C ONTENTS PART I FUNDAMENTALS OF PROGRAMMING 1. and Java 3. Chapter 1 Introduction to Computers, Programs,
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1 C ONTENTS PART I FUNDAMENTALS OF PROGRAMMING 1 Chapter 1 Introduction to Computers, Programs, and Java Introduction What Is acomputer? Programs Operating Systems Number Systems (Optional) Java,World Wide Web, and Beyond Characteristics of Java (Optional) The Java Language Specification, API, JDK, and IDE ASimple Java Program Creating, Compiling, and Executing ajavaprogram Anatomy of the Java Program Displaying Text in amessage Dialog Box 25 Chapter 2 Primitive Data Types and Operations Introduction Writing Simple Programs Identifiers Variables Assignment Statements and Assignment Expressions Constants Numeric Data Types and Operations Numeric Type Conversions Character Data Type and Operations boolean Data Type and Operations Operator Precedence and Associativity Operand Evaluation Order The String Type Getting Input from Input Dialogs Case Studies 56 xvi
2 Contents xvii 2.16 Getting Input from the Console (Optional) Formatting Output (JDK 1.5 Feature) Programming Style and Documentation Programming Errors Debugging 69 Chapter 3 Control Statements Introduction Selection Statements Loop Statements Which Loop to Use? Using the Keywords break and continue Case Studies 104 Chapter 4 Methods Introduction Creating amethod Calling amethod Passing Parameters by Values Overloading Methods The Scope of Local Variables Method Abstraction The Math Class Case Study: Generating Random Characters Stepwise Refinement (Optional) Recursion (Optional) Packages (Optional) 159 Chapter 5 Arrays Introduction Array Basics Copying Arrays Passing Arrays to Methods Returning an Array from amethod Sorting Arrays Searching Arrays Multidimensional Arrays 196
3 xviii Contents PART II OBJECT-ORIENTED PROGRAMMING 211 Chapter 6 Objects and Classes Introduction Defining Classes for Objects Constructing Objects Using Constructors Accessing Objects via Reference Variables Using Classes from the Java Library Visibility Modifiers, Accessors, and Mutators Data Field Encapsulation Immutable Objects and Classes Passing Objects to Methods Static Variables, Constants, and Methods The Scope of Variables The this Keyword Array of Objects Class Abstraction and Encapsulation Case Study: The Loan Class Case Study: The StackOfIntegers Class (Optional) Inner Classes 245 Chapter 7 Strings Introduction The String Class The Character Class The StringBuffer Class The StringTokenizer Class The Scanner Class (JDK 1.5 Feature) Implementing MyInput Using Scanner Command-Line Arguments 278 Chapter 8 Inheritance and Polymorphism Introduction Superclasses and Subclasses Using the Keyword super Overriding Methods The Object class Polymorphism, Dynamic Binding, and Generic Programming 294
4 Contents xix 8.7 Casting Objects and the instanceof Operator Hiding Data Fields and Static Methods (Optional) The protected Data and Methods The final Classes, Methods, and Variables The finalize, clone,and getclass Methods (Optional) Initialization Blocks (Optional) 305 Chapter 9 Abstract Classes and Interfaces Introduction Abstract Classes The Calendar and GregorianCalendar classes Interfaces Processing PrimitiveData Type Values as Objects Automatic Conversion Between PrimitiveTypes and Wrapper Class Types (JDK 1.5 Feature) 336 Chapter 10 Object-Oriented Modeling Introduction The SoftwareDevelopment Process Discovering Relationships Among Classes Case Study: AClass Design Example Case Study: The Rational Class Class Design Guidelines Modeling Dynamic Behavior Using Sequence Diagrams and Statecharts (Optional) Framework-Based Programming Using Java API 362 PART III GUI PROGRAMMING 367 Chapter 11 Getting Started with GUI Programming Introduction GUI Components The Java GUI API Frames Layout Managers The Color Class The Font Class Using Panels as Subcontainers Drawing Graphics on Panels 388
5 xx Contents Centering adisplay Using the FontMetrics Class Case Studies: The MessagePanel Class Case Studies: The StillClock Class (Optional) 404 Chapter 12 Event-Driven Programming Introduction Event and Event Source Listeners, Registrations, and Handling Events Mouse Events KeyboardEvents The Timer Class (Optional) 438 Chapter 13 Creating User Interfaces Introduction Common Features of Swing GUI Components Buttons Check Boxes Radio Buttons Labels Text Fields Text Areas Combo Boxes Lists Scroll Bars Sliders Creating Multiple Windows 482 Chapter 14 Applets, Images, and Audio Introduction The Applet Class The JApplet Class The HTML File and the <applet> Tag Passing Strings to Applets Enabling Applets to RunasApplications Case Study: TicTacToe (Optional) Case Study: Bouncing Ball (Optional) The URL Class (Optional) Displaying Images (Optional) Case Study: The ImageViewer Component Case Study: The Image Animations (Optional) 526
6 Contents xxi Playing Audio Packaging and Deploying Java Projects (Optional) Pluggable Look-and-Feel (Optional) 533 PART IV EXCEPTION HANDLING AND IO 547 Chapter 15 Exceptions and Assertions Introduction Exceptions and Exception Types Understanding Exception Handling Rethrowing Exceptions The finally Clause When to UseExceptions Creating Custom Exception Classes (Optional) Assertions 563 Chapter 16 Simple Input and Output Introduction The File Class HowisI/O Handled in Java? Text I/O Case Study: Text Viewer BinaryI/O Case Study: Copy File More on Text Files and BinaryFiles Object I/O (Optional) Random Access Files (Optional) Case Study: Address Book (Optional) 603
7 A PPENDIXES 1163 Appendix A Java Keywords 1165 Appendix B The ASCII Character Set 1166 Appendix C Operator Precedence Chart 1168 Appendix D Java Modifiers 1170 Appendix E UML Graphical Notations 1171 Classes and Objects 1171 The Modifiers public, private, protected,and static 1172 Class Relationships 1172 Abstract Classes and Interfaces 1173 Sequence Diagrams 1173 StatechartDiagrams 1173 Appendix F Special Floating-Point Values 1175 Appendix G Bit Operations 1176 Index 1177
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