorting an Array.
Multidimensional Arrays.
Analysis of Algorithms: Big-O Notation.
Arrays of Objects.
Vectors.
Storing Primitive Types in Vectors - Wrapper Classes.
Common Programming Errors.

6. Object-Oriented Design.
Java Classes Revisited.
Modular Programming and Reuse.
Encapsulation, Inheritance, Visibility, and Packages.
Polymorphism.
Inheritance.
Abstract Classes.
Interfaces.
Common Programming Errors.

7. Graphical User Interfaces (GUIs).
AWT, Swing, and Browser-Applet Interaction.
Designing a First GUI.
The Java Event Model.
Using a GUI in an Application.
GUI Components for Making Choices.
Layout Managers (Optional).

8. Streams and Exceptions (new chapter).
Exceptions.
Input/Output Streams.
Standard I/O.
Text Files.

9. Recursion.
Recursive Methods.
Recursive Mathematical Methods.
Use of the Stack in Recursion.
Recursive Methods with Arrays, Vectors, and Strings.
Binary Speech.
Towers of Hanoi.
Recursive Graphics Programs.
A Recursive Program with a GUI.
Common Programming Errors.

10. Linked Data Structures.
Linked Lists.
Stacks.
Queues.
Binary Trees.
Binary Search Trees.
Efficiency of a Binary Search Tree.
Common Programming Errors.

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