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1 ощ 'ршорвшэш! цвн-эориэу ощ 'sajbpossv # PIPG DUJ 'ssjmoossv ^ PIPG pipa w н OX ЛЮН VAV
2 Contents Preface Chapter Introduction to Computers and Java Applets Introduction What is a Computer? Computer Organization Evolution of Operating Systems Personal Computing, Distributed Computing, and Client/Server Computing Machine Languages, Assembly Languages, and High-level Languages History of C++ History of Java Java Class Libraries Other High-level Languages Structured Programming Basics of a Typical Java Environment A Tour of the Book General Notes About Java and this Book Introduction to Java Programming A Simple Program: Printing a Line of Text Another Java Program: Adding Integers Memory Concepts Arithmetic Decision Making: Equality and Relational Operators Practices Performance Tips Portability Tip Software Engineering Observations Self-Review Exercises Answers to Self- Review Exercises Exercises
3 viii CONTENTS Chapter 2 Developing Java Applications Introduction Algorithms Pseudocode Control Structures The if Selection Structure The if/else Selection Structure The while Repetition Structure Formatting Algorithms: Case Study 1 (Counter-Controlled Repetition) Formulating Algorithms with Top-down, Stepwise Refinement: Case Study 2 (Sentinel-Controlled Repetition) Formulating Algorithms with Top-down, Stepwise Refinement: Case Study 3 (Nested Control Structures) Assignment Operators Increment and Decrement Operators Primitive Data Types Common Escape Sequences 95 Practices Performance Tips Portability Tip Software Engineering Observations Testing and Debugging Tip Self-Review Exercises Answers to Self-Review Exercises Exercises Chapter 3 Control Structures Introduction Essentials of Counter-Controlled Repetition The for Repetition Structure Examples Using the for Structure The switch Multiple-Selection Structure The do/while Repetition Structure The break and continue Structure The Labeled break and continue Statements Logical Operators Structured Programming Summary 138 Practices Performance Tips Software Engineering Observation Self-Review Exercises Answers to Self-Review Exercises Exercises Chapter 4 Methods Introduction Program Modules in Java Math Class Methods Methods Method Definitions Java API Packages 166
4 CONTENTS IX 4.7 Random Number Generation Example: A Game of Chance Automatic Variables Scope Rules Recursion Example Using Recursion: The Fibonacci Series Recursion vs. Iteration Method Overloading Methods of the Applet Class 191 Practices Performance Tips Portability Tips Software Engineering Observations Testing and Debugging Tip Self-Review Exercises Answers to Self-Review Exercises Exercises Chapter 5 Arrays Introduction Arrays Declaring and Allocating Arrays Examples Using Arrays Passing Arrays to Methods Sorting Arrays Searching Arrays: Linear Search and Binary Search Multiple-Subscripted Arrays 235 Practices Performance Tips Software Engineering Observations Testing and Debugging Tip Self-Review Exercises Answers to Self-Review Exercises Exercises Chapter 6 Object-Based Programming Introduction Implementing a Time Abstract Data Type with a Class Class Scope Controlling Access to Members Utility Methods Initializing Class Objects: Constructors Using Overloaded Constructors Using Set and Get Methods Software Reusability Final Instance Variables Composition: Objects as Instance Variables of Other Classes Friendly Members Using the this Reference Finalizers Static Class Members 309
5 x CONTENTS Chapter Data Abstraction and Information Hiding 313 Practices Performance Tips Software Engineering Observations Testing and Debugging Tip Self-Review Exercises Answers to Self-Review Exercises Exercises Object-Oriented Programming 324 Introduction 326 Superclasses and Subclasses 328 protected Members 330 Relationship between Superclass Objects and Subclass Objects 330 Using Constructors and Finalizers in Subclasses 335 Implicit Subclass-Object-to-Superclass-Object Conversion 339 Software Engineering with Inheritance 340 Composition Vs. Inheritance 341 Case Study: Point, Circle, Cylinder 341 Introduction to Polymorphism 347 Type Fields and Switch Statements 347 Dynamic Method Binding 348 final Methods and Classes 348 Abstract Superclasses and Concrete Classes 349 Polymorphism Examples 350 Case Study: A Payroll System Using Polymorphism 352 New Classes and Dynamic Binding 359 Case Study: Inheriting Interface and Implementation 360 Type Wrapper Classes for Primitive Types Summary Terminology Common Programming Errors Performance Tip Software Engineering Observations Testing and Debugging Tips Self-Review Exercises Answers to Self-Review Exercises Exercises Chapter 8 Strings and Characters Introduction Fundamentals of Characters and Strings String Constructors String Methods length, charat, getchars, getbytes Comparing Strings String Method hashcode Locating Characters and Substrings in Strings Extracting Substrings from Strings Concatenating Strings Miscellaneous String Methods Using String valueof and copyvalueof String Method intern StringBuff er Class 403
6 CONTENTS XI 8.14 StringBuff er Constructors StringBuff er length, capacity, setlength and ensure- Capacity Methods StringBuff er charat, setcharat and getchars Methods StringBuff er append Methods StringBuff er insert Methods Character Class Examples Class StringTokenizer A Card Shuffling and Dealing Simulation 423 Summary Terminology Common Programming Errors * Performance Tips Self- Review Exercises Answers to Self-Review Exercises Exercises Special Section: Advanced String Manipulation Exercises Special Section: Challenging String Manipulation Projects Chapter Graphics Introduction Graphics Contexts and Graphics Objects Drawing Strings, Characters, and Bytes Color Control Font Control Drawing Lines Drawing Rectangles Drawing Rounded Rectangles Drawing 3-Dimensional Rectangles Drawing Ovals Drawing Arcs Drawing Polygons Screen Manipulation Paint Modes Summary Terminology Common Programming Errors Portability Tips Soft- ware Engineering Observation Self-Review Exercises Answers to Self-Review Exercises Exercises Chapter Basic Graphical User Interface Components Introduction Labels Push Buttons TextFields Choice Buttons Checkboxes and Radio Buttons Lists Panels Mouse Events
7 хп CONTENTS Keyboard Events FlowLayout Layout Manager 531 Practices Portability Tip Self-Review Exercises Answers to Self-Review Exercises Exercises Chapter 11 Advanced Graphical User Interface Components Introduction Text Areas Canvases Scrollbars Custom Components Frames Menus Dialogs Advanced Layout Managers CardLayout Layout Manager GridBagLayout Layout Manager Not Using a Layout Manager Programmer-defined Layout Managers 619 Practices Performance Tip Portability Tip Software Engineering Observations Self-Review Exercises Answers to Self-Review Exercises Exercises Chapter 12 Exception Handling Introduction When Exception Handling Should Be Used Other Error-Handling Techniques The Basics of Java Exception Handling A Simple Exception Handling Example: Divide by Zero Try Blocks Throwing an Exception Catching an Exception Rethrowing an Exception Throws Clause Constructors, Finalizers, and Exception Handling Exceptions and Inheritance finally Block Using printstacktrace and getmessage 657 Practices Performance Tips Software Engineering Observations Testing and Debugging Tips Self-Review Exercises Answers to Self-Review Exercises Exercises
8 CONTENTS хш Chapter 13 Multithreading Introduction Class Thread: An Overview of the Thread Methods Thread States: Life-Cycle of a Thread Thread Priorities and Thread Scheduling Thread Synchronization Producer/Consumer Relationship without Thread Synchronization Producer/Consumer Relationship with Thread Synchronization Producer/Consumer Relationship: The Circular Buffer Daemon Threads Runnable Interface Thread Groups 698 Summary Terminology Common Programming Errors Performance Tips Portability Tip Software Engineering Observation Testing and Debugging Tips Self-Review Exercises Answers to Self-Review Exercises Exercises Chapter 14 Multimedia: Images, Animation and Audio Introduction Loading, Displaying and Scaling Images Introduction to Animation: An Image Loop Graphics Double Buffering Using the MediaTracker to Monitor Image Loading Using a Separate Thread to Run an Animation Loading and Playing Audio Clips Customizing Applets via the HTML param Tag Image Maps 736 Summary Terminology Good Programming Practices Performance Tips Software Engineering Observation Self-Review Exercises Answers to Self-Review Exercises Exercises Special Section: Building Your Own Compiler Chapter 15 Files and Streams Introduction The Data Hierarchy Files and Streams Creating a Sequential Access File Reading Data from a Sequential Access File Updating Sequential Access Files Random Access Files Creating a Random Access File Writing Data Randomly to a Random Access File Reading Data Sequentially from a Random Access File Example: A Transaction Processing Program Class File Input/Output of Objects 803
9 xiv CONTENTS Practices Performance Tips Software Engineering Observation Self-Review Exercises Answers to Self-Review Exercises Exercises Chapter 16 Networking Introduction Manipulating URLs Using a URL Stream Connection to Read a File on a Server Establishing a Simple Server (Using Stream Sockets) Establishing a Simple Client (Using Stream Sockets) Client/Server Interaction with Stream Socket Connections Connectionless Client/Server Interaction with Datagrams Client/Server Tic-Tac-Toe Using a Multithreaded Server Security and the Network Forthcoming Networking and Security APIs 852 Summary Terminology Common Programming Errors Performance Tips Portability Tip Software Engineering Observations Self-Review Exercises Answers to Self-Review Exercises Exercises Chapter Data Structures Introduction Self-Referential Classes Dynamic Memory Allocation Linked Lists Stacks Queues 17.7 Trees Practices Performance Tips Self-Review Exercises Answers to Self-Review Exercises Exercises Special Section: Building Your Own Compiler Chapter 18 Java Utilities Package and Bit Manipulation Introduction Vector Class and Enumeration Interface Stack Class Dictionary Class HashTable Class Date Class Observable Class and Observer Interface Properties Class Random Class Bit Manipulation an the Bitwise Operators BitSet Class 951
10 CONTENTS XV Summary Terminology Common Programming Errors Performance Tips Testing and Debugging Tips Self-Review Exercises Answers to Self-Review Exercises Exercises Appendix A A.l A.2 Demos Demos Demos Appendix В B.l B.2 B.3 B.4 B.5 B.6 Java Resources Java Resources Java Frequently Asked Questions (FAQs) Tutorials for Learning Java Java Books Java Newsgroups Virtual Reality Modeling Language (VRML) Appendix С Operator Precedence Chart 973 Appendix D ASCII Character Set 975 Appendix E E.l E.2 E.3 E.4 E.5 E.6 Number Systems 976 Introduction 977 Abbreviating Binary Numbers as Octal Numbers and Hexadecimal Numbers 980 Converting from Octal Numbers and Hexadecimal Numbers to Binary Numbers 981 Converting from Binary, Octal, or Hexadecimal to Decimal 981 Converting from Decimal to Binary, Octal, or Hexadecimal 982 Negative Binary Numbers: Two's Complement Notation 984 Summary Terminology cises Exercises Self-Review Exercises Answers to Self-Review Exer- Appendix F Object-Oriented Elevator Simulator F. 1 Introduction F.2 Problem Statement F.3 Elevator Laboratory Assignment 1 F.4 Elevator Laboratory Assignment 2 F.5 Elevator Laboratory Assignment 3 F.6 Elevator Laboratory Assignment 4 F.7 Elevator Laboratory Assignment 5 F.8 Elevator Laboratory Assignment 6 F.9 Elevator Laboratory Assignment
11 xvi CONTENTS!! F. 10 Elevator Laboratory Assignment 8 F. 11 Elevator Laboratory Assignment 9 F. 12 Elevator Laboratory Assignment 10 F. 13 Elevator Laboratory Assignment 11 F. 14 Elevator Laboratory Assignment 12 F. 15 Recommended Modifications Bibliography 1003 Index 1007
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