Java Object-Oriented Problem Solving

ISBN-10: 0131474340

ISBN-13: 9780131474345

Edition: 3rd 2006 (Revised)

List price: $130.00
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Description: Functional and flexible, this guide takes an objects-first approach to Java programming and problem using games and puzzles. Updated to cover Java version 1.5 features, such as generic types, enumerated types, and the Scanner class. Offers independent introductions to both a command-line interface and a graphical user interface (GUI). Features coverage of Unified Modeling Language (UML), the industry-standard, object-oriented design tool. Illustrates key aspects of Java with a collection of game and puzzle examples. Instructor and Student resources available online. nbsp; For introductory computer programming students or professionals interested in learning Java.

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Book details

List price: $130.00
Edition: 3rd
Copyright year: 2006
Publisher: Prentice Hall PTR
Publication date: 12/22/2005
Binding: Paperback
Pages: 880
Size: 7.50" wide x 9.00" long x 1.25" tall
Weight: 2.882
Language: English

Preface
Computers, Objects, and Java
Welcome
What Is a Computer?
Networks, the Internet, and the World Wide Web
Why Study Programming?
Programming Languages
Why Java?
What Is Object-Oriented Programming?
Chapter Summary
Exercises
Java Program Design and Development
Introduction
Designing Good Programs
Designing a Riddle Program
Java Language Elements
Editing, Compiling, and Running a Java Program
From the Java Library: System and PrintStream
Chapter Summary
Solutions to Self-Study Exercises
Exercises
Objects: Using, Creating, and Defining
Introduction
Using String Objects
Drawing Shapes with a Graphics Object (Optional)
Class Definition
CASE STUDY: Simulating a Two-Person Game
From the Java Library: java.util.Scanner
Chapter Summary
Solutions to Self-Study Exercises
Exercises
Methods: Communicating with Objects
Introduction
Passing Information to an Object
Constructor Methods
Retrieving Information from an Object
Passing a Value and Passing a Reference
Flow of Control: Control Structures
Testing an Improved OneRowNim
From the Java Library: java.lang.Object
Object-Oriented Design: Inheritance and Polymorphism
Drawing Lines and Defining Graphical Methods (Optional)
Chapter Summary
Solutions to Self-Study Exercises
Exercises
Input/Output: Designing the User Interface
Introduction
The Use Interface
A Command-Line Interface
A Graphical User Interface (GUI)
CASE STUDY: The One-Row Nim Game
From the Java Library: java.io.File and File Input (Optional)
Chapter Summary
Solutions to Self-Study Exercises
Exercises
Java Data and Operators
Introduction
Boolean Data and Operators
Numeric Data and Operators
From the Java Library: java.lang.Math
Numeric Processing Examples
From the Java Library: java.text.NumberFormat
Character Data and Operators
Example: Character Conversions
Problem Solving = Representation + Action
Chapter Summary
Solutions to Self-Study Exercises
Exercises
Control Structures
Introduction
Flow of Control: Repetition Structures
Counting Loops
Example: Car Loan
Graphics Example: Drawing a Checkerboard
Conditional Loops
Example: Computing Averages
Example: Data Validation
Principles of Loop Design
The switch Multiway Selection Structure
Object-Oriented Design: Structured Programming
Chapter Summary
Solutions to Self-Study Exercises
Exercises
Strings and String Processing
Introduction
String Basics
Finding Things within a String
Example: Keyword Search
From the Java Library: java.lang.StringBuffer
Retrieving Parts of Strings
Example: Processing Names and Passwords
Processing Each Character in a String
Comparing Strings
From the Java Library: java.util.StringTokenizer
Handling Text in a Graphics Context (Optional)
Chapter Summary
Solutions to Self-Study Exercises
Exercises
Inheritance and Polymorphism
Introduction
Java's Inheritance Mechanism
Abstract Classes, Interfaces, and Polymorphism
Example: A Toggle Button
Example: The Cipher Class Hierarchy
CASE STUDY: A Two-Player Game Hierarchy
Principles of Object-Oriented Design
Chapter Summary
Solutions to Self-Study Exercises
Exercises
Arrays and Array Processing
Introduction
One-Dimensional Arrays
Simple Array Examples
Example: Counting Frequencies of Letters
Array Algorithms: Sorting
Array Algorithms: Searching
Two-Dimensional Arrays
Multidimensional Arrays (Optional)
Object-Oriented Design: Polymorphic Sorting (Optional)
From the Java Library: java. lang. Vector
CASE STUDY: An N-Player Computer Game
A GUI-Based Game (Optional Graphics)
Chapter Summary
Solutions to Self-Study Exercises
Exercises
Exceptions: When Things Go Wrong
Introduction
Handling Exceptional Conditions
Java's Exception Hierarchy
Handling Exceptions within a Program
Error Handling and Robust Program Design
Creating and Throwing Your Own Exceptions
From the Java Library: javax.swing.JOptionPane
Chapter Summary
Solutions to Self-Study Exercises
Exercises
Files and Streams: Input/Output Techniques
Introduction
Streams and Files
CASE STUDY: Reading and Writing Text Files
The File Class
Example: Reading and Writing Binary Files
Object Serialization: Reading and Writing Objects
From the Java Library: javax.swing.JFileChooser
Using File Data in Programs
Chapter Summary
Solutions to Self-Study Exercises
Exercises
Recursive Problem Solving
Introduction
Recursive Definition
Recursive String Methods
Recursive Array Processing
Example: Drawing (Recursive) Fractals
Object-Oriented Design: Tail Recursion
Object-Oriented Design: Recursion or Iteration?
From the Java Library: javax.swing.JComboBox
Chapter Summary
Solutions to Self-Study Exercises
Exercises
Graphical User Interfaces
Introduction
Java GUIs: From AWT to Swing
The Swing Component Set
Object-Oriented Design: Model-View-Controller Architecture
The Java Event Model
CASE STUDY: Designing a Basic GUI
Containers and Layout Managers
Checkboxes, Radio Buttons, and Borders
Menus and Scroll Panes
Chapter Summary
Solutions to Self-Study Exercises
Exercises
Threads and Concurrent Programming
Introduction
What Is a Thread?
From the Java Library: java.lang.Thread
Thread States and Life Cycle
Using Threads to Improve Interface Responsiveness
CASE STUDY: Cooperating Threads
CASE STUDY: The Game of Pong
Chapter Summary
Solutions to Self-Study Exercises
Exercises
Sockets and Networking
Introduction
An Overview of Networks
Using Network Resources from an Applet
From the Java Library: java.net.URL
The Slide-Show Applet
Using Network Resources from an Application
Client/Server Communication via Sockets
CASE STUDY: Generic Client/Server Classes
Playing One-Row Nim Over the Network
Java Network Security Restrictions
Java Servlets and Java Server Pages
Chapter Summary
Solutions to Self-Study Exercises
Exercises
Data Structures: Lists, Stacks, and Queues
Introduction
The Linked List Data Structure
Object-Oriented Design: The List Abstract Data Type (ADT)
The Stack ADT
The Queue ADT
From the Java Library: The Java Collections Framework and Generic Types
Using the Set and Map Interfaces
The Binary Search Tree Data Structure
Chapter Summary
Solutions to Self-Study Exercises
Exercises
Coding Conventions
The Java Development Kit
The ASCII and Unicode Character Sets
Java Keywords
Operator Precedence Hierarchy
Java Inner Classes
Java Autoboxing and Enumeration
Java and UML Resources
Index
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