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.
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.