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Introduction to programming in java / J. N. Patterson Hume, Christine Stephenson.

Por: Colaborador(es): Idioma: Inglés Detalles de publicación: Toronto : Holt Software, 2000.Edición: 1stDescripción: 734 p. + 1 CD Rom (Nº Inv. RE0048)Tipo de contenido:
  • texto
Tipo de medio:
  • sin mediación
Tipo de soporte:
  • volumen
ISBN:
  • 0921598394
Tema(s):
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Libro Libro Facultad Regional Santa Fe - Biblioteca "Rector Comodoro Ing. Jorge Omar Conca" 004.438JAVA H882 (Navegar estantería(Abre debajo)) Sólo Consulta 8372
Libro Libro Facultad Regional Santa Fe - Biblioteca "Rector Comodoro Ing. Jorge Omar Conca" 004.438JAVA H882 (Navegar estantería(Abre debajo)) Disponible 8373
Libro Libro Facultad Regional Santa Fe - Biblioteca "Rector Comodoro Ing. Jorge Omar Conca" 004.438JAVA H882 (Navegar estantería(Abre debajo)) Disponible 8374
Libro Libro Facultad Regional Santa Fe - Biblioteca "Rector Comodoro Ing. Jorge Omar Conca" 004.438JAVA H882 (Navegar estantería(Abre debajo)) Disponible 8375
Libro Libro Facultad Regional Santa Fe - Biblioteca "Rector Comodoro Ing. Jorge Omar Conca" 004.438JAVA H882 (Navegar estantería(Abre debajo)) Disponible 8376
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Incluye CD-ROM, nº inv. RE0048. Para más información, consultar http://www.holtsoft.com/java/ (visitada 23/03/07)

CONTENIDO
PREFACE
ACKNOWLEDGMENTS
Chapter 1 - COMPUTING ESSENTIALS
1.1 Introduction
1.2 A Brief History of Computer Hardware
1.3 A Brief History of Programming
1.3.1 A New Way of Organizing Large Programs
1.4 What is a Computer?
1.4.1 The Central Processing Unit
1.4.2 Memory
1.4.3 Output Devices
1.5 Number Systems: Decimal and Binary
1.6 Hardware and Networks
1.6.1 Different Kinds of Computers for Different Needs
1.6.2 The Silicon Chip
1.7 Software
1.7.1 Operating Systems
1.7.2 Programming Environments
1.7.3 Applications
1.8 The Social Impact of Computers
1.8.1 Employment
1.8.2 Privacy
1.8.3 Access to Information
1.8.4 Leisure Activities
1.8.5 Illegal Activity
1.8.6 Computers: Good or Bad?
1.9 Chapter Summary
1.10 Technical Terms
1.11 Exercises
Chapter 2 - THE READY TO PROGRAM WITH JAVA TECHNOLOGY IDE
2.1 Beginning to Use Ready to Program with JavaTM Technology
2.2 Organization of Java Programs
2.3 Creating a New Application
2.4 Compiling the Program
2.5 Errors in the Program
2.6 Running the Program
2.7 Modifying Existing Programs
2.8 Features of Ready
2.8.1 Syntax Coloring
2.8.2 Program Indentation
2.8.3 One-Window Mode
2.9 Further Documentation
Chapter 3 - PROGRAMMING
3.1 Programming and Programmers
3.2 Programming Style
3.3 The Software Development Process
3.4 Abstraction in Programs
3.4.1 Procedural Abstraction
3.4.2 Data Abstraction
3.5 Programming Paradigms
3.5.1 Procedure-Oriented Programming
3.5.2 Object-Oriented Programming
3.6 Key Concepts in Object-Oriented Programming
3.6.1 Objects
3.6.2 Classes
3.6.3 Inheritance
3.7 Chapter Summary
3.8 Technical Terms
3.9 Exercises
Chapter 4 - PROGRAMMING IN JAVA
4.1 What is Java?
4.2 Programming in Java
4.2.1 Locating a Figure in the Console Window
4.2.2 Drawing a Colored Rectangle in the Console Window
4.3 Standalone Programs in Java
4.4 User-Defined Methods
4.4.1 Simple Examples of User-Defined Methods
4.4.2 A More Complicated Example
4.5 The Form of Java Application Programs
4.6 Using a Boilerplate
4.7 Chapter Summary
4.8 Technical Terms
4.9 Exercises
Chapter 5 - BASIC PROGRAMMING LANGUAGE CONCEPTS
5.1 Metalanguage for Defining Syntax
5.2 Primitive Data Types
5.3 Declarations of Variables
5.4 Expressions: Arithmetic and Boolean
5.4.1 Arithmetic Expressions
5.4.2 Boolean Expressions
5.5 Assignment Statements
5.5.1 Initializing Variables in their Declarations
5.5.2 Constants
5.5.3 Syntax of Assignment Statements
5.5.4 Variable Names on Both Sides of an Assignment Statement
5.6 Output Statements
5.6.1 Output Formatting
5.7 Comments in Programs
5.8 Chapter Summary
5.9 Technical Terms
5.10 Exercises
Chapter 6 - INPUT OF DATA
6.1 Entering Programs
6.2 Standard Input and Output
6.3 Input of Numerical Data
6.4 Input of String Data
6.5 Input of Sequences of Data
6.5.1 Counted Repetition
6.5.2 Conditional Repetition
6.6 Input from a File
6.7 Output to a File
6.8 Generated Data
6.9 Statistical Analysis of Data
6.10 Chapter Summary
6.11 Technical Terms
6.12 Exercises
Chapter 7 - CONTROL CONSTRUCTS
7.1 Structure within Methods
7.2 Repetition Constructs
7.2.1 The Counted Loop
7.2.2 The Conditional Loop
7.2.3 Testing of Loops
7.3 Basic Selection Constructs
7.4 Flow Charts
7.5 Tracing Execution
7.6 Another Selection Construct
7.7 Checking Input Data
7.8 Common Programming Errors
7.9 Chapter Summary
7.10 Technical Terms
7.11 Exercises
Chapter 8 - STRINGS
8.1 The String Data Type
8.2 Declaring String Objects
8.3 Concatenation of Strings
8.4 Replacing Characters in Strings
8.5 Searching for Patterns in Strings
8.6 Comparing Strings
8.7 The StringBuffer Class
8.8 The StringTokenizer Class
8.9 Text Processing
8.10 Chapter Summary
8.11 Technical Terms
8.12 Exercises
Chapter 9 - METHODS
9.1 Kinds of Methods
9.2 Calling a Method in a Program
9.3 Defining a Method
9.3.1 Labelling Methods and Variables as Static
9.4 Access to Instance Variables
9.5 Scope of Identifiers
9.6 Testing of Programs
9.7 Tracing of Methods
9.8 Function Methods
9.9 Method Overloading
9.10 Recursive Methods
9.11 An Example Using Methods
9.12 Function Methods with Side Effects
9.13 A Case Study Involving Methods
9.13.1 Specification of Problem to be Solved
9.13.2 Design of the User Interface
9.13.3 Program Design
9.13.4 Stepwise Refinement
9.13.5 Further Refinement - Encrypting a Letter
9.13.6 The Java Program
9.14 Chapter Summary
9.15 Technical Terms
9.16 Exercises
Chapter 10 - CLASSES AND INHERITANCE
10.1 Objects and Abstract Data Types
10.2 Using a Class
10.3 Creating the Turtle Class
10.4 Instantiating Two Objects from a Class
10.5 Method Overloading
10.6 Creating a New Class by Inheritance
10.6.1 Using the Modified Class
10.7 Class Hierarchy
10.8 Chapter Summary
10.9 Technical Terms
10.10 Exercises
Chapter 11 - APPLETS AND GRAPHICAL USER INTERFACES
11.1 The Structure of an Applet
11.2 Applets with No Input
11.3 Applets with User Input and Output with GUI
11.4 Applets with Multiple GUI Components
11.5 Layout of GUI Components
11.6 Other GUI Components
11.7 Graphics Using Applets
11.8 Simple Animation
11.9 A Case Study Using GUIs and Graphics
11.9.1 Problem Specification
11.9.2 User Interface - Component Selection
11.9.3 User Interface - Placement of Components
11.9.4 The Program
11.10 Chapter Summary
11.11 Technical Terms
11.12 Exercises
Chapter 12 - CREATING WEB PAGES WITH HTML
12.1 The Hypertext Markup Language
12.2 Markup Tags
12.3 HTML Documents
12.4 HTML Tags for Formatting Text
12.5 Linked Web Pages
12.6 Tables in Web Pages
12.7 Images in Web Pages
12.8 Applets in Web Pages
12.9 An Example Web Page with Applets
2.10 Chapter Summary
12.11 Technical Terms
12.12 Exercises
Chapter 13 - ARRAYS
13.1 Lists as Arrays
13.1.1 Frequency Distribution
13.1.2 A Class for Maintaining a List of Names
13.1.3 Computing Prime Numbers
13.2 Related Lists
13.3 Declaration of Arrays
13.4 Two-Dimensional Arrays
13.5 Methods With Array Parameters
13.6 Searching
13.7 Efficiency of Algorithms
13.7.1 Sequential Search Time
13.7.2 Binary Search Time
13.8 Chapter Summary
13.9 Technical Terms
13.10 Exercises
Chapter 14 - ADVANCED OBJECT ORIENTED CONCEPTS
14.1 Separate Classes for Drawing Shapes
14.2 An Abstract Shape Class as a Base Class
14.3 Method Overloading in the Base Class
14.4 Adding Methods to a Base Class
14.5 Improving Efficiency of Extended Classes
14.6 Class Hierarchies
14.7 Java Interfaces
14.8 Chapter Summary
14.9 Technical Terms
14.10 Exercises
Chapter 15 - RECORDS IN JAVA
15.1 Records
15.2 Arrays of Records
15.2.1 Two-Dimensional Arrays of Records
15.3 Storing Records in Binary Files
15.4 Example of Using a Binary File
15.5 Records with Alternative Sets of Fields
15.6 Chapter Summary
15.7 Technical Terms
15.8 Exercises
Chapter 16 - ALGORITHMS FOR SORTING LISTS
16.1 What is Sorting?
16.2 Insertion Sort
16.3 Selection Sort
16.4 Bubble Sort
16.4.1 Top Down Design of Bubble Sort
16.4.2 Improving Bubble Sort
16.5 Running Time for Sorting Algorithms
16.6 Merge Sort
16.6.1 The Nature of Recursion
16.7 Quicksort
16.8 Chapter Summary
16.9 Technical Terms
16.10 Exercises
Chapter 17 - SELF-REFERENTIAL CLASSES AND LINKED LISTS
17.1 Links
17.2 Singly Linked Lists
17.3 A List Class
17.3.1 Sample Execution of Demonstration Program
17.4 Implementation of List Class
17.5 Ordered Lists
17.5.1 Sample Execution of Demonstration Program
17.6 Chapter Summary
17.7 Technical Terms
17.8 Exercises
Chapter 18 - ADVANCED GUIS
18.1 The MovieWicket Example Problem
18.2 Layout of GUIs
18.3 Layout for the MovieWicket Applet
18.4 Implementation of the Actions of the Applet
18.5 Drawing Using the Mouse
18.6 GUIs with Java Applications
18.7 Menus
18.8 A Case Study Involving GUIs in a Java Application
18.8.1 Problem
18.8.2 User Interface - Windows
18.8.3 User Interface - Component Selection
18.8.4 User Interface - Placement
18.8.5 User Interface - Other Issues
18.8.6 The Program
18.9 Chapter Summary
18.10 Exercises
APPENDICES
Appendix A: Library Automation System Case Study
A.1 The Problem Specification
A.2 Specifications for the Library Information System
A.3 The User Interface
A.4 Choosing Objects and Classes
A.5 Choosing Fields and Methods for Each Class
A.6 The Program Design
A.7 The Program
A.8 Exercises
Appendix B: Reserved Words
Appendix C: Java Class Library
Classes Sorted by Package
Descriptions
Appendix D: HSA Class Library
Appendix E: Operators
Mathematical Operators
Boolean Operators
Bit Manipulation Operators
Operator Precedence
Appendix F: Applet Syntax
Appendix G: Application Syntax
Appendix H: Installing the Ready to Program Java IDE
Appendix I: License Agreement for the Ready to Program Java IDE
Appendix J: Web Resources for Java
INDEX

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