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JAVA编程(第5版)(英文影印版)
  • 书号:9787030329103
    作者:(美)法瑞尔(Joyce Farrell)
  • 外文书名:
  • 装帧:平装
    开本:16
  • 页数:724
    字数:900
    语种:
  • 出版社:科学出版社
    出版时间:2011-12-20
  • 所属分类:TP3 计算技术、计算机技术
  • 定价: ¥99.00元
    售价: ¥78.21元
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本书为入门级程序员提供了用JAVA编程语言开发应用程序的方法。JAVA语言深受专业程序员青睐,因为它可以用来制造在视觉上有趣的图形用户界面(GUI)和互联网应用程序。本书也为学生在学习基本的结构化和面向对象程序设计技术的前提下,尽快开始程序编制提供了良好的指导。
本书可作为计算机专业的双语教材或教学参考书,也可供工程技术人员参考。
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目录

  • BRIEF CONTENTS
    PREFACE
    READ THIS BEFORE YOU BEGIN
    CHAPTER 1 CREATING YOUR FIRST JAVA CLASSES
    CHAPTER 2 USING DATA WITHIN A PROGRAM
    CHAPTER 3 USING METHODS,CLASSES,AND OBJECTS
    CHAPTER 4 MORE OBJECT CONCEPTS
    CHAPTER 5 MAKING DECISIONS
    CHAPTER 6 LOOPING
    CHAPTER 7 CHARACTERS,STRINGS,AND THE STRINGBUILDER
    CHAPTER 8 ARRAYS
    CHAPTER 9 INTRODUCTION TO INHERITANCE
    CHAPTER 10 ADVANCED INHERITANCE CONCEPTS
    CHAPTER 11 EXCEPTION HANDLING
    CHAPTER 12 FILE INPUT AND OUTPUT
    CHAPTER 13 INTRODUCTION TO SWING COMPONENTS
    APPENDIX A WORKING WITH THE JAVA PLATFORM
    APPENDIX B LEARNING ABOUT ASCII AND UNICODE
    APPENDIX C FORMATTING OUTPUT
    APPENDIX D GENERATING RANDOM NUMBERS
    APPENDIX E JAVADOC
    GLOSSARY
    CONTENTS
    PREFACE
    READ THIS BEFORE YOU BEGIN
    CHAPTER 1 CREATING YOUR FIRST JAVA CLASSES
    LEARNING ABOUT PROGRAMMING
    INTRODUCING OBJECT-ORIENTED PROGRAMMING CONCEPTS
    Procedural Programming
    Object-Oriented Programming
    Understanding Objects,Classes,and Encapsulation
    Understanding Inheritance and Polymorphism
    LEARNING ABOUT JAVA
    Java Program Types
    ANALYZING A JAVA APPLICATION THAT USES CONSOLE OUTPUT
    Understanding the Statement That Prints the Output
    Understanding the First Class
    Understanding the main()Method
    ADDING COMMENTS TO A JAVA CLASS
    SAVING,COMPILING,RUNNING,AND MODIFYING A JAVA APPLICATION
    Saving a Java Class
    Compiling a Java Class
    Running a Java Application
    Modifying a Java Class
    CREATING A JAVA APPLICATION USING GUI OUTPUT
    CORRECTING ERRORS AND FINDING HELP
    YOU DO IT
    Your First Application
    Adding Comments to a Class
    Modifying a Class
    Creating a Dialog Box
    DON'T DO IT
    KEY TERMS
    CHAPTER SUMMARY
    REVIEW QUESTIONS
    EXERCISES
    DEBUGGING EXERCISES
    GAME ZONE
    TOUGH QUESTIONS
    UP FOR DISCUSSION
    CHAPTER 2 USING DATA WITHIN A PROGRAM
    USING CONSTANTS AND VARIABLES
    Declaring Variables
    Declaring Named Constants
    Pitfall:Forgetting That a Variable Holds One Value at a Time
    LEARNING ABOUT THE int DATA TYPE
    DISPLAYING DATA
    WRITING ARITHMETIC STATEMENTS
    Writing Arithmetic Statements Efficiently
    USING THE BOOLEAN DATA TYPE
    LEARNING ABOUT FLOATING-POINT DATA TYPES
    UNDERSTANDING NUMERIC-TYPE CONVERSION
    WORKING WITH THE char DATA TYPE
    USING THE Scanner CLASS FOR KEYBOARD INPUT
    Pitfall:Using nextLine()Following One of the Other Scanner Input Methods
    USING THE JOptionPane CLASS FOR GUI INPUT
    Using Input Dialog Boxes
    Using Confirm Dialog Boxes
    YOU DO IT
    Working with Numeric Values
    Accepting User Data
    Performing Arithmetic
    Experimenting with Java Programs
    DON'T DO IT
    KEY TERMS
    CHAPTER SUMMARY
    REVIEW QUESTIONS
    EXERCISES
    DEBUGGING EXERCISES
    GAME ZONE
    TOUGH QUESTIONS
    UP FOR DISCUSSION
    CHAPTER 3 USING METHODS,CLASSES,AND OBJECTS
    CREATING METHODS WITH ZERO,ONE,AND MULTIPLE PARAMETERS
    Creating Methods That Require a Single Parameter
    Creating Methods That Require Multiple Parameters
    CREATING METHODS THAT RETURN VALUES
    Calling a Method from Another Method
    LEARNING ABOUT CLASS CONCEPTS
    CREATING A CLASS
    CREATING INSTANCE METHODS IN A CLASS
    DECLARING OBJECTS AND USING THEIR METHODS
    Understanding Data Hiding
    ORGANIZING CLASSES
    AN INTRODUCTION TO USING CONSTRUCTORS
    UNDERSTANDING THAT CLASSES ARE DATA TYPES
    YOU DO IT
    Creating a Static Method That Requires No Arguments and Returns No Values
    Calling a Static Method from Another Class
    Creating a Static Method That Accepts Arguments and Returns Values
    Creating a Class That Contains Instance Fields and Methods
    Creating a Class That Instantiates Objects of Another Class
    Adding a Constructor to a Class
    Creating a More Complete Class
    DON'T DO IT
    KEY TERMS
    CHAPTER SUMMARY
    REVIEW QUESTIONS
    EXERCISES
    DEBUGGING EXERCISES
    GAME ZONE
    TOUGH QUESTIONS
    UP FOR DISCUSSION
    CHAPTER 4 MORE OBJECT CONCEPTS
    UNDERSTANDING BLOCKS AND SCOPE
    OVERLOADING A METHOD
    LEARNING ABOUT AMBIGUITY
    SENDING ARGUMENTS TO CONSTRUCTORS
    OVERLOADING CONSTRUCTORS
    LEARNING ABOUT THE this REFERENCE
    Using the this Reference to Make Overloaded Constructors More Efficient
    USING static VARIABLES
    USING CONSTANT FIELDS
    USING AUTOMATICALLY IMPORTED,PREWRITTEN CONSTANTS AND METHODS
    USING AN EXPLICITLY IMPORTED PREWRITTEN CLASS AND ITS METHODS
    UNDERSTANDING COMPOSITION
    A BRIEF LOOK AT NESTED AND INNER CLASSES
    YOU DO IT
    Demonstrating Scope
    Overloading Methods
    Creating a Constructor That Requires an Argument
    Using an Explicitly Imported Prewritten Class
    Creating an Interactive Application with a Timer
    DON'T DO IT
    KEY TERMS
    CHAPTER SUMMARY
    REVIEW QUESTIONS
    EXERCISES
    DEBUGGING EXERCISES
    GAME ZONE
    TOUGH QUESTIONS
    UP FOR DISCUSSION
    CHAPTER 5 MAKING DECISIONS
    UNDERSTANDING DECISION MAKING
    MAKING DECISIONS WITH THE if AND if...else STRUCTURES
    Pitfall:Misplacing a Semicolon in an if Statement
    Pitfall:Using the Assignment Operator Instead of the Equivalency Operator
    Pitfall:Attempting to Compare Objects Using the Relational Operators
    The if...else Structure
    USING MULTIPLE STATEMENTS IN AN if OR if...else STRUCTURE
    NESTING if AND if...else STATEMENTS
    USING LOGICAL AND and OR OPERATORS
    MAKING ACCURATE AND EFFICIENT DECISIONS
    Using AND and OR Appropriately
    USING THE switch STATEMENT
    USING THE CONDITIONAL AND NOT OPERATORS
    Using the NOT Operator
    UNDERSTANDING PRECEDENCE
    YOU DO IT
    Using an if...else
    Creating an Event Class to Use in a Decision-Making Application
    Writing an Application that Uses the Event class
    Using the switch Statement
    DON'T DO IT
    KEY TERMS
    CHAPTER SUMMARY
    REVIEW QUESTIONS
    EXERCISES
    DEBUGGING EXERCISES
    GAME ZONE
    TOUGH QUESTIONS
    UP FOR DISCUSSION
    CHAPTER 6 LOOPING
    LEARNING ABOUT THE LOOP STRUCTURE
    USING A while LOOP TO CREATE A DEFINITE LOOP
    USING A while LOOP TO CREATE AN INDEFINITE LOOP
    USING SHORTCUT ARITHMETIC OPERATORS
    USING A for LOOP
    LEARNING HOW AND WHEN TO USE A do...while LOOP
    LEARNING ABOUT NESTED LOOPS
    IMPROVING LOOP PERFORMANCE
    Avoiding Unnecessary Operations
    Considering the Order of Evaluation of Short-Circuit Operators
    Comparing to Zero
    Employing Loop Fusion
    YOU DO IT
    Writing a Loop to Validate Data Entries
    Working with Prefix and Postfix Increment Operators
    Working with Definite Loops
    Working with Nested Loops
    DON'T DO IT
    KEY TERMS
    CHAPTER SUMMARY
    REVIEW QUESTIONS
    EXERCISES
    DEBUGGING EXERCISES
    GAME ZONE
    TOUGH QUESTIONS
    UP FOR DISCUSSION
    CHAPTER 7 CHARACTERS,STRINGS,AND THE STRINGBUILDER
    IDENTIFYING PROBLEMS THAT CAN OCCUR WHEN YOU MANIPULATE STRING DATA
    MANIPULATING CHARACTERS
    DECLARING A String OBJECT
    COMPARING String VALUES
    USING OTHER String METHODS
    CONVERTING Strings TO NUMBERS
    LEARNING ABOUT THE StringBuilder AND StringBuffer CLASSES
    YOU DO IT
    Using String Class Methods
    Converting a String to an Integer
    Using StringBuilderMethods
    DON'T DO IT
    KEY TERMS
    CHAPTER SUMMARY
    REVIEW QUESTIONS
    EXERCISES
    DEBUGGING EXERCISES
    GAME ZONE
    TOUGH QUESTIONS
    UP FOR DISCUSSION
    CHAPTER 8 ARRAYS
    DECLARING AND INITIALIZING AN ARRAY
    Initializing an Array
    USING SUBSCRIPTS WITH AN ARRAY
    DECLARING AN ARRAY OF OBJECTS
    SEARCHING AN ARRAY FOR AN EXACT MATCH
    SEARCHING AN ARRAY FOR A RANGE MATCH
    PASSING ARRAYS TO AND RETURNING ARRAYS FROM METHODS
    Returning an Array from a Method
    MANIPULATING ARRAYS OF Strings
    SORTING ARRAY ELEMENTS
    Sorting Arrays of Objects
    USING TWO-DIMENSIONAL AND MULTIDIMENSIONAL ARRAYS
    Using the length Field with a Two-Dimensional Array
    Understanding Ragged Arrays
    Using Multidimensional Arrays
    USING THE Arrays CLASS
    USING THE ArrayList CLASS
    Understanding the Limitations of the ArrayList Class
    YOU DO IT
    Creating and Populating an Array
    Initializing an Array
    Using a for Loop to Access Array Elements
    Creating Parallel Arrays to Eliminate Nested if Statements
    Creating an Application with an Array of Objects
    Creating an Interactive Application That Creates an Array of Objects
    Passing an Array to a Method
    Using Arrays Class Methods
    DON'T DO IT
    KEY TERMS
    CHAPTER SUMMARY
    REVIEW QUESTIONS
    EXERCISES
    DEBUGGING EXERCISES
    GAME ZONE
    TOUGH QUESTIONS
    UP FOR DISCUSSION
    CHAPTER 9 INTRODUCTION TO INHERITANCE
    LEARNING ABOUT THE CONCEPT OF INHERITANCE
    EXTENDING CLASSES
    OVERRIDING SUPERCLASS METHODS
    UNDERSTANDING HOW CONSTRUCTORS ARE CALLED DURING INHERITANCE
    USING SUPERCLASS CONSTRUCTORS THAT REQUIRE ARGUMENTS
    ACCESSING SUPERCLASS METHODS
    Comparing this and super
    LEARNING ABOUT INFORMATION HIDING
    METHODS YOU CANNOT OVERRIDE
    A Subclass Cannot Override staticMethods in Its Superclass
    A Subclass Cannot Override finalMethods in Its Superclass
    A Subclass Cannot Override Methods in a final Superclass
    YOU DO IT
    Creating a Superclass and an Application to Use It
    Creating a Subclass and an Application to Use It
    Creating a Subclass Method That Overrides a Superclass Method
    Understanding the Role of Constructors in Inheritance
    Inheritance When the Superclass Requires Constructor Arguments
    Accessing an Overridden Superclass Method from Within a Subclass
    DON'T DO IT
    KEY TERMS
    CHAPTER SUMMARY
    REVIEW QUESTIONS
    EXERCISES
    DEBUGGING EXERCISES
    GAME ZONE
    TOUGH QUESTIONS
    UP FOR DISCUSSION
    CHAPTER 10 ADVANCED INHERITANCE CONCEPTS
    CREATING AND USING ABSTRACT CLASSES
    USING DYNAMIC METHOD BINDING
    Using a Superclass as a Method Parameter Type
    CREATING ARRAYS OF SUBCLASS OBJECTS
    USING THE Object CLASS AND ITS METHODS
    Using the toString()Method
    Using the equals()Method
    USING INHERITANCE TO ACHIEVE GOOD SOFTWARE DESIGN
    CREATING AND USING INTERFACES
    Creating Interfaces to Store Related Constants
    CREATING AND USING PACKAGES
    YOU DO IT
    Creating an Abstract Class
    Extending an Abstract Class
    Extending an Abstract Class with a Second Subclass
    Instantiating Objects from Subclasses
    Using Object References
    Overriding the Object Class equals()Method
    Eliminating Duplicate User Entries
    Creating a Package
    DON'T DO IT
    KEY TERMS
    CHAPTER SUMMARY
    REVIEW QUESTIONS
    EXERCISES
    DEBUGGING EXERCISES
    GAME ZONE
    TOUGH QUESTIONS
    UP FOR DISCUSSION
    CHAPTER 11 EXCEPTION HANDLING
    LEARNING ABOUT EXCEPTIONS
    TRYING CODE AND CATCHING Exceptions
    THROWING AND CATCHING MULTIPLE Exceptions
    USING THE Finally BLOCK
    UNDERSTANDING THE ADVANTAGES OF EXCEPTION HANDLING
    SPECIFYING THE Exceptions A METHOD CAN THROW
    TRACING Exceptions THROUGH THE CALL STACK
    CREATING YOUR OWN Exceptions
    USING ASSERTIONS
    YOU DO IT
    Catching an Exception and Using getMessage()
    Generating a NumberFormatException
    Adding NumberFormatException Handling Capabilities to an Application
    Creating a Class That Automatically Throws Exceptions
    Creating a Class That Passes on an Exception
    Creating an Application That Can Catch Exceptions
    Extending a Class That Throws Exceptions
    Using the printStackTrace()Method
    Creating an Exception Class
    Using an Exception You Created
    DON'T DO IT
    KEY TERMS
    CHAPTER SUMMARY
    REVIEW QUESTIONS
    EXERCISES
    DEBUGGING EXERCISES
    GAME ZONE
    TOUGH QUESTIONS
    UP FOR DISCUSSION
    CHAPTER 12 FILE INPUT AND OUTPUT
    UNDERSTANDING COMPUTER FILES
    USING THE File CLASS
    UNDERSTANDING DATA FILE ORGANIZATION AND STREAMS
    USING STREAMS
    WRITING TO AND READING FROM A FILE
    Reading from a File
    WRITING FORMATTED FILE DATA
    READING FORMATTED FILE DATA
    USING A VARIABLE FILENAME
    CREATING AND USING RANDOM ACCESS FILES
    WRITING RECORDS TO A RANDOM ACCESS FILE
    READING RECORDS FROM A RANDOM ACCESS FILE
    Accessing a Random Access File Sequentially
    Accessing a Random Access File Randomly
    READING AND WRITING OBJECTS TO AND FROM FILES
    YOU DO IT
    Using the File Class to Examine File Status
    Comparing Two File Dates
    Using InputStream and OutputStream Objects
    Writing to an Output File
    Reading Data from a File
    Creating a Class to Use in a File of Objects
    Creating a Program that Writes Event Objects to a File
    Creating a Program that Accesses Stored Event Object Data
    DON'T DO IT
    KEY TERMS
    CHAPTER SUMMARY
    REVIEW QUESTIONS
    EXERCISES
    DEBUGGING EXERCISES
    GAME ZONE
    TOUGH QUESTIONS
    UP FOR DISCUSSION
    CHAPTER 13 INTRODUCTION TO SWING COMPONENTS
    UNDERSTANDING Swing COMPONENTS
    USING THE JFrame CLASS
    Customizing a JFrame's Appearance
    USING A JLabel
    Changing a JLabel's Font
    USING A LAYOUT MANAGER
    EXTENDING THE JFrame CLASS
    ADDING JTextFields,JBUTTONS,AND TOOL TIPS TO A JFrame
    Adding JButtons
    Using Tool Tips
    LEARNING ABOUT EVENT-DRIVEN PROGRAMMING
    Preparing Your Class to Accept Event Messages
    Telling Your Class to Expect Events to Happen
    Telling Your Class How to Respond to Events
    Using the setEnabled()Method
    UNDERSTANDING Swing EVENT LISTENERS
    USING THE JCheckBox CLASS
    USING THE ButtonGroup CLASS
    USING THE JComboBox CLASS
    YOU DO IT
    Creating a JFrame
    Ending an Application When a JFrame Closes
    Adding Components to a JFrame
    Adding Functionality to a JButton and a JTextField
    Distinguishing Event Sources
    Including JCheckBoxes in an Application
    DON'T DO IT
    KEY TERMS
    CHAPTER SUMMARY
    REVIEW QUESTIONS
    EXERCISES
    DEBUGGING EXERCISES
    GAME ZONE
    TOUGH QUESTIONS
    UP FOR DISCUSSION
    APPENDIX A WORKING WITH THE JAVA PLATFORM
    APPENDIX B LEARNING ABOUT ASCII AND UNICODE
    APPENDIX C FORMATTING OUTPUT
    APPENDIX D GENERATING RANDOM NUMBERS
    APPENDIX E JAVADOC
    GLOSSARY
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