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Problem Solving with Java: JavaPlace Edition / Edition 1
     

Problem Solving with Java: JavaPlace Edition / Edition 1

by Elliot Koffman, Ursula Wolz
 

ISBN-10: 0201751607

ISBN-13: 9780201751604

Pub. Date: 01/28/1999

Publisher: Addison-Wesley

Product Details

ISBN-13:
9780201751604
Publisher:
Addison-Wesley
Publication date:
01/28/1999
Edition description:
Older Edition
Pages:
824
Product dimensions:
7.25(w) x 15.00(h) x 9.00(d)

Table of Contents

I. PROBLEM SOLVING AND PROGRAMMING WITH OBJECTS.

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.
Creating a Program in an Integrated Programming Environment.

Chapter Review.
2. Problem Solving and Java.
The Software Development Method.
Applying the Software Development Method.
Case Study: Converting Units of Measurement.
Overview of a Java Program.
Reserved Words and Identifiers.
Data Types.
Class Definitions.
Method Definitions.

Chapter Review.
3. Methods, Statements, and Expressions.
Method Bodies: Where the Action Takes Place.
Calling Methods.
Assignment Statements.
Operations and Expressions.
Processing Integers.
Case Study: Evaluating Coins.
Processing Strings.
Case Study: Pig Latin.
Writing Code with Style.
Common Errors and Debugging.

Chapter Review.
4. Program Design with Methods and Graphics.
Building Programs from Existing Information.
Case Study: Finding the Area and Circumference of a Circle.
Extending a Problem Solution.
Case Study: Finding the Most Pizza for Your Money.
Extendinga Problem Solution through Inheritance.
Reuse of Methods in Class Math.
Accessors, Modifiers, Constructors, and Class Methods.
Introduction to Computer Graphics.
Common Programming Errors.

Chapter Review.

II. TRADITIONAL CONTROL AND DATA STRUCTURES.

5. Selection Structures.
Control Structures.
Boolean Expressions.
The if Statement.
if Statements with Compound Statements.
Decision Steps in Algorithms.
Case Study: Payroll Problem.
Case Study: Computing Insurance Dividends.
Hand Tracing an Algorithm.
Nested if Statements and Multiple-Alternative Decisions.
The switch Statement and Simple GUI Menus.
Exceptions and try-catch Blocks.
Common Programming Errors.

Chapter Review.
6. Repetition Structures.
Repetition in Programs: The while Statement.
Accumulating a Sum.
Case Study: Computing Company Payroll.
State-Controlled loops.
Case Study: A Checking Account Program.
Loop Design and do-while Loop.
The for Statement.
Case Study: Displaying a Temperature Table.
Loops in Graphics Programs (Optional).
Introduction to Recursive Methods.
Debugging and Testing Programs with Loops.
Common Programming Errors.

Chapter Review.
7. Arrays and Vectors.
Array Declarations and Indices.
Processing Arrays and Array Elements.
Case Study: Computing Statistics.
Operations on Whole Arrays.
Searching and Sorting an Array.
Analysis of Algorithms: Big-O Notation (Optional).
Arrays of Objects.
Case Study: Payroll Problem with an Employee Array.
Vectors.
More Input/Output: Using Files and display Row (Optional).
Multi-dimensional Arrays: Arrays of Arrays.
Common Programming Errors.

Chapter Review.

III. DESIGN FOR GUI AND NETWORK PROGRAMMING.

8. Object-Oriented Design.
Java Classes Revisited.
Case Study: A General Purpose Rectangle Class.
Modular Programming and Reuse.
Encapsulation, Inheritance, Visibility, and Packages.
Polymorphism.
Another Look at Inheritance.
Case Study: Is a Square a Rectangle?
Class Members and Instance Members: Static and Final.
Abstract Classes.
Case Study: Areas of Different Geometric Figures.
Multiple Inheritance and Interfaces.
Common Programming Errors.

Chapter Review.
9. Applets, Graphical-User Interfaces, and Threads.
Web Programming and Client, Server Model.
Applets, Panels, Containers, Components.
The Basic Interactive Applet.
Case Study: Click me.
Case Study: User-controlled Animation.
Introduction to Threads.
Case Study: Threaded Animation.
Browser, Applet Interaction.

Chapter Review.
10. GUIs as a Vehicle for Object-Oriented Design.
Abstraction Layers for User Input/Output.
Output to the User: Label, Canvas, Fonts, and Layout Managers.
Discrete User Input: Buttons, Boxes and Lists.
Continuous and Textual Input.
Low-Level User Input.
Turn Taking within the Event Model.
Case Study: TicTacToe.
Applications and Applets: Menus.

Chapter Review.

IV. MORE ADVANCED TRADITIONAL CONTROL AND DATA STRUCTURES.

11. Recursion.
Recursive Methods.
Argument and Local Variable Stacks.
Recursive Mathematical Functions.
Recursive Methods with Arrays and Vectors.
Case Study: Summing the Values in an Array.
Binary Search.
Case Study: Recursive Binary Search.
Problem Solving with Recursion.
Case Study: Towers of Hanoi Problem.
Common Programming Errors.

Chapter Review.
12. Linked Data Structures.
Linked Lists.
Stacks.
Queues.
Binary Trees.
Implementing a Binary Search Tree.
Efficiency of a Binary Search Tree.
Common Programming Errors.

Chapter Review.
Appendices.
Summary of the Essentials of the Language.
Pointers to On-line resources (Libraries, Learn HTML).
The Component Class and its Companions (for GUIs).
The IO package.
The Vector Class.
The String Class.
Primitive Types.
Object Wrappers for Primitive Types.
Unicode.
The Thread Class and the Runnable Interface.

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