Eric Roberts > books > The Art and Science of Java

  Publication information:
  The Art and Science of Java
  Addison-Wesley, 2008
  ISBN: 978-0321486127

Links:
  
The ACM Java Libraries
  Answers to review questions
  Full-color sample runs
  The Addison-Wesley book site
  The amazon.com page

Contents:
 
  Chapter 1. Introduction [slides]
    1.1 A brief history of computing
    1.2 What is computer science?
    1.3 A brief tour of computer hardware
    1.4 Algorithms
    1.5 Stages in the programming process
    1.6 Java and the object-oriented paradigm
    1.7 Java and the World Wide Web
 
  Chapter 2. Programming by example [code] [slides]
    2.1 The “Hello World” program
    2.2 Perspectives on the programming process
    2.3 A program to add two numbers
    2.4 Programming idioms and patterns
    2.5 Classes and objects
    2.6 Graphical programs
 
  Chapter 3. Expressions [code] [slides]
    3.1 Primitive data types
    3.2 Constants and variables
    3.3 Operators and operands
    3.4 Assignment statements
    3.5 Boolean expressions
    3.6 Designing for change
 
  Chapter 4. Statement Forms [code] [slides]
    4.1 Statement types in Java
    4.2 Control statements and problem solving
    4.3 The if statement
    4.4 The switch statement
    4.5 The while statement
    4.6 The for statement
 
  Chapter 5. Methods [code] [slides]
    5.1 A quick overview of methods
    5.2 Writing your own methods
    5.3 Mechanics of the method-calling process
    5.4 Decomposition
    5.5 Algorithmic methods
 
  Chapter 6. Objects and Classes [code] [slides]
    6.1 Using the RandomGenerator class
    6.2 The javadoc documentation system
    6.3 Defining your own classes
    6.4 Representing student information
    6.5 Rational numbers
    6.6 Extending existing classes
 
  Chapter 7. Objects and Memory [code] [slides]
    7.1 The structure of memory
    7.2 The allocation of memory to variables
    7.3 Primitive types versus objects
    7.4 Linking objects together
 
  Chapter 8. Strings and Characters [code] [slides]
    8.1 The principle of enumeration
    8.2 Characters
    8.3 Strings as an abstract idea
    8.4 Using the methods in the String class
    8.5 A case study in string processing
 
  Chapter 9. Object-Oriented Graphics [code] [slides]
    9.1 The acm.graphics model
    9.2 Structure of the acm.graphics package
    9.3 Using the shape classes
    9.4 Creating compound objects
 
  Chapter 10. Event-Driven Programs [code] [slides]
    10.1 The Java event model
    10.2 A simple event-driven program
    10.3 Responding to mouse events
    10.4 Responding to keyboard events
    10.5 Creating a simple GUI
    10.6 The Swing interactor hierarchy
    10.7 Managing component layout
    10.8 Using the TableLayout class
 
  Chapter 11. Arrays and ArrayLists [code] [slides]
    11.1 Introduction to arrays
    11.2 Internal representation of arrays
    11.3 Passing arrays as parameters
    11.4 Using arrays for tabulation
    11.5 Initialization of arrays
    11.6 Multidimensional arrays
    11.7 Image processing
    11.8 The ArrayList class
 
  Chapter 12. Searching and Sorting [code] [slides]
    12.1 Searching
    12.2 Sorting
    12.3 Assessing algorithmic efficiency
    12.4 Using data files
 
  Chapter 13. Collection Classes [code] [slides]
    13.1 The ArrayList class revisited
    13.2 The HashMap class
    13.3 The Java Collections Framework
    13.4 Principles of object-oriented design
 
  Chapter 14. Looking Ahead [code] [slides]
    14.1 Recursion
    14.2 Concurrency
    14.3 Using the network
    14.4 Programming patterns


Last modified on Mon Oct 12 12:29:36 2009 by eroberts