Java Software Solutions
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Java Software Solutions: Foundations of Program Design (2-downloads)

Java Software Solutions: Foundations of Program Design (2-downloads)

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About the Book

Note: You are purchasing a standalone product; MyProgrammingLab does not come packaged with this content. If you would like to purchase both the physical text and MyProgrammingLab  search for ISBN-10: 0133796280/ISBN-13: 9780133796285. That package includes ISBN-10: 0133594955/ISBN-13: 9780133594959 and ISBN-10:0133781283 /ISBN-13: 9780133781281. MyProgrammingLab is not a self-paced technology and should only be purchased when required by an instructor. Java Software Solutions is intended for use in the Java programming course. It is also suitable for  readers interested in introductory Java programming.   This is the eBook of the printed book and may not include any media, website access codes, or print supplements that may come packaged with the bound book. Java Software Solutions teaches a foundation of programming techniques to foster well-designed object-oriented software. Heralded for its integration of small and large realistic examples, this worldwide best-selling text emphasizes building solid problem-solving and design skills to write high-quality programs.   MyProgrammingLab for Java Software Solutions is a total learning package. MyProgrammingLab is an online homework, tutorial, and assessment program that truly engages students in learning. It helps students better prepare for class, quizzes, and exams–resulting in better performance in the course–and provides educators a dynamic set of tools for gauging individual and class progress.   Teaching and Learning Experience To provide a better teaching and learning experience, for both instructors and students, this program will: Personalize Learning: Through the power of practice and immediate personalized feedback, MyProgrammingLab helps students fully grasp the logic, semantics, and syntax of programming. Help Students Build Sound Program-Development Skills: A software methodology is introduced early and revisited throughout the text to ensure that students build sound program-development skills.   Enhance Learning with In-text Features: A variety of features in each chapter help motivate learning. Provide Opportunities to Practice Design Skills and Implement Java Programs:  A wealth of end-of-chapter programming projects and chapter review features help reinforce key concepts. Support Instructors and Students: Resources to support learning are available on the Companion website and Instructor Resource Center.

Table of Contents:
preface v chapter 1 Introduction 1 1.1 computer processing 2 Software Categories  3 Digital Computers  5 Binary Numbers  7 1.2 Hardware components 10 Computer Architecture  11 Input/Output Devices  12 Main Memory and Secondary Memory  13 The Central Processing Unit  17 1.3 Networks 20 Network Connections  20 Local-Area Networks and   Wide-Area Networks  22 The Internet  23 The World Wide Web  24 Uniform Resource Locators  25 1.4 The Java programming Language 26 A Java Program  28 Comments  30 Identifiers and Reserved Words  31 White Space  34 1.5 program Development 36 Programming Language Levels  36 Editors, Compilers, and Interpreters  39 Development Environments  40 Syntax and Semantics  41 Errors  42 1.6 Object-Oriented programming 44 Problem Solving  45 Object-Oriented Software Principles  46 chapter 2 Data and Expressions 57 2.1 character Strings 58 The print and println Methods  58 String Concatenation  60 Escape Sequences  63 2.2 Variables and assignment 65 Variables  65 The Assignment Statement  67 Constants  69 2.3 primitive Data Types 71 Integers and Floating Points  71 Characters  73 Booleans  74 2.4 Expressions 75 Arithmetic Operators  75 Operator Precedence  76 Increment and Decrement Operators  80 Assignment Operators  81 2.5 Data conversion 83 Conversion Techniques  85 2.6 Interactive programs 87 The Scanner Class  87 2.7 Graphics 92 Coordinate Systems  92 Representing Color  94 2.8 applets 95 Executing Applets Using the Web  98 2.9 Drawing Shapes 99 The Graphics Class  99 Software failure: NASA Mars Climate Orbiter   and Polar Lander  111 chapter 3 Using classes and Objects 113 3.1 creating Objects 114 Aliases  116 3.2 The String class 118 3.3 packages 122 The import Declaration  124 3.4 The Random class 126 3.5 The Math class 129 3.6 formatting Output 132 The NumberFormat Class  132 The DecimalFormat Class  134 The printf Method  135 3.7 Enumerated Types 138 3.8 Wrapper classes 141 Autoboxing  143 3.9 components and containers 143 Frames and Panels  144 3.10 Nested panels 148 3.11 Images 151 chapter 4 Writing classes 159 4.1 classes and Objects revisited 160 4.2 anatomy of a class 162 Instance Data  167 UML Class Diagrams  167 4.3 Encapsulation 169 Visibility Modifiers  170 Accessors and Mutators  171 4.4 anatomy of a Method 172 The return Statement  174 Parameters  175 Local Data  175 Bank Account Example  176 4.5 constructors revisited 181 4.6 Graphical Objects 182 4.7 Graphical User Interfaces 191 4.8 Buttons 192 4.9 Text fields 196 Software failure: Denver Airport Baggage   Handling System  205 chapter 5 conditionals and Loops 207 5.1 Boolean Expressions 208 Equality and Relational Operators  209 Logical Operators  210 5.2 The if Statement 213 The if-else Statement  216 Using Block Statements  219 Nested if Statements  223 5.3 comparing Data 226 Comparing Floats  226 Comparing Characters  227 Comparing Objects  228 5.4 The while Statement 230 Infinite Loops  234 Nested Loops  236 The break and continue Statements  239 5.5 Iterators 241 Reading Text Files  242 5.6 The arrayList class 245 5.7 Determining Event Sources 248 5.8 check Boxes and radio Buttons 251 Check Boxes  251 Radio Buttons  255 Software failure: Therac-25  267 chapter 6 More conditionals and Loops 269 6.1 The switch Statement 270 6.2 The conditional Operator 274 6.3 The do Statement 275 6.4 The for Statement 279 The for-each Loop  282 Comparing Loops  284 6.5 Drawing with Loops and conditionals 285 6.6 Dialog Boxes 291 chapter 7 Object-Oriented Design 301 7.1 Software Development activities 302 7.2 Identifying classes and Objects 303 Assigning Responsibilities  305 7.3 Static class Members 305 Static Variables  306 Static Methods  306 7.4 class relationships 310 Dependency  310 Dependencies Among Objects   of the Same Class  310 Aggregation  316 The this Reference  320 7.5 Interfaces 322 The Comparable Interface  327 The Iterator Interface  328 7.6 Enumerated Types revisited 329 7.7 Method Design 332 Method Decomposition  333 Method Parameters Revisited  338 7.8 Method Overloading 343 7.9 Testing 345 Reviews  346 Defect Testing  346 7.10 GUI Design 349 7.11 Layout Managers 350 Flow Layout  352 Border Layout  356 Grid Layout  359 Box Layout  361 7.12 Borders 365 7.13 containment Hierarchies 369 Software failure: 2003 Northeast Blackout  377 chapter 8 arrays 379 8.1 array Elements 380 8.2 Declaring and Using arrays 381 Bounds Checking  384 Alternate Array Syntax  389 Initializer Lists  389 Arrays as Parameters  390 8.3 arrays of Objects 392 8.4 command-Line arguments 402 8.5 Variable Length parameter Lists 404 8.6 Two-Dimensional arrays 408 Multidimensional Arrays  412 8.7 polygons and polylines 413 The Polygon Class  416 8.8 Mouse Events 418 8.9 Key Events 427 Software failure: LA Air Traffic Control  441 chapter 9 Inheritance 443 9.1 creating Subclasses 444 The protected Modifier  447 The super Reference  450 Multiple Inheritance  453 9.2 Overriding Methods 455 Shadowing Variables  457 9.3 class Hierarchies 458 The Object Class  460 Abstract Classes  461 Interface Hierarchies  463 9.4 Visibility 463 9.5 Designing for Inheritance 466 Restricting Inheritance  467 9.6 The component class Hierarchy 468 9.7 Extending adapter classes 471 9.8 The Timer class 475 Software failure: Ariane 5 Flight 501  485 chapter 10 polymorphism 487 10.1 Late Binding 488 10.2 polymorphism via Inheritance 489 10.3 polymorphism via Interfaces 502 10.4 Sorting 504 Selection Sort  505 Insertion Sort  511 Comparing Sorts  512 10.5 Searching 513 Linear Search  513 Binary Search  515 Comparing Searches  519 10.6 Designing for polymorphism 519 10.7 Event processing 521 10.8 file choosers 522 10.9 color choosers 525 10.10 Sliders 527 chapter 11 Exceptions 537 11.1 Exception Handling 538 11.2 Uncaught Exceptions 539 11.3 The try-catch Statement 540 The finally Clause  544 11.4 Exception propagation 545 11.5 The Exception class Hierarchy 549 Checked and Unchecked Exceptions  552 11.6 I/O Exceptions 553 11.7 Tool Tips and Mnemonics 557 11.8 combo Boxes 564 11.9 Scroll panes 569 11.10 Split panes 572 chapter 12 recursion 583 12.1 recursive Thinking 584 Infinite Recursion  584 Recursion in Math  585 12.2 recursive programming 586 Recursion vs. Iteration  589 Direct vs. Indirect Recursion  589 12.3 Using recursion 590 Traversing a Maze  591 The Towers of Hanoi  596 12.4 recursion in Graphics 601 Tiled Pictures  601 Fractals  604 chapter 13 collections 617 13.1 collections and Data Structures 618 Separating Interface from Implementation  618 13.2 Dynamic representations 619 Dynamic Structures  619 A Dynamically Linked List  620 Other Dynamic List Representations  625 13.3 Linear Data Structures 627 Queues  627 Stacks  628 13.4 Non-Linear Data Structures 631 Trees  631 Graphs  632 13.5 The Java collections apI 634 Generics  634 appendix a Glossary 641 appendix B Number Systems 665 appendix c The Unicode character Set 673 appendix D Java Operators 677 appendix E Java Modifiers 683 appendix f Java coding Guidelines 687 appendix G Java applets 693 appendix H regular Expressions 695 appendix I Javadoc Documentation Generator 697 appendix J The paintBox project 703 appendix K GUI Events 715 appendix L Java Syntax 719 appendix M The Java class Library 733 appendix N answers to Self-review Questions 735 Index 789 VideoNote Overview of program elements. 29 comparison of Java IDEs. 41 Examples of various error types. 43 Developing a solution for pp 1.2. 54 Example using strings and escape sequences. 63 review of primitive data and expressions. 76 Example using the Scanner class. 91 Example using drawn shapes. 101 Developing a solution of pp 2.10. 109 creating objects. 115 Example using the Random and Math classes. 129 Example using frames and panels. 150 Developing a solution of pp 3.6. 158 Dissecting the Die class. 164 Discussion of the Account class. 178 Example using an extended JPanel. 182 Overview of GUI development. 191 Developing a solution of pp 4.2. 202 Examples using conditionals. 221 Examples using while loops. 233 Examples using check boxes and radio buttons. 255 Developing a solution of pp 5.4. 264 Examples using for loops. 280 Developing a solution of pp 6.2 296 Exploring the static modifier. 305 Examples of method overloading. 344 Discussion of layout managers. 356 Developing a solution of pp 7.1. 374 Overview of arrays. 383 Discussion of the LetterCount example. 388 Example using rubberbanding and arrays. 423 Developing a solution of pp 8.5. 436 Overview of inheritance. 449 Example using a class hierarchy. 461 Example using the Timer class. 475 Developing a solution of pp 9.11. 483 Exploring the firm program. 490 Sorting Comparable objects. 506 Developing a solution of pp 10.1. 534 proper exception handling. 545 Exploring GUI design details. 561 Developing a solution of pp 11.1. 580 Tracing the MazeSearch program. 594 Exploring the Towers of Hanoi. 597 Developing a solution of pp 12.1. 613 Example using a linked list. 620 Implementing a queue. 628 Developing a solution of pp 13.3. 638


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Product Details
  • ISBN-13: 9780133830415
  • Publisher: Pearson Education (US)
  • Publisher Imprint: Pearson
  • Language: English
  • Sub Title: Foundations of Program Design (2-downloads)
  • ISBN-10: 0133830411
  • Publisher Date: 06 Nov 2014
  • Binding: Digital download
  • No of Pages: 800
  • Weight: 1 gr


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