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از ساعت 7 صبح تا 10 شب
ویرایش: 9
نویسندگان: Cay S. Horstmann
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
در صورت تبدیل فایل کتاب Brief Java: Early Objects به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.
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.
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
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.
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