000 03931cam a2200277 a 4500
008 090528s1998 maua 001 0 eng
010 _a97078122
020 _a9780201311846
035 _a(Sirsi) u1627
040 _aEG-CaNU
_cEG-CaNU
_dEG-CaNU
042 _ancode
082 0 0 _a005.133
_2 21
100 1 _aArnow, David M.
_92173
245 1 0 _aIntroduction to programming using Java :
_b an object-oriented approach /
_c David M. Arnow, Gerald Weiss.
246 3 0 _aJava.
260 _aReading, Mass. :
_b Addison Wesley,
_c c1998.
300 _axxxi, 783 p. :
_b ill. ;
_c 23 cm.
500 _aIncludes index.
505 0 _aChapter 1: Jumping Into Java Section -- Chapter 2: Using Objects Section -- Chapter 3: Using Classes Section -- Chapter 4: Defining Classes Section-- Chapter 5: The Class Design Process; Method Implementation and Numerical Processing Section -- Chapter 6: Controlling Behavior- Conditional Execution Section -- Chapter 7: Verifying Object Behavior Section 7.1: Introduction Section 7.2: Categories of Errors Section 7.3: Test Drivers Section 7.4: Automatic Testing Section 7.5: What to Test and How to Test It Section 7.6: Debugging Techniques Summary Study Aid: Terminology Review Questions for Review Further Exercises -- Chapter 8: Working with Multiple Objects Section-- Chapter 9: Iteration Section -- Chapter 10: Organizing Objects-- Chapter 11: Recursion Section-- Chapter 12: Examples-- Chapter 13: Extending Class Behavior-- Chapter 14: Exceptions -- Index.
520 _aUsing the Java language, this book introduces the beginning computer science student to the concepts of class, object, and message in the first chapter. This object-oriented approach is used throughout the text, as students learn the fundamentals of object-oriented programming along with the basics of imperative programming. Because Java is an object-oriented language that reflects the acquired wisdom of thirty years of programming language design, the book can effectively focus on programming and the process of class design. Early on, a clear, usable procedure for solving problems by developing classes is presented and then used throughout the text. Java's support for GUI and network programming makes a great setting for diverse programming examples: a calculator, a strategy game, reading the Dow Jones from Yahoo!, a Web surveyor application, scheduling songs for a rock-and-roll radio station, as well as traditional payroll and student GPA computations. Working with these and other examples, students learn to think like a programmer, analyze problems, devise solutions, design classes, and write code. Features Uses object-oriented concepts from the very beginning--classes, objects, and messages are all introduced in Chapter 1--and develops them throughout. Applies a consistent class design procedure, usable by beginners. Contains graphic user interface (GUI) supplements in each chapter . Provides an early introduction to testing, covering test drivers, debugging, and test case selection. Includes a chapter with three robust applications--a LOGO turtle, a Web surveyor, and Mancala (a strategy game)--which use the text's class design procedure and allow the students to tie the material together.
520 _aThis introductory programming in Java book offers a truly object-oriented approach, introducing objects and classes as early as the first chapter. The authors cover the important topic of recursion carefully and early, and place strong emphasis on the software development process, which allows readers to have some exposure to a real world topic. In addition, each chapter has a supplemental section that introduces graphic user interface (GUI) concepts through the medium of the Java AWT
650 0 _aJava (Computer program language)
_9156
650 0 _aObject-oriented programming (Computer science)
_91365
700 1 _aWeiss, Gerald.
_92174
596 _a1
999 _c687
_d687