Java Programming for the Absolute Beginner

ISBN-10: 1598632752

ISBN-13: 9781598632750

Edition: 2nd 2006 (Revised)

Authors: John P. Flynt, John P. Flynt

List price: $29.99
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Java Programming for the Absolute Beginner provides you with an introduction to Java that allows you to learn the fundamentals of object-oriented programming while becoming acquainted with many of the core features of Java. This book starts with the assumption that you have not previously written a computer program. It then walks you through the creation of a variety of games and applications. After you have your footing with the basics, you learn to develop your own systems of classes, and by the end of the book, you are working with many of Java?s Graphical User Interface (GUI) features and developing a desktop Windows application. This book provides a solid introduction for anyone desiring a relaxed, fully guided tour of the fundamentals of Java, programming, and the objectoriented approach to application development.
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Book details

List price: $29.99
Edition: 2nd
Copyright year: 2006
Publisher: Course Technology
Publication date: 6/16/2006
Binding: Paperback
Pages: 480
Size: 7.50" wide x 9.25" long x 1.00" tall
Weight: 2.398
Language: English

Getting Started
The HelloWeb Applet
What Is Java?
Java Is a Programming Language
Java Is Platform Independent
Java Is Object Oriented
Classes and Objects
Attributes and Methods
Why Learn Java?
Pathways to Learning Java
Where to Start
Installing and Setting Up the JDK
Accessing the Sun Site
The JDK Installation Executable
Starting Your Windows Installation
Windows Installation and Setup Continued
Verifying and Copying the Path to Your JRE
Setting the Path Variable
Writing Your First Program
Setting Up to Work with DOS
DOS Commands
Creating a Hello World Program
HelloWorld Syntax Basics
Compiling the Hello World Program
Running the Hello World Program
Writing Your First Applet
Applet Code
Compiling the Applet Code
Writing an HTML File for an Applet
Using the Applet Viewer
Running Your Applet in the Browser
Variables, Data Types, and Simple IO
The Name Game Application
Variables and Data Types
Primitive Data Types
Understanding Literals
Casting and Type Promotion
Strings and Character Escape Codes
Naming Variables
Assignment and Initialization
Working with Numbers
Operators and Operands
How to Do Math
The TipAdder Program
Formatting Decimal Precision
Operator Precedence
Getting User Input
The BufferedReader Class
The try...catch Block
Parsing Strings to Numbers
Accepting Command-Line Arguments
Strings and String Operations
The Name Game
The Fortune Teller: Random Numbers, Conditions, and Arrays
The Fortune Teller Application
Generating Random Numbers
The Math Class
The Random Class
Generating Different Types of Random Numbers
Seeding Values
More of the Math Class
Flow and Selection
Conditions and Conditional Operators
Single-Entry Selection
The Ternary Operator
Boolean Operators
The if...else Statement
The Temperature Conversion Program
The if...else if...else Statement
The switch Structure
The Dice Roller Program
Declaring Arrays
Assigning Values to Arrays
Combined Declaration and Initialization
Accessing Array Values
The Array Use Program
The Fortune Teller Revisited
Repetition Statements and Exception Handling
The Guess-a-Number Application
Flow as Repetition
The for Statement
The Racer Program
Basic Repetition Activities
Redefinition of Control Variables
Control and Unary Operators
Variations on Intervals
Compound Assignment Operators
Variations on the Use of the for Structure
Nested Repetition Blocks
The while Statement
The do...while Statement
The continue and break Keywords
Using throw and finally with try...catch Structures
Back to Guessing a Number
Object-Oriented Programming
Object-Oriented Concepts
States and Attributes
Attributes and Methods
Picturing Classes
Implementing a Class
Defining Attributes
Defining Methods
Default Constructors
Overloaded Constructors
Creating a Test Driver Class
Scope Considerations
The Scope and ScopeTest Classes
More on Methods
Method Overloading
Method Signatures and Return Operations
Assignments and Cascading Calls
Points of Return
Static Methods and Attributes
More on Constructors and the this Keyword
The Card Class
The CardDeck Class
Testing the Associated Classes
Building a Class Hierarchy
Software Reusability
Specialization and Generalization
Creating a Class Hierarchy
Concrete Classes
A Concrete Base Class
Testing the Base Car Class
Second-Tier Classes
Third-Tier Classes
Method Overriding
The Sedan Class and Overriding
Testing the Sedan Class
Using Polymorphic Options
Abstract Classes and Interfaces
Abstract Classes
Abstract Methods
Picturing Abstract Classes and Methods
Using Abstraction in the Car Hierarchy
The Car Class as an Abstract Class
The Economy Class as an Abstract Class
Creating a Concrete Class
Other Concrete and Abstract Classes
Polymorphic Uses of Abstract Data Types
References and Identifiers
References and Collections
Multiple Inheritance and the Use of Interfaces
Picturing Interfaces
Creating a Test Application
Implementing a GUI Application
Accommodating Window Closing Events
Inner Classes
Explicitly Named Inner Classes
Inner Anonymous and Final Classes
Graphic User Interface Activities
Setting Up a Window
Lab View A
Layout Management
Other Layout Managers
Pluggable Look and Feel
Adding Menu Features
Arrays and Patterns
Lab View B
Event Handling
The Handler
Associating Events with Menu Items
Identifying and Processing Messages
JOptionPane Dialogs
Window Location Using the Java Toolkit
Use of a JLabel Object for a Status Bar
Refactoring and Data Containers
Custom Dialogs and the Lab View Application
Refactoring and Software Patterns
Models and Views
Refactoring the showElements() Method
Implementing the Elements Class
Hashtable Construction Activities
Tokenizing a String
String and StringBuffer
Glyph Problems
Cleaning Up Data
The Inner Class and the finalize Method
Mutator and Accessor Methods of the Elements Class
Extending Applications
Using Dialogs to Extend the Application
Child Windows
The JDialog Window
JDialog Construction
Disposal and Initialization
The Box Layout Manager
Lab View Menu Considerations
An Abstract Primary Dialog
Mouse Drawing and Graphics
Input/Output Operations
Writing to a File
Reading from a File
Reading Information for a Help Dialog
The TableMaker Class
Layout for the Dialog
Event Processing
Processing Details
Other Concerns
ConTEXT for Java
Setting Up an Editor for Java
Obtaining ConTEXT
Installing ConTEXT
Setting ConTEXT Options
Accessing Your Java Files
Selecting the Highlighter for Java
Setting Up the Highlighter
Setting Up Associations
Setting the Backup Directory
Word Wrap and the Ruler
Setting the Function Keys
Associating F9 with the javac Command
Testing F9
Associating F10 with the java Command
Testing F10
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