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Java How to Program: Early Objects, 11/e


Java How to Program: Early Objects, 11/e
Author(s)  Paul J. Deitel and Harvey M. Deitel
ISBN  9789353062033
Imprint  Pearson Education
Copyright  2019
Pages  1288
Binding  Paperback
List Price  Rs. 1190.00
  
 
 

Java How to Program, Early Objects, 11th Edition, presents leading-edge computing
technologies using Deitels' signature live-code approach, which demonstrates
concepts in hundreds of complete working programs. The groundbreaking How to
Program series offers unparalleled breadth and depth of programming fundamentals,
object-oriented programming concepts and intermediate-level topics for further
study. This edition presents updated coverage of Java SE 8 and new Java SE 9
capabilities, including JShell, the Java Module System, and other key Java 9 topics."
 

  • About the Authors
  • Contents
  • Features
  • Downloadable Resources

Paul Deitel


Harvey Deitel


 

 

1. Introduction to Computers, the Internet and Java


2. Introduction to Java Applications; Input/Output and Operators


3. Introduction to Classes, Objects, Methods and Strings


4. Control Statements: Part 1; Assignment, ++ and -- Operators


5. Control Statements: Part 2; Logical Operators


6. Methods: A Deeper Look


7. Arrays and ArrayLists


8. Classes and Objects: A Deeper Look


9. Object-Oriented Programming: Inheritance


10. Object-Oriented Programming: Polymorphism and Interfaces


11. Exception Handling: A Deeper Look


12. JavaFX Graphical User Interfaces: Part 1


13. JavaFX GUI: Part 2


14. Strings, Characters and Regular Expressions


15. Files, Input/Output Streams, NIO and XML Serialization


16. Generic Collections


17. Lambdas and Streams


18. Recursion


19. Searching, Sorting and Big O


20. Generic Classes and Methods: A Deeper Look


21. Custom Generic Data Structures


22. JavaFX Graphics and Multimedia


23. Concurrency


24. Accessing Databases with JDBC


25. Introduction to JShell: Java 9's REPL


A. Operator Precedence Chart


B. ASCII Character Set


C. Keywords and Reserved Words


D. Primitive Types


E. Using the Debugger



Online Chapters and Appendices


26. Swing GUI Components: Part 1


27. Graphics and Java 2D


28. Networking


29. Java Persistence API (JPA)


30. JavaServer™ Faces Web Apps: Part 1


31. JavaServer™ Faces Web Apps: Part 2


32. REST-Based Web Services


33. (Optional) ATM Case Study, Part 1: Object-Oriented Design with the UML


34. (Optional) ATM Case Study, Part 2: Implementing an Object-Oriented Design


35. Swing GUI Components: Part 2


36. Java Module System and Other Java 9 Features


F. Using the Java API Documentation


G. Creating Documentation with javadoc


H. Unicode®


I. Formatted Output


J. Number Systems


K. Bit Manipulation


L. Labeled break and continue Statements


M. UML 2: Additional Diagram Types


N. Design Patterns"


 

 

1. Rich coverage of programming fundamentals; real-world examples:


a. Interactive Java through JShell-Java SE 9's most exciting new pedagogic feature


b. Lambdas, sequential and parallel streams, functional interfaces


c. JavaFX GUI, 2D and 3D graphics, animation and video


d. Composition vs. Inheritance, dynamic composition


e. Programming to an interface not an implementation


f. Files, input/output streams and XML serialization


g. Concurrency for optimal multi-core performance


h. Other topics: recursion, searching, sorting, generics, data structures, optional Swing GUI, multithreading, database (JDBC TM and JPA)



2. Outstanding applied pedagogy to facilitate learning:


a. Programming Wisdom: Hundreds of valuable programming tips facilitate learning. Icons throughout the text identify Software Engineering Observations, Good Programming Practices, Common Programming Errors,


Error-Prevention Tips, Portability Tips, Performance Tips, and Look-and-Feel Observations (for GUI design).


b. Hundreds of self-review exercises with answers.


c. Hundreds of interesting real-world exercises and projects enable students to apply what they've learned.


d. "Making a Difference" exercises encourage students to use computers and the Internet to research and address significant social problems."


 

 
 
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