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Java Learning to Program with Robots

ISBN-10: 0619217243
ISBN-13: 9780619217242
Edition: 2007
List price: $165.95
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Description: Java?: Learning to Program with Robots introduces object-oriented concepts with simulated robots, a hands-on approach that is engaging and fun for both students and instructors. Robots are used to lay a solid object-oriented foundation upon which  More...

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Book details

List price: $165.95
Copyright year: 2007
Publisher: Course Technology
Publication date: 2/16/2006
Binding: Paperback
Pages: 864
Size: 7.25" wide x 9.25" long x 1.25" tall
Weight: 2.838
Language: English

Java?: Learning to Program with Robots introduces object-oriented concepts with simulated robots, a hands-on approach that is engaging and fun for both students and instructors. Robots are used to lay a solid object-oriented foundation upon which students build an in-depth understanding of programming concepts using a wide range of non-robotic examples.

Programming with Objects
Modeling with Objects
Using Models
Using Software Objects to Create Models
Modeling Robots
Understanding Karel's World
Avenues, Streets, and Intersections
Walls and (other) Things
Robots
Modeling Robots with Software Objects
Attributes
Constructors
Services
Two Example Programs
Situations
Program Listing
Setting up the Initial Situation
Sending Messages
Tracing a Program
Another Example Program
The Form of a Java Program
Reading Documentation to Learn More
Compiling and Executing Programs
Compile-Time Errors
Run-Time Errors
Intent Errors
A Brief History of Bugs and Debugging
GUI: Creating a Window
Displaying a Frame
Adding User Interface Components
Patterns
The Java Program Pattern
The Object Instantiation Pattern
The Command Invocation Pattern
The Sequential Execution Pattern
The Display a Frame Pattern
Summary and Concept Map
Concept Maps
Problem Set
Extending Classes with Services
Understanding Programs: An Experiment
Extending the Robot Class
The Vocabulary of Extending Classes
The Form of an Extended Class
Implementing the Constructor
Adding a Service
Implementing move3
Implementing turnRight
RobotSE
Extension vs. Modification
Extending the Thing Class
Exploring the Thing Class
Implementing a Simple Lamp Object
Completely Initializing Lamps
Fine-Tuning the Lamp Class (optional)
Other Subclasses of Thing
Fun with Lights (optional)
Style
White Space and Indentation
Identifiers
Comments
External Documentation (advanced)
Meaning and Correctness
Modifying Inherited Methods
Overriding a Method Definition
Method Resolution
Side Effects
GUI: Extending GUI Components
Extending JComponent
Overriding paintComponent
How paintComponent Is Invoked
Extending Icon
Patterns
The Extended Class Pattern
The Constructor Pattern
The Parameterless Command Pattern
The Draw a Picture Pattern
Summary and Concept Map
Problem Set
Developing Methods
Solving Problems
Stepwise Refinement
Identifying the Required Services
Refining harvestField
Refining harvestTwoRows
Refining harvestOneRow
Refining goToNextRow
Refining positionForNextHarvest
The Complete Program
Summary of Stepwise Refinement
Advantages of Stepwise Refinement
Understandable Programs
Avoiding Errors
Testing and Debugging
Future Modifications
Pseudocode
Variations on the Theme
Using Multiple Robots
Multiple Robots with Threads (advanced)
Factoring Out Differences
Private and Protected Methods
GUI: Using Helper Methods
Declaring Parameters
Using Parameters
Patterns
The Helper Method Pattern
The Multiple Threads Pattern
The Template Method Pattern
The Parameterized Method Pattern
Summary and Concept Map
Problem Set
Making Decisions
Understanding Two Kinds of Decisions
Flowcharts for if and while Statements
Examining an if Statement
Examining a while Statement
The General Forms of the if and while Statements
Questions Robots Can Ask
Built-In Queries
Negating Predicates
Testing Integer Queries
Reexamining Harvesting a Field
Putting a Missing Thing
Picking Up a Pile of Things
Improving goToNextRow
Using the if-else Statement
An Example Using if-else
Writing Predicates
Writing frontIsBlocked
Predicates Using Non-Boolean Queries
Using Parameters
Using a while Statement with a Parameter
Using an Assignment Statement with a Loop
Revisiting Stepwise Refinement
GUI: Scaling Images
Using Size Queries
Scaling an Image
Patterns
The Once or Not at All Pattern
The Zero or More Times Pattern
The Either This or That Pattern
The Simple Predicate Pattern
The Count-Down Loop Pattern
The Scale an Image Pattern
Summary and Concept Map
Problem Set
More Decision Making
Constructing while Loops
Avoiding Common Errors
A Four-Step Process for Constructing while Loops
Temporary Variables
Counting the Things on an Intersection
Tracing with a Temporary Variable
Storing the Result of a Query
Writing a Query
Using a boolean Temporary Variable
Scope
Nesting Statements
Examples Using if and while
Nesting with Helper Methods
Cascading-if Statements
Boolean Expressions
Combining Boolean Expressions
Simplifying Boolean Expressions
Short-Circuit Evaluation
Exploring Loop Variations
Using a for Statement
Using a do-while Loop (optional)
Using a while-true Loop (optional)
Choosing an Appropriate Looping Statement
Coding with Style
Use Stepwise Refinement
Use Positively Stated Simple Expressions
Visually Structure Code
GUI: Using Loops to Draw
Using the Loop Counter
Nesting Selection and Repetition
Patterns
The Loop-and-a-Half Pattern
The Temporary Variable Pattern
The Counting Pattern
The Query Pattern
The Predicate Pattern
The Cascading-if Pattern
The Counted Loop Pattern
Summary and Concept Map
Problem Set
Using Variables
Instance Variables in the Robot Class
Implementing Attributes with Instance Variables
Declaring Instance Variables
Accessing Instance Variables
Modifying Instance Variables
Testing the SimpleBot Class
Adding Another Instance Variable: direction
Providing Accessor Methods
Instance Variables versus Parameter and Temporary Variables
Temporary and Parameter Variables
Reviewing Temporary Variables
Reviewing Parameter Variables
Extending a Class with Variables
Declaring and Initializing the Variables
Maintaining and Using Instance Variables
Blank Final Instance Variables
Modifying vs. Extending Classes
Comparing Kinds of Variables
Similarities and Differences
Rules of Thumb for Selecting a Variable
Temporary versus Instance Variables
Printing Expressions
Using System.out
Using a Debugger
GUI: Repainting
Instance Variables in Components
Triggering a Repaint
Animating the Thermometer
Patterns
The Named Constant Pattern
The Instance Variable Pattern
The Accessor Method Pattern
Summary and Concept Map
Problem Set
More on Variables and Methods
Using Queries to Test Classes
Testing a Command
Testing a Query
Using Multiple Main Methods
Using Numeric Types
Integer Types
Floating-Point Types
Converting Between Numeric Types
Formatting Numbers
Taking Advantage of Shortcuts
Using Non-Numeric Types
The boolean Type
The Character Type
Using Strings
Understanding Enumerations
Example: Writing a Gas Pump Class
Implementing Accessor Methods
Implementing a Command/Query Pair
Understanding Class Variables and Methods
Using Class Variables
Using Class Methods
GUI: Using Java Interfaces
Specifying Methods with Interfaces
Implementing an Interface
Developing Classes to a Specified Interface
Informing the User Interface of Changes
Patterns
The Test Harness Pattern
The toString Pattern
The Enumeration Pattern
The Assign a Unique ID Pattern
Summary and Concept Map
Problem Set
Collaborative Classes
Example: Modeling a Person
Using a Single Class
Using Multiple Classes
Diagramming Collaborating Classes
Passing Arguments
Temporary Variables
Returning Object References
Section Summary
Reference Variables
Memory
Aliases
Garbage Collection
Testing for Equality
Case Study: An Alarm Clock
Step 1: Identifying Objects and Classes
Step 2: Identifying Services
Step 3: Solving the Problem
Introducing Exceptions
Throwing Exceptions
Reading a Stack Trace
Handling Exceptions
Propogating Exceptions
Enhancing the Alarm Clock with Sound (optional)
Java's Collection Classes
A List Class: ArrayList
A Set Class: HashSet
A Map Class: TreeMap
Wrapper Classes
GUIs and Collaborating Classes
Using Libraries of Components
Introducing the Model-View-Controller Pattern
Patterns
The Has-a (Composition) Pattern
The Equivalence Test Pattern
The Throw an Exception Pattern
The Catch an Exception Pattern
The Process All Elements Pattern
Summary and Concept Map
Problem Set
Input and Output
Basic File Input and Output
Reading from a File
Writing to a File
The Structure of Files
Representing Records as Objects
Reading Records as Objects
File Formats
Using the File Class
Filenames
Specifying File Locations
Manipulating Files
Interacting with Users
Reading from the Console
Checking Input for Errors
Command Interpreters
Using a Command Interpreter
Implementing a Command Interpreter
Separating the User Interface from the Model
Constructing a Library
Compiling without an IDE
Creating and Using a Package
Using .jar Files
Streams (advanced)
Character Input Streams
Character Output Streams
Byte Streams
GUI: File Choosers and Images
Using JFileChooser
Displaying Images from a File
Patterns
The Open File for Input Pattern
The Open File for Output Pattern
The Process File Pattern
The Construct Record from File Pattern
The Error-Checked Input Pattern
The Command Interpreter Pattern
Summary and Concept Map
Problem Set
Arrays
Using Arrays
Visualizing an Array
Accessing One Array Element
Swapping Array Elements
Processing All the Elements in an Array
Processing Matching Elements
Searching for a Specified Element
Finding an Extreme Element
Sorting an Array
Comparing Arrays and Files
Creating an Array
Declaration
Allocation
Initialization
Passing and Returning Arrays
Dynamic Arrays
Partially Filled Arrays
Resizing Arrays
Combining Approaches
Arrays of Primitive Types
Using an Array of double
Meaningful Indices
Multi-Dimensional Arrays
2D Array Algorithms
Allocating and Initializing a 2D Array
Arrays of Arrays
GUI: Animation
Patterns
The Process All Elements Pattern
The Linear Search Pattern
Summary and Concept Map
Problem Set
Building Quality Software
Defining Quality Software
Quality from a User's Perspective
Quality from a Programmer's Perspective
Using a Development Process
Defining Requirements
Designing the Architecture
Iterative Development
Designing Classes and Methods
Rules of Thumb for Writing Quality Code
Managing Complexity
Programming Defensively
Exceptions
Design by Contract
Assertions
GUIs: Quality Interfaces
Iterative User Interface Design
User Interface Design Principles
Summary and Concept Map
Problem Set
Polymorphism
Introduction to Polymorphism
Dancing Robots
Polymorphism via Inheritance
Examples of Polymorphism
Polymorphism via Interfaces
The Substitution Principle
Choosing between Interfaces and Inheritance
Case Study: Invoices
Step 1: Identifying Objects and Classes
Step 2: Identifying Services
Step 3: Solving the Problem
Polymorphism without Arrays
Overriding Methods in object
toString
Equals
Clone (advanced)
Increasing Flexibility with Interfaces
Using an Interface
Using the Strategy Pattern
Flexibility in Choosing Implementations
GUI: Layout Managers
The FlowLayout Strategy
The GridLayout Strategy
The BorderLayout Strategy
Other Layout Strategies
Nesting Layout Strategies
Patterns
The Polymorphic Call Pattern
The Strategy Pattern
The Equals Pattern
The Factory Method Pattern
Summary and Concept Map
Problem Set
Graphical User Interfaces
Overview
Models, Views, and Controllers
Using a Pattern
Setting up the Model and View
The Model's Infrastructure
The View's Infrastructure
The main Method
Building and Testing the Model
Building the View and Controllers
Designing the Interface
Laying Out the Components
Updating the View
Writing and Registering Controllers
Refining the View
View Pattern
Using Multiple Views
Implementing NimView
Implementing NimPileView
Implementing NimPlayerView
Sequence Diagrams
Controller Variations
Using Inner Classes
Using Event Objects
Integrating the Controller and View
Other Components
Discover Available Components
Identify Listeners
Skim the Documentation
Begin with Sample Code
Work Incrementally
Graphical Views
Painting a Component
Making a Graphical Component Interactive
Patterns
The Model-View-Controller Pattern
Summary and Concept Map
Problem Set
Epilogue
Glossary
Precedence Rules
Variable Initialization Rules
Unicode Character Set
Selected Robot Documentation
Index

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