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The art & science of Java : an introduction to computer science

Author: Eric S Roberts
Publisher: Bsoton, Mass : Addison-Wesley, 2008.
Edition/Format:   Print book : EnglishView all editions and formats

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Document Type: Book
All Authors / Contributors: Eric S Roberts
ISBN: 9780321486127 0321486129
OCLC Number: 636627742
Description: 587 p.
Contents: <B>Chapter 1. Introduction</B><BR>1.1 A Brief History of Computing<BR>1.2 What Is Computer Science?<BR>1.3 A Brief Tour of Computer Hardware<BR>1.4 Algorithms<BR>1.5 Stages in the Programming Process<BR>1.6 Java and the Object-Oriented Paradigm<BR>1.7 Java and the World Wide Web<BR><BR><B>Chapter 2. Programming by Example</B><BR>2.1 The â Hello Worldâ Program<BR>2.2 Perspectives on the Programming Process<BR>2.3 A Program to Add Two Numbers<BR>2.4 Programming Idioms and Patterns<BR>2.5 Classes and Objects<BR>2.6 Graphical Programs<BR><BR><B>Chapter 3. Expressions</B><BR>3.1 Primitive Data Types<BR>3.2 Constants and Variables<BR>3.3 Operators and Operands<BR>3.4 Assignment Statements<BR>3.5 Boolean Expressions<BR>3.6 Designing for Change<BR><BR><B>Chapter 4. Statement Forms</B><BR>4.1 Statement Types in Java<BR>4.2 Control Statements and Problem Solving<BR>4.3 The if Statement<BR>4.4 The switch Statement<BR>4.5 The while Statement<BR>4.6 The for Statement<BR><BR><B>Chapter 5. Methods</B><BR>5.1 A Quick Overview of Methods<BR>5.2 Writing Your Own Methods<BR>5.3 Mechanics of the Method-Calling Process<BR>5.4 Decomposition<BR>5.5 Algorithmic Methods<BR><BR><B>Chapter 6. Objects and Classes</B><BR>6.1 Using the RandomGenerator Class<BR>6.2 The javadoc Documentation System<BR>6.3 Defining Your Own Classes<BR>6.4 Representing Student Information<BR>6.5 Rational Numbers<BR>6.6 Extending Existing Classes<BR><BR><B>Chapter 7. Objects and Memory</B><BR>7.1 The Structure of Memory<BR>7.2 The Allocation of Memory to Variables<BR>7.3 Primitive Types versus Objects<BR>7.4 Linking Objects Together<BR><BR><B>Chapter 8. Strings and Characters</B><BR>8.1 The Principle of Enumeration<BR>8.2 Characters<BR>8.3 Strings as an Abstract Idea<BR>8.4 Using the Methods in the String Class<BR>8.5 A Case Study in String Processing<BR><BR><B>Chapter 9. Object-Oriented Graphics</B><BR>9.1 The Model<BR>9.2 Structure of the Package<BR>9.3 Using the Shape Classes<BR>9.4 Creating Compound Objects<BR><BR><B>Chapter 10. Event-Driven Programs</B><BR>10.1 The Java Event Model<BR>10.2 A Simple Event-Driven Program<BR>10.3 Responding to Mouse Events<BR>10.4 Responding to Keyboard Events<BR>10.5 Creating a Simple GUI<BR>10.6 The Swing Interactor Hierarchy<BR>10.7 Managing Component Layout<BR>10.8 Using the TableLayout Class<BR><BR><B>Chapter 11. Arrays and ArrayLists</B><BR>11.1 Introduction to Arrays<BR>11.2 Internal Representation of Arrays<BR>11.3 Passing Arrays as Parameters<BR>11.4 Using Arrays for Tabulation<BR>11.5 Initialization of Arrays<BR>11.6 Multidimensional Arrays<BR>11.7 Image Processing<BR>11.8 The ArrayList Class<BR><BR><B>Chapter 12. Searching and Sorting</B><BR>12.1 Searching<BR>12.2 Sorting<BR>12.3 Assessing Algorithmic Efficiency<BR>12.4 Using Data Files<BR><BR><B>Chapter 13. Collection Classes</B><BR>13.1 The ArrayList Class Revisited<BR>13.2 The HashMap Class<BR>13.3 The Java Collections Framework<BR>13.4 Principles of Object-Oriented Design<BR><BR><B>Chapter 14. Looking Ahead</B><BR>14.1 Recursion<BR>14.2 Concurrency<BR>14.3 Using the Network<BR>14.4 Programming Patterns<BR>
Responsibility: Eric S. Roberts.


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