本书是一本讲解Java原理与Java编程的畅销教材,书中的内容可为学习编程技术的读者打下坚实的基础,从而设计出良好的面向对象软件。
本书通过讲解各种真实世界的编程实例,强调了如何创建问题解决方案及如何应用设计技巧。利用早期的对象方法及面向对象设计的过程,学生们可以在学习编写对象之前先学习如何使用它们。通过易于理解的和准确的写作风格,向读者展示了编程的各种概念,并覆盖了图形与GUI等最新主题。还包含了大量的编程实例,同时在每章结尾给出了非常有价值的编程项目练习。
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书名 | Java程序设计教程(第5版英文版)/国外计算机科学教材系列 |
分类 | |
作者 | (美)刘易斯 |
出版社 | 电子工业出版社 |
下载 | ![]() |
简介 | 编辑推荐 本书是一本讲解Java原理与Java编程的畅销教材,书中的内容可为学习编程技术的读者打下坚实的基础,从而设计出良好的面向对象软件。 本书通过讲解各种真实世界的编程实例,强调了如何创建问题解决方案及如何应用设计技巧。利用早期的对象方法及面向对象设计的过程,学生们可以在学习编写对象之前先学习如何使用它们。通过易于理解的和准确的写作风格,向读者展示了编程的各种概念,并覆盖了图形与GUI等最新主题。还包含了大量的编程实例,同时在每章结尾给出了非常有价值的编程项目练习。 内容推荐 本书是一本讲解Java原理与Java编程的畅销教材,书中的内容可为学习编程技术的读者打下坚实的基础,从而设计出良好的面向对象软件。通过讲解各种真实世界的编程实例,作者在书中强调了如何创建问题解决方案及如何应用设计技巧。利用早期的对象方法(使用与编写相关的类)及面向对象设计的过程,学生们可以在学习编写对象之前先学习如何使用它们。通过易于理解的和准确的写作风格,本书向读者展示了编程的各种概念,并覆盖了图形与GUI等最新主题。书中包含了大量的编程实例,同时在每章结尾给出了非常有价值的编程项目练习。 本书的概念清楚、逻辑性强、内容新颖,可作为大专院校计算机软件专业与计算机应用专业学生的教材和参考书,也可供计算机工程技术人员参考。 目录 Preface Chapter 1 Introduction 1.1 Computer Processing Software Categories Digital Computers Binary Numbers 1.2 Hardware Components Computer Architecture Input/Output Devices Main Memory and Secondary Memory The Central Processing Unit 1.3 Networks Network Connections Local..Area Networks and Wide-Area Networks The Internet The W10rid Wide Wleb Uniform Resource Locators 1.4 The Java Programming Language A Java Program Comments Identifiers and Reserved Words White Space 1.5 Program Development Programming Language Levels Editors,Compilers,and Interpreters Development Environments Syntax and Semantics Errnrs 1.6 Object-Oriented Programming Problem Solving Object-Oriented Software Principles Chapter 2 Data and Expressions 2.1 Character Strings The print and println Methods String Concatenation Escape Sequences 。 2.2 Variables and Assignment Variables The Assignment Statement Constants 2.3 Primitive Data Types Integers and Floating Points Characters Booleans 2.4 Expressions Arithmetic Operators Operator Precedence Increment and Decrement Operators Assignment Operators 2.5 Data Conversion Conversion Techniques 2.6 Interactive Programs The Scanner Class 2.7 Graphics Coordinate Systems Representing Color 2.8 Applets Executing Applets Using the Web 2.9 Drawing Shapes The Graphics Class Chapter 3 Using Classes and Objects 3.1 Creating Objects Aliases 3.2 The String Class 3.3 Packages The import Declaration 3.4 The Random Class 3.5 The Math Class 3.6 Formatting Output The NumberFormat Class The DecimaIFormat Class The printf Method 3.7 Enumerated Types 3.8 Wrapper Classes Autoboxing 3.9 Components and Containers Frames and Panels 3.10 Nested Panels 3.11 Images Chapter 4 Writing Classes 4.1 Classes and Objects Revisited 4.2 Anatomy of a Class Instance Data UML Class Diagrams 4.3 Encapsulation Visibility Modifiers Accessors and Mutators 4.4 Anatomy of a Method The return Statement Parameters Local Data Bank Account Example 4.5 Constructors Revisited 4.6 Graphical Objects 4.7 Graphical User Interfaces 4.8 Buttons 4.9 Text Fields Chapter 5 Conditionals and Loops 5.1 Boolean Expressions Equality and Relational Operators Logical Operators 5.2 The i f Statement The if-else Statement Using Block Statements The Conditional Operator Nested if Statements 5.3 Comparing Data Comparing Floats Comparing Characters Comparing Objects 5.4 The switch Statement 5.5 The while Statement Infinite Loops Nested Loops Other Loop Controls 5.6 Iterators Reading Text Files 5.7 The do Statement 5.8 The for Statement herators and for Loops Comparing Loops 5.9 Drawing with Loops and Conditionals 5.10 Determining Event Sources 5.11 Dialog Boxes 5.12 More Button Components Check Boxes Radio Buttons Chapter 6 Object-Oriented Design 6.1 Software Development Activities 6.2 Identifying Classes and Objects Assigning Responsibilities 6.3 Static Class Members Static Variables Static Methods 6.4 Class Relationships Dependency Dependencies Among Objects of the Same Class Aggregation The this Reference 6.5 Interfaces The Comparable Interface The Iterator Interface 6.6 Enumerated Types Revisited 6.7 Method Design Method Decomposition Method Parameters Revisited 6.8 Method Overloading 6.9 Testing Reviews Defect Testing 6.10 GUI Design 6.11 Layout Managers Flow Layout Border Layout Grid Layout Box Layout 6.12 Borders 6.13 Containment Hierarchies Chapter 7 Arrays 7.1 Array Elements 7.2 Declaring and Using Arrays Bounds Checking Alternate Array Syntax Initializer Lists Arrays as Parameters 7.3 Arrays of Objects 7.4 Command-Line Arguments 7.5 Variable Length Parameter Lists 7.6 Two-DimensionaI Arrays Muhidimensional Arrays 7.7 The ArrayList Class 、 Specifying an ArrayList Element Type ArrayList Efficiency 7.8 Polygons and Polylines The Polygon Class 7.9 Mouse Events 7.10 Key Events Chapter 8 Inheritance 8.1 Creating Subclasses The protected Modifier The super Reference Multiple Inheritance 8.2 Overriding Methods Shadowing Variables 8.3 Class Hierarc hies The Obj ect Class Abstract Classes Interface Hierarchies 8.4 Visibility 8.5 Designing for Inheritance Restricting Inheritance 8.6 The Component Class Hierarchy 8.7 Extending Adapter CIasses 8.8 The Timer Class Chapter 9 Polymorphism 9.1 Late Binding 9.2 Polymorphism via Inheritance 9.3 Polymorphism via interfaces 9.4 Sorting Selection Sort Insertion Sort Comparing Sorts 9.5 Searching Linear Search Binary Search Comparing Searches 9.6 Designing for Polymorphism 9.7 Event Processing 9.8 File Choosers 9.9 Color Choosers 9.10 Sliders Chapter 10 Exceptions 10.1 Exception Handling 10.2 Uncaught Exceptions 10.3 The try-catch Statement The f inally Clause 10.4 Exception Propagation 10.5 The Exception Class Hierarchy Checked and Unchecked Exceptions 10.6 I/O Exceptions 10.7 Tool Tips and Mnemonics 10.8 Combo Boxes 10.9 ScrolI Panes 10.10 Split Panes Chapter 11 Recursion 11.1 Recursive Thinking Infinite Recursion Recursion in Math 11.2 Recursive Programming Recursion VS.Iteration Direct VS.Indirect Recursion 11.3 Using Recursion Traversing a Maze The Towers of Hanoi 11.4 Recursion in Graphics Tiled Pictures Fractals Chapter 12 Collections 12.1 Collections and Data Structures Separating Interface from Implementation 12.2 Dynamic RepresentatiOns Dynamic btructures A Dynamically Linked List Other Dynamic List Representations 12.3 Linear Data Structures queues Stacks 12.4 Non-Linear Data Structures Trees Graphs 12.5 The Java Collections API Generics Appendix A Glossary Appendix B Number Systems Appendix C The Unicode Character Set Appendix D Java Operators Appendix E Java Modifiers Appendix F Java Coding Guidelines Appendix G Java Applets Appendix H Regular Expressions Appendix I JavaDoc Documentation Generator Appendix J The PaintBox Project Appendix K GUI Events Appendix L Java Syntax Appendix M The Java Class Library Index |
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