Xem 1-20 trên 568 kết quả Programming in java
  • Java developers new to graphics and game programming, as well as game developers new to Java 3D, will find Killer Game Programming in Java invaluable. This new book is a practical introduction to the latest Java graphics and game programming technologies and techniques. It is the first book to thoroughly cover Java's 3D capabilities for all types of graphics and game development projects.

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  • Tham khảo bài thuyết trình 'lecture 2: object oriented programming in java', công nghệ thông tin, kỹ thuật lập trình phục vụ nhu cầu học tập, nghiên cứu và làm việc hiệu quả

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  • Thinking in Java should be read cover to cover by every Java programmer, then kept close at hand for frequent reference. The exercises are challenging, and the chapter on Collections is superb! Not only did this book help me to pass the Sun Certified Java Programmer exam; it’s also the first book I turn to whenever I have a Java question

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  • Introduction to Programming Using Java is a free introductory computer programming textbook that uses Java as the language of instruction. It is suitable for use in an introductory programming course and for people who are trying to learn programming on their own. There are no prerequisites beyond a general familiarity with the ideas of computers and programs. There is enough material for a full year of college-level programming.

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  • OBJECT-ORIENTED PROGRAMMING (OOP) represents an attempt to make programs more closely model the way people think about and deal with the world. In the older styles of programming, a programmer who is faced with some problem must identify a computing task that needs to be performed in order to solve the problem. Programming then consists of finding a sequence of instructions that will accomplish that task. But at the heart of object-oriented programming, instead of tasks we find objects – entities that have behaviors, that hold information, and that can interact with one another.

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  • An Introduction to Object-Oriented Programming with Java takes a full-immersion approach to object-oriented programming. Proper object-oriented design practices are emphasized throughout the book. Students learn how to use the standard classes first, then learn to design their own classes. Wu uses a gentler approach to teaching students how to design their own classes, separating the coverage into two chapters. GUI coverage is also located independently in the back of the book and can be covered if desired....

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  • Programming Neural Networks in Java will show the intermediate to advanced Java programmer how to create neural networks. This book attempts to teach neural network programming through two mechanisms. First the reader is shown how to create a reusable neural network package that could be used in any Java program. Second, this reusable neural network package is applied to several real world problems that are commonly faced by IS programmers. This book covers such topics as Kohonen neural networks, multi layer neural networks, training, back propagation, and many other topics. ...

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  • Chapter 3 - Numerical data. After you have read and studied this chapter, you should be able to: Select proper types for numerical data; write arithmetic expressions in Java; evaluate arithmetic expressions using the precedence rules; describe how the memory allocation works for objects and primitive data values; write mathematical expressions, using methods in the Math class; generate pseudo random numbers.

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  • Program correctness guarantees correct results for all valid input. But what happens when the input is invalid? Another important criterion of program reliability is the robustness, which measures how well the program runs under various conditions. In this chapter, we will describe how to code this exception-handling mechanism in Java to improve the program’s robustness.

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  • Chapter 14 - GUI and event-driven programming. In this chapter, students will be able to: Define a subclass of JFrame to implement a customized frame window; write event-driven programs using Java's delegation-based event model; arrange GUI objects on a window using layout managers and nested panels; write GUI application programs using JButton, JLabel, ImageIcon, JTextField, JTextArea, JCheckBox, JRadioButton, JComboBox, JList, and JSlider objects from the javax.swing package.

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  • Chapter 2 - Getting started with Java. We will describe the basic structure of simple Java programs in this chapter. We will also describe the steps you follow to run Java programs. We expect you to actually run these sample programs to verify that your computer (either your own or the one at the school’s computer center) is set up properly to run the sample programs presented in the book. It is important to verify this now.

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  • Chapter 3 - Numerical data. After you have read and studied this chapter, you should be able to: Select proper types for numerical data; write arithmetic expressions in Java; evaluate arithmetic expressions, using the precedence rules; describe how the memory allocation works for objects and primitive data values;…

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  • Chapter 4 - Defining your own classes. Learning how to define your own classes is the first step toward mastering the skills necessary in building large programs. In this chapter we will learn how to define instantiable classes and different types of methods included in the instantiable classes. A class is instantiable if we can create instances of the class. The DecimalFormat, GregorianCalendar, and String classes are all instantiable classes while the Math class is not.

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  • In this chapter we will learn about Java arrays. In Java, an array is an indexed collection of data values of the same type. For example, we can define an array of 10 integers, an array of 15 Student objects, an array of 100 Account objects, and so forth. We are not allowed in Java to create an array of 10 integers and 10 doubles, for example, because the values are of different data types. In this chapter we will learn the basics of array manipulation and how to use different types of arrays properly and effectively.

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  • The goal of this book is to cover the essence of what you need to know to develop object-oriented software using Java and UML. When you are through with this book, you should understand object- oriented software development well enough to answer the following questions: What is object orientation? l What is the UML? l What is Object-Oriented Analysis and Design? l How do you do OOAD? l What are object-oriented development methodologies? l How do you use Java to write...

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  • Java™'s growth over the last five years has been nothing short of phenomenal. Given Java's rapid rise to prominence and the general interest in networking, it's a little surprising that network programming in Java is still so mysterious to so many.

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  • Our previous tutorial discussed the basics of XML and demonstrated its potential to revolutionize the Web. In this tutorial, we’ll discuss how to use an XML parser to: • Process an XML document • Create an XML document • Manipulate an XML document We’ll also talk about some useful, lesser-known features of XML parsers. Best of all, every tool discussed here is freely available at IBM’s alphaWorks site (www.alphaworks.ibm.com) and other places on the Web.

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  • In just 24 lessons of one hour or less, you can learn how to create Java applications with the free NetBeans visual editing tools. Using a straightforward, step-by-step approach, popular author Rogers Cadenhead helps you master the skills and technology you need to create desktop and web programs, web services, and even an Android app in Java.

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  • Quickly start using jQuery Mobile with HTML, CSS, and JavaScript. jQuery Mobile makes it easy for developers to add "native" mobile functionality to their sites and applications, delivering seamless experiences to customers using diverse mobile devices, all from a single code base. In this book, leading mobile expert Phil Dutson helps readers master the latest version of jQuery Mobile, even if they have no previous experience. In just 24 lessons of one hour or less, Dutson guides readers through every step of creating and customizing a mobile website with jQuery Mobile...

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  • Sams Teach Yourself Google AdWords in 10 Minutes gives you straightforward, practical answers when you need fast results. By working through its 10-minute lessons, you’ll learn everything you need to use Google AdWords to find more customers, sell more of your products and services, and earn higher profits at lower cost!

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