Wonder Club world wonders pyramid logo
×

Java?: A Framework for Programming and Problem Solving Book

Java?: A Framework for Programming and Problem Solving
Java?: A Framework for Programming and Problem Solving, , Java?: A Framework for Programming and Problem Solving has a rating of 4 stars
   2 Ratings
X
Java?: A Framework for Programming and Problem Solving, , Java?: A Framework for Programming and Problem Solving
4 out of 5 stars based on 2 reviews
5
0 %
4
100 %
3
0 %
2
0 %
1
0 %
Digital Copy
PDF format
1 available   for $127.95
Original Magazine
Physical Format

Sold Out

  • Java?: A Framework for Programming and Problem Solving
  • Written by author Kenneth Lambert
  • Published by Cengage Learning, July 2001
  • In this freshman level textbook, Lambert (Washington and Lee University) and Osborne (Western Washington University) introduce the basics of object-oriented programming with Java and the graphical user interface (GUI). The second edition adds two chapters
Buy Digital  USD$127.95

WonderClub View Cart Button

WonderClub Add to Inventory Button
WonderClub Add to Wishlist Button
WonderClub Add to Collection Button

Book Categories

Authors

1. BACKGROUND. History of Computers. Computer Hardware and Software. Binary Representation of Information and Computer Memory. Programming Languages. Software Development Process. Basic Concepts of Object-Oriented Programming. Summary. Key Terms. Answer to Self-Test Questions. 2. FIRST JAVA. Why Java? The Java Virtual Machine and Byte Code. Choosing and Interface Style. Hello World. Edit, Compile, and Execute. Temperature Conversion. Summary. Key Terms. Answers to Self-Test Questions. Programming Problems and Activities. 3. SYNTAX, ERRORS, AND DEBUGGING. Language Elements. Basic Java Syntax and Semantics. Case Study: Income Tax Calculator. Programming Errors. Debugging. Comments. Case Study: Count the Angels. The Lines in Blue. Summary. Key Terms. Answers to Self-Test Questions. Programming Problems and Activities. 4. CONTROL STATEMENTS. A Visit to the Farm. The if and if-else Statements. Relational and Logical Operators. Case Study: Compute Weekly Pay. Testing. The while Statement. Case Study: Count the Divisors. More Testing. Case Study: Fibonacci Numbers. Nested if Statements. Design, Testing and Debugging Hints. Summary. Key Terms. Answers to Self-Test Questions. Programming Problems and Activities. 5. IMPROVING THE USER INTERFACE. Repeating Sets of Inputs. Strings. A Menu-Driven Conversion Program. A GUI Based Conversion Program. The GUI Program Explained. Other Window Objects and Methods. Summary. Key Terms. Answers to Self-Test Questions. Programming Problems and Activities. 6. COOPERATING METHODS. First Look at Cooperating Methods. How Methods Share Information. Scope and Lifetime of Variables. Preconditions and Postconditions. Overloaded Methods. Cohesion and Coupling. Capsule: Functions-Oriented Programming. Case Study: Tally Grades. Implementation and Testing Strategies. Summary. Design, Testing and Debugging Hints. Key Terms. Answers to Self-Test Questions. Programming Problems and Activities. 7. MORE DATA TYPES, OPERATORS, AND CONTROL STATEMENTS. Data Types. Symbolic Constants and the Final Qualifier. The Cast Operator and Mixed-Mode Arithmetic. Arithmetic and Assignment Operators. The Math Class. Two Sample Programs Control Statements. Strings Revisited. Case Study: Palindromes. Design, Testing and Debugging Hints. Summary. Key Terms. Answers to Self-Test Questions. Programming Problems and Activities. 8. IN GREATER DEPTH. Peculiarities of Computer Arithmetic. Nested if Statements Revisited. Loop Invariants. String Utilities. Formatted Output. Case Study: A Sales Table. Design, Testing and Debugging Hints. Summary. Key Terms. Answers to Self-Test Questions. Programming Problems and Activities. 9. COOPERRATING CLASSES. Classes and Objects. A Student Class. Editing, Compiling, and Testing the Student Class. Breezy GUI: Titles and Menus. Case Study: Student Test Scores. The Static Modifier. Constructors. Primitive Types, Reference Types and the Null Value. Copying Objects. Comparing Objects for Equality. The Methods Finalize and Dispose. Design, Testing and Debugging Hints. Summary. Key Terms. Answer to Self-Test Question. Programming Problems and Activities. 10. ARRAYS, SEARCHING AND SORTING. Conceptual Overview. Simple Array Manipulations. Looping Through Arrays. Declaring Arrays. Parallel Arrays. Two-Dimensional Arrays. Three and Higher Dimensional Arrays. Arrays and Methods. Case Study: Student Test Scores Again. The Model/View Pattern. Design, Testing and Debugging Hints. Summary. Key Terms. Answers to Self-Test Question. Programming Problems and Activities. 11. INHERITANCE, ABSTRACT CLASSES, AND POLYMORPHISM. Implementing a Simple Shape Hierarchy. Using the Shape Classes. Extending the Shape Hierarchy. Arrays of Shapes. Shapes as Parameters and Return Values. An Employee Hierarchy. Breezy GUI: Checkboxes and Radio Buttons. Case Study: The Painter''s Friend. Object-oriented Analysis and Design Guidelines. Summary. Key Terms. Answers to Self-Test Questions. Programming Problems and Activities. 12. RECURSION, COMPLEXITY, AND SEARCHING AND SORTING. Binary Search. Quick Sort. Case Study: Comparing Sort Algorithms. Design, Testing, and Debugging Hints. Summary. Key Terms. Answers to Self-Test Question. Programming Problems and Activities. 13. SIMPLE 2-DIMENSIONAL GRAPHICS. The Conceptual Framework for Computer Graphics. The Methods Paint and Repaint. Case Study: Drawing Text at Different Positions. Color. Case Study: Fractals. Graphing Data. Case Study: Multiple Views of Data. Responding to Mouse Events. Case Study: A Very Primitive Drawing Program. Transient and Refreshable Images. Defining and Using a Geometric Class. Case Study: Dragging Circles. Text Properties. Design, Testing and Debugging Hints. Summary. Key Terms. Answers to Self-Tested Questions. Programming Problems and Activities. 14. FILES. File Input. Case Study: A Text Analyzer. File Output. Case Study: Employees and Payroll. Other Input/Output Situation. Design, Testing and Debugging Hints. Summary. Key Terms. Answers to Self-Test Questions. Programming Problems and Activities. 15. COLLECTIONS. List. BreezySwing: Scrolling List and Dialogs. Case Study: The Employee Maintenance System. Maps. Case Study: The Therapist. Primitive Types and Wrapper Classes. A Further Look at Java Collections (Optional). Design, Testing and Debugging Hints. Summary. Key Terms. Summary. Key Terms. Answer to Self-Test Question. Programming Problems and Activities. 16. ARRAY AND LINKED IMPLEMENTATIONS OF LISTS. Interfaces, Abstract Data Types, and Prototypes. Indexed List Interface. Fixed Size Array Implementation of Indexed List. Singly Linked Implementation of IndexedList. Testing the IndexedList Implementation. Complexity Analysis of Indexed List. PositionalList. Fixed Size Array Implementation of PositionsalList. Doubly Linked Implementation of PostionalList. Complexity Analysis of Positional List. Stacks and Queues. Summary. Key Terms. Answers to Self-Test Questions. Programming Problems and Activities. 17. INTRODUCTION TO HTML AND APPLETS. Hypertext, Hypermedia, and the World Wide Web. Overview of the Hypertext Markup Language. Simple Text Elements. Character-Level Formatting. List. Linking to Other Documents. Multimedia. Tables. Applets. Design, Testing and Debugging Hints. Summary. Answers to Self-Test Question. Key Terms. Programming Problems and Activities. 18. SWING AND AWT. The Swing Philosophy. Conversion Program Implemented with GB Frame. Conversion Program Implemented with Swing/AWT. Variations on Implementing with Swing/AWT. GUI Components. Layouts. All About Events. Dialogs. The Model/View/Controller Pattern. Case Study: A Color Meter Application. Applets and Swing/AWT. Key Terms. Answers to Self-Test Questions. Programming Problems and Activities.


Login

  |  

Complaints

  |  

Blog

  |  

Games

  |  

Digital Media

  |  

Souls

  |  

Obituary

  |  

Contact Us

  |  

FAQ

CAN'T FIND WHAT YOU'RE LOOKING FOR? CLICK HERE!!!

X
WonderClub Home

This item is in your Wish List

Java?: A Framework for Programming and Problem Solving, , Java?: A Framework for Programming and Problem Solving

X
WonderClub Home

This item is in your Collection

Java?: A Framework for Programming and Problem Solving, , Java?: A Framework for Programming and Problem Solving

Java?: A Framework for Programming and Problem Solving

X
WonderClub Home

This Item is in Your Inventory

Java?: A Framework for Programming and Problem Solving, , Java?: A Framework for Programming and Problem Solving

Java?: A Framework for Programming and Problem Solving

WonderClub Home

You must be logged in to review the products

E-mail address:

Password: