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Table Of Contents

1.3 The Java Virtual Machine
1.6 The Modern User Interface
1.7 The Internet and Beyond
Quiz on Chapter 1
Names and Things
2.1 The Basic Java Application
2.2.1 Variables
2.2.2 Types and Literals
2.2.3 Variables in Programs
2.3.1 Built-in Subroutines and Functions
2.3.2 Operations on Strings
2.3.3 Introduction to Enums
2.4 Text Input and Output
2.4.1 A First Text Input Example
2.4.2 Text Output
2.4.3 TextIO Input Functions
2.4.4 Formatted Output
2.4.5 Introduction to File I/O
2.4.6 Using Scanner for Input
2.5 Details of Expressions
2.5.1 Arithmetic Operators
2.5.2 Increment and Decrement
2.5.3 Relational Operators
2.5.4 Boolean Operators
2.5.5 Conditional Operator
2.5.6 Assignment Operators and Type-Casts
2.5.7 Type Conversion of Strings
2.5.8 Precedence Rules
2.6 Programming Environments
2.6.1 Java Development Kit
2.6.2 Command Line Environment
2.6.3 IDEs and Eclipse
2.6.4 The Problem of Packages
Exercises for Chapter 2
Quiz on Chapter 2
Control
3.1 Blocks, Loops, and Branches
3.1.1 Blocks
3.1.2 The Basic While Loop
3.1.3 The Basic If Statement
3.2 Algorithm Development
3.2.1 Pseudocode and Stepwise Refinement
3.2.2 The 3N+1 Problem
3.2.3 Coding, Testing, Debugging
3.3.1 The while Statement
3.3.2 The do..while Statement
3.3.3 break and continue
3.4 The for Statement
3.4.1 For Loops
3.4.2 Example: Counting Divisors
3.4.3 Nested for Loops
3.4.4 Enums and for-each Loops
3.5 The if Statement
3.5.1 The Dangling else Problem
3.5.2 The if...else if Construction
3.5.3 If Statement Examples
3.5.4 The Empty Statement
3.6 The switch Statement
3.6.1 The Basic switch Statement
3.6.2 Menus and switch Statements
3.6.3 Enums in switch Statements
3.6.4 Definite Assignment
3.7.1 Exceptions
3.7.2 try..catch
3.7.3 Exceptions in TextIO
Exercises for Chapter 3
Quiz on Chapter 3
Subroutines
4.1 Black Boxes
4.2. STATIC SUBROUTINES AND VARIABLES 121
4.2 Static Subroutines and Static Variables
4.2.1 Subroutine Definitions
4.2.2 Calling Subroutines
4.2.3 Subroutines in Programs
4.2.4 Member Variables
4.3 Parameters
4.3.1 Using Parameters
4.3.2 Formal and Actual Parameters
4.3.3 Overloading
4.3.4 Subroutine Examples
4.3.5 Throwing Exceptions
4.3.6 Global and Local Variables
4.4 Return Values
4.4.1 The return statement
4.4.2 Function Examples
4.4.3 3N+1 Revisited
4.5 APIs, Packages, and Javadoc
4.5.1 Toolboxes
4.5.2 Java’s Standard Packages
4.5.3 Using Classes from Packages
4.5.4 Javadoc
4.6 More on Program Design
4.6.1 Preconditions and Postconditions
4.6.2 A Design Example
4.6.3 The Program
4.7 The Truth About Declarations
4.7.1 Initialization in Declarations
4.7.2 Named Constants
4.7.3 Naming and Scope Rules
Exercises for Chapter 4
Quiz on Chapter 4
Objects and Classes
5.1.1 Objects, Classes, and Instances
5.1.2 Fundamentals of Objects
5.1.3 Getters and Setters
5.2. CONSTRUCTORS AND OBJECT INITIALIZATION 177
5.2 Constructors and Object Initialization
5.2.1 Initializing Instance Variables
5.2.2 Constructors
5.2.3 Garbage Collection
5.3 Programming with Objects
5.3.1 Some Built-in Classes
5.3.2 Wrapper Classes and Autoboxing
5.3.3 The class “Object”
5.3.4 Object-oriented Analysis and Design
5.4 Programming Example: Card, Hand, Deck
5.4.1 Designing the classes
5.4.2 The Card Class
5.4.3 Example: A Simple Card Game
5.5.1 Extending Existing Classes
5.5.2 Inheritance and Class Hierarchy
5.5.3 Example: Vehicles
5.5.4 Polymorphism
5.5.5 Abstract Classes
5.6 this and super
5.6.1 The Special Variable this
5.6.2 The Special Variable super
5.6.3 Constructors in Subclasses
5.7 Interfaces, Nested Classes, and Other Details
5.7.1 Interfaces
5.7.2 Nested Classes
5.7.3 Anonymous Inner Classes
5.7.4 Mixing Static and Non-static
5.7.5 Static Import
5.7.6 Enums as Classes
Exercises for Chapter 5
Quiz on Chapter 5
Introduction to GUI Programming
6.1 The Basic GUI Application
6.1.1 JFrame and JPanel
6.1.2 Components and Layout
6.1.3 Events and Listeners
6.2 Applets and HTML
6.2.1 JApplet
6.2.2 Reusing Your JPanels
6.2.3 Basic HTML
6.2.4 Applets on Web Pages
6.3 Graphics and Painting
6.3.1 Coordinates
6.3.2 Colors
6.3.3 Fonts
6.3.4 Shapes
6.3.5 Graphics2D
6.3.6 An Example
6.4 Mouse Events
6.4.1 Event Handling
6.4.2 MouseEvent and MouseListener
6.4.3 Mouse Coordinates
6.4.4 MouseMotionListeners and Dragging
6.5 Timers, KeyEvents, and State Machines
6.5.1 Timers and Animation
6.5.2 Keyboard Events
6.5.3 Focus Events
6.5.4 State Machines
6.6 Basic Components
6.6.1 JButton
6.6.2 JLabel
6.6.3 JCheckBox
6.6.4 JTextField and JTextArea
6.6.5 JComboBox
6.6.6 JSlider
6.7 Basic Layout
6.7.1 Basic Layout Managers
6.7.2 Borders
6.7.3 SliderAndComboBoxDemo
6.7.4 A Simple Calculator
6.7.5 Using a null Layout
6.7.6 A Little Card Game
6.8 Menus and Dialogs
6.8.1 Menus and Menubars
7.1 Creating and Using Arrays
7.1.1 Arrays
7.1.2 Using Arrays
7.1.3 Array Initialization
7.2 Programming With Arrays
7.2.1 Arrays and for Loops
7.3.2 Dynamic Arrays
7.3.3 ArrrayLists
7.3.4 Parameterized Types
7.3.5 Vectors
7.4 Searching and Sorting
7.4.1 Searching
7.4.2 Association Lists
7.4.3 Insertion Sort
7.5.3 Example: Checkers
Exercises for Chapter 7
Quiz on Chapter 7
Correctness, Robustness, Efficiency
8.1 Introduction to Correctness and Robustness
8.1.1 Horror Stories
8.1.2 Java to the Rescue
8.1.3 Problems Remain in Java
8.2 Writing Correct Programs
8.2.1 Provably Correct Programs
8.2.2 Robust Handling of Input
8.3 Exceptions and try..catch
8.3.1 Exceptions and Exception Classes
8.3.2 The try Statement
8.3.3 Throwing Exceptions
8.3.4 Mandatory Exception Handling
8.3.5 Programming with Exceptions
8.4 Assertions and Annotations
8.4.1 Assertions
8.4.2 Annotations
8.5 Analysis of Algorithms
Exercises for Chapter 8
Quiz on Chapter 8
9.1 Recursion
9.1.1 Recursive Binary Search
9.1.2 Towers of Hanoi
9.1.3 A Recursive Sorting Algorithm
9.1.4 Blob Counting
9.2 Linked Data Structures
9.2.1 Recursive Linking
9.2.2 Linked Lists
9.2.3 Basic Linked List Processing
9.2.4 Inserting into a Linked List
9.2.5 Deleting from a Linked List
9.3 Stacks, Queues, and ADTs
9.3.1 Stacks
9.3.2 Queues
9.3.3 Postfix Expressions
9.4 Binary Trees
9.4.1 Tree Traversal
9.4.2 Binary Sort Trees
9.4.3 Expression Trees
9.5 A Simple Recursive Descent Parser
9.5.1 Backus-Naur Form
9.5.2 Recursive Descent Parsing
9.5.3 Building an Expression Tree
Exercises for Chapter 9
Quiz on Chapter 9
10.1 Generic Programming
10.1.1 Generic Programming in Smalltalk
10.1.2 Generic Programming in C++
10.1.3 Generic Programming in Java
10.1.4 The Java Collection Framework
10.1.5 Iterators and for-each Loops
10.1.6 Equality and Comparison
10.1.7 Generics and Wrapper Classes
10.2 Lists and Sets
10.2.1 ArrayList and LinkedList
10.2.2 Sorting
10.2.3 TreeSet and HashSet
10.2.4 EnumSet
10.3 Maps
10.3.1 The Map Interface
10.3.2 Views, SubSets, and SubMaps
10.3.3 Hash Tables and Hash Codes
10.4. PROGRAMMING WITH THE JAVA COLLECTION FRAMEWORK 503
10.4 Programming with the Java Collection Framework
10.4.1 Symbol Tables
10.4.2 Sets Inside a Map
10.4.3 Using a Comparator
10.4.4 Word Counting
10.5 Writing Generic Classes and Methods
10.5.1 Simple Generic Classes
10.5.2 Simple Generic Methods
10.5.3 Type Wildcards
10.5.4 Bounded Types
Exercises for Chapter 10
Quiz on Chapter 10
Streams, Files, and Networking
11.1 Streams, Readers, and Writers
11.1.1 Character and Byte Streams
11.1.2 PrintWriter
11.1.3 Data Streams
11.1.4 Reading Text
11.1.5 The Scanner Class
11.1.6 Serialized Object I/O
11.2 Files
11.2.1 Reading and Writing Files
11.2.2 Files and Directories
11.2.3 File Dialog Boxes
11.3 Programming With Files
11.3.1 Copying a File
11.3.2 Persistent Data
11.3.3 Files in GUI Programs
11.3.4 Storing Objects in Files
11.4 Networking
11.4.1 URLs and URLConnections
11.4.2 TCP/IP and Client/Server
11.4.3 Sockets in Java
11.4.4 A Trivial Client/Server
11.4.5 A Simple Network Chat
11.5 A Brief Introduction to XML
11.5.1 Basic XML Syntax
11.5.2 XMLEncoder and XMLDecoder
11.5.3 Working With the DOM
Exercises for Chapter 11
Quiz on Chapter 11
Threads and Multiprocessing
12.1 Introduction to Threads
12.1.1 Creating and Running Threads
12.1.2 Operations on Threads
12.1.3 Mutual Exclusion with “synchronized”
12.1.4 Volatile Variables
12.2 Programming with Threads
12.2.1 Threads Versus Timers
12.2.2 Recursion in a Thread
12.2.3 Threads for Background Computation
12.2.4 Threads for Multiprocessing
12.3 Threads and Parallel Processing
12.3.1 Problem Decompostion
12.3.2 Thread Pools and Task Queues
12.3.3 Producer/Consumer and Blocking Queues
12.3.4 Wait and Notify
12.4 Threads and Networking
12.4.1 The Blocking I/O Problem
12.4.2 An Asynchronous Network Chat Program
12.4.3 A Threaded Network Server
12.4.4 Using a Thread Pool
12.4.5 Distributed Computing
12.5 Network Programming Example:
12.5.1 The Netgame Framework
12.5.2 A Simple Chat Room
12.5.3 A Networked TicTacToe Game
12.5.4 A Networked Poker Game
Exercises for Chapter 12
Quiz on Chapter 12
Advanced GUI Programming
13.1 Images and Resources
13.1.1 Images and BufferedImages
13.2.1 Measuring Text
13.2.2 Transparency
13.2.3 Antialiasing
13.2.4 Strokes and Paints
13.2.5 Transforms
13.3 Actions and Buttons
13.3.1 Action and AbstractAction
13.3.2 Icons on Buttons
13.3.3 Radio Buttons
13.3.4 Toolbars
13.3.5 Keyboard Accelerators
13.3.6 HTML on Buttons
13.4 Complex Components and MVC
13.4.1 Model-View-Controller
13.4.2 Lists and ListModels
13.4.3 Tables and TableModels
13.4.4 Documents and Editors
13.4.5 Custom Components
13.5 Finishing Touches
13.5.1 The Mandelbrot Set
13.5.2 Design of the Program
13.5.3 Internationalization
13.5.5 Custom Dialogs
13.5.6 Preferences
Exercises for Chapter 13
Quiz on Chapter 13
Appendix: Source Files
Glossary
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Java Notes 6

Java Notes 6

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Published by: Misti2011 on Jul 15, 2011
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