MTU Cork Library Catalogue

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Java software solutions : foundations of program design / John Lewis and William Loftus.

By: Lewis, John, 1963-.
Contributor(s): Loftus, William.
Material type: materialTypeLabelBookPublisher: Boston : Addison Wesley, 2004Edition: 3rd ed.Description: xxix, 924 p. : col. ill. ; 24 cm.ISBN: 0321225368.Subject(s): Java (Computer program language) | Object-oriented programming (Computer science)DDC classification: 005.133 LEW
Contents:
Computer systems -- Objects and primitive data -- Program statements -- Writing classes -- Enhancing classes -- Arrays -- Inheritance -- Exceptions and i/o streams -- Graphical user interfaces -- Software engineering -- Recursion -- Data structures.
Holdings
Item type Current library Call number Copy number Status Date due Barcode Item holds
General Lending MTU Bishopstown Library Store Item 005.133 LEW (Browse shelf(Opens below)) 1 Available 00156241
General Lending MTU Bishopstown Library Lending 005.133 LEW (Browse shelf(Opens below)) 1 Available 00095145
General Lending MTU Bishopstown Library Store Item 005.133 LEW (Browse shelf(Opens below)) 1 Available 00095144
General Lending MTU Bishopstown Library Lending 005.133 LEW (Browse shelf(Opens below)) 1 Available 00095143
Total holds: 0

Enhanced descriptions from Syndetics:

This best-selling text by Lewis and Loftus provides an introduction to both the Java programming language and the techniques for writing high-quality programs. This book provides an object-oriented approach that naturally progresses in a way that beginning programmers easily understand by first using objects, then writing clases. The book is also known for providing an introduction to programming practices that leads to well-designed software solutions. The use of graphical user interfaces and event processing is covered in optional, self-contained Graphics Track sections at the end of each chapter.This book also comes with Addison-Wesley's CodeMate. This online program competency builder transforms a student's reading experience into a dynamic programming environment with a click of a mouse. CodeMate allows students to view, compile, run, and edit programming problems directly from the textbook without installing a compiler.

Computer systems -- Objects and primitive data -- Program statements -- Writing classes -- Enhancing classes -- Arrays -- Inheritance -- Exceptions and i/o streams -- Graphical user interfaces -- Software engineering -- Recursion -- Data structures.

Table of contents provided by Syndetics

  • Preface
  • 1 Computer Systems
  • Introduction
  • Basic Computer Processing
  • Software Categories
  • Digital Computers
  • Binary Numbers
  • Hardware Components
  • Computer Architecture
  • Input/Output Devices
  • Main And Secondary Memory
  • The Central Processing Unit
  • Networks
  • Network Connections
  • Local-Area And Wide-Area Networks
  • The Internet
  • The World Wide Web
  • Uniform Resource Locators
  • The Internet Vs. The World Wide Web
  • Programming
  • Problem Solving
  • The Java Programming Language
  • A Java Program
  • Comments
  • Identifiers And Reserved Words
  • White Space
  • Programming Languages
  • Programming Language Levels
  • Compilers And Interpreters
  • Syntax And Semantics
  • Errors
  • Language Evolution
  • Graphics
  • Coordinate Systems
  • Representing Color
  • 2 Objects And Primitive Data
  • Introduction To Objects
  • Using Objects
  • The Print And Println Methods
  • Abstraction
  • String Literals
  • String Concatenation
  • Escape Sequences
  • Variables And Assignment
  • Variables
  • The Assignment Statement
  • Constants
  • Primitive Data Types And Expressions
  • Integers And Floating Points
  • Characters
  • Booleans
  • Arithmetic Expressions
  • Operator Precedence
  • Data Conversion
  • Creating Objects
  • The String Class
  • Class Libraries And Packages
  • The Import Declaration
  • The Random Class
  • Invoking Class Methods
  • The Math Class
  • The Keyboard Class
  • Formatting Output
  • The Numberformat Class
  • The Decimalformat Class
  • Introduction To Applets
  • Executing Applets Using The Web
  • Drawing Shapes
  • The Graphics Class
  • The Color Class
  • 3 Program Statements
  • Program Development
  • Control Flow
  • The If Statement
  • Equality And Relational Operators
  • The If-Else Statement
  • Using Block Statements
  • Nested If Statements
  • The Switch Statement
  • Boolean Expressions Revisited
  • Logical Operators
  • Comparing Characters And Strings
  • Comparing Floats
  • More Operators
  • Increment And Decrement Operators
  • Assignment Operators
  • The Conditional Operator
  • The While Statement
  • Infinite Loops
  • Nested Loops
  • The Stringtokenizer Class
  • Other Loop Controls
  • The Do Statement
  • The For Statement
  • Comparing Loops
  • Program Development Revisited
  • Drawing Using Conditionals And Loops
  • 4 Writing Classes
  • Objects Revisited
  • Classes
  • Anatomy Of A Class
  • Instance Data
  • Uml Diagrams
  • Encapsulation And Visibility Modifiers
  • Anatomy Of A Method
  • The Return Statement
  • Parameters
  • Constructors
  • Local Data
  • Method Overloading
  • Method Decomposition
  • Object Relationships
  • Association
  • Association Between Objects Of The Same Class
  • Aggregation244
  • Applet Methods
  • Graphical Objects
  • 5 Enhancing Classes
  • References Revisited
  • The Null Reference
  • The This Reference
  • Aliases
  • Garbage Collection
  • Passing Objects As Parameters
  • The Static Modifier
  • Static Variables
  • Static Methods
  • Wrapper Classes
  • Keyboard Input Revisited
  • Nested Classes
  • Inner Classes
  • Interfaces
  • The Comparable Interface
  • The Iterator Interface
  • Dialog Boxes
  • Graphical User Interfaces
  • Essential Gui Elements
  • Creating Guis
  • Gui Applications
  • Vents And Listeners
  • Events
  • Listener Interfaces
  • Animations
  • The Timer Class
  • Chapter
  • Arrays And Vectors
  • Arrays
  • Array Indexing
  • Declaring And Using Arrays
  • Alternate Array Syntax
  • Initializer Lists
  • Arrays As Parameters
  • Arrays Of Objects
  • Arrays Of String Objects
  • Command-Line Arguments
  • Filing Arrays Of Objects
  • Sorting
  • Selection Sort
  • Insertion Sort
  • Sorting An Array Of Objects
  • Comparing Sorts
  • Two-Dimensional Arrays
  • Multidimensional Arrays
  • The Arraylist Class
  • Arraylist Efficiency
  • Polygons And Polylines
  • The Polygon Class
  • Other Button Components
  • Check Boxes
  • Radio Buttons
  • 7 Inheritance
  • Creating Subclasses
  • Derived Classes
  • The Protected Modifier
  • The Super Reference
  • Multiple Inheritance
  • Overriding Methods
  • Shadowing Variables
  • Class Hierarchies
  • The Object Class
  • Abstract Classes
  • Indirect Use Of Noninherited Members
  • Polymorphism
  • References And Class Hierarchies
  • Polymorphism Via Inheritance
  • Interfaces Revisited
  • Interface Hierarchies
  • Polymorphism Via Inheritance
  • Inheritance And Guis
  • Applets Revisited
  • The Component Class Hierarchy
  • Mouse Events
  • Extending Event Adapter Classes
  • 8 Exceptions And Input/Output Streams
  • Exceptions
  • Exception Messages
  • The Try Statement
  • The Finally Clause
  • Exception Propagation
  • The Exception Class Hierarchy
  • Checked And Unchecked Exceptions
  • Input/Output Streams
  • Character Streams Versus Byte Streams
  • Data Streams Versus Processing Streams
  • The Ioexception Class
  • Standard I/O
  • The Keyboard Class Revisited
  • Text Files
  • Reading Text Files
  • Writing Text Files
  • Object Serialization
  • The Transient Modifier
  • Files And Guis
  • File Choosers
  • Color Choosers
  • Image Icons
  • Key Events
  • Animations
  • The Timer Class
  • 9 Graphical User Interfaces
  • Preliminaries
  • Gui Review
  • Gui Design
  • Layout Managers
  • Flow Layout
  • Border Layout
  • Grid Layout
  • Box Layout
  • Containers
  • Graphics In Applications
  • Components
  • Labels And Image Icons
  • Buttons
  • Combo Boxes
  • Layout Managers
  • Flow Layout
  • Border Layout
  • Box Layout
  • Special Features
  • Gui Design
  • 10 Software Engineering
  • Software Development Models
  • Software Life Cycle
  • Development Process Models
  • Iterative Processes
  • Prototypes
  • Throw-Away Prototypes
  • Testing
  • Walkthroughs
  • Defect Testing
  • Evolutionary Development
  • Establish Refinement Scope
  • Identifying Classes And Objects
  • Identifying Relationships
  • Detailed Design
  • Implementation
  • Unit And Integration Testing
  • The Paintbox Project
  • 11 Recursion
  • Recursive Thinking
  • Infinite Recursion
  • Recursion In Math
  • Recursive Programming
  • Recursion Vs. Iteration
  • Direct Vs. Indirect Recursion
  • Using Recursion
  • Traversing A Maze
  • The Towers Of Hanoi
  • Recursion In Graphics
  • Mirrored Pictures
  • Fractals
  • 12 Data Structures
  • Collections
  • Separating Interface From Implementation
  • Implementing Data Structures
  • Dynamic Structures
  • A Dynamically Linked List
  • Other Dynamic List Implementations
  • Classic Data Structures
  • Queues
  • Stacks
  • Example: Message Decoding
  • Collection Classes
  • Appendix A Glossary
  • Appendix B Number Systems
  • Appendix C The Unicode Character Set
  • Appendix D Java Operators
  • Appendix E Java Bitwise Operators
  • Appendix F Java Modifiers
  • Appendix G Java Coding Guidelines
  • Appendix H Review Checklist
  • Appendix I Comparing Java To C++
  • Appendix J An Html Tutorial
  • Appendix K Java Exceptions And Errors
  • Appendix L Java Syntax
  • Appendix M The Java Class Library
  • Index

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