Programming Fundamentals Using JAVA
Autor S. Jane Fritz, William Mcallisteren Limba Engleză Paperback – 8 apr 2021
- Features content in compliance with the latest ACM/IEEE computer science curriculum guidelines
- Introduces the basic programming concepts such as strings, loops, arrays, graphics, functions, classes, etc
- Includes updating the GUI interface chapters (Chapters 11 and 12) from Swing based to FX based
- Contains material on programming of mobile applications and several simulations that graphically depict unseen runtime processes
- 4 color throughout with game demos on the companion files
- Instructor's resources available upon adoption
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Specificații
ISBN-13: 9781683926696
ISBN-10: 1683926692
Pagini: 776
Dimensiuni: 203 x 254 x 42 mm
Greutate: 1.63 kg
Ediția:2. Auflage
Editura: Mercury Learning and Information
ISBN-10: 1683926692
Pagini: 776
Dimensiuni: 203 x 254 x 42 mm
Greutate: 1.63 kg
Ediția:2. Auflage
Editura: Mercury Learning and Information
Notă biografică
McAllister William : William McAllister has taught a wide range of computer science courses that include basic programming, computer graphics, and data structures.Fritz S. Jane :
S. Jane Fritz taught programming courses in BASIC, Visual Basic, Pascal, C, C++, and Java. She also co-authored several papers and gave a number of presentations at SIGCSE Conferences.
S. Jane Fritz taught programming courses in BASIC, Visual Basic, Pascal, C, C++, and Java. She also co-authored several papers and gave a number of presentations at SIGCSE Conferences.
Cuprins
1. Introduction
2. Variables, Input /Output and Calculations
3. Methods, Classes, and Objects: A First Look
4. Making Decisions and Disk I/O
5. Repeating Statements: Loops
6. Arrays
7. Methods, Classes, and Objects: A Second Look
8. Inheritance
9. Recursion
10. Exceptions, A Second Look
11. Graphical User Interfaces
12. Graphical User Interface
13. Generics and the API Collection Framework
14. Multi-Threading and Concurrency
Appendix A. Description of the Game Environment
Appendix B. Using the Game Environment Package
Appendix C. ASCII Table
Appendix D. Java Key Words
Appendix E. Java Operators and Their Relative Precedence
Appendix F. Using the Game: Glossary of Programming Terms
Appendix G. Using the Online API Documentation
Appendix H. Solutions to Selected Odd-Numbered Knowledge Problems.
2. Variables, Input /Output and Calculations
3. Methods, Classes, and Objects: A First Look
4. Making Decisions and Disk I/O
5. Repeating Statements: Loops
6. Arrays
7. Methods, Classes, and Objects: A Second Look
8. Inheritance
9. Recursion
10. Exceptions, A Second Look
11. Graphical User Interfaces
12. Graphical User Interface
13. Generics and the API Collection Framework
14. Multi-Threading and Concurrency
Appendix A. Description of the Game Environment
Appendix B. Using the Game Environment Package
Appendix C. ASCII Table
Appendix D. Java Key Words
Appendix E. Java Operators and Their Relative Precedence
Appendix F. Using the Game: Glossary of Programming Terms
Appendix G. Using the Online API Documentation
Appendix H. Solutions to Selected Odd-Numbered Knowledge Problems.