Intro: Your brain on Java Who is this book for? What your brain is thinking. Bend your brain into submission What you need for this book

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1 Intro: Your brain on Java Who is this book for? p. xx What your brain is thinking p. xxi Metacognition p. xxiii Bend your brain into submission p. xxv What you need for this book p. xxvi Technical editors p. xxviii Acknowledgements p. xxix Breaking the Surface: Java takes you to new places The way Java works p. 2 Code structure in Java p. 5 Anatomy of a class p. 6 The main() method p. 7 Looping p. 8 Conditional branching (if tests) p. 11 Coding the "99 bottles of beer" app p. 12 Phrase-o-matic p. 14 Fireside chat: compiler vs. JVM p. 16 Exercises and puzzles p. 18 A Trip to Objectville: I was told there would be objects Chair Wars (Brad the OO guy vs. Larry the procedural guy) p. 26 Inheritance (an introduction) p. 29 Overriding methods (as introduction) p. 30 What's in a class? (methods, instance variables) p. 32 Making your first object p. 34 Using main() p. 36 Guessing Game code p. 37 Exercises and puzzles p. 40 Know Your Variables: Variables come in two flavors: primitive and reference Declaring a variable (Java cares about type) p. 48 Primitive types ("I'd like a double with extra foam, please") p. 49 Java keywords p. 51 Reference variables (remote control to an object) p. 52 Object declaration and assignment p. 53 Objects on the garbage-collectible heap p. 55 Arrays (a first look) p. 57 Exercises and puzzles p. 61 How Objects Behave: State affects behavior, behavior affects state Methods use object state (bark different) p. 71 Method arguments and return types p. 72 Pass-by-value (the variable is always copied) p. 75

2 Getters and Setters p. 77 Encapsulation (do it or risk humiliation) p. 78 Using references in an array p. 81 Exercises and puzzles p. 86 Extra-Strength Methods: Let's put some muscle in our methods Building the Sink a Dot Com game p. 94 Starting with the Simple Dot Com game (a simpler version) p. 96 Writing prepcode (pseudocode for the game) p. 97 Test code for Simple Dot Com p. 100 Coding the Simple Dot Com game p. 101 Final code for Simple Dot Com p. 104 Generating random numbers with Math.random() p. 109 Ready-bake code for getting user input from the command-line p. 110 Looping with for loops p. 112 Casting primitives from a large size to a smaller size p. 114 Converting a String to an int with Integer.parseInt() p. 114 Exercises and puzzles p. 115 Using the Java Library: Java ships with hundreds of pre-built classes Analying the bug in the Simple Dot Com Game p. 122 ArrayList (taking advantage of the Java API) p. 128 Fixing the DotCom class code p. 134 Building the real game (Sink a Dot Com) p. 136 Prepcode for the real game p. 140 Code for the real game p. 142 Boolean expressions p. 147 Using the library (Java API) p. 150 Using packages (import statements, fully-qualified names) p. 151 Using the HTML API docs and reference books p. 154 Exercises and puzzles p. 157 Better Living in Objectville: Plan your programs with the future in mind Understanding inheritance (superclass and subclass relationships) p. 164 Designing an inheritance tree (the Animal simulation) p. 166 Avoiding duplicate code (using inheritance) p. 167 Overriding methods p. 168 IS-A and HAS-A (bathtub girl) p. 173 What do you inherit from your superclass? p. 176 What does inheritance really buy you? p. 178 Polymorphism (using a supertype reference to a subclass object) p. 179 Rules for overriding (don't touch those arguments and return types!) p. 186 Method overloading (nothing more than method name re-use) p. 187 Exercises and puzzles p. 188

3 Serious Polymorphism: Inheritance is just the beginning Some classes just should not be instantiated p. 196 Abstract classes (can't be instantiated) p. 197 Abstract methods (must be implemented) p. 199 Polymorphism in action p. 202 Class Object (the ultimate superclass of everything) p. 204 Taking objects out of an ArrayList (they come out as type Object) p. 207 Compiler checks the reference type (before letting you call a method) p. 209 Get in touch with your inner object p. 210 Polymorphic references p. 211 Casting an object reference (moving lower on the inheritance tree) p. 212 Deadly Diamond of Death (multiple inheritance problem) p. 219 Using interfaces (the best solution!) p. 220 Exercises and puzzles p. 225 Life and Death of an Object: Objects are born and objects die The stack and the heap, where objects and variables live p. 232 Methods on the stack p. 233 Where local variables live p. 234 Where instance variables live p. 235 The miracle of object creation p. 236 Constructors (the code that runs when you say new) p. 237 Initializing the state of a new Duck p. 239 The compiler can make a default (no-arg) constructor p. 241 Overloaded constructors p. 243 Superclass constructors (constructor chaining) p. 246 Invoking overloaded constructors using this() p. 252 Life of an object p. 254 Garbage Collection (and making objects eligible) p. 256 Exercises and puzzles p. 262 Numbers Matter: Do the Math Math class (do you really need an instance of it?) p. 270 Static methods p. 271 Static variables p. 273 Constants (static final variables) p. 278 Math methods (random(), round(), abs(), etc.) p. 282 Wrapper classes (Integer, Boolean, Character, etc.) p. 283 Number formatting p. 284 Date formatting p. 288 Exercises and puzzles p. 291 Risky Behavior: Stuff happens Making a music machine (the BeatBox) p. 298

4 What if you need to call risky code? p. 301 Exceptions say "something bad may have happened..." p. 302 The compiler guarantees (it checks) that you're aware of the risks p. 303 Catching exceptions using a try/catch (skateboarder) p. 304 Flow control in try/catch blocks p. 308 The finally block (no matter what happens, turn off the oven!) p. 309 Catching multiple exceptions (the order matters) p. 311 Declaring an exception (just duck it) p. 317 Handle or declare law p. 319 Code Kitchen (making sounds) p. 321 Exercises and puzzles p. 330 A Very Graphic Story: Face it, you need to make GUIs Your first GUI p. 337 Getting a user event p. 339 Implement a listener interface p. 340 Getting a button's ActionEvent p. 342 Putting graphics on a GUI p. 345 Fun with paintcomponent() p. 347 The Graphics2D object p. 348 Putting more than one button on a screen p. 352 Inner classes to the rescue (make your listener an inner class) p. 358 Animation (move it, paint it, move it, paint it, move it, paint it...) p. 364 Code Kitchen (painting graphics with the beat of the music) p. 368 Exercises and puzzles p. 376 Work on your Swing: Swing is easy Swing Components p. 382 Layout Managers (they control size and placement) p. 383 Three Layout Managers (border, flow, box) p. 385 BorderLayout (cares about five regions) p. 386 FlowLayout (cares about the order and preferred size) p. 390 BoxLayout (like flow, but can stack components vertically) p. 393 JTextField (for single-line user input) p. 395 JTextArea (for multi-line, scrolling text) p. 396 JCheckBox (is it selected?) p. 398 JList (a scrollable, selectable list) p. 399 Code Kitchen (The Big One - building the BeatBox chat client) p. 400 Exercises and puzzles p. 406 Saving Objects: Objects can be flattened and inflated Saving object state p. 413 Writing a serialized object to a file p. 414 Java input and output streams (connections and chains) p. 415

5 Object serialization p. 416 Implementing the Serializable interface p. 419 Using transient variables p. 421 Deserializing an object p. 423 Writing to a text file p. 427 java.io.file p. 432 Reading from a text file p. 434 StringTokenizer p. 438 CodeKitchen p. 442 Exercises and puzzles p. 446 Make a Connection: Connect with the outside world Chat program overview p. 453 Connecting, sending, and receiving p. 454 Network sockets p. 455 TCP ports p. 456 Reading data from a socket (using BufferedReader) p. 458 Writing data to a socket (using PrintWriter) p. 459 Writing the Daily Advice Client program p. 460 Writing a simple server p. 463 Daily Advice Server code p. 464 Writing a chat client p. 466 Multiple call stacks p. 470 Launching a new thread (make it, start it) p. 472 The Runnable interface (the thread's job) p. 473 Three states of a new Thread object (new, runnable, running) p. 475 The runnable-running loop p. 476 Thread scheduler (it's his decision, not yours) p. 477 Putting a thread to sleep p. 481 Making and starting two threads p. 483 Concurrency issues: can this couple be saved? p. 485 The Ryan and Monica concurrency problem, in code p. 486 Locking to make things atomic p. 490 Every object has a lock p. 491 The dreaded "Lost Update" problem p. 492 Synchronized methods (using a lock) p. 494 Deadlock! p. 496 Multithreaded ChatClient code p. 498 Ready-bake SimpleChatServer p. 500 Exercises and puzzles p. 504 Release Your Code: It's time to let go Deployment options p. 510

6 Keep your source code and class files separate p. 512 Making an executable JAR (Java ARchives) p. 513 Running an executable JAR p. 514 Put your classes in a package! p. 515 Preventing package name conflicts p. 516 Packages must have a matching directory structure p. 517 Compiling and running with packages p. 518 Compiling with -d p. 519 Making an executable JAR (with packages) p. 520 Java Web Start (JWS) for deployment from the web p. 525 The jnlp file p. 527 How to make and deploy a JWS application p. 528 Exercises and puzzles p. 529 Distributed Computing: Being remote doesn't have to be a bad thing Java Remote Method Invocation (RMI), hands-on, very detailed p. 552 Servlets (a quick look) p. 553 Enterprise JavaBeans (EJB), a very quick look p. 559 Jini, the best trick of all p. 560 Building the really cool universal service browser p. 564 The End p. 576 Appendix A: The final Code Kitchen project BeatBoxFinal (client code) p. 578 MusicServer (server code) p. 585 Appendix B: The Top Ten Things that didn't make it into the book Bit manipulation p. 588 Immutability p. 589 Assertions p. 590 Block scope p. 591 Linked invocations p. 592 Overriding equals() p. 593 Access levels and access modifiers (who sees what) p. 594 String and StringBuffer methods p. 596 Multidimensional arrays p. 597 Collections p. 598 Index p. 607 Table of Contents provided by Blackwell's Book Services and R.R. Bowker. Used with permission.

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