Using the Java language, this book introduces the beginning computer science student to the concepts of class, object, and message in the first chapter. This object-oriented approach is used throughout the text, as students learn the fundamentals of object-oriented programming along with the basics of imperative programming. Because Java is an object-oriented language that reflects the acquired wisdom of thirty years of programming language design, the book can effectively focus on programming and the process of class design. Early on, a clear, usable procedure for solving problems by developing classes is presented and then used throughout the text. Java's support for GUI and network programming makes a great setting for diverse programming examples: a calculator, a strategy game, reading the Dow Jones from Yahoo!, a Web surveyor application, scheduling songs for a rock-and-roll radio station, as well as traditional payroll and student GPA computations. Working with these and other examples, students learn to think like a programmer, analyze problems, devise solutions, design classes, and write code.
Features Uses object-oriented concepts from the very beginning--classes, objects, and messages are all introduced in Chapter 1--and develops them throughout. Applies a consistent class design procedure, usable by beginners. Contains graphic user interface (GUI) supplements in each chapter . Provides an early introduction to testing, covering test drivers, debugging, and test case selection. Includes a chapter with three robust applications--a LOGO turtle, a Web surveyor, and Mancala (a strategy game)--which use the text's class design procedure and allow the students to tie the material together.
"synopsis" may belong to another edition of this title.
Java's support for GUI and network programming makes a great setting for diverse programming examples: a calculator, a strategy game, reading the Dow Jones from Yahoo!, a Web surveyor application, scheduling songs for a rock-and-roll radio station, as well as traditional payroll and student GPA computations. Working with these and other examples, students learn to think like a programmer, analyze problems, devise solutions, design classes, and write code.
Features
Uses the necessary features of Java 1.1 while teaching CS1 concepts. Uses object-oriented concepts from the very beginning--classes, objects, and messages are all introduced in Chapter 1--and develops them throughout. Applies a consistent class design procedure, usable by beginners. Contains graphic user interface (GUI) supplements in each chapter. Provides an early introduction to testing, covering test drivers, debugging, and test case selection. Includes a chapter with three robust applications--a LOGO turtle, a Web surveyor, and Mancala (a strategy game)--which use the text's class design procedure and allow the students to tie the material together.
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Paperback. Condition: Very Good. Introduction to Programming: Object-oriented Approach Using Java This book is in very good condition and will be shipped within 24 hours of ordering. The cover may have some limited signs of wear but the pages are clean, intact and the spine remains undamaged. This book has clearly been well maintained and looked after thus far. Money back guarantee if you are not satisfied. See all our books here, order more than 1 book and get discounted shipping. Seller Inventory # 7719-9780201311846
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Condition: Good. [ No Hassle 30 Day Returns ][ Ships Daily ] [ Underlining/Highlighting: NONE ] [ Writing: NONE ] [ Edition: First ] Publisher: Addison-Wesley Pub Date: 2/1/1998 Binding: Paperback Pages: 783 First edition. Seller Inventory # 6894430
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Blanda. Condition: New. Dust Jacket Condition: Nuevo. No Aplica (illustrator). 0. Using the Java language, this book introduces the beginning computer science student to the concepts of class, object, and message in the first chapter. This object-oriented approach is used throughout the text, as students learn the fundamentals of object-oriented programming along with the basics of imperative programming. Because Java is an object-oriented language that reflects the acquired wisdom of thirty years of programming language design, the book can effectively focus on programming and the process of class design. Early on, a clear, usable procedure for solving problems by developing classes is presented and then used throughout the text. Java's support for GUI and network programming makes a great setting for diverse programming examples: a calculator, a strategy game, reading the Dow Jones from Yahoo!, a Web surveyor application, scheduling songs for a rock-and-roll radio station, as well as traditional payroll and student GPA computations. Working with these and other examples, students learn to think like a programmer, analyze problems, devise solutions, design classes, and write code. Features Uses object-oriented concepts from the very beginning--classes, objects, and messages are all introduced in Chapter 1--and develops them throughout. Applies a consistent class design procedure, usable by beginners. Contains graphic user interface (GUI) supplements in each chapter . Provides an early introduction to testing, covering test drivers, debugging, and test case selection. Includes a chapter with three robust applications--a LOGO turtle, a Web surveyor, and Mancala (a strategy game)--which use the text's class design procedure and allow the students to tie the material together. 1185 gr. Libro. Seller Inventory # 9780201311846LEA7420
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