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Java : how to program : late objects version / / Harvey M. Deitel, Paul J. Deitel ; contributions by Sherif G. Aly, Salen Al-Hazbi



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Autore: Deitel Harvey M. <1945-> Visualizza persona
Titolo: Java : how to program : late objects version / / Harvey M. Deitel, Paul J. Deitel ; contributions by Sherif G. Aly, Salen Al-Hazbi Visualizza cluster
Pubblicazione: Boston : , : Pearson, , 2015
Edizione: Tenth edition.
Descrizione fisica: 1 online resource (1,234 pages) : illustrations
Disciplina: 005.13/3
Persona (resp. second.): DeitelPaul J.
AlySherif G.
Al-HazbiSalen
Note generali: Includes index.
Nota di contenuto: Cover -- Title -- Copyright -- Contents -- Foreword -- Preface -- Before You Begin -- 1 Introduction to Computers, the Internet and Java -- 1.1 Introduction -- 1.2 Hardware and Software -- 1.2.1 Moore's Law -- 1.2.2 Computer Organization -- 1.3 Data Hierarchy -- 1.4 Machine Languages, Assembly Languages and High-Level Languages -- 1.5 Introduction to Object Technology -- 1.5.1 The Automobile as an Object -- 1.5.2 Methods and Classes -- 1.5.3 Instantiation -- 1.5.4 Reuse -- 1.5.5 Messages and Method Calls -- 1.5.6 Attributes and Instance Variables -- 1.5.7 Encapsulation and Information Hiding -- 1.5.8 Inheritance -- 1.5.9 Interfaces -- 1.5.10 Object-Oriented Analysis and Design (OOAD) -- 1.5.11 The UML (Unified Modeling Language) -- 1.6 Operating Systems -- 1.6.1 Windows-A Proprietary Operating System -- 1.6.2 Linux-An Open-Source Operating System -- 1.6.3 Android -- 1.7 Programming Languages -- 1.8 Java -- 1.9 A Typical Java Development Environment -- 1.10 Test-Driving a Java Application -- 1.11 Internet and World Wide Web -- 1.11.1 The Internet: A Network of Networks -- 1.11.2 The World Wide Web: Making the Internet User-Friendly -- 1.11.3 Web Services and Mashups -- 1.11.4 Ajax -- 1.11.5 The Internet of Things -- 1.12 Software Technologies -- 1.13 Keeping Up-to-Date with Information Technologies -- 2 Introduction to Java Applications -- Input/Output and Operators -- 2.1 Introduction -- 2.2 Your First Program in Java: Printing a Line of Text -- 2.3 Modifying Your First Java Program -- 2.4 Displaying Text with printf -- 2.5 Another Application: Adding Integers -- 2.5.1 import Declarations -- 2.5.2 Declaring Class Addition -- 2.5.3 Declaring and Creating a Scanner to Obtain User Input from the Keyboard -- 2.5.4 Declaring Variables to Store Integers -- 2.5.5 Prompting the User for Input -- 2.5.6 Obtaining an int as Input from the User.
2.5.7 Prompting for and Inputting a Second int -- 2.5.8 Using Variables in a Calculation -- 2.5.9 Displaying the Result of the Calculation -- 2.5.10 Java API Documentation -- 2.6 Memory Concepts -- 2.7 Arithmetic -- 2.8 Decision Making: Equality and Relational Operators -- 2.9 (Optional) GUI and Graphics Case Study: Using Dialog Boxes -- 2.10 Wrap-Up -- 3 Control Statements: Part 1 -- Assignment, ++ and -- Operators -- 3.1 Introduction -- 3.2 Algorithms -- 3.3 Pseudocode -- 3.4 Control Structures -- 3.5 if Single-Selection Statement -- 3.6 if...else Double-Selection Statement -- 3.7 while Repetition Statement -- 3.8 Formulating Algorithms: Counter-Controlled Repetition -- 3.9 Formulating Algorithms: Sentinel-Controlled Repetition -- 3.10 Formulating Algorithms: Nested Control Statements -- 3.11 Compound Assignment Operators -- 3.12 Increment and Decrement Operators -- 3.13 Primitive Types -- 3.14 (Optional) GUI and Graphics Case Study: Creating Simple Drawings -- 3.15 Wrap-Up -- 4 Control Statements: Part 2 -- Logical Operators -- 4.1 Introduction -- 4.2 Essentials of Counter-Controlled Repetition -- 4.3 for Repetition Statement -- 4.4 Examples Using the for Statement -- 4.5 do...while Repetition Statement -- 4.6 switch Multiple-Selection Statement -- 4.7 break and continue Statements -- 4.8 Logical Operators -- 4.9 Structured Programming Summary -- 4.10 (Optional) GUI and Graphics Case Study: Drawing Rectangles and Ovals -- 4.11 Wrap-Up -- 5 Methods -- 5.1 Introduction -- 5.2 Program Modules in Java -- 5.3 static Methods, static Variables and Class Math -- 5.4 Declaring Methods -- 5.5 Notes on Declaring and Using Methods -- 5.6 Method-Call Stack and Stack Frames -- 5.7 Argument Promotion and Casting -- 5.8 Java API Packages -- 5.9 Case Study: Secure Random-Number Generation -- 5.10 Case Study: A Game of Chance -- Introducing enum Types.
5.11 Scope of Declarations -- 5.12 Method Overloading -- 5.13 (Optional) GUI and Graphics Case Study: Colors and Filled Shapes -- 5.14 Wrap-Up -- 6 Arrays and ArrayLists -- 6.1 Introduction -- 6.2 Primitive Types vs. Reference Types -- 6.3 Arrays -- 6.4 Declaring and Creating Arrays -- 6.5 Examples Using Arrays -- 6.5.1 Creating and Initializing an Array -- 6.5.2 Using an Array Initializer -- 6.5.3 Calculating the Values to Store in an Array -- 6.5.4 Summing the Elements of an Array -- 6.5.5 Using Bar Charts to Display Array Data Graphically -- 6.5.6 Using the Elements of an Array as Counters -- 6.5.7 Using Arrays to Analyze Survey Results -- 6.6 Exception Handling: Processing the Incorrect Response -- 6.6.1 The try Statement -- 6.6.2 Executing the catch Block -- 6.6.3 toString Method of the Exception Parameter -- 6.7 Enhanced for Statement -- 6.8 Passing Arrays to Methods -- 6.9 Pass-By-Value vs. Pass-By-Reference -- 6.10 Multidimensional Arrays -- 6.11 Variable-Length Argument Lists -- 6.12 Using Command-Line Arguments -- 6.13 Class Arrays -- 6.14 Introduction to Collections and Class ArrayList -- 6.15 (Optional) GUI and Graphics Case Study: Drawing Arcs -- 6.16 Wrap-Up -- 7 Introduction to Classes and Objects -- 7.1 Introduction -- 7.2 Instance Variables, set Methods and get Methods -- 7.2.1 Account Class with an Instance Variable, a set Method and a get Method -- 7.2.2 AccountTest Class That Creates and Uses an Object of Class Account -- 7.2.3 Compiling and Executing an App with Multiple Classes -- 7.2.4 Account UML Class Diagram with an Instance Variable and set and get Methods -- 7.2.5 Additional Notes on This Example -- 7.2.6 Software Engineering with private Instance Variables and public set and get Methods -- 7.3 Default and Explicit Initialization for Instance Variables -- 7.4 Account Class: Initializing Objects with Constructors.
7.4.1 Declaring an Account Constructor for Custom Object Initialization -- 7.4.2 Class AccountTest: Initializing Account Objects When They're Created -- 7.5 Account Class with a Balance -- Floating-Point Numbers -- 7.5.1 Account Class with a balance Instance Variable of Type double -- 7.5.2 AccountTest Class to Use Class Account -- 7.6 Case Study: Card Shuffling and Dealing Simulation -- 7.7 Case Study: Class GradeBook Using an Array to Store Grades -- 7.8 Case Study: Class GradeBook Using a Two-Dimensional Array -- 7.9 Wrap-Up -- 8 Classes and Objects: A Deeper Look -- 8.1 Introduction -- 8.2 Time Class Case Study -- 8.3 Controlling Access to Members -- 8.4 Referring to the Current Object's Members with the this Reference -- 8.5 Time Class Case Study: Overloaded Constructors -- 8.6 Default and No-Argument Constructors -- 8.7 Notes on Set and Get Methods -- 8.8 Composition -- 8.9 enum Types -- 8.10 Garbage Collection -- 8.11 static Class Members -- 8.12 static Import -- 8.13 final Instance Variables -- 8.14 Package Access -- 8.15 Using BigDecimal for Precise Monetary Calculations -- 8.16 (Optional) GUI and Graphics Case Study: Using Objects with Graphics -- 8.17 Wrap-Up -- 9 Object-Oriented Programming: Inheritance -- 9.1 Introduction -- 9.2 Superclasses and Subclasses -- 9.3 protected Members -- 9.4 Relationship Between Superclasses and Subclasses -- 9.4.1 Creating and Using a CommissionEmployee Class -- 9.4.2 Creating and Using a BasePlusCommissionEmployee Class -- 9.4.3 Creating a CommissionEmployee-BasePlusCommissionEmployee Inheritance Hierarchy -- 9.4.4 CommissionEmployee-BasePlusCommissionEmployee Inheritance Hierarchy Using protected Instance Variables -- 9.4.5 CommissionEmployee-BasePlusCommissionEmployee Inheritance Hierarchy Using private Instance Variables -- 9.5 Constructors in Subclasses -- 9.6 Class Object.
9.7 (Optional) GUI and Graphics Case Study: Displaying Text and Images Using Labels -- 9.8 Wrap-Up -- 10 Object-Oriented Programming: Polymorphism and Interfaces -- 10.1 Introduction -- 10.2 Polymorphism Examples -- 10.3 Demonstrating Polymorphic Behavior -- 10.4 Abstract Classes and Methods -- 10.5 Case Study: Payroll System Using Polymorphism -- 10.5.1 Abstract Superclass Employee -- 10.5.2 Concrete Subclass SalariedEmployee -- 10.5.3 Concrete Subclass HourlyEmployee -- 10.5.4 Concrete Subclass CommissionEmployee -- 10.5.5 Indirect Concrete Subclass BasePlusCommissionEmployee -- 10.5.6 Polymorphic Processing, Operator instanceof and Downcasting -- 10.6 Allowed Assignments Between Superclass and Subclass Variables -- 10.7 final Methods and Classes -- 10.8 A Deeper Explanation of Issues with Calling Methods from Constructors -- 10.9 Creating and Using Interfaces -- 10.9.1 Developing a Payable Hierarchy -- 10.9.2 Interface Payable -- 10.9.3 Class Invoice -- 10.9.4 Modifying Class Employee to Implement Interface Payable -- 10.9.5 Modifying Class SalariedEmployee for Use in the Payable Hierarchy -- 10.9.6 Using Interface Payable to Process Invoices and Employees Polymorphically -- 10.9.7 Some Common Interfaces of the Java API -- 10.10 Java SE 8 Interface Enhancements -- 10.10.1 default Interface Methods -- 10.10.2 static Interface Methods -- 10.10.3 Functional Interfaces -- 10.11 (Optional) GUI and Graphics Case Study: Drawing with Polymorphism -- 10.12 Wrap-Up -- 11 Exception Handling: A Deeper Look -- 11.1 Introduction -- 11.2 Example: Divide by Zero without Exception Handling -- 11.3 Example: Handling ArithmeticExceptions and InputMismatchExceptions -- 11.4 When to Use Exception Handling -- 11.5 Java Exception Hierarchy -- 11.6 finally Block -- 11.7 Stack Unwinding and Obtaining Information from an Exception Object -- 11.8 Chained Exceptions.
11.9 Declaring New Exception Types.
Sommario/riassunto: Intended for use in the Java programming course   The Deitels' groundbreaking How to Program series offers unparalleled breadth and depth of object-oriented programming concepts and intermediate-level topics for further study. Java How to Program (Late Objects), Tenth Edition, teaches programming by presenting the concepts in the context of full working programs. The Late Objects Version delays coverage of class development until Chapter 8, first presenting control structures, methods and arrays material in a non-object-oriented, procedural programming context.   Teaching and Learning Experience This program presents a better teaching and learning experience-for you and your students. Teach Programming with the Deitels' Signature Live Code Approach: Java language features are introduced with thousands of lines of code in hundreds of complete working programs. Use a Late Objects Approach: The Late Objects Version begins with a rich treatment of procedural programming, including two full chapters on control statements and 200+ exercises. Keep Your Course Current: This edition can be used with Java SE 7 or Java SE 8, and is up-to-date with the latest technologies and advancements. Facilitate Learning with Outstanding Applied Pedagogy: Making a Difference exercise sets, projects, and hundreds of valuable programming tips help students apply concepts. Support Instructors and Students: Student and instructor resources are available to expand on the topics presented in the text.    &nbsp.
Titolo autorizzato: Java  Visualizza cluster
ISBN: 1-292-07296-2
Formato: Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione: Inglese
Record Nr.: 9910154781103321
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Serie: How to program series.