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درصورت عدم همخوانی توضیحات با کتاب
از ساعت 7 صبح تا 10 شب
ویرایش: [3 ed.]
نویسندگان: John Dean. Ray Dean
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
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.
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.
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.
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