Description: JAVA PROGRAMMING, Sixth Edition provides the beginning programmer with a guide to developing applications using the Java programming language. Java is popular among professional programmers because it can be used to build visually interesting GUI and Web-based applications. Java also provides an excellent environment for the beginning programmer – students can quickly build useful programs while learning the basics of structured and object-oriented programming techniques. Product Benefits: - NEW! An additional chapter on arrays is included. In this edition array coverage has been split into two chapters, providing a gentler introduction to this important and sometimes difficult topic, giving more options for instructors in how much to cover, and allowing additional array exercises and examples.
- NEW! The book has been updated to reflect new features in Java 7, the latest version of the programming language.
- NEW! CourseMate that includes an interactive eBook, which allows you to take notes, highlight, bookmark, search the text, and use in-context glossary definitions and interactive teaching and learning tools including: quizzes, flashcards, videos and more.
- Uses clear language and easy-to-understand business examples for comprehensive coverage of Java and object-oriented programming techniques.
- Builds applications from the bottom up, facilitating a deeper understanding of concepts used in object-oriented programming.
- "Two Truths and a Lie" quizzes reinforce material covered in each chapter section.
- "You Do It" sections contain step-by-step exercises to illustrate concepts just learned, reinforcing the student's understanding and promoting concept retention.
- Don't Do It tips explain common errors made by beginners and help the student have a successful programming experience.
- Debugging Exercises help students see how others approach a problem, discover what kinds of errors might be made, and help students gain expertise in programming logic and syntax.
- "Game Zone" exercises provide appealing gaming programming experiences while reinforcing learning objectives.
Table of Contents: 1. Creating Your First Java Classes. 2. Using Data. 3. Using Methods, Classes and Objects. 4. More Object Concepts. 5. Making Decisions. 6. Looping. 7. Characters, Strings and the StringBuilder. 8. Introduction to Arrays. 9. Advanced Array Concepts. 10. Introduction to Inheritance. 11. Advanced Inheritance Concepts. 12. Exception Handling. 13. File Input and Output. 14. Introduction to Swing Components. 15. Advanced GUI Topics. 16. Graphics. 17. Applets, Images, and Sound. Appendices. A: Working with the Java Platform. B: Learning about ASCII and Unicode. C: Formatting Output. D: Generating Random Numbers. E: Javadoc. |