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Head First Java Your Brain on Java- A Learner's Guide

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ISBN-10: 0596004656

ISBN-13: 9780596004651

Edition: 2003

Authors: Kathy Sierra, Bert Bates

List price: $39.95
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Description:

'Head First Java' provides a radically new, highly interactive way for non-programmers, or low-level programmers who know some HTML or a scripting language, to learn the fundamentals of the Java programming language and acquire the knowledge and skills to begin designing and writing Java programs.
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Book details

List price: $39.95
Copyright year: 2003
Publisher: O'Reilly Media, Incorporated
Publication date: 6/3/2003
Binding: Paperback
Pages: 656
Size: 8.00" wide x 13.00" long x 1.25" tall
Weight: 2.332
Language: English

Kathy Sierra was lead developer for the SCJP for Java 5. Sierra worked as a Sun "master trainer," and in 1997, founded javaranch.com, the largest Java community website. Her books have won multiple Software Development Magazine awards, and she is a founding member of Sun's Java Champions program.Bert Bates was a lead developer for several of Sun's Java certifications including the SCJP for Java 5. He is also a forum moderator on javaranch.com, a 20-year software developer veteran, and co-author of several bestselling Java books. Bert is is a founding member of Sun's Java Champions program.

Intro: Your brain on Java
Who is this book for?
What your brain is thinking
Metacognition
Bend your brain into submission
What you need for this book
Technical editors
Acknowledgements
Breaking the Surface: Java takes you to new places
The way Java works
Code structure in Java
Anatomy of a class
The main() method
Looping
Conditional branching (if tests)
Coding the "99 bottles of beer" app
Phrase-o-matic
Fireside chat: compiler vs. JVM
Exercises and puzzles
A Trip to Objectville: I was told there would be objects
Chair Wars (Brad the OO guy vs. Larry the procedural guy)
Inheritance (an introduction)
Overriding methods (as introduction)
What's in a class? (methods, instance variables)
Making your first object
Using main()
Guessing Game code
Exercises and puzzles
Know Your Variables: Variables come in two flavors: primitive and reference
Declaring a variable (Java cares about type)
Primitive types ("I'd like a double with extra foam, please")
Java keywords
Reference variables (remote control to an object)
Object declaration and assignment
Objects on the garbage-collectible heap
Arrays (a first look)
Exercises and puzzles
How Objects Behave: State affects behavior, behavior affects state
Methods use object state (bark different)
Method arguments and return types
Pass-by-value (the variable is always copied)
Getters and Setters
Encapsulation (do it or risk humiliation)
Using references in an array
Exercises and puzzles
Extra-Strength Methods: Let's put some muscle in our methods
Building the Sink a Dot Com game
Starting with the Simple Dot Com game (a simpler version)
Writing prepcode (pseudocode for the game)
Test code for Simple Dot Com
Coding the Simple Dot Com game
Final code for Simple Dot Com
Generating random numbers with Math.random()
Ready-bake code for getting user input from the command-line
Looping with for loops
Casting primitives from a large size to a smaller size
Converting a String to an int with Integer.parseInt()
Exercises and puzzles
Using the Java Library: Java ships with hundreds of pre-built classes
Analying the bug in the Simple Dot Com Game
ArrayList (taking advantage of the Java API)
Fixing the DotCom class code
Building the real game (Sink a Dot Com)
Prepcode for the real game
Code for the real game
Boolean expressions
Using the library (Java API)
Using packages (import statements, fully-qualified names)
Using the HTML API docs and reference books
Exercises and puzzles
Better Living in Objectville: Plan your programs with the future in mind
Understanding inheritance (superclass and subclass relationships)
Designing an inheritance tree (the Animal simulation)
Avoiding duplicate code (using inheritance)
Overriding methods
IS-A and HAS-A (bathtub girl)
What do you inherit from your superclass?
What does inheritance really buy you?
Polymorphism (using a supertype reference to a subclass object)
Rules for overriding (don't touch those arguments and return types!)
Method overloading (nothing more than method name re-use)
Exercises and puzzles
Serious Polymorphism: Inheritance is just the beginning
Some classes just should not be instantiated
Abstract classes (can't be instantiated)
Abstract methods (must be implemented)
Polymorphism in action
Class Object (the ultimate superclass of everything)
Taking objects out of an ArrayList (they come out as type Object)
Compiler checks the reference type (before letting you call a method)
Get in touch with your inner object
Polymorphic references
Casting an object reference (moving lower on the inheritance tree)
Deadly Diamond of Death (multiple inheritance problem)
Using interfaces (the best solution!)
Exercises and puzzles
Life and Death of an Object: Objects are born and objects die
The stack and the heap, where objects and variables live
Methods on the stack
Where local variables live
Where instance variables live
The miracle of object creation
Constructors (the code that runs when you say new)
Initializing the state of a new Duck
The compiler can make a default (no-arg) constructor
Overloaded constructors
Superclass constructors (constructor chaining)
Invoking overloaded constructors using this()
Life of an object
Garbage Collection (and making objects eligible)
Exercises and puzzles
Numbers Matter: Do the Math
Math class (do you really need an instance of it?)
Static methods
Static variables
Constants (static final variables)
Math methods (random(), round(), abs(), etc.)
Wrapper classes (Integer, Boolean, Character, etc.)
Number formatting
Date formatting
Exercises and puzzles
Risky Behavior: Stuff happens
Making a music machine (the BeatBox)
What if you need to call risky code?
Exceptions say "something bad may have happened..."
The compiler guarantees (it checks) that you're aware of the risks
Catching exceptions using a try/catch (skateboarder)
Flow control in try/catch blocks
The finally block (no matter what happens, turn off the oven!)
Catching multiple exceptions (the order matters)
Declaring an exception (just duck it)
Handle or declare law
Code Kitchen (making sounds)
Exercises and puzzles
A Very Graphic Story: Face it, you need to make GUIs
Your first GUI
Getting a user event
Implement a listener interface
Getting a button's ActionEvent
Putting graphics on a GUI
Fun with paintComponent()
The Graphics2D object
Putting more than one button on a screen
Inner classes to the rescue (make your listener an inner class)
Animation (move it, paint it, move it, paint it, move it, paint it...)
Code Kitchen (painting graphics with the beat of the music)
Exercises and puzzles
Work on your Swing: Swing is easy
Swing Components
Layout Managers (they control size and placement)
Three Layout Managers (border, flow, box)
BorderLayout (cares about five regions)
FlowLayout (cares about the order and preferred size)
BoxLayout (like flow, but can stack components vertically)
JTextField (for single-line user input)
JTextArea (for multi-line, scrolling text)
JCheckBox (is it selected?)
JList (a scrollable, selectable list)
Code Kitchen (The Big One - building the BeatBox chat client)
Exercises and puzzles
Saving Objects: Objects can be flattened and inflated
Saving object state
Writing a serialized object to a file
Java input and output streams (connections and chains)
Object serialization
Implementing the Serializable interface
Using transient variables
Deserializing an object
Writing to a text file
java.io.File
Reading from a text file
StringTokenizer
CodeKitchen
Exercises and puzzles
Make a Connection: Connect with the outside world
Chat program overview
Connecting, sending, and receiving
Network sockets
TCP ports
Reading data from a socket (using BufferedReader)
Writing data to a socket (using PrintWriter)
Writing the Daily Advice Client program
Writing a simple server
Daily Advice Server code
Writing a chat client
Multiple call stacks
Launching a new thread (make it, start it)
The Runnable interface (the thread's job)
Three states of a new Thread object (new, runnable, running)
The runnable-running loop
Thread scheduler (it's his decision, not yours)
Putting a thread to sleep
Making and starting two threads
Concurrency issues: can this couple be saved?
The Ryan and Monica concurrency problem, in code
Locking to make things atomic
Every object has a lock
The dreaded "Lost Update" problem
Synchronized methods (using a lock)
Deadlock!
Multithreaded ChatClient code
Ready-bake SimpleChatServer
Exercises and puzzles
Release Your Code: It's time to let go
Deployment options
Keep your source code and class files separate
Making an executable JAR (Java ARchives)
Running an executable JAR
Put your classes in a package!
Preventing package name conflicts
Packages must have a matching directory structure
Compiling and running with packages
Compiling with -d
Making an executable JAR (with packages)
Java Web Start (JWS) for deployment from the web
The jnlp file
How to make and deploy a JWS application
Exercises and puzzles
Distributed Computing: Being remote doesn't have to be a bad thing
Java Remote Method Invocation (RMI), hands-on, very detailed
Servlets (a quick look)
Enterprise JavaBeans (EJB), a very quick look
Jini, the best trick of all
Building the really cool universal service browser
The End
Appendix A: The final Code Kitchen project
BeatBoxFinal (client code)
MusicServer (server code)
Appendix B: The Top Ten Things that didn't make it into the book
Bit manipulation
Immutability
Assertions
Block scope
Linked invocations
Overriding equals()
Access levels and access modifiers (who sees what)
String and StringBuffer methods
Multidimensional arrays
Collections
Index