Java Software Solutions: Foundations of Program Design: United States Edition
Autor John Lewis, William Loftusen Limba Engleză Mixed media product – 25 feb 2008
The Sixth Edition introduces improvements that make the text a better teaching and learning tool. Revolutionary Video Notes featuring author John Lewis work in conjunction with the text to visually explain challenging topics and in-text Programming Projects. New vignettes explaining real-world software failures emphasize why good design is important, and novel section-level exercises let students check their comprehension before moving on.
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Specificații
ISBN-13: 9780321532053
ISBN-10: 0321532058
Pagini: 832
Dimensiuni: 187 x 232 x 32 mm
Greutate: 1.21 kg
Ediția:Nouă
Editura: Pearson Education
Colecția Addison Wesley
Locul publicării:Boston, United States
ISBN-10: 0321532058
Pagini: 832
Dimensiuni: 187 x 232 x 32 mm
Greutate: 1.21 kg
Ediția:Nouă
Editura: Pearson Education
Colecția Addison Wesley
Locul publicării:Boston, United States
Cuprins
Chapter 1. Introduction
Computer Processing
Hardware Components
Networks
The Java Programming Language
Program Development
Object-Oriented Programming
Chapter 2. Data and Expressions
Character Strings
Variables and Assignments
Primitive Data Types
Expressions
Data Conversion
Interactive Programs
Graphics
Applets
Drawing Shapes
Chapter 3. Using Classes and Objects
Creating Objects
The String Class
The Random Class
The Math Class
Formatting Output
Enumerated Types
Wrapper Classes
Components and Containers
Nested Panels
Images
Chapter 4. Writing Classes
Classes and Objects Revisited
Anatomy of a Class
Encapsulation
Anatomy of a Method
Constructors Revisited
Graphical Objects
Graphical User Interfaces
Buttons
Text Fields
Chapter 5. Conditionals and Loops
Boolean Expressions
The if Statement
Comparing Data
The switch Statement
The while Statement
Iterators
The do Statement
The for Statement
Drawing with Loops and Conditionals
Determining Event Sources
Dialog Boxes
More Button Components
Chapter 6. Object-Oriented Design
Software Development Activities
Identifying Classes and Objects
Static Class Members
Class Relationships
Interfaces
Enumerated Types Revisited
Method Design
Method Overloading
Testing
GUI Design
Layout Managers
Borders
Containment Hierarchies
Chapter 7. Arrays
Array Elements
Declaring and Using Arrays
Arrays of Objects
Command-Line Arguments
Variable Length Parameter Lists
Two-Dimensional Arrays
The ArrayList Class
Polygons and Polylines
Mouse Events
Key Events
Chapter 8. Inheritance
Creating Subclasses
Overriding Methods
Class Hierarchies
Visibility
Designing for Inheritance
The Component Class Hierarchy
Extending Adaptor Classes
The Timer Class
Chapter 9. Polymorphism
Late Binding
Polymorphism via Inheritance
Polymorphism via Interfaces
Sorting
Searching
Designing for Polymorphism
Event Processing
File Choosers
Color Choosers
Sliders
Chapter 10. Exceptions
Exception Handling
Uncaught Exceptions
The try-catch Statement
Exception Propagation
The Exception Class Hierarchy
I/O Exceptions
Tool Tips and Mneumonics
Combo Boxes
Scroll Panes
Split Panes
Chapter 11. Recursion
Recursive Thinking
Recursive Programming
Using Recursion
Recursion in Graphics
Chapter 12. Collections
Collections and Data Structures
Dynamic Representations
Linear Data Structures
Non-Linear Data Structures
The Java Collections API
Appendices
Appendix A Glossary
Appendix B Number Systems
Appendix C The Unicode Character Set
Appendix D Java Operators
Appendix E Java Modifiers
Appendix F Java Coding Guidelines
Appendix G Java Applets
Appendix H Regular Expressions
Appendix I JavaDoc Documentation Generator
Appendix J The PaintBox Project
Appendix K GUI Events
Appendix L Java Syntax
Appendix M The Java Class Library
Index
Computer Processing
Hardware Components
Networks
The Java Programming Language
Program Development
Object-Oriented Programming
Chapter 2. Data and Expressions
Character Strings
Variables and Assignments
Primitive Data Types
Expressions
Data Conversion
Interactive Programs
Graphics
Applets
Drawing Shapes
Chapter 3. Using Classes and Objects
Creating Objects
The String Class
The Random Class
The Math Class
Formatting Output
Enumerated Types
Wrapper Classes
Components and Containers
Nested Panels
Images
Chapter 4. Writing Classes
Classes and Objects Revisited
Anatomy of a Class
Encapsulation
Anatomy of a Method
Constructors Revisited
Graphical Objects
Graphical User Interfaces
Buttons
Text Fields
Chapter 5. Conditionals and Loops
Boolean Expressions
The if Statement
Comparing Data
The switch Statement
The while Statement
Iterators
The do Statement
The for Statement
Drawing with Loops and Conditionals
Determining Event Sources
Dialog Boxes
More Button Components
Chapter 6. Object-Oriented Design
Software Development Activities
Identifying Classes and Objects
Static Class Members
Class Relationships
Interfaces
Enumerated Types Revisited
Method Design
Method Overloading
Testing
GUI Design
Layout Managers
Borders
Containment Hierarchies
Chapter 7. Arrays
Array Elements
Declaring and Using Arrays
Arrays of Objects
Command-Line Arguments
Variable Length Parameter Lists
Two-Dimensional Arrays
The ArrayList Class
Polygons and Polylines
Mouse Events
Key Events
Chapter 8. Inheritance
Creating Subclasses
Overriding Methods
Class Hierarchies
Visibility
Designing for Inheritance
The Component Class Hierarchy
Extending Adaptor Classes
The Timer Class
Chapter 9. Polymorphism
Late Binding
Polymorphism via Inheritance
Polymorphism via Interfaces
Sorting
Searching
Designing for Polymorphism
Event Processing
File Choosers
Color Choosers
Sliders
Chapter 10. Exceptions
Exception Handling
Uncaught Exceptions
The try-catch Statement
Exception Propagation
The Exception Class Hierarchy
I/O Exceptions
Tool Tips and Mneumonics
Combo Boxes
Scroll Panes
Split Panes
Chapter 11. Recursion
Recursive Thinking
Recursive Programming
Using Recursion
Recursion in Graphics
Chapter 12. Collections
Collections and Data Structures
Dynamic Representations
Linear Data Structures
Non-Linear Data Structures
The Java Collections API
Appendices
Appendix A Glossary
Appendix B Number Systems
Appendix C The Unicode Character Set
Appendix D Java Operators
Appendix E Java Modifiers
Appendix F Java Coding Guidelines
Appendix G Java Applets
Appendix H Regular Expressions
Appendix I JavaDoc Documentation Generator
Appendix J The PaintBox Project
Appendix K GUI Events
Appendix L Java Syntax
Appendix M The Java Class Library
Index
Notă biografică
John Lewis is the co-author of several Java™ programming language textbooks: Java Software Solutions, Java Software Structures,Java Foundations, and Programming with Alice and Java. He received his BS, MS, and PhD degrees from Virginia Tech.
Textul de pe ultima copertă
Java Software Solutions is the premier text for teaching beginning programmers how to design and implement high-quality software using Java. Instructors trust the book's focus on developing high-quality software using Java. Instructors trust the book's focus on developing problem-solving and design skills alongside solid programming techniques. Students appreciate its clear writing and wealth of realistic programming examples. The Sixth Edition introduces improvements that make this book an even more useful teaching and learning tool.
KEY FEATURES
KEY FEATURES
- A measured approach to objects teaches students first how to use objects and then how to write them.
- Fully implemented examples demonstrate specific concepts -- small, readily understandable examples are intertwined with larger, more realistic ones.
- An optional Graphics Track covers graphics and GUIs at the end of each chapter, allowing for flexibility of coverage.
- Extensive review and practice features include end-of-chapter questions, exercises, projects, and new end-of-section exercises.
- NEW! Software Failure vignettes discuss real-world flaws in software design, encouraging students to adopt sound design practices from the beginning.
- The text is completely compatible with Java 6.0.
- NEW! Video Notes, presented by the author, explain topics visually in an easy-to-follow format, giving students the extra help they need to grasp important concepts. Each chapter has multiple Video Notes that walk students through examples and problem solutions. Conveniently accessible on www.aw.com/lewis or CD-ROM (available separately).
Caracteristici
- Hallmark features of the Lewis series
- Introduces a software methodology early and revisits it throughout to ensure that students build sound program-development skills
- Includes numerous programming examples, both small and large, that include the program output, sample run, or screenshot display
- Provides a wealth of end-of-chapter programming projects, varying in difficulty level, so students can practice their design skills and implementation of Java™ programs
- Cornerstones of the text
- A measured approach to objects first teaches students to use objects before learning to write them. Classes–both using and writing classes–are covered in Chapters 3 and 4 before arrays are addressed in Chapter 7.
- Sound programming practices teach students how to write good software, not just how to program. Through examples and discussions, students learn how to solve problems and implement solutions using foundational software-engineering techniques.
- Fully implemented examples demonstrate specific concepts. Because students learn best through examples, small, readily understandable examples are intertwined with larger, more realistic ones.
- Graphics and GUIs are excellent examples of object orientation—and excellent motivators for students. An optional Graphics Track section covers graphics and GUIs at the end of each chapter, allowing for flexibility of coverage.
- Chapter features
- Each chapter begins with a list of Chapter Objectives and a short introduction to the chapter topics to orient students.
- Key Concepts highlight fundamental ideas and important guidelines throughout the chapter and are summarized in the end-of-chapter material.
- All programming examples are presented in clearly labeled listings. The code is colored to visually distinguish comments and reserved words, and followed by the program output, a sample run, or a screenshot where appropriate.
- Syntactic elements of the Java language are discussed in special highlighted syntax diagram sections. Diagrams clearly identify the valid forms for a statement or construct. Syntax diagrams for the entire Java language are presented in Appendix L.
- Review materials
- The Key Concepts presented throughout the chapter are summarized at the end.
- Short-answer Self-Review Questions review fundamental ideas and terms. Answers are provided at the end of the problem sets.
- Probing Exercises require computations and/or the analysis or writing of code fragments. While they may deal with code, these exercises generally do not require any online activity.
- Programming Projects require the design and implementation of Java programs. They vary in level of difficulty, and all are available within MyCodeMate.
- A Student Resource CD-ROM, packaged with every new text, includes source code, JDK 6.0, jGrasp™ IDE, NetBeans™ IDE, TextPad®, DrJava, and Eclipse™.
- MyCodeMate provides a wide range of tools that students can use to help them learn programming concepts, prepare for tests, and earn better grades. A complimentary subscription is offered when an access code is packaged with a new copy of Java Software Solutions. Subscriptions may also be purchased online. Visit MyCodeMate for more information.
- The Lewis series
- Programming with Alice and Java, the newest book in the Lewis series, uses Alice to teach object-oriented programming concepts in a fun and understandable manner, and then uses a game-like application called ThunkIt to springboard into Java.
- Java Foundations is the comprehensive resource for a multi-term introduction to programming course sequence that includes coverage of data structures.
- Java Software Structures, Second Edition, is ideal for a CS2 / Data Structures course, and embraces the enhancements of Java 5.0, where all structures and collections are based on generics.
- NEW! VideoNotes, created by author John Lewis, provide extra examples and demonstrate how to solve problems. Icons throughout the text— two to three per chapter— and a complete index of the videos on the inside covers indicate where a VideoNote accompanies a particular chapter topic or an end-of-chapter Programming Project. The Video Notes are available to instructors and students on an open-access website.
Caracteristici noi
- NEW! VideoNotes, created by author John Lewis, provide extra examples and demonstrate how to solve problems. Icons throughout the text— two to three per chapter— and a complete index of the videos on the inside covers indicate where a VideoNote accompanies a particular chapter topic or an end-of-chapter Programming Project. The Video Notes are available to instructors and students on an open-access website.
- NEW! Vignettes discussing real-world software failures—interspersed throughout the text—provide context for the skills students are learning and demonstrate why good design is vital. Each vignette provides a narrative of a software failure due to poor design and its consequences, and explains the things that the software designers could have considered to improve the design.
- NEW! Section-level exercises offer students a self-review opportunity before moving on to a new topic. Three to four exercises are placed throughout each chapter to cover main concepts.