Java in 24 Hours, Sams Teach Yourself (Covering Java 8)
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Java in 24 Hours, Sams Teach Yourself (Covering Java 8): (Sams Teach Yourself)

Java in 24 Hours, Sams Teach Yourself (Covering Java 8): (Sams Teach Yourself)

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About the Book

Sams Teach Yourself Java in 24 Hours, Seventh Edition Covers Java 8 and Android Development In just 24 lessons of one hour or less, you can learn the fundamentals of Java programming. In this book's straightforward, step-by-step approach, each lesson builds on everything that's come before, helping readers learn Java's core features and techniques from the ground up. Friendly, accessible, and conversational, this book offers a practical grounding in the language, without ever becoming overwhelming or intimidating. Full-color figures and clear instructions visually show you how to program with Java. Popular author Rogers Cadenhead helps you master the skills and technology you need to create desktop and web programs, web services, and even an Android app in Java. Learn how to… Set up your Java programming environment Write your first working program in just minutes Control program decisions and behavior Store and work with information Build straightforward user interfaces Create interactive web programs Use threading to build more responsive programs Read and write files and XML data Master best practices for object-oriented programming Create flexible, interoperable web services with JAX-WS Use Java to create an Android app Expand your skills with closures, the powerful new capability introduced in Java 8 Contents at a Glance PART I: Getting Started 1 Becoming a Programmer 2 Writing Your First Program 3 Vacationing in Java 4 Understanding How Java Programs Work PART II: Learning the Basics of Programming 5 Storing and Changing Information in a Program 6 Using Strings to Communicate 7 Using Conditional Tests to Make Decisions 8 Repeating an Action with Loops PART III: Working with Information in New Ways 9 Storing Information with Arrays 10 Creating Your First Object 11 Describing What Your Object Is Like 12 Making the Most of Existing Objects PART IV: Programming a Graphical User Interface 13 Building a Simple User Interface 14 Laying Out a User Interface 15 Responding to User Input 16 Building a Complex User Interface PART V: Moving into Advanced Topics 17 Storing Objects in Data Structures 18 Handling Errors in a Program 19 Creating a Threaded Program 20 Using Inner Classes and Closures 21 Reading and Writing Files 22 Creating Web Services with JAX-WS 23 Creating Java2D Graphics 24 Writing Android Apps Appendixes A Using the NetBeans Integrated Development Environment B Where to Go from Here: Java Resources C This Book’s Website D Setting Up an Android Development Environment

Table of Contents:
PART I: Getting Started Hour 1: Becoming a Programmer Choosing a Language Telling the Computer What to Do How Programs Work When Programs Don’t Work Choosing a Java Programming Tool Installing a Java Development Tool Hour 2: Writing Your First Program What You Need to Write Programs Creating the Saluton Program Beginning the Program Storing Information in a Variable Saving the Finished Product Compiling the Program into a Class File Fixing Errors Running a Java Program Hour 3: Vacationing in Java First Stop: Oracle Going to School with Java Lunch in JavaWorld Watching the Skies at NASA Getting Down to Business Stopping by SourceForge for Directions Running Java on Your Phone Hour 4: Understanding How Java Programs Work Creating an Application Sending Arguments to Applications The Java Class Library PART II: Learning the Basics of Programming Hour 5: Storing and Changing Information in a Program Statements and Expressions Assigning Variable Types Naming Your Variables Storing Information in Variables All About Operators Using Expressions Hour 6: Using Strings to Communicate Storing Text in Strings Displaying Strings in Programs Using Special Characters in Strings Pasting Strings Together Using Other Variables with Strings Advanced String Handling Presenting Credits Hour 7: Using Conditional Tests to Make Decisions if Statements if-else Statements switch Statements The Ternary Operator Watching the Clock Hour 8: Repeating an Action with Loops for Loops while Loops do-while Loops Exiting a Loop Naming a Loop Testing Your Computer Speed PART III: Working with Information in New Ways Hour 9: Storing Information with Arrays Creating Arrays Using Arrays Multidimensional Arrays Sorting an Array Counting Characters in Strings Hour 10: Creating Your First Object How Object-Oriented Programming Works Objects in Action What Objects Are Understanding Inheritance Building an Inheritance Hierarchy Converting Objects and Simple Variables Creating an Object Hour 11: Describing What Your Object Is Like Creating Variables Creating Class Variables Creating Behavior with Methods Putting One Class Inside Another Using the this Keyword Using Class Methods and Variables Hour 12: Making the Most of Existing Objects The Power of Inheritance Establishing Inheritance Working with Existing Objects Storing Objects of the Same Class in Array Lists Creating a Subclass PART IV: Programming a Graphical User Interface Hour 13: Building a Simple User Interface Swing and the Abstract Windowing Toolkit Using Components Hour 14: Laying Out a User Interface Using Layout Managers Laying Out an Application Hour 15: Responding to User Input Getting Your Programs to Listen Setting Up Components to Be Heard Handling User Events Completing a Graphical Application Hour 16: Building a Complex User Interface Sliders Change Listeners Using Image Icons and Toolbars Tables PART V: Moving into Advanced Topics Hour 17: Storing Objects in Data Structures Array Lists Hash Maps Hour 18: Handling Errors in a Program Exceptions Throwing Exceptions Throwing and Catching Exceptions Hour 19: Creating a Threaded Program Threads Working with Threads The Constructor Catching Errors as You Set Up URLs Starting the Thread Handling Mouse Clicks Displaying Revolving Links Hour 20: Using Inner Classes and Closures Inner Classes Closures PART VI: Writing Internet Applications Hour 21: Reading and Writing Files Streams Writing Data to a Stream Reading and Writing Configuration Properties Hour 22: Creating Web Services with JAX-WS Defining a Service Endpoint Interface Creating a Service Implementation Bean Publishing the Web Service Using Web Service Definition Language Files Creating a Web Service Client Hour 23: Creating Java2D Graphics Using the Font Class Using the Color Class Creating Custom Colors Drawing Lines and Shapes Baking a Pie Graph Hour 24: Writing Android Apps Introduction to Android Creating an Android App Running the App Designing a Real App Appendixes Appendix A: Using the NetBeans Integrated Development Environment Appendix B: Where to Go from Here: Java Resources Appendix C: This Book’s Website Appendix D: Setting Up an Android Development Environment


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Product Details
  • ISBN-13: 9780133517804
  • Publisher: Pearson Education (US)
  • Publisher Imprint: Addison Wesley
  • Language: English
  • Series Title: Sams Teach Yourself
  • ISBN-10: 0133517802
  • Publisher Date: 05 May 2014
  • Binding: Digital download
  • No of Pages: 448
  • Weight: 1 gr


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