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9780471196655

Java Programming An IS Perspective

by
  • ISBN13:

    9780471196655

  • ISBN10:

    0471196657

  • Edition: 1st
  • Format: Paperback
  • Copyright: 1998-01-14
  • Publisher: Wiley

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Supplemental Materials

What is included with this book?

Summary

This introduction to Java programming features a business focus. It discusses what it means to be object oriented, how to structure classes, and how to write methods using Java's structured programming elements. After outlining the elements of a complete Java program, the book moves on to advanced topics such as writing event-driven GUI programs, preparing applets for the Web, one- and two-dimensional arrays, animation, and more. Files from the book will be available on the Web.

Author Biography

Jan L. Harrington is the author of Java Programming: An IS Perspective, published by Wiley.

Table of Contents

Preface v(6)
Support Files viii(1)
Acknowledgments ix(2)
Contents xi
Chapter 1: Introducing Java and the Object-Oriented Paradigm
1(32)
Why Java
2(3)
Performing a Real-World Task
5(4)
A Bit of History
9(1)
Objects
9(2)
Messages
10(1)
Data Encapsulation
10(1)
Classes
11(1)
Types of Classes
11(2)
A Short Introduction to Object-Oriented Development
13(1)
Designing an Object-Oriented Program: A First Example
14(4)
The Office Supply Inventory
15(3)
Inheritance
18(7)
The Office Supply Company
20(2)
The Corner Pharmacy
22(3)
Interface Classes and Inheritance
25(2)
Some Guidelines for Defining Classes
27(1)
Summary
28(1)
Exercises
29(4)
Chapter 2: Running Java
33(22)
Java Execution Environments
34(1)
Java Programming Environments
35(3)
Java Class Library
36(1)
Preparing a Java Program
37(1)
The Anatomy of a Java Program
38(12)
Class Structure
40(2)
Method Structure
42(1)
Overloading
43(1)
Constructors
43(2)
The main Method
45(1)
Gaining Access to Class Libraries
46(1)
Creating Objects
46(2)
Calling Methods
48(1)
Adding Comment Statements
48(1)
Tracing the Hello Program
49(1)
Summary
50(1)
Exercises
51(4)
Chapter 3: Variables and Data Types
55(18)
Variables of Simple Data Types
56(3)
Integers
57(1)
Floating Point Numbers
58(1)
Character Data
58(1)
Booleans
59(1)
Variables for Objects
59(1)
Scope of Variables
60(2)
Literal Values
62(1)
Initializing Variables
62(1)
Typecasting
63(1)
String Objects
64(1)
Static Variables and Constants
64(1)
Data Type Classes
65(1)
Summary
66(1)
Exercises
66(7)
Chapter 4: Writing and Using Methods (Part I)
73(24)
Method Structure
74(2)
Passing Arguments to Parameters
76(3)
How Arguments Are Passed
78(1)
Writing Simple Constructors
79(1)
Data Encapsulation and Variable Access
79(2)
Writing "set" Methods
80(1)
Returning Values: "get" Methods
80(1)
Returning Multiple Values
81(4)
Performing Console I/O
85(6)
Console Input
86(1)
Console Output
87(3)
Using the NumberFormat Class
90(1)
Summary
91(1)
Exercises
92(5)
Chapter 5: Writing Methods (Part II)
97(44)
Java Operators
98(10)
Arithmetic Operators
98(5)
The Increment and Decrement Operators
99(1)
Performing Exponentiation
100(1)
Using Arithmetic Operators
101(2)
Logical Operators
103(2)
Assignment Statement Shorthand
105(1)
Assignment, Data Type Conversion, and Typecasting
105(1)
Another Arithmetic Program
106(2)
Selection
108(6)
Using the if Statement
110(1)
Using the switch Statement
110(2)
Using?
112(1)
The Currency Converter Program
113(1)
Iteration
114(13)
Using the while Statement
117(1)
Using the do while Statement
118(1)
Using the for Statement
119(1)
The break and continue Statements
120(1)
Iteration Example: The Hi/Lo Game
121(2)
The Game class
122(1)
The Application Class
123(4)
String Manipulation
127(7)
Creating and Assigning Values to Strings
128(1)
Comparing Strings
128(3)
Obtaining the Length of a String
131(1)
Extracting Substrings
132(2)
Summary
134(1)
Exercises
135(6)
Chapter 6: Inheritance
141(24)
Where Inheritance Makes Sense
142(3)
The Graphing Program
145(3)
Creating Base Classes
148(4)
Inheritance and Accessibility
149(2)
Abstract Methods, Polymorphism, and Abstract Classes
151(1)
Creating Derived Classes
152(5)
Inheritance and Derived Class Constructors
156(1)
Using Derived Classes
157(1)
Typecasting to Base Classes
157(2)
Interfaces
159(1)
Summary
160(1)
Exercises
161(4)
Chapter 7: Event-Driven Programming and the Graphic User Interface
165(52)
What It Means to Be Event-Driven
167(1)
The Structure of a GUI Program
168(3)
The Frame Hierarchy
171(2)
Event Handling
173(6)
Types of Events
173(2)
Creating and Registering Listener Objects
175(1)
Listener Methods
176(2)
Adapters
178(1)
Inner Classes
179(3)
The GUI Version of the Graphing Program
182(1)
The Top-Level Window
182(2)
Layout Managers
184(5)
Specifying a Layout
185(4)
Creating Panels
189(1)
Adding Components to a Container: Buttons and Panels
189(2)
Making Buttons Work
191(2)
Inner Classes and the this Variable
192(1)
Canvases
193(7)
Creating a Canvas
193(1)
Adding a Canvas to a Container
193(2)
Making a Canvas Visible
195(1)
Removing a Canvas from a Container
195(5)
Drawing and Filling Simple Shapes
200(7)
Coordinate Systems for Drawing
200(1)
Graphics Objects
201(1)
Drawing Lines
201(1)
Drawing Open and Filled Shapes
202(4)
Rectangles
202(2)
Ovals
204(1)
Rounded Rectangles
205(1)
Adding Color
206(1)
Background Color
207(1)
Working with Text
207(3)
Creating Font Objects
208(1)
Setting the Font for Drawing
209(1)
Obtaining Font Information
209(1)
Drawing the Text
210(1)
Summary
210(1)
Exercises
211(6)
Chapter 8: Arrays and Vectors
217(42)
Declaring One-Dimensional Arrays
218(1)
Initializing Arrays
219(1)
Using a One-Dimensional Array
220(6)
Declaring and Allocating Space for Two-Dimensional Arrays
226(2)
Sorting a One-Dimensional Array
228(3)
Using a Two-Dimensional Array: The Tic-Tac-Toe Game
231(16)
The Data Handling Class
232(5)
Game Setup
232(4)
Making Moves
236(1)
Finding Winners and Ties
237(1)
The Playing Field Window
237(7)
The Button Panel
241(1)
Disabling and Enabling Buttons
242(1)
The Tic-Tac-Toe Grid Panel and Grid Layouts
242(1)
Identifying Clicked Buttons
243(1)
Changing Button Labels
244(1)
The Dialog Box
244(3)
Vectors
247(6)
Creating Vectors
247(3)
Adding Elements
250(1)
Storing Numbers in Vector Elements
251(1)
Changing Element Contents
251(1)
Getting the Size of a Vector
251(1)
Retrieving Data from a Vector
252(1)
Shrinking a Vector
253(1)
Adding Elements to and Removing Elements from the Middle of a Vector
253(1)
Summary
254(1)
Exercises
255(4)
Chapter 9: Containers
259(38)
The Survey Analysis Program
260(9)
Declaring Arrays of Objects
269(1)
Array Manipulation by an Array Manager
269(4)
Sorting an Array of Objects
273(1)
Arrays as Method Parameters
274(1)
Using an Array Manager
275(4)
Creating and Using Popup Menus
279(2)
Creating Popup Menus
279(1)
Trapping Popup Menu Events
280(1)
Working with Hash Tables
281(10)
Hash Keys
283(1)
The Sample Hash Table Program
284(1)
Creating a Hash Table
285(4)
Adding an Element
289(1)
Retrieving an Element Using Its Key
290(1)
Listing Hash Table Contents
290(1)
Summary
291(1)
Exercises
291(6)
Chapter 10: Applets
297(16)
Applet Security Issues
299(1)
Applications Versus Applets
299(2)
A Sample Applet
301(6)
The HTML Tag for Applets
307(1)
Summary
308(1)
Exercises
309(4)
Chapter 11: Enhancing the GUI
313(50)
The Loan Calculator Program
314(5)
The Data Handling Classes
314(5)
Error Messages
319(1)
Working with Pull-Down Menus
319(13)
Creating a Menu Bar
323(7)
Trapping Menu Selections
330(1)
Additional Menu Considerations
331(1)
Implementing Scrolling Output
332(5)
Creating and Installing Scroll Bars
332(1)
Trapping and Performing Scrolling
333(4)
Scrolling and Window Resizing
337(1)
Collecting Information in Dialog Boxes
337(11)
Adding Text Fields
338(1)
Getting Data from a Text Field
338(6)
The Problem with Sharing Dialog Box Data
344(1)
Using an Interface to Send Dialog Box Data to Its Parent Window
345(3)
Other GUI Elements for Dialog Boxes
348(11)
Using Check Boxes
349(6)
Using Check Box Groups (Radio Buttons)
355(2)
Using Lists
357(2)
Summary
359(1)
Exercises
359(4)
Chapter 12: File I/O and Exception Handling
363(46)
The Stream I/O Classes
365(2)
The Basics of Exception Handling
367(2)
The try/catch Structure
368(1)
Working with Sequential Files
369(9)
Getting File Names
369(2)
Opening File Output Streams
371(1)
Writing to a Delimited Text File
372(1)
Opening File Input Streams
373(1)
Reading from a Delimited Text File
374(2)
Dealing with Multiple Objects
376(2)
Working with Random Access Files
378(22)
Indexing a Random Access File
379(2)
The Telephone Directory Program
381(7)
Opening a Random Access File
388(2)
Reading from a Random Access File
390(9)
Writing to a Random Access File
399(1)
Creating Your Own Exceptions
400(2)
Defining a Custom Exception Class
400(1)
Throwing the Exception
401(1)
Summary
402(1)
Exercises
403(6)
Chapter 13: Images, Animation, and Threads
409(36)
Loading Static Images
410(5)
Loading an Image from the Local Machine
412(1)
Loading Images Over a Network
412(2)
Supplying a Complete URL
413(1)
Supplying a Relative URL
413(1)
Drawing Images
414(1)
Using Buffering to Smooth Network Image Loading
415(5)
Image Observers and Detecting Image Completion
415(3)
Buffering the Image
418(2)
MultiThreading Concepts
420(5)
Thread Objects
421(1)
Thread States
421(2)
Thread Behavior
423(1)
Thread Synchronization
423(2)
Writing a Program with Animation
425(8)
Creating the Animation Thread
430(1)
Dealing with a Partially Loaded Image File
430(1)
Starting the Animation
431(1)
Controlling the Animation with Mouse Clicks
432(1)
Stopping the Animation
433(1)
Writing a Program with a Periodic Thread
433(9)
Actions of a Timer Class
434(6)
Actions of the Timed Object
440(1)
An Aside: Working with Java Dates
441(1)
Summary
442(1)
Exercises
442(3)
Glossary 445(6)
Index 451

Supplemental Materials

What is included with this book?

The New copy of this book will include any supplemental materials advertised. Please check the title of the book to determine if it should include any access cards, study guides, lab manuals, CDs, etc.

The Used, Rental and eBook copies of this book are not guaranteed to include any supplemental materials. Typically, only the book itself is included. This is true even if the title states it includes any access cards, study guides, lab manuals, CDs, etc.

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