| Java Software Solutions: Foundations of Program Design: International Edition, 6/E |
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John Lewis, Radford University William Loftus, Gestalt, LLC
Publisher: Pearson Higher Education Copyright: 2009 Format: Paper; 832 pp
| ISBN-10: | 0321549341 | | ISBN-13: | 9780321549341 |
Our Price: £44.99 Status: Instock Published: 03 Apr 2008 |
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Description
As the worldwide best seller for introductory programming using the Java™ programming language, Java Software Solutions is the premiere model of text that teaches a foundation of programming techniques to foster well-designed object-oriented software. Heralded for its integration of small and large realistic examples, the authors’ emphasize building solid problem-solving and design skills.
The Sixth Edition introduces improvements that make the text a better teaching and learning tool. Revolutionary Video Notes featuring author John Lewis work in conjunction with the text to visually explain challenging topics and in-text Programming Projects. New vignettes explaining real-world software failures emphasize why good design is important, and novel section-level exercises let students check their comprehension before moving on. |
Table Of Contents
Chapter 1. Introduction Computer Processing Hardware Components Networks The Java Programming Language Program Development Object-Oriented Programming Chapter 2. Data and Expressions Character Strings Variables and Assignments Primitive Data Types Expressions Data Conversion Interactive Programs Graphics Applets Drawing Shapes Chapter 3. Using Classes and Objects Creating Objects The String Class The Random Class The Math Class Formatting Output Enumerated Types Wrapper Classes Components and Containers Nested Panels Images Chapter 4. Writing Classes Classes and Objects Revisited Anatomy of a Class Encapsulation Anatomy of a Method Constructors Revisited Graphical Objects Graphical User Interfaces Buttons Text Fields Chapter 5. Conditionals and Loops Boolean Expressions The if Statement Comparing Data The switch Statement The while Statement Iterators The do Statement The for Statement Drawing with Loops and Conditionals Determining Event Sources Dialog Boxes More Button Components Chapter 6. Object-Oriented Design Software Development Activities Identifying Classes and Objects Static Class Members Class Relationships Interfaces Enumerated Types Revisited Method Design Method Overloading Testing GUI Design Layout Managers Borders Containment Hierarchies Chapter 7. Arrays Array Elements Declaring and Using Arrays Arrays of Objects Command-Line Arguments Variable Length Parameter Lists Two-Dimensional Arrays The ArrayList Class Polygons and Polylines Mouse Events Key Events Chapter 8. Inheritance Creating Subclasses Overriding Methods Class Hierarchies Visibility Designing for Inheritance The Component Class Hierarchy Extending Adaptor Classes The Timer Class Chapter 9. Polymorphism Late Binding Polymorphism via Inheritance Polymorphism via Interfaces Sorting Searching Designing for Polymorphism Event Processing File Choosers Color Choosers Sliders Chapter 10. Exceptions Exception Handling Uncaught Exceptions The try-catch Statement Exception Propagation The Exception Class Hierarchy I/O Exceptions Tool Tips and Mneumonics Combo Boxes Scroll Panes Split Panes Chapter 11. Recursion Recursive Thinking Recursive Programming Using Recursion Recursion in Graphics Chapter 12. Collections Collections and Data Structures Dynamic Representations Linear Data Structures Non-Linear Data Structures The Java Collections API Appendices Appendix A Glossary Appendix B Number Systems Appendix C The Unicode Character Set Appendix D Java Operators Appendix E Java Modifiers Appendix F Java Coding Guidelines Appendix G Java Applets Appendix H Regular Expressions Appendix I JavaDoc Documentation Generator Appendix J The PaintBox Project Appendix K GUI Events Appendix L Java Syntax Appendix M The Java Class Library Index |
Features
- Hallmark features of the Lewis series
- Introduces a software methodology early and revisits it throughout to ensure that students build sound program-development skills
- Includes numerous programming examples, both small and large, that include the program output, sample run, or screenshot display
- Provides a wealth of end-of-chapter programming projects, varying in difficulty level, so students can practice their design skills and implementation of Java™ programs
- Cornerstones of the text
- A measured approach to objects first teaches students to use objects before learning to write them. Classes–both using and writing classes–are covered in Chapters 3 and 4 before arrays are addressed in Chapter 7.
- Sound programming practices teach students how to write good software, not just how to program. Through examples and discussions, students learn how to solve problems and implement solutions using foundational software-engineering techniques.
- Fully implemented examples demonstrate specific concepts. Because students learn best through examples, small, readily understandable examples are intertwined with larger, more realistic ones.
- Graphics and GUIs are excellent examples of object orientation—and excellent motivators for students. An optional Graphics Track section covers graphics and GUIs at the end of each chapter, allowing for flexibility of coverage.
- Chapter features
- Each chapter begins with a list of Chapter Objectives and a short introduction to the chapter topics to orient students.
- Key Concepts highlight fundamental ideas and important guidelines throughout the chapter and are summarized in the end-of-chapter material.
- All programming examples are presented in clearly labeled listings. The code is colored to visually distinguish comments and reserved words, and followed by the program output, a sample run, or a screenshot where appropriate.
- Syntactic elements of the Java language are discussed in special highlighted syntax diagram sections. Diagrams clearly identify the valid forms for a statement or construct. Syntax diagrams for the entire Java language are presented in Appendix L.
- Review materials
- The Key Concepts presented throughout the chapter are summarized at the end.
- Short-answer Self-Review Questions review fundamental ideas and terms. Answers are provided at the end of the problem sets.
- Probing Exercises require computations and/or the analysis or writing of code fragments. While they may deal with code, these exercises generally do not require any online activity.
- Programming Projects require the design and implementation of Java programs. They vary in level of difficulty, and all are available within MyCodeMate.
- A Student Resource CD-ROM, packaged with every new text, includes source code, JDK 6.0, jGrasp™ IDE, NetBeans™ IDE, TextPad®, DrJava, and Eclipse™.
- MyCodeMate provides a wide range of tools that students can use to help them learn programming concepts, prepare for tests, and earn better grades. A complimentary subscription is offered when an access code is packaged with a new copy of Java Software Solutions. Subscriptions may also be purchased online. Visit MyCodeMate for more information.
- The Lewis series
- Programming with Alice and Java, the newest book in the Lewis series, uses Alice to teach object-oriented programming concepts in a fun and understandable manner, and then uses a game-like application called ThunkIt to springboard into Java.
- Java Foundations is the comprehensive resource for a multi-term introduction to programming course sequence that includes coverage of data structures.
- Java Software Structures, Second Edition, is ideal for a CS2 / Data Structures course, and embraces the enhancements of Java 5.0, where all structures and collections are based on generics.
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New To This Edition
- NEW! Video Notes, created by author John Lewis, provide extra examples and demonstrate how to solve problems. Icons throughout the text— two to three per chapter— and a complete index of the videos on the inside covers indicate where a Video Note accompanies a particular chapter topic or an end-of-chapter Programming Project. The Video Notes are available to instructors and students on an open-access website. A Video Note sample can be viewed here.
- NEW! Vignettes discussing real-world software failures—interspersed throughout the text—provide context for the skills students are learning and demonstrate why good design is vital. Each vignette provides a narrative of a software failure due to poor design and its consequences, and explains the things that the software designers could have considered to improve the design.
- NEW! Section-level exercises offer students a self-review opportunity before moving on to a new topic. Three to four exercises are placed throughout each chapter to cover main concepts.
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