MyProgrammingLab with Pearson eText -- Access Card -- for Java
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MyProgrammingLab with Pearson eText -- Access Card -- for Java: Intro to Problem Solving and Programming

MyProgrammingLab with Pearson eText -- Access Card -- for Java: Intro to Problem Solving and Programming


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About the Book

ALERT: Before you purchase, check with your instructor or review your course syllabus to ensure that you select the correct ISBN. Several versions of Pearson's MyLab & Mastering products exist for each title, including customized versions for individual schools, and registrations are not transferable. In addition, you may need a CourseID, provided by your instructor, to register for and use Pearson's MyLab & Mastering products.   Packages Access codes for Pearson's MyLab & Mastering products may not be included when purchasing or renting from companies other than Pearson; check with the seller before completing your purchase.   Used or rental books If you rent or purchase a used book with an access code, the access code may have been redeemed previously and you may have to purchase a new access code.   Access codes Access codes that are purchased from sellers other than Pearson carry a higher risk of being either the wrong ISBN or a previously redeemed code. Check with the seller prior to purchase.   -- This package contains an access code for MyProgrammingLab with a Pearson eText student access code card for Java: An Introduction to Problem Solving and Programming, 6e. Java: An Introduction to Problem Solving and Programming, 6e, is ideal for introductory Computer Science courses using Java, and other introductory programming courses in departments of Computer Science, Computer Engineering, CIS, MIS, IT, and Business. Students are introduced to object-oriented programming and important concepts such as design, testing and debugging, programming style, interfaces inheritance, and exception handling. The Java coverage is a concise, accessible introduction that covers key language features. Objects are covered thoroughly and early in the text, with an emphasis on application programs over applets. MyProgrammingLab is a database of programming exercises correlated to specific Pearson CS1/Intro to Programming textbooks. The exercises are short, focused on a particular programming topic, and are assignable and automatically evaluated. MyProgrammingLab provides immediate, personalized feedback which helps students master the syntax, semantics and basic usage of the programming language, freeing instructors to focus on problem-solving strategies, design and analysis, abstraction, algorithms, and style. Learn more at www.myprogramminglab.com. 

Table of Contents:
Chapter 1 Introduction to Computers and Java 1 1.1 Computer Basics 2 Hardware and Memory 3 Programs 6 Programming Languages, Compilers, and Interpreters 7 Java Bytecode 9 Class Loader 11 1.2 A Sip of Java 12 History of the Java Language 12 Applications and Applets 13 A First Java Application Program 14 Writing, Compiling, and Running a Java Program 19 1.3 Programming Basics 21 Object-Oriented Programming 21 Algorithms 25 Testing and Debugging 27 Software Reuse 28 1.4 Graphics Supplement 30 A Sample Graphics Applet 30 Size and Position of Figures 32 Drawing Ovals and Circles 34 Drawing Arcs 35 Running an Applet 37 Chapter 2 Basic Computation 47 2.1 Variables and Expressions 48 Variables 49 Data Types 51 Java Identifiers 53 Assignment Statements 55 Simple Input 58 Simple Screen Output 60 Constants 60 Named Constants 62 Assignment Compatibilities 63 Type Casting 65 Arithmetic Operators 68 Parentheses and Precedence Rules 71 Specialized Assignment Operators 72 Case Study: Vending Machine Change 74 Increment and Decrement Operators 79 More About the Increment and Decrement Operators 80 2.2 The Class String 81 String Constants and Variables 81 Concatenation of Strings 82 String Methods 83 String Processing 85 Escape Characters 88 The Unicode Character Set 89 2.3 Keyboard and Screen I/O 91 Screen Output 91 Keyboard Input 94 Other Input Delimiters (Optional) 99 Formatted Output with printf (Optional) 101 2.4 Documentation and Style 103 Meaningful Variable Names 103 Comments 104 Indentation 107 Using Named Constants 107 2.5 Graphics Supplement 109 Style Rules Applied to a Graphics Applet 110 Creating a Java GUI Application with the JFrame Class 110 Introducing the Class JOptionPane 113 Reading Input as Other Numeric Types 123 Programming Example: Change-Making Program with Windowing I/O 124 Chapter 3 Flow of Control: Branching 137 3.1 The if-else Statement 138 The Basic if-else Statement 139 Boolean Expressions 145 Comparing Strings 150 Nested if-else Statements 155 Multibranch if-else Statements 157 Programming Example: Assigning Letter Grades 159 Case Study: Body Mass Index 162 The Conditional Operator (Optional) 165 The exit Method 165 3.2 The Type boolean 166 Boolean Variables 167 Precedence Rules 168 Input and Output of Boolean Values 171 3.3 The switch Statement 173 Enumerations 179 3.4 Graphics Supplement 180 Specifying a Drawing Color 181 A Dialog Box for a Yes-or-No Question 184 Chapter 4 Flow of Control: Loops 195 4.1 Java Loop Statements 196 The while Statement 197 The do-while Statement 200 Programming Example: Bug Infestation 205 Programming Example: Nested Loops 211 The for Statement 213 Declaring Variables within a for Statement 219 Using a Comma in a for Statement (Optional) 220 The for-each Statement 222 4.2 Programming with Loops 222 The Loop Body 223 Initializing Statements 224 Controlling the Number of Loop Iterations 225 Case Study: Using a Boolean Variable to End a Loop 227 Programming Example: Spending Spree 229 The break Statement and continue Statement in Loops (Optional) 232 Loop Bugs 235 Tracing Variables 237 Assertion Checks 239 4.3 Graphics Supplement 241 Programming Example: A Multiface Applet 241 The drawstring Method 247 Chapter 5 Defining Classes and Methods 261 5.1 Class and Method Definitions 263 Class Files and Separate Compilation 265 Programming Example: Implementing a Dog Class 265 Instance Variables 266 Methods 269 Defining void Methods 272 Defining Methods That Return a Value 273 Programming Example: First Try at Implementing a Species Class 278 The Keyword this 282 Local Variables 284 Blocks 286 Parameters of a Primitive Type 287 5.2 Information Hiding and Encapsulation 293 Information Hiding 294 Precondition and Postcondition Comments 294 The public and private Modifiers 296 Programming Example: A Demonstration of Why Instance Variables Should Be Private 299 Programming Example: Another Implementation of a Class of Rectangles 300 Accessor Methods and Mutator Methods 302 Programming Example: A Purchase Class 306 Methods Calling Methods 310 Encapsulation 316 Automatic Documentation with javadoc 319 UML Class Diagrams 320 5.3 Objects and References 321 Variables of a Class Type 322 Defining an equals Method for a Class 327 Programming Example: A Species Class 331 Boolean-Valued Methods 334 Case Study: Unit Testing 336 Parameters of a Class Type 338 Programming Example: Class-Type Parameters Versus Primitive-Type Parameters 342 5.4 Graphics Supplement 346 The Graphics Class 346 Programming Example: Multiple Faces, but with a Helping Method 348 The init Method 352 Adding Labels to an Applet 352 Chapter 6 More About Objects and Methods 373 6.1 Constructors 375 Defining Constructors 375 Calling Methods from Constructors 384 Calling a Constructor from Other Constructors (Optional) 387 6.2 Static Variables and Static Methods 389 Static Variables 389 Static Methods 390 Dividing the Task of a main Method into Subtasks 397 Adding a main Method to a Class 398 The Math Class 400 Wrapper Classes 403 6.3 Writing Methods 409 Case Study: Formatting Output 409 Decomposition 415 Addressing Compiler Concerns 416 Testing Methods 418 6.4 Overloading 420 Overloading Basics 420 Overloading and Automatic Type Conversion 423 Overloading and the Return Type 426 Programming Example: A Class for Money 428 6.5 Information Hiding Revisited 435 Privacy Leaks 435 6.6 Enumeration as a Class 439 6.7 Packages 441 Packages and Importing 441 Package Names and Directories 443 Name Clashes 446 6.8 Graphics Supplement 447 Adding Buttons 447 Event-Driven Programming 449 Programming Buttons 449 Programming Example: A Complete Applet with Buttons 453 Adding Icons 456 Changing Visibility 458 Programming Example: An Example of Changing Visibility 458 Chapter 7 Arrays 479 7.1 Array Basics 481 Creating and Accessing Arrays 482 Array Details 485 The Instance Variable length 488 More About Array Indices 491 Initializing Arrays 494 7.2 Arrays in Classes and Methods 495 Case Study: Sales Report 495 Indexed Variables as Method Arguments 503 Entire Arrays as Arguments to a Method 505 Arguments for the Method main 507 Array Assignment and Equality 508 Methods That Return Arrays 511 7.3 Programming with Arrays and Classes 515 Programming Example: A Specialized List Class 515 Partially Filled Arrays 523 7.4 Sorting and Searching Arrays 525 Selection Sort 525 Other Sorting Algorithms 529 Searching an Array 531 7.5 Multidimensional Arrays 532 Multidimensional-Array Basics 533 Multidimensional-Array Parameters and Returned Values 536 Java’s Representation of Multidimensional Arrays 539 Ragged Arrays (Optional) 540 Programming Example: Employee Time Records 542 7.6 Graphics Supplement 548 Text Areas and Text Fields 548 Programming Example: A Question-and-Answer Applet 548 The Classes JTextArea and JTextField 551 Drawing Polygons 553 Chapter 8 Inheritance, Polymorphism and Interfaces 575 8.1 Inheritance Basics 576 Derived Classes 578 Overriding Method Definitions 582 Overriding Versus Overloading 583 The final Modifier 583 Private Instance Variables and Private Methods of a Base Class 584 UML Inheritance Diagrams 586 8.2 Programming with Inheritance 589 Constructors in Derived Classes 589 The this Method–Again 591 Calling an Overridden Method 591 Programming Example: A Derived Class of a Derived Class 592 Another Way to Define the equals Methods in Undergraduate 597 Type Compatibility 597 The Class Object 602 A Better equals Method 604 8.3 Polymorphism 606 Dynamic Binding and Inheritance 606 Dynamic Binding with toString 609 8.4 INTERFACES AND ABSTRACT CLASSES 611 Class Interfaces 611 Java Interfaces 612 Implementing an Interface 613 An Interface as a Type 615 Extending an Interface 618 Case Study: Character Graphics 619 Case Study: The Comparable Interface 632 Abstract Classes 636 8.5 Graphics Supplement 638 The Class JApplet 639 The Class JFrame 639 Window Events and Window Listeners 642 The ActionListener Interface 644 What to Do Next 644 Chapter 9 Exception Handling 657 9.1 Basic Exception Handling 658 Exceptions in Java 659 Predefined Exception Classes 669 9.2 Defining Your Own Exception Classes 671 9.3 More About Exception Classes 681 Declaring Exceptions (Passing the Buck) 681 Kinds of Exceptions 684 Errors 686 Multiple Throws and Catches 687 The finally Block 693 Rethrowing an Exception (Optional) 694 Case Study: A Line-Oriented Calculator 695 9.4 Graphics Supplement 707 Exceptions in GUIs 707 Programming Example: A JFrame GUI Using Exceptions 707 Chapter 10 Streams and File I/O 725 10.1 An Overview of Streams and File I/O 727 The Concept of a Stream 727 Why Use Files for I/O? 728 Text Files and Binary Files 728 10.2 Text-File I/O 730 Creating a Text File 730 Appending to a Text File 736 Reading from a Text File 738 10.3 Techniques for any File 741 The Class File 741 Programming Example: Reading a File Name from the Keyboard 741 Using Path Names 743 Methods of the Class File 744 Defining a Method to Open a Stream 746 Case Study: Processing a Comma-Separated Values File 748 10.4 Basic Binary-File I/O 751 Creating a Binary File 751 Writing Primitive Values to a Binary File 753 Writing Strings to a Binary File 756 Some Details About writeUTF 757 Reading from a Binary File 759 The Class EOFException 764 Programming Example: Processing a File of Binary Data 766 10.5 Binary-File I/O with Objects and Arrays 771 Binary-File I/O with Objects of a Class 771 Some Details of Serialization 775 Array Objects in Binary Files 776 10.6 Graphics Supplement 779 Programming Example: A JFrame GUI for Manipulating Files 779 Chapter 11 Recursion 799 11.1 The Basics of Recursion 800 Case Study: Digits to Words 803 How Recursion Works 808 Infinite Recursion 812 Recursive Methods Versus Iterative Methods 814 Recursive Methods That Return a Value 816 11.2 Programming with Recursion 820 Programming Example: Insisting That User Input Be Correct 820 Case Study: Binary Search 822 Programming Example: Merge Sort–A Recursive Sorting Method 830 Chapter 12 Dynamic Data Structures and Generics 847 12.1 Array-Based Data Structures 849 The Class ArrayList 850 Creating an Instance of ArrayList 850 Using the Methods of ArrayList 852 Programming Example: A To-Do List 856 Parameterized Classes and Generic Data Types 859 12.2 THE JAVA COLLECTIONS FRAMEWORK 859 The Collection Interface 860 The Class HashSet 861 The Map Interface 862 The Class HashMap 862 12.3 Linked Data Structures 865 The Class LinkedList 865 Linked Lists 866 Implementing the Operations of a Linked List 869 A Privacy Leak 876 Inner Classes 877 Node Inner Classes 878 Iterators 878 The Java Iterator Interface 890 Exception Handling with Linked Lists 890 Variations on a Linked List 892 Other Linked Data Structures 894 12.4 Generics 895 The Basics 895 Programming Example: A Generic Linked List 898 APPENDICES 1 Getting Java 917 2 Running Applets 918 3 Protected and Package Modifiers 920 4 The DecimalFormat Class 921 Other Pattern Symbols 922 5 Javadoc 925 Commenting Classes for Use within javadoc 925 Running javadoc 926 6 Differences Between C++ and Java 928 Primitive Types 928 Strings 928 Flow of Control 928 Testing for Equality 929 main Method (Function) and Other Methods 929 Files and Including Files 929 Class and Method (Function) Definitions 930 No Pointer Types in Java 930 Method (Function) Parameters 930 Arrays 930 Garbage Collection 931 Other Comparisons 931 7 Unicode Character Codes 932 Index 933

About the Author :
Walter Savitch received his Ph.D. degree in Mathematics from the University of California at Berkeley in 1969. Since that time he has been on the faculty at the University of California at San Diego and is currently a Professor of Computer Science and director of the Interdisciplinary Ph.D. Program in Cognitive Science. Professor Savitch’s research areas include complexity theory, formal language theory, computational linguistics, and the development of computer science education materials. In addition to writing numerous research articles and involvement in other editorial projects, he has written a number of well-known computer science textbooks, including Pascal, Ada, and C++ CS1 and CS2 textbooks. Contributing author, Kenrick Mock, is an Associate Professor at the University of Alaska–Anchorage. He has also taught at Washington State University, Portland State University, and the University of California–Davis. He teaches undergraduate computer science courses across the curriculum including introductory C++, Java™, Visual Basic® for non-programmers, algorithms, computer security, and artificial intelligence. With the Coastal Marine Institute at UAA, he helped develop a computer system to aid in research about Alaska sea ice and the atmosphere. Before becoming a teacher, Mock was a research scientist and software engineer at Intel™. He received a PhD in computer science from UC Davis.

Review :
"The consistent usage of examples throughout the book is excellent. I rely heavily on examples for instruction as there is no better way to teach programming." — Joan Boone, University of North Carolina, Chapel Hill


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Product Details
  • ISBN-13: 9780132772389
  • Publisher: Pearson Education (US)
  • Publisher Imprint: Pearson
  • Language: English
  • ISBN-10: 0132772388
  • Publisher Date: 01 Jun 2011
  • Binding: LB
  • Sub Title: Intro to Problem Solving and Programming


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MyProgrammingLab with Pearson eText -- Access Card -- for Java: Intro to Problem Solving and Programming
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