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دانلود کتاب Introduction to Programming with Java: A Problem Solving Approach

دانلود کتاب مقدمه ای بر برنامه نویسی با جاوا: یک رویکرد حل مسئله

Introduction to Programming with Java: A Problem Solving Approach

مشخصات کتاب

Introduction to Programming with Java: A Problem Solving Approach

ویرایش: [3 ed.] 
نویسندگان:   
سری:  
ISBN (شابک) : 1259875768, 9781259875762 
ناشر: McGraw-Hill Education 
سال نشر: 2020 
تعداد صفحات: 1056 
زبان: English 
فرمت فایل : EPUB (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود) 
حجم فایل: 49 Mb 

قیمت کتاب (تومان) : 45,000



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در صورت تبدیل فایل کتاب Introduction to Programming with Java: A Problem Solving Approach 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 مقدمه ای بر برنامه نویسی با جاوا: یک رویکرد حل مسئله 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 مقدمه ای بر برنامه نویسی با جاوا: یک رویکرد حل مسئله

مقدمه ای بر برنامه نویسی با جاوا: یک رویکرد حل مسئله به خواننده می آموزد که چگونه با استفاده از جاوا برنامه بنویسد. این کار را با یک رویکرد منحصر به فرد انجام می دهد که ابتدا اصول اولیه را با اشیاء اولیه ترکیب می کند. این کتاب به آرامی از طریق مجموعه ای از اصول برنامه نویسی رویه ای که با دقت انتخاب شده اند به مبانی شی گرا منتقل می شود. در طول این انتقال اولیه و فراتر از آن، کتاب بر حل مسئله تأکید دارد. به عنوان مثال، فصل 2 به توسعه الگوریتم، فصل 8 به طراحی برنامه اختصاص داده شده است و بخش های حل مسئله در سراسر کتاب ظاهر می شود. ویرایش سوم چندین ویژگی جدید زبان جاوا را معرفی می‌کند، بیشتر بخش‌های رابط کاربری گرافیکی پایان فصل و فصل‌های آخر رابط کاربری گرافیکی از JavaFX استفاده می‌کنند، و تقریباً تمام تمرین‌های پایان فصل جدید هستند.


توضیحاتی درمورد کتاب به خارجی

Introduction to Programming with Java: A Problem Solving Approach teaches the reader how to write programs using Java. It does so with a unique approach that combines fundamentals first with objects early. The book transitions smoothly through a carefully selected set of procedural programming fundamentals to object-oriented fundamentals. During this early transition and beyond, the book emphasizes problem solving. For example, Chapter 2 is devoted to algorithm development, Chapter 8 is devoted to program design, and problem-solving sections appear throughout the book. The third edition introduces several new Java language features, most of the end-of-chapter GUI sections and the final GUI chapters use JavaFX, and almost all end-of-chapter exercises are new.



فهرست مطالب

Cover
Title page
Copyright page
Dedication
About the Authors
Contents
Preface
Project Summary
Chapter 1
Introduction to Computers and Programming
	1.1 Introduction
	1.2 Hardware Terminology
	1.3 Program Development
	1.4 Source Code
	1.5 Compiling Source Code into Object Code
	1.6 Portability
	1.7 Emergence of Java
	1.8 Computer Ethics
	1.9 First Program—Hello World
	1.10 GUI Track: Hello World (Optional)
Chapter 2
Algorithms and Design
	2.1 Introduction
	2.2 Output
	2.3 Variables
	2.4 Operators and Assignment Statements
	2.5 Input
	2.6 Flow of Control and Flowcharts
	2.7 if Statements
	2.8 Loops
	2.9 Loop Termination Techniques
	2.10 Nested Looping
	2.11 Tracing
	2.12 Problem Solving: Other Pseudocode Formats and an Asset Management Example
Chapter 3
Java Basics
	3.1 Introduction
	3.2 “I Have a Dream” Program
	3.3 Comments and Readability
	3.4 The Class Heading
	3.5 The main Method’s Heading
	3.6 Braces
	3.7 System.out.println
	3.8 Compilation and Execution
	3.9 Identifiers
	3.10 Variables
	3.11 Assignment Statements
	3.12 Initialization Statements
	3.13 Numeric Data Types—int, long, float, double
	3.14 Constants
	3.15 Arithmetic Operators
	3.16 Expression Evaluation and Operator Precedence
	3.17 More Operators: Increment, Decrement, and Compound Assignment
	3.18 Tracing
	3.19 Type Casting
	3.20 char Type and Escape Sequences
	3.21 Primitive Variables Versus Reference Variables
	3.22 Strings
	3.23 Input—the Scanner Class
	3.24 Simple File Input for Repetitive Testing During Program Development
	3.25 GUI Track: Input and Output with Dialog Boxes (Optional)
Chapter 4
Control Statements
	4.1 Introduction
	4.2 Conditions and Boolean Values
	4.3 if Statements
	4.4 && Logical Operator
	4.5 | | Logical Operator
	4.6 ! Logical Operator
	4.7 Switching Constructs
	4.8 while Loop
	4.9 do Loop
	4.10 for Loop
	4.11 Solving the Problem of Which Loop to Use
	4.12 Nested Loops
	4.13 boolean Variables
	4.14 Input Validation
	4.15 Problem Solving with Boolean Logic (Optional)
Chapter 5
Using Prebuilt Methods
	5.1 Introduction
	5.2 The API Library
	5.3 Math Class
	5.4 Wrapper Classes for Primitive Types
	5.5 Character Class
	5.6 String Methods
	5.7 Formatted Output with the printf> Method
	5.8 Problem Solving with Random Numbers (Optional)
	5.9 GUI Track: Covering an Image with a Tinted Pane (Optional)
Interlude
	Multiple-Method Programs in a Non-Object-Oriented Environment
	GUI Track: Multiple-Method Program That Uses StackPane and Group to Display Images, Rectangles, Lines, an Oval, and Text (Optional)
Chapter 6
Object-Oriented Programming
	6.1 Introduction
	6.2 Object-Oriented Programming Overview
	6.3 First OOP Class
	6.4 Driver Class
	6.5 Calling Object, this Reference
	6.6 Instance Variables
	6.7 Tracing an OOP Program
	6.8 UML Class Diagrams
	6.9 Local Variables
	6.10 The return Statement
	6.11 Argument Passing
	6.12 Specialized Methods—Accessors, Mutators, and Boolean Methods
	6.13 Problem Solving with Simulation (Optional)
Chapter 7
Object-Oriented Programming— Additional Details
	7.1 Introduction
	7.2 Object Creation—A Detailed Analysis
	7.3 Assigning a Reference
	7.4 Testing Objects for Equality
	7.5 Passing References as Arguments
	7.6 Method-Call Chaining
	7.7 Overloaded Methods
	7.8 Constructors
	7.9 Overloaded Constructors
	7.10 Static Variables
	7.11 Static Methods
	7.12 Named Constants
	7.13 Problem Solving with Multiple Driven Classes
Chapter 8
Software Engineering
	8.1 Introduction
	8.2 Coding-Style Conventions
	8.3 Documentation for Outsiders
	8.4 Helper Methods
	8.5 Encapsulation (with Instance Variables and Local Variables)
	8.6 Recognizing the User’s Point of View
	8.7 Design Philosophy
	8.8 Top-Down Design
	8.9 Bottom-Up Design
	8.10 Case-Based Design
	8.11 Iterative Enhancement
	8.12 Merging the Driver Method into the Driven Class
	8.13 Accessing Instance Variables Without Using this
	8.14 Writing Your Own Utility Class
	8.15 Problem Solving with the API Calendar Class (Optional)
	8.16 GUI Track: Problem Solving with CRC Cards (Optional)
Chapter 9
Arrays
	9.1 Introduction
	9.2 Array Basics
	9.3 Array Declaration and Creation
	9.4 Array length Property and Partially Filled Arrays
	9.5 Copying an Array
	9.6 Problem Solving with Array Case Studies
	9.7 Searching an Array
	9.8 Sorting an Array
	9.9 Two-Dimensional Arrays
	9.10 Arrays of Objects
	9.11 For-Each Loops
Chapter 10
ArrayLists and an Introduction to the Java Collections Framework
	10.1 Introduction
	10.2 The ArrayList Class
	10.3 Storing Primitives in an ArrayList
	10.4 ArrayList Example Using Anonymous Objects and the For-Each Loop
	10.5 ArrayLists Versus Standard Arrays
	10.6 The LinkedList Class
	10.7 The List Interface
	10.8 Problem Solving: How to Compare Method Execution Times
	10.9 Queues, Stacks, and the ArrayDeque Class
	10.10 Overview of the Java Collections Framework
	10.11 Collections Example—Information Flow in a Network of Friends
	10.12 GUI Track: Second Iteration of Problem Solving with CRC Cards (Optional)
Chapter 11
Recursion
	11.1 Introduction
	11.2 Guidelines for Writing a Recursive Method
	11.3 A Recursive Factorial Method
	11.4 Comparison of Recursive and Iterative Solutions
	11.5 Recursive Method Evaluation Practice
	11.6 Binary Search
	11.7 Merge Sort
	11.8 Towers of Hanoi
	11.9 Problem Solving with Performance Analysis
	11.10 GUI Track: Drawing Trees with a Fractal Algorithm (Optional)
Chapter 12
Type Details and Alternative Coding Mechanisms
	12.1 Introduction
	12.2 Integer Types and Floating-Point Types
	12.3 char Type and the ASCII Character Set
	12.4 Type Conversions
	12.5 Prefix/Postfix Modes for Increment/ Decrement Operators
	12.6 Embedded Assignments
	12.7 Conditional Operator Expressions
	12.8 Expression Evaluation Review
	12.9 Short-Circuit Evaluation
	12.10 Empty Statement
	12.11 Using break to Exit from a Loop
	12.12 for Loop Header Details
	12.13 Enumerated Types
	12.14 forEach Method, Lambda Expressions, Method References, and Streams
	12.15 Hexadecimal, Octal, and Binary Numbers
	12.16 GUI Track: Unicode (Optional)
	12.17 Introduction to GridWorld Case Study (Optional)
Chapter 13
Aggregation, Composition, and Inheritance
	13.1 Introduction
	13.2 Composition and Aggregation
	13.3 Inheritance Overview
	13.4 Implementation of a Person/Employee/FullTime Hierarchy
	13.5 Constructors in a Subclass
	13.6 Method Overriding
	13.7 Using the Person/Employee/FullTime Hierarchy
	13.8 The final Access Modifier
	13.9 Using Inheritance with Aggregation and Composition
	13.10 Design Practice with Card Game Example
	13.11 GridWorld Case Study Extensions (Optional)
	13.12 Problem Solving with Association Classes (Optional)
Chapter 14
Inheritance and Polymorphism
	14.1 Introduction
	14.2 The Object Class and Automatic Type Promotion
	14.3 The equals Method
	14.4 The toString Method
	14.5 Polymorphism and Dynamic Binding
	14.6 Assignments When the Two Sides’ Classes Are Different
	14.7 Polymorphism with Arrays
	14.8 abstract Methods and Classes
	14.9 Interfaces
	14.10 The protected Access Modifier
	14.11 GUI Track: Three-Dimensional Graphics (Optional)
Chapter 15
Exception Handling
	15.1 Introduction
	15.2 Overview of Exceptions and Exception Messages
	15.3 Using try and catch Blocks to Handle “Dangerous” Method Calls
	15.4 Line Plot Example
	15.5 try Block Details
	15.6 Two Categories of Exceptions—Checked and Unchecked
	15.7 Unchecked Exceptions
	15.8 Checked Exceptions
	15.9 Generic catch Block with Exception Class
	15.10 Multiple catch Blocks and Multiple Exceptions per Block
	15.11 Understanding Exception Messages
	15.12 Using a throws Clause to Postpone the catch
	15.13 Automatic Cleanup Using Try-With-Resources
	15.14 GUI Track: Line Plot Example Revisited (Optional)
Chapter 16
Files, Buffers, Channels, and Paths
	16.1 Introduction
	16.2 Simple Text-File Example: HTML File Generator
	16.3 A Website Reader
	16.4 Object File I/O
	16.5 Character Sets and File-Access Options
	16.6 Buffered Text File I/O
	16.7 Primitive Buffers with Random Access
	16.8 Channel I/O and Memory-Mapped Files
	16.9 Path, Whole-File, and Directory Operations
	16.10 Walking a Directory Tree
	16.11 GUI Track: Final Iteration of Problem Solving with CRC Cards (Optional)
Chapter 17
GUI Programming Basics
	17.1 Introduction
	17.2 SimpleWindow Program
	17.3 Stage and Scene
	17.4 JavaFX Components
	17.5 Label Control
	17.6 TextField Control
	17.7 Greeting Program
	17.8 Event Handling
	17.9 Property Binding
	17.10 JavaFX CSS
	17.11 Scene Graph Inheritance
	17.12 Style Sheets and Cascading
	17.13 Button Control and FactorialButton Program
	17.14 Distinguishing Between Multiple Events
	17.15 Colors
	17.16 ColorChooser Program
Chapter 18
GUI Programming—Layout Panes
	18.1 Introduction
	18.2 Layout Panes
	18.3 FlowPane and GridPane—Competing Layout Philosophies
	18.4 VBox Program with Two Stages and an Image File
	18.5 BorderPane
	18.6 TilePane and TextFlow Containers
	18.7 TicTacToe Program
	18.8 Embedded Panes, HBox, and MathCalculator Program
	18.9 Plain Pane Container and Component Positioning
Chapter 19
GUI Programming—Additional GUI Components, Additional Event Handlers, Animation
	19.1 Introduction
	19.2 User Interface Design
	19.3 TextArea Control
	19.4 CheckBox and RadioButton Controls
	19.5 ComboBox Control
	19.6 Job Application Program
	19.7 ScrollPane and Menu Classes
	19.8 Images and Mouse Events
	19.9 Lunar Eclipse Program with Circle, RadialGradient, and Slider
	19.10 Animation
Appendices
	Appendix 1 ASCII Character Set
	Appendix 2 Operator Precedence
	Appendix 3 Java Keywords and Other Reserved Words
	Appendix 4 Packages and Modules
	Appendix 5 Java Coding-Style Conventions
	Appendix 6 Javadoc with Tags
	Appendix 7 UML Diagrams
	Appendix 8 Number Systems and Conversions Between Them
Additional Online Material
	Chapter S6 Writing Methods in a Non-Object-Oriented Environment
	Chapter S9 Arrays in a Non-Object-Oriented Environment
	Chapter S17 GUI Programming Basics
	Chapter S18 GUI Programming—Component Layout, Additional GUI Components
	Appendix 9 Multithreading
Index




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