Computing with Java: Programs, Objects, and Graphics - Softcover

Gittleman, Art

 
9781576760239: Computing with Java: Programs, Objects, and Graphics

Synopsis

Book by Gittleman, Art

"synopsis" may belong to another edition of this title.

From the Publisher

What's new?
1. Swing is used for graphical output and input...right from the start. No more need for make-believe i/o classes
2. Inheritance expanded to a whole chapter
3. Coverage of exception handling expanded
4. NEW chapters on Data Structures and on Collections
5. Increased emphasis on program design

What's the same?
1. A wealth of 6 different types of exercises and assignments:
• Critical Thinking Exercises
• Debugging Exercises
• Skill-Builder Exercises
• Programming Exercises
• Program Modification Exercises
• Program design Exercises
2. Code examples are dissected so students can get character-by-character explanations from the book.

Supplements:
A source code disk is included in the book.
Instructor Materials:
• Test Bank by the author
• Complete solutions disk for professors (not just the answer to a programming project, but the actual program which yields the answer).
• Power Point slides.
• The author's supporting web site has errata and additional information for all of Gittleman's Java books.

From the Author

Students beginning their study of computing have much to master. We cannot present it all at once, but have to choose an ordering that facilitates learning. For this second edition I introduce objects and applets early, in Chapter 1 and at the end of Chapters 2 and 3, so students get the flavor of graphical event-driven programming. I do a solid introduction to object-oriented programming using UML in Chapter 5, allowing students a gentle exposure to software engineering in the earlier chapters.

Chapter 6 starts event-driven programming, concentrating on the simpler paint events. The later sections introduce interfaces and the Java event model, used when developing graphical user interfaces in Chapter 7. After a chapter on arrays, I cover inheritance including the deeper object-oriented concepts and more object-oriented design.

I used applets for the user interfaces in Chapter 7 to start event-handling using the simpler interfaces first. In Chapter 10, I show how to close a window and then how to do standalone graphical applications. The chapter concludes with mouse and key events and an extended example. The next chapter covers exception handling and input and output.

The remaining chapters allow for longer courses and provide flexibility to select topics. A chapter on Swing components precedes two chapters on data structures. The first covers recursion, searching and sorting, linked lists, stacks and queues, and the Vector and Hashtable structures provided with the first Java release. The second covers the Collection classes introduced with the Java 2 Platform. The final chapter introduces threads and multimedia, with an introduction to networking.

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