Xem 1-20 trên 481 kết quả Programming with Java
  • Welcome to the world of Object-Oriented Programming with Java. Please take your time to read this introduction. It will help you set up your computer system so that you can execute the Java program examples used throughout this book and so that you will be able to create and execute your own Java programs. The chapter begins by instructing you how to download and install the Java 2 Software Development Kit (SDK) from Sun Microsystems, Inc

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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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  • Chapter 2 - Getting started with Java. After you have read and studied this chapter, you should be able to: Identify the basic components of Java programs; write simple Java programs; describe the difference between object declaration and creation; describe the process of creating and running Java programs; use the Date, SimpleDateFormat, String, and Scanner standard classes; develop Java programs, using the incremental development approach.

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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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  • ..Beginning Programming with Java ™ FOR DUMmIES 2ND by Barry Burd ‰ EDITION .Beginning Programming with Java™ For Dummies®, 2nd Edition Published by Wiley Publishing, Inc. 111 River Street Hoboken, NJ 07030-5774 www.wiley.com Copyright © 2005 by Wiley Publishing, Inc., Indianapolis, Indiana Published by Wiley Publishing, Inc.

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  • Chapter 0 - Introduction to computers and programming languages. This chapter present some background information on computers and programming languages in this optional chapter, provide a brief history of computers from the early days to present and describe the components found in today’s computers. This chapter also present a brief history of programming languages from low-level machine languages to today’s objectoriented languages.

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  • Chapter 1 - Introduction to object-oriented programming and software development. The purpose of this chapter is to give you a feel for object-oriented programming and to introduce a conceptual foundation of object-oriented programming. Another purpose of this chapter is to introduce the software development process.

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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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  • Chapter 4 (part 1) - Defining your own classes. After you have read and studied this chapter, you should be able to: Define a class with multiple methods and data members, differentiate the local and instance variables, define and use value-returning methods, distinguish private and public methods, distinguish private and public data members, pass both primitive data and objects to a method.

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  • Chapter 6 - Repetition statements. In this chapter we will cover another group of control statements called repetition statements. Repetition statements control a block of code to be executed for a fixed number of times or until a certain condition is met. We will describe Java’s three repetition statements: while, do–while, and for.

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  • Chapter 7 - Defining your own classes (part 2). After studying this chapter you will be able to: Describe how objects are returned from methods, describe how the reserved word this is used, define overloaded methods and constructors, define class methods and variables, describe how the arguments are passed to the parameters using the pass-by-value scheme, document classes with javadoc comments, organize classes into a package.

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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 9 - Characters and strings. After you have read and studied this chapter, you should be able to: Declare and manipulate data of the char data type; write string processing program, applicable in areas such as bioinformatics, using String, StringBuilder, and StringBuffer objects; differentiate the three string classes and use the correct class for a given task; specify regular expressions for searching a pattern in a string; use the Pattern and Matcher classes; compare the String objects correctly.

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  • Chapter 10 introduce to Arrays and collections. After you have read and studied this chapter, you should be able to: Manipulate a collection of data values, using an array; declare and use an array of primitive data types in writing a program; declare and use an array of objects in writing a program; define a method that accepts an array as its parameter and a method that returns an array; describe how a two-dimensional array is implemented as an array of arrays; manipulate a collection of objects, using lists and maps.

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  • Chapter 12 - File input and output. After you have read and studied this chapter, you should be able to: Include a JFileChooser object in your program to let the user specify a file; write bytes to a file and read them back from the file, using FileOutputStream and FileInputStream; write values of primitive data types to a file and read them back from the file, using DataOutputStream and DataInputStream;...

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  • Chapter 13 - Inheritance and polymorphism. After you have read and studied this chapter, you should be able to: Write programs that are easily extensible and modifiable by applying polymorphism in program design; define reusable classes based on inheritance and abstract classes and abstract methods; differentiate the abstract classes and Java interfaces; define methods, using the protected modifier; parse strings, using a String Tokenizer object.

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  • In this chapter, the following content will be discussed: Hardware terminology, main memory, auxiliary memory, drives, writing algorithms using pseudocode, programming language code, the compilation process for non-java programs, object code, portability, java virtual machine, the compilation process for java programs, history of java.

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  • This chapter presents the following content: Print statement, input statement and variables, assignment statement, if statement, flowcharts, flow of control, looping with flowcharts, looping with pseudocode, tracing, pseudocode syntax summary, loop terminatation.

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  • The main contents of this chapter include all of the following: First java program, comments, class name/source code filename, main method heading, braces, system.out.println, compilation and execution, program template, identifiers, variables, assignment statements, initialization statements.

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