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An introduction to computer science using Java / Samuel N. Kamin, M. Dennis Mickunas, Edward M. Reingold.

By: Contributor(s): Publication details: Boston : McGraw-Hill, c2002.Edition: 2nd edDescription: xxxix, 753 p. : ill. (some col.) ; 23 cmISBN:
  • 007112232X
Subject(s): LOC classification:
  • QA76 .K262 2002
Contents:
What is Programming? -- Mechanical Mouse in a Maze -- Object-Oriented Programming -- Computers and Data Representations -- Compilers -- Debugging -- Applications and Applets -- Classes and Methods I: Basics -- Some Simple Programs -- Building Simple Classes -- Text Output -- Drawing in Java -- Fundamental Data Types of Java -- Integers -- Declarations, Variables, and Assignment Statements -- Real Numbers -- Strings -- Debugging -- Pitfalls of Numbers, Strings, and Characters -- Decision Making -- The if Statement -- Constructing and Analyzing Boolean Expressions -- Comparing Objects -- switch Statements -- Debugging Decision Making -- More About Boolean Operators -- Classes and Methods II: Classes with Multiple Methods -- Building Classes with Multiple Methods -- Initialization of Instance Variables -- Scope of Variables -- Class Constructors with Arguments -- A Clock Class -- Iteration -- while Loops -- for Loops -- do-while Loops -- Loop Invariants -- Reading Input in a Loop -- Debugging Loops -- More Drawing in Java -- Iteration in Graphical Programs -- Classes and Methods III: Working with Objects -- Object-Oriented Programming -- Clocks Revisited -- Constructors -- Overloading Methods -- Methods Invoking Methods -- This -- Visibility Qualifiers -- Mutability -- Design Decisions, Representation Independence, and Debugging -- What Is main? -- One-Dimensional Arrays -- Array Basics -- Simple Array-Processing Loops -- Simple Computations on Numerical Data -- Arrays of Objects -- Debugging Arrays -- Sorting and Searching -- One-Dimensional Arrays and Graphics -- Nested Loops and Two-Dimensional Arrays -- Nested Loops -- Two-Dimensional Arrays -- Example: Crossword Puzzles -- Mouse in a Maze Revisited -- Drawing Pictures (advanced) -- Classes and Methods IV: Static Methods and Variables -- Class Variables and Class Methods -- Classes with No Instance Variables or Methods -- Modular Development and Debugging -- Interfaces -- The Java AWT Part I: Mouse Events (Optional) -- Mouse Events -- Objects in GUI Programs -- Debugging Classes -- Inheritance and Exceptions -- Packages -- Inheritance -- Exceptions -- Java AWT Part II (Optional) -- The Java AWT -- The Java AWT Event Model -- A Temperature Conversion GUI -- Using Conditionals with Reactive Components -- Drawing in a Frame -- The AWT Component Hierarchy -- The Canvas Class -- Designing the Screen Layout -- A Calendar Program -- Java and the Web -- Recursion -- Introduction to Recursion -- A First Example -- Divide and Conquer -- Under the Hood -- Processing Arrays Recursively -- Recursive Functions on Lists -- Dynamic Programming -- Recursive Drawings -- Text Processing and File Input/Output -- The Classes String and StringBuffer -- Sequential Files -- Debugging File I/O -- A Mail-Merge Application -- A Database Application -- Reading Input from the Web (Optional) -- Case Study: the Game of Reversi -- The Game of Reversi -- Organization of the Solution -- The Classes -- The Reversi Classes -- Other Java Features -- No Preprocessor -- Data Types -- Control Structures -- The final Modifier -- Inner Classes -- Concurrency-Related Features -- The transient and native Modifiers -- Precedence Rules -- Classes in CSLib and the Java API -- Classes in the CSLib package -- Classes in the java.lang Package -- Classes in the java.util Package -- Classes in the java.awt Package -- Classes in the java.awt.event Package -- Classes in the java.applet Package -- Classes in the java.io Package -- UML Class Diagrams -- Specifying a Class -- Associations -- Inheritance and Generalization -- Aggregations -- Interfaces and Realization -- Javadoc and CSLib -- Javadoc -- The CSLib Package.
Summary: An Introduction to Computer Science Using Java, Second Edition strives to give the reader the tools to develop correct, efficient, well-structured, and stylish programs and to build a foundation for further studies in computer science. The broad perspective that this book offers makes it an ideal text for the first course a student will take in Computer Science.Summary: In the new edition, the authors have put more emphasis on object-oriented programming, greatly expanding their coverage and using a more graphical approach. At the same time, the text has retained its coverage of the traditionally fundamental computer science topics such as the development of correct programs, iteration, arrays, recursion, and algorithm analysis. This blend prepares students to become sophisticated computer programmers, not simply Java programmers.
Holdings
Item type Current library Home library Shelving location Call number Status Date due Barcode
Books Books American University in Dubai American University in Dubai Main Collection QA 76 .K262 2002 (Browse shelf(Opens below)) Available 43440

Includes index.

What is Programming? -- Mechanical Mouse in a Maze -- Object-Oriented Programming -- Computers and Data Representations -- Compilers -- Debugging -- Applications and Applets -- Classes and Methods I: Basics -- Some Simple Programs -- Building Simple Classes -- Text Output -- Drawing in Java -- Fundamental Data Types of Java -- Integers -- Declarations, Variables, and Assignment Statements -- Real Numbers -- Strings -- Debugging -- Pitfalls of Numbers, Strings, and Characters -- Decision Making -- The if Statement -- Constructing and Analyzing Boolean Expressions -- Comparing Objects -- switch Statements -- Debugging Decision Making -- More About Boolean Operators -- Classes and Methods II: Classes with Multiple Methods -- Building Classes with Multiple Methods -- Initialization of Instance Variables -- Scope of Variables -- Class Constructors with Arguments -- A Clock Class -- Iteration -- while Loops -- for Loops -- do-while Loops -- Loop Invariants -- Reading Input in a Loop -- Debugging Loops -- More Drawing in Java -- Iteration in Graphical Programs -- Classes and Methods III: Working with Objects -- Object-Oriented Programming -- Clocks Revisited -- Constructors -- Overloading Methods -- Methods Invoking Methods -- This -- Visibility Qualifiers -- Mutability -- Design Decisions, Representation Independence, and Debugging -- What Is main? -- One-Dimensional Arrays -- Array Basics -- Simple Array-Processing Loops -- Simple Computations on Numerical Data -- Arrays of Objects -- Debugging Arrays -- Sorting and Searching -- One-Dimensional Arrays and Graphics -- Nested Loops and Two-Dimensional Arrays -- Nested Loops -- Two-Dimensional Arrays -- Example: Crossword Puzzles -- Mouse in a Maze Revisited -- Drawing Pictures (advanced) -- Classes and Methods IV: Static Methods and Variables -- Class Variables and Class Methods -- Classes with No Instance Variables or Methods -- Modular Development and Debugging -- Interfaces -- The Java AWT Part I: Mouse Events (Optional) -- Mouse Events -- Objects in GUI Programs -- Debugging Classes -- Inheritance and Exceptions -- Packages -- Inheritance -- Exceptions -- Java AWT Part II (Optional) -- The Java AWT -- The Java AWT Event Model -- A Temperature Conversion GUI -- Using Conditionals with Reactive Components -- Drawing in a Frame -- The AWT Component Hierarchy -- The Canvas Class -- Designing the Screen Layout -- A Calendar Program -- Java and the Web -- Recursion -- Introduction to Recursion -- A First Example -- Divide and Conquer -- Under the Hood -- Processing Arrays Recursively -- Recursive Functions on Lists -- Dynamic Programming -- Recursive Drawings -- Text Processing and File Input/Output -- The Classes String and StringBuffer -- Sequential Files -- Debugging File I/O -- A Mail-Merge Application -- A Database Application -- Reading Input from the Web (Optional) -- Case Study: the Game of Reversi -- The Game of Reversi -- Organization of the Solution -- The Classes -- The Reversi Classes -- Other Java Features -- No Preprocessor -- Data Types -- Control Structures -- The final Modifier -- Inner Classes -- Concurrency-Related Features -- The transient and native Modifiers -- Precedence Rules -- Classes in CSLib and the Java API -- Classes in the CSLib package -- Classes in the java.lang Package -- Classes in the java.util Package -- Classes in the java.awt Package -- Classes in the java.awt.event Package -- Classes in the java.applet Package -- Classes in the java.io Package -- UML Class Diagrams -- Specifying a Class -- Associations -- Inheritance and Generalization -- Aggregations -- Interfaces and Realization -- Javadoc and CSLib -- Javadoc -- The CSLib Package.

An Introduction to Computer Science Using Java, Second Edition strives to give the reader the tools to develop correct, efficient, well-structured, and stylish programs and to build a foundation for further studies in computer science. The broad perspective that this book offers makes it an ideal text for the first course a student will take in Computer Science.

In the new edition, the authors have put more emphasis on object-oriented programming, greatly expanding their coverage and using a more graphical approach. At the same time, the text has retained its coverage of the traditionally fundamental computer science topics such as the development of correct programs, iteration, arrays, recursion, and algorithm analysis. This blend prepares students to become sophisticated computer programmers, not simply Java programmers.

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