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Java Software Solutions (Java 5 version):
Foundations of Program Design, 4/E

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John Lewis, Villanova University
William Loftus, Gestalt, LLC

ISBN: 0-321-32203-7
Publisher: Addison-Wesley
Copyright: 2005
Format: Paper Bound w/CD-ROM; 944 pp
Published: 11/15/2004
Status: Available 

Our Price: $84.99 

About the Book 


Java Software Solutions, Fourth Edition takes full advantage of the Java 5.0 release in a way that is appropriate for those just learning to write high quality programs. This new edition has an earlier evolution of object concepts, developed in a way that capitalizes on the power of objects without overwhelming beginning programmers. 

Features


  • Takes an object-oriented approach to teaching Java for a beginning programming course. 
  • Features both text-based and GUI-based examples to demonstrate computing concepts, organized to provide the instructor with maximum versatility. 
  • Includes numerous pedagogical tools (e.g. key concept boxes, in-depth focus boxes, and code call out conventions) to reinforce key concepts and best programming practices. 
  • Uses UML: Unified Modeling Language throughout to illustrate program designs. 
  • Contains an abundance of exercises, programming projects, and review questions to reinforce the material in the text. 
  • Comes with access to Addison-Wesley's CodeMate (http://aw-bc.com/codemate), an online homework and tutorial resource.
Related Books

Introduction to Computer Programming Courses (Intro to Computer Programming)

 Table of Contents


(* indicates Graphics Track Section.)

Preface. 

1. Introduction. 
Computer Processing. 
Hardware Components. 
Networks. 
The Java Programming Language. 
Program Development. 
Object-Oriented Programming. 

2. Data and Expressions. 
Character Strings. 
Variables and Assignments. 
Primitive Data Types. 
Expressions. 
Data Conversion. 
Interactive Programs. 
*Graphics. 
*Applets. 
*Drawing Shapes. 

3. Using Classes and Objects. 
Creating Objects. 
The String Class. 
The Random Class. 
The Math Class. 
Formatting Output. 
Enumerated Types. 
Wrapper Classes. 
*Components and Containers. 
*Nested Panels. 
*Images. 

4. Writing Classes. 
Anatomy of a Class. 
Encapsulation. 
Anatomy of a Method. 
Constructors. 
*Graphical Objects. 
*Graphical User Interfaces. 
*Buttons. 
*Text Fields. 

5. Conditionals and Loops. 
Flow of Control. 
Boolean Expressions. 
The if Statement. 
Comparing Data. 
The switch Statement. 
The while Statement. 
Iterators. 
The do Statement. 
The for Statement. 
*Drawing with Loops and Conditionals. 
*Determining Event Sources. 
*Dialog Boxes. 
*Check Boxes and Ratio Buttons. 

6. Object-Oriented Design. 
Identifying Objects and Classes. 
Object Relationships. 
Static Class Members. 
Interfaces. 
Enumerated Types Revisited. 
Method Overloading. 
Method Design. 
Scope. 
Testing. 
*GUI Design. 
*Layout Managers. 
*Containment Hierarchies. 

7. Arrays. 
Array Elements. 
Declaring and Using Arrays. 
Arrays of Objects. 
Command-Line Arguments. 
Variable Length Parameter Lists. 
Searching. 
Sorting. 
Two-Dimensional Arrays. 
The ArrayList Class. 
*Polygons and Polylines. 
*Mouse Events. 
*Key Events. 

8. Inheritance. 
Creating Subclasses. 
Overriding Methods. 
Class Hierarchies. 
Visibility. 
Interface Hierarchies. 
Designing for Inheritance. 
*Component Class Hierarchy. 
*Extending Adaptor Classes. 
*The Timer Class. 

9. Polymorphism. 
Binding. 
Polymorphism via Inheritance. 
Polymorphism via Interfaces. 
Designing for Polymorphism. 
*Event Processing. 
*File Choosers. 
*Color Choosers. 
*Sliders. 

10. Exceptions. 
Errors and Exceptions. 
Uncaught Exceptions. 
The try-catch Statement. 
Exception Propagation. 
The Exception Class Hierarchy. 
I/O Exceptions. 
*Mneumonics and Tool Tips. 
*Combo Boxes. 
*Scroll Panes and Split Panes. 

11. Recursion. 
Recursive Thinking. 
Recursive Programming. 
Using Recursion. 
*Recursion in Graphics. 

12. Collections. 
Collections and Data Structures. 
Dynamic Representations. 
Generic Types. 
Linear Data Structures. 
Non-Linear Data Structures. 

Appendicies. 
A: Glossary. 
B: Number Systems. 
C: The Unicode Character Set. 
D: Java Operators. 
E: Java Modifiers. 
F: Coding Guidelines. 
G: Java Applets. 
H: Regular Expressions. 
I: JavaDoc Doumentation Generator. 
J: The PaintBox Project. 
K: GUI Events. 
L: Java Syntax. 
M: Java Class Libraries. 
Index.




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