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Java程序設(shè)計(jì)導(dǎo)論:英文版

Java程序設(shè)計(jì)導(dǎo)論:英文版

定 價(jià):¥65.00

作 者: (美)Y.Daniel Liang著
出版社: 機(jī)械工業(yè)出版社
叢編項(xiàng): 經(jīng)典原版書(shū)庫(kù)
標(biāo) 簽: Java

ISBN: 9787111158967 出版時(shí)間: 2005-09-01 包裝: 膠版紙
開(kāi)本: 24cm 頁(yè)數(shù): 641 字?jǐn)?shù):  

內(nèi)容簡(jiǎn)介

  本書(shū)以J2SE 5.0版本為基礎(chǔ),采用“基本原理優(yōu)先”策略,循序漸進(jìn)地介紹了關(guān)鍵概念,并通過(guò)大量實(shí)例向讀者展示了面向?qū)ο蟪绦蛟O(shè)計(jì)的思想。另外,本書(shū)還全面且深入地覆蓋了一些高級(jí)主題,包括GUI應(yīng)用程序、異常處理applet、I/O等。本書(shū)的主要特點(diǎn) ●本書(shū)是核心版 (Core Version),英文原書(shū)還有定制版 (Custom Version) 和完全版 (Comprehensive Version) 。 ●在每個(gè)實(shí)例中都包括問(wèn)題解決方案的詳細(xì)步驟。 ●在作者的網(wǎng)站http://www.prenhall.com/liang/)中還提供了1000多個(gè)自測(cè)練習(xí)題。 ●包括面向?qū)ο蟪绦蛟O(shè)計(jì)的深入論述。 ●覆蓋了Level I Java認(rèn)證考試所需的大部分主題。 ●包括GUI程序設(shè)計(jì)的擴(kuò)展實(shí)例。 ●覆蓋了部分高級(jí)Java主題。新特性 ●為方便初學(xué)者,適當(dāng)?shù)亟榻B了J2SE 5.0的特性。包括:◆java.util.Scanner類?!舾袷交敵??!粞h(huán)的增強(qiáng)?!艋镜姆庋b和非封裝。 ●更好地介紹了基本數(shù)據(jù)類型、表達(dá)、循環(huán)、方法和數(shù)組。 ●面向?qū)ο筌浖_(kāi)發(fā)部分介紹了UML方法和重用組件的概念。

作者簡(jiǎn)介

  Y.DanielLiang普度大學(xué)終身教授,阿姆斯特朗亞特蘭大州立大學(xué)計(jì)算機(jī)科學(xué)系教授。他所編寫(xiě)的Java教程在美國(guó)大學(xué)Java課程中采用率最高,同時(shí)他還兼任PrenticeHallJava系列叢書(shū)編輯。相關(guān)圖書(shū)80X86匯編語(yǔ)言與計(jì)算機(jī)體系結(jié)構(gòu)計(jì)算機(jī)體系結(jié)構(gòu):量化研究方法:第3版分布式系統(tǒng)概念設(shè)計(jì)調(diào)和分析導(dǎo)論(英文第三版)人工智能:智能系統(tǒng)指南(英文版)第二版電力系統(tǒng)分析(英文版·第2版)面向計(jì)算機(jī)科學(xué)的數(shù)理邏輯:系統(tǒng)建模與推理(英文版·第2版)Java2專家導(dǎo)引(英文版·第3版)復(fù)分析基礎(chǔ)及工程應(yīng)用(英文版.第3版)機(jī)器視覺(jué)教程(英文版)(含盤)支持向量機(jī)導(dǎo)論(英文版)電子設(shè)計(jì)自動(dòng)化基礎(chǔ)(英文版)Java教程(英文版·第2版)軟件需求管理:用例方法(英文版·第2版)數(shù)字通信導(dǎo)論離散事件系統(tǒng)仿真(英文版·第4版)復(fù)雜SoC設(shè)計(jì)(英文版)基于FPGA的系統(tǒng)設(shè)計(jì)(英文版)基于用例的面向方面軟件開(kāi)發(fā)(英文版)Linux內(nèi)核編程必讀-經(jīng)典原版書(shū)庫(kù)實(shí)分析和概率論-經(jīng)典原版書(shū)庫(kù)(英文版.第2版)軟件過(guò)程改進(jìn)(英文版)計(jì)算機(jī)科學(xué)概論(英文版·第2版)數(shù)學(xué)規(guī)劃導(dǎo)論英文版抽樣理論與方法(英文版)數(shù)據(jù)挖掘:實(shí)用機(jī)器學(xué)習(xí)技術(shù)(英文版·第2版)UML參考手冊(cè)(第2版)UML參考手冊(cè)(英文版·第2版)計(jì)算理論導(dǎo)引實(shí)用軟件工程(英文版)計(jì)算機(jī)取證(英文版)EffectiveC#(英文版)UNIX教程(英文版·第2版)軟件測(cè)試(英文版第2版)設(shè)計(jì)模式精解(英文版第2版)

圖書(shū)目錄

PART I FUNDAMENTALS OF PROGRAMMING
Chapter 1 Introduction to Computers, Programs,and Java
1.1 Introduction
1.2 What Is a Computer?
1.3 Programs
1.4 Operating Systems
1.5 Number Systems (Optional)
1.6 Java, World Wide Web, and Beyond
1.7 Characteristics of Java (Optional)
1.8 The Java Language Specification, API, JDK, and IDE
1.9 A Simple Java Program
1.10 Creating, Compiling, and Executing a Java Program
1.11 Anatomy of the Java Program
1.12 Displaying Text in a Message Dialog Box
Chapter 2 Primitive Data Types and Operations
2.1 Introduction
2.2 Writing Simple Programs
2.3 Identifiers
2.4- Variables
2.5 Assignment Statements and Assignment Expressions
2.6 Constants
2.7 Numeric Data Types and Operations
2.8 Numeric Type Conversions
2.9 Character Data Type and Operations
2.10 boolean DataType and Operations
2.11 Operator Precedence and Associativity
2.12 Operand Evaluation Order
2.13 The String Type
2.14 Getting Input from Input Dialogs
2.15 Case Studies
2.16 Getting Input from the Console (Optional)
2.17 Formatting Output (JDK 1.5 Feature)
2.18 Programming Style and Documentation
2.19 Programming Errors
2.20 Debugging
Chapter 3 Control Statements
3.1 Introduction
3.2 Selection Statements
3.3 Loop Statements
3.5 Which Loop to Use?
3.6 Using the Keywords break and continue
3.7 Case Studies
Chapter 4 Methods
4.1 Introduction
4.2 Creating a Method
4.3 Calling a Method
4.4 Passing Parameters by Values
4.5 Overloading Methods
4.6 The Scope of Local Variables
4.7 Method Abstraction
4.8 The Math Class
4.9 Case Study: Generating Random Characters
4.10 Stepwise Refinement (Optional)
4.11 Recursion (Optional)
4.12 Packages (Optional)
Chapter 5 Arrays
5.1 Introduction
5.2 Array Basics
5.3 Copying Arrays
5.4 Passing Arrays to Methods
5.5 Returning an Array from a Method
5.6 Sorting Arrays
5.7 Searching Arrays
5.8 Multidimensional Arrays
PART II OBJECT-ORIENTED PROGRAMMING
Chapter 6 Objects and Classes
6.1 Introduction
6.2 Defining Classes for Objects
6.3 Constructing Objects Using Constructors
6.4 Accessing Objects via Reference Variables
6.5 Using Classes from the Java Library
6.6 Visibility Modifiers, Accessors, and Mutators
6.7 Data Field Encapsulation
6.8 Immutable Objects and Classes
6.9 Passing Objects to Methods
6.10 Static Variables, Constants, and Methods
6.11 The Scope of Variables
6.12 The this Keyword
6.13 Array of Objects
6.14 Class Abstraction and Encapsulation
6.15 Case Study: The Loan Class
6.16 Case Study: The StackofIntegers Class (Optional)
6.17 Inner Classes
Chapter 7 Strings
7.1 Introduction
7.2 The String Class
7.3 The Character Class
7.4 The 8tringBuffer Class
7.5 The StringTokenizer Class
7.6 The Scanner Class (JDK 1.5 Feature)
7.7 Implementing MyInput Using Scanner
7.8 Command-Line Arguments
Chapter 8 Inheritance and Polymorphism
8.1 Introduction
8.2 Superclasses and Subclasses
8.3 Using the Keyword super
8.4 Overriding Methods
8.5 The Object class
8.6 Polymorphism, Dynamic Binding, and Generic Programming
8.7 Casting Objects and the ~nstanceo~ Operator
8.8 Hiding Data Fields and Static Methods (Optional)
8.9 The protected Data and Methods
8.10 The final Classes, Methods, and Variables
8.11 The finalize, clone, and getClass Methods (Optional)
8.12 Initialization Blocks (Optional)
Chapter 9 Abstract Classes and Interfaces
9.1 Introduction
9.2 Abstract Classes
9.3 The Calendar and Greg0rianCalendar classes
9.4 Interfaces
9.5 Processing Primitive Data Type Values as Objects
9.6 Automatic Conversion Between Primitive Types and Wrapper Class Types (JDK 1.5 Feature)
Chapter 10 Obiect-Oriented Modeling
10.1 Introduction
10.2 The Software Development Process
10.3 Discovering Relationships Among Classes
10.4 Case Study: A Class Design Example
10.5 Case Study: The Rational Class
10.6 Class Design Guidelines
10.7 Modeling Dynamic Behavior Using Sequence Diagrams and Statecharts (Optional)
10.8 Framework-Based Programming Using Java API
PART III GUI PROGRAMMING
Chapter 11 Getting Started with GUI Programming
11.1 Introduction
11.2 GUI Components
11.3 The Java GUI API
11.4 Frames
11.5 Layout Managers
11.6 The colot Class
11.7 The Font Class
11.8 Using Panels as Subcontainers
11.9 Drawing Graphics on Panels
11.10 Centering a Display Using the FontMetrics Class
11.11 Case Study: The MessagePanel Class
11.12 Case Study: The StillClock Class (Optional)
Chapter 12 Event-Driven Programming
12.1 Introduction
12.2 Event and Event Source
12.3 Listeners, Registrations, and Handling Events
12.4 Mouse Events
12.5 Keyboard Events
12.6 The Timer Class (Optional)
Chapter 13 Creating User Interfaces
13.1 Introduction
13.2 Common Features of Swing GUI Components
13.3 Buttons
13.4 Check Boxes
13.5 Radio Buttons
13.6 Labels
13.7 Text Fields
13.8 Text Areas
13.9 Combo Boxes
13.10 Lists
13.11 Scroll Bars
13.12 Sliders
13.13 Creating Multiple Windows
Chapter 14 Applets, Images, and Audio
14.1 Introduction
14.2 The Applet Class
14.3 The dAppler Class
14.4 The HTML File and the <applet> Tag
14.5 Passing Strings to Applets
14.6 Enabling Applets to Run as Applications
14.7 Case Study: TicTacToe (Optional)
14.8 Case Study: Bouncing Ball (Optional)
14.8 The URL Class (Optional)
14.9 Displaying Images (Optional)
14.10 Case Study: The ImageViewer Component (Optional)
14.11 Case Study: The Image Animations (Optional)

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