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دانلود کتاب Brief Java: Early Objects

دانلود کتاب جاوا مختصر: اشیاء اولیه

Brief Java: Early Objects

مشخصات کتاب

Brief Java: Early Objects

ویرایش: 9 
نویسندگان:   
سری:  
ISBN (شابک) : 1119499135, 9781119499138 
ناشر: Wiley 
سال نشر: 2018 
تعداد صفحات: 933 
زبان: English 
فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود) 
حجم فایل: 32 مگابایت 

قیمت کتاب (تومان) : 28,000



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توجه داشته باشید کتاب جاوا مختصر: اشیاء اولیه نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.


توضیحاتی در مورد کتاب جاوا مختصر: اشیاء اولیه

Java Brief: Early Objects, 9th Edition بر اصول یادگیری موثر تمرکز دارد و برای مقدمه دو ترم برنامه نویسی مناسب است. این متن به هیچ تجربه برنامه نویسی قبلی نیاز ندارد و فقط به مقدار کمی جبر دبیرستانی نیاز دارد. اشیاء و کلاس‌های کتابخانه استاندارد در صورت لزوم در بخش‌های اولیه با پوشش طراحی شی‌گرا که از فصل 8 شروع می‌شود، استفاده می‌شوند. این رویکرد تدریجی به دانش‌آموزان اجازه می‌دهد تا از اشیاء در طول مطالعه موضوعات اصلی الگوریتمی استفاده کنند، بدون آموزش عادات بدی که باید رعایت شوند. بعداً یاد نگرفت


توضیحاتی درمورد کتاب به خارجی

Brief Java: Early Objects, 9th Edition focuses on the essentials of effective learning and is suitable for a two-semester introduction to programming sequence. This text requires no prior programming experience and only a modest amount of high school algebra. Objects and classes from the standard library are used where appropriate in early sections with coverage on object-oriented design starting in Chapter 8. This gradual approach allows students to use objects throughout their study of the core algorithmic topics, without teaching bad habits that must be un-learned later.



فهرست مطالب

Cover
Title Page
Copyright
Preface
Contents
Chapter 1 Introduction
	1.1 Computer Programs
	1.2 The Anatomy of a Computer
	1.3 The Java Programming Language
	1.4 Becoming Familiar with Your Programming Environment
	1.5 Analyzing Your First Program
	1.6 Errors
	1.7 Problem Solving: Algorithm Design
		1.7.1 The Algorithm Concept
		1.7.2 An Algorithm for Solving an Investment Problem
		1.7.3 Pseudocode
		1.7.4 From Algorithms to Programs
	Chapter Summary
	Review Exercises
	Practice Exercises
	Programming Projects
Chapter 2 Using Objects
	2.1 Objects and Classes
		2.1.1 Using Objects
		2.1.2 Classes
	2.2 Variables
		2.2.1 Variable Declarations
		2.2.2 Types
		2.2.3 Names
		2.2.4 Comments
		2.2.5 Assignment
	2.3 Calling Methods
		2.3.1 The Public Interface of a Class
		2.3.2 Method Arguments
		2.3.3 Return Values
		2.3.4 Method Declarations
	2.4 Constructing Objects
	2.5 Accessor and Mutator Methods
	2.6 The API Documentation
		2.6.1 Browsing the API Documentation
		2.6.2 Packages
	2.7 Implementing a Test Program
	2.8 Object References
	2.9 Graphical Applications
		2.9.1 Frame Windows
		2.9.2 Drawing on a Component
		2.9.3 Displaying a Component in a Frame
	2.10 Ellipses, Lines, Text, and Color
		2.10.1 Ellipses and Circles
		2.10.2 Lines
		2.10.3 Drawing Text
		2.10.4 Colors
	Chapter Summary
	Review Exercises
	Practice Exercises
	Programming Projects
	Worked Examples
Chapter 3 Implementing Classes
	3.1 Instance Variables and Encapsulation
		3.1.1 Instance Variables
		3.1.2 The Methods of the Counter Class
		3.1.3 Encapsulation
	3.2 Specifying the Public Interface of a Class
		3.2.1 Specifying Methods
		3.2.2 Specifying Constructors
		3.2.3 Using the Public Interface
		3.2.4 Commenting the Public Interface
	3.3 Providing the Class Implementation
		3.3.1 Providing Instance Variables
		3.3.2 Providing Constructors
		3.3.3 Providing Methods
	3.4 Unit Testing
	3.5 Problem Solving: Tracing Objects
	3.6 Local Variables
	3.7 The this Reference
	3.8 Shape Classes
	Chapter Summary
	Review Exercises
	Practice Exercises
	Programming Projects
	Worked Example
Chapter 4 Fundamental Data Types
	4.1 Numbers
		4.1.1 Number Types
		4.1.2 Constants
	4.2 Arithmetic
		4.2.1 Arithmetic Operators
		4.2.2 Increment and Decrement
		4.2.3 Integer Division and Remainder
		4.2.4 Powers and Roots
		4.2.5 Converting Floating-Point Numbers to Integers
	4.3 Input and Output
		4.3.1 Reading Input
		4.3.2 Formatted Output
	4.4 Problem Solving: First Do It By Hand
	4.5 Strings
		4.5.1 The String Type
		4.5.2 Concatenation
		4.5.3 String Input
		4.5.4 Escape Sequences
		4.5.5 Strings and Characters
		4.5.6 Substrings
	Chapter Summary
	Review Exercises
	Practice Exercises
	Programming Projects
	Worked Examples
Chapter 5 Decisions
	5.1 The if Statement
	5.2 Comparing Values
		5.2.1 Relational Operators
		5.2.2 Comparing Floating-Point Numbers
		5.2.3 Comparing Strings
		5.2.4 Comparing Objects
		5.2.5 Testing for null
	5.3 Multiple Alternatives
	5.4 Nested Branches
	5.5 Problem Solving: Flowcharts
	5.6 Problem Solving: Selecting Test Cases
	5.7 Boolean Variables and Operators
	5.8 Application: Input Validation
	Chapter Summary
	Review Exercises
	Practice Exercises
	Programming Projects
	Worked Example
Chapter 6 Loops
	6.1 The while Loop
	6.2 Problem Solving: Hand-Tracing
	6.3 The for Loop
	6.4 The do Loop
	6.5 Application: Processing Sentinel Values
	6.6 Problem Solving: Storyboards
	6.7 Common Loop Algorithms
		6.7.1 Sum and Average Value
		6.7.2 Counting Matches
		6.7.3 Finding the First Match
		6.7.4 Prompting Until a Match is Found
		6.7.5 Maximum and Minimum
		6.7.6 Comparing Adjacent Values
	6.8 Nested Loops
	6.9 Application: Random Numbers and Simulations
		6.9.1 Generating Random Numbers
		6.9.2 The Monte Carlo Method
	6.10 Using a Debugger
	Chapter Summary
	Review Exercises
	Practice Exercises
	Programming Projects
	Worked Examples
Chapter 7 Arrays and Array Lists
	7.1 Arrays
		7.1.1 Declaring and Using Arrays
		7.1.2 Array References
		7.1.3 Using Arrays with Methods
		7.1.4 Partially Filled Arrays
	7.2 The Enhanced for Loop
	7.3 Common Array Algorithms
		7.3.1 Filling
		7.3.2 Sum and Average Value
		7.3.3 Maximum and Minimum
		7.3.4 Element Separators
		7.3.5 Linear Search
		7.3.6 Removing an Element
		7.3.7 Inserting an Element
		7.3.8 Swapping Elements
		7.3.9 Copying Arrays
		7.3.10 Reading Input
	7.4 Problem Solving: Adapting Algorithms
	7.5 Problem Solving: Discovering Algorithms by Manipulating Physical Objects
	7.6 Two-Dimensional Arrays
		7.6.1 Declaring Two-Dimensional Arrays
		7.6.2 Accessing Elements
		7.6.3 Locating Neighboring Elements
		7.6.4 Accessing Rows and Columns
		7.6.5 Two-Dimensional Array Parameters
	7.7 Array Lists
		7.7.1 Declaring and Using Array Lists
		7.7.2 Using the Enhanced for Loop with Array Lists
		7.7.3 Copying Array Lists
		7.7.4 Wrappers and Auto-boxing
		7.7.5 Using Array Algorithms with Array Lists
		7.7.6 Storing Input Values in an Array List
		7.7.7 Removing Matches
		7.7.8 Choosing Between Array Lists and Arrays
	7.8 Regression Testing
	Chapter Summary
	Review Exercises
	Practice Exercises
	Programming Projects
	Worked Examples
Chapter 8 Designing Classes
	8.1 Discovering Classes
	8.2 Designing Good Methods
		8.2.1 Providing a Cohesive Public Interface
		8.2.2 Minimizing Dependencies
		8.2.3 Separating Accessors and Mutators
		8.2.4 Minimizing Side Effects
	8.3 Problem Solving: Patterns for Object Data
		8.3.1 Keeping a Total
		8.3.2 Counting Events
		8.3.3 Collecting Values
		8.3.4 Managing Properties of an Object
		8.3.5 Modeling Objects with Distinct States
		8.3.6 Describing the Position of an Object
	8.4 Static Variables and Methods
	8.5 Problem Solving: Solve a Simpler Problem First
	8.6 Packages
		8.6.1 Organizing Related Classes into Pack ages
		8.6.2 Importing Packages
		8.6.3 Package Names
		8.6.4 Packages and Source Files
	8.7 Unit Test Frameworks
	Chapter Summary
	Review Exercises
	Practice Exercises
	Programming Projects
Chapter 9 Inheritance
	9.1 Inheritance Hierarchies
	9.2 Implementing Subclasses
	9.3 Overriding Methods
	9.4 Polymorphism
	9.5 Object: The Cosmic Superclass
		9.5.1 Overriding the toString Method
		9.5.2 The equals Method
		9.5.3 The instanceof Operator
	Chapter Summary
	Review Exercises
	Practice Exercises
	Programming Projects
	Worked Example
Chapter 10 Interfaces
	10.1 Using Interfaces for Algorithm Reuse
		10.1.1 Discovering an Interface Type
		10.1.2 Declaring an Interface Type
		10.1.3 Implementing an Interface Type
		10.1.4 Comparing Interfaces and Inheritance
	10.2 Working with Interface Types
		10.2.1 Converting from Classes to Interfaces
		10.2.2 Invoking Methods on Interface Variables
		10.2.3 Casting from Interfaces to Classes
	10.3 The Comparable Interface
	10.4 Using Interfaces for Callbacks
	10.5 Inner Classes
	10.6 Mock Objects
	10.7 Event Handling
		10.7.1 Listening to Events
		10.7.2 Using Inner Classes for Listeners
	10.8 Building Applications with Buttons
	10.9 Processing Timer Events
	10.10 Mouse Events
	Chapter Summary
	Review Exercises
	Practice Exercises
	Programming Projects
	Worked Example
Chapter 11 Input/Output and Exception Handling
	11.1 Reading and Writing Text Files
	11.2 Text Input and Output
		11.2.1 Reading Words
		11.2.2 Reading Characters
		11.2.3 Classifying Characters
		11.2.4 Reading Lines
		11.2.5 Scanning a String
		11.2.6 Converting Strings to Numbers
		11.2.7 Avoiding Errors When Reading Numbers
		11.2.8 Mixing Number, Word, and Line Input
		11.2.9 Formatting Output
	11.3 Command Line Arguments
	11.4 Exception Handling
		11.4.1 Throwing Exceptions
		11.4.2 Catching Exceptions
		11.4.3 Checked Exceptions
		11.4.4 Closing Resources
		11.4.5 Designing Your Own Exception Types
	11.5 Application: Handling Input Errors
	Chapter Summary
	Review Exercises
	Practice Exercises
	Programming Projects
	Worked Example
Chapter 12 Object-Oriented Design
	12.1 Classes and Their Responsibilities
		12.1.1 Discovering Classes
		12.1.2 The CRC Card Method
	12.2 Relationships Between Classes
		12.2.1 Dependency
		12.2.2 Aggregation
		12.2.3 Inheritance
	12.3 Application: Printing an Invoice
		12.3.1 Requirements
		12.3.2 CRC Cards
		12.3.3 UML Diagrams
		12.3.4 Method Documentation
		12.3.5 Implementation
	Chapter Summary
	Review Exercises
	Practice Exercises
	Programming Projects
	Worked Example
Chapter 13 Recursion
	13.1 Triangle Numbers
	13.2 Recursive Helper Methods
	13.3 The Efficiency of Recursion
	13.4 Permutations
	13.5 Mutual Recursion
	13.6 Backtracking
	Chapter Summary
	Review Exercises
	Practice Exercises
	Programming Projects
	Worked Examples
Chapter 14 Sorting and Searching
	14.1 Selection Sort
	14.2 Profiling the Selection Sort Algorithm
	14.3 Analyzing the Performance of the Selection Sort Algorithm
	14.4 Merge Sort
	14.5 Analyzing the Merge Sort Algorithm
	14.6 Searching
		14.6.1 Linear Search
		14.6.2 Binary Search
	14.7 Problem Solving: Estimating the Running Time of an Algorithm
		14.7.1 Linear Time
		14.7.2 Quadratic Time
		14.7.3 The Triangle Pattern
		14.7.4 Logarithmic Time
	14.8 Sorting and Searching in the Java Library
		14.8.1 Sorting
		14.8.2 Binary Search
		14.8.3 Comparing Objects
	Chapter Summary
	Review Exercises
	Practice Exercises
	Programming Projects
	Worked Example
Chapter 15 The Java Collections Framework
	15.1 An Overview of the Collections Framework
	15.2 Linked Lists
		15.2.1 The Structure of Linked Lists
		15.2.2 The LinkedList Class of the Java Collections Framework
		15.2.3 List Iterators
	15.3 Sets
		15.3.1 Choosing a Set Implementation
		15.3.2 Working with Sets
	15.4 Maps
	15.5 Stacks, Queues, and Priority Queues
		15.5.1 Stacks
		15.5.2 Queues
		15.5.3 Priority Queues
	15.6 Stack and Queue Applications
		15.6.1 Balancing Parentheses
		15.6.2 Evaluating Reverse Polish Expressions
		15.6.3 Evaluating Algebraic Expressions
		15.6.4 Backtracking
	Chapter Summary
	Review Exercises
	Practice Exercises
	Programming Projects
	Worked Examples
Appendix A The Basic Latin and Latin-1 Subsets of Unicode
Appendix B Java Operator Summary
Appendix C Java Reserved Word Summary
Appendix D The Java Library
Appendix E Java Language Coding Guidelines
Appendix F Tool Summary
Appendix G Number Systems
Appendix H UML Summary
Appendix I Java Syntax Summary
Appendix J HTML Summary
Glossary
Index
Credits
Quick Reference
End User License Agreement




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