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Small Java How to Program, 6/e Table of Contents
1 Introduction to Computers, the Internet and the World Wide Web  1
1.1 Introduction  2
1.2 What Is a Computer?  4
1.3 Computer Organization  4
1.4 Early Operating Systems  5
1.5 Personal, Distributed and Client/Server Computing  6
1.6 The Internet and the World Wide Web  6
1.7 Machine Languages, Assembly Languages and High-Level Languages  7
1.8 History of C and C++  8
1.9 History of Java  9
1.1 Java Class Libraries  9
1.11 FORTRAN, COBOL, Pascal and Ada  11
1.12 BASIC, Visual Basic, Visual C++, C# and .NET  11
1.13 Typical Java Development Environment  12
1.14 Notes about Java and Small Java How to Program, Sixth Edition  15
1.15 Test-Driving a Java Application  16
1.16 Introduction to Object Technology and the UML  21
1.17 Wrap-Up  26
1.18 Web Resources  26
2 Introduction to Java Applications  35
2.1 Introduction  36
2.2 First Program in Java: Printing a Line of Text  36
2.3 Modifying Our First Java Program  43
2.4 Displaying Text with printf  45
2.5 Another Java Application: Adding Integers  47
2.6 Memory Concepts  51
2.7 Arithmetic  52
2.8 Decision Making: Equality and Relational Operators  56
2.9 Wrap-Up  60
     
3 Introduction to Classes and Objects  72
3.1 Introduction  73
3.2 Classes, Objects, Methods and Instance Variables  73
3.3 Declaring a Class with a Method and Instantiating an Object of a Class  75
3.4 Declaring a Method with a Parameter  79
3.5 Instance Variables, set Methods and get Methods  82
3.6 Primitive Types vs. Reference Types  87
3.7 Initializing Objects with Constructors  88
3.8 Floating-Point Numbers and Type double  91
3.9 (Optional) GUI and Graphics Case Study: Using Dialog Boxes  95
3.1 Wrap-Up  98
4 Control Statements: Part 1  106
4.1 Introduction  107
4.2 Algorithms  107
4.3 Pseudocode  108
4.4 Control Structures  108
4.5 if Single-Selection Statement  111
4.6 if else Double-Selection Statement  112
4.7 while Repetition Statement  117
4.8 Formulating Algorithms: Counter-Controlled Repetition  118
4.9 Formulating Algorithms: Sentinel-Controlled Repetition  123
4.1 Formulating Algorithms: Nested Control Statements  130
4.11 Compound Assignment Operators  136
4.12 Increment and Decrement Operators  137
4.13 Primitive Types  139
4.14 (Optional) GUI and Graphics Case Study: Creating Simple Drawings  140
4.15 Wrap-Up  145
5 Control Statements: Part 2  157
5.1 Introduction  158
5.2 Essentials of Counter-Controlled Repetition  158
5.3 for Repetition Statement  160
5.4 Examples Using the for Statement  164
5.5 do while Repetition Statement  169
5.6 switch Multiple-Selection Statement  170
5.7 break and continue Statements  178
5.8 Logical Operators  180
5.9 Structured Programming Summary  186
5.1 (Optional) GUI and Graphics Case Study: Drawing Rectangles and Ovals  191
5.11 Wrap-Up  194
6 Methods: A Deeper Look  204
6.1 Introduction  205
6.2 Program Modules in Java  206
6.3 static Methods, static Fields and Class Math  207
6.4 Declaring Methods with Multiple Parameters  210
6.5 Notes on Declaring and Using Methods  214
6.6 Method Call Stack and Activation Records  215
6.7 Argument Promotion and Casting  215
6.8 Java API Packages  217
6.9 Case Study: Random-Number Generation  219
6.1 Case Study: A Game of Chance (Introducing Enumerations)  224
6.11 Scope of Declarations  229
6.12 Method Overloading  232
6.13 (Optional) GUI and Graphics Case Study: Colors and Filled Shapes  235
6.14 Wrap-Up  237
7 Arrays  252
7.1 Introduction  253
7.2 Arrays  253
7.3 Declaring and Creating Arrays  255
7.4 Examples Using Arrays  256
7.5 Case Study: Card Shuffling and Dealing Simulation  265
7.6 Enhanced for Statement  268
7.7 Passing Arrays to Methods  270
7.8 Case Study: Class GradeBook Using an Array to Store Grades  274
7.9 Multidimensional Arrays  278
7.1 Case Study: Class GradeBook Using a Two-Dimensional Array  283
7.11 Variable-Length Argument Lists  289
7.12 Using Command-Line Arguments  290
7.13 (Optional) GUI and Graphics Case Study: Drawing Arcs  292
7.14 Wrap-Up  295
8 Classes and Objects: A Deeper Look  316
8.1 Introduction  317
8.2 Time Class Case Study  318
8.3 Controlling Access to Members  321
8.4 Referring to the Current Object’s Members with the this Reference  322
8.5 Time Class Case Study: Overloaded Constructors  325
8.6 Default and No-Argument Constructors  330
8.7 Notes on Set and Get Methods  331
8.8 Composition  332
8.9 Enumerations  334
8.1 Garbage Collection and Method finalize  338
8.11 static Class Members  339
8.12 static Import  344
8.13 final Instance Variables  345
8.14 Software Reusability  347
8.15 Data Abstraction and Encapsulation  348
8.16 Time Class Case Study: Creating Packages  349
8.17 Package Access  355
8.18 (Optional) GUI and Graphics Case Study: Using Objects with Graphics  355
8.19 Wrap-Up  360
9 Object-Oriented Programming: Inheritance  369
9.1 Introduction  370
9.2 Superclasses and Subclasses  371
9.3 protected Members  373
9.4 Relationship between Superclasses and Subclasses  374
9.5      Constructors in Subclasses Constructors in Subclasses  398
9.6 Software Engineering with Inheritance  404
9.7 Object Class  405
9.8 (Optional) GUI and Graphics Case Study: Displaying Text and Images Using Labels  407
9.9 Wrap-Up  409
10 Object_-Oriented Programming: Polymorphism  413
10.1 Introduction  414
10.2 Polymorphism Examples  416
10.3 Demonstrating Polymorphic Behavior  417
10.4 Abstract Classes and Methods  420
10.5 Case Study: Payroll System Using Polymorphism  422
10.6 final Methods and Classes  437
10.7 Case Study: Creating and Using Interfaces  438
10.8 (Optional) GUI and Graphics Case Study: Drawing with Polymorphism  450
10.9 Wrap-Up  452
A Operator Precedence Chart  456
A.1 Operator Precedence  456
B  ASCII Character Set  458
C  Keywords and Reserved Words  459
D  Primitive Types  460
E  Number Systems  461
E.1 Introduction  462
E.2 Abbreviating Binary Numbers as Octal and Hexadecimal Numbers  465
E.3 Converting Octal and Hexadecimal Numbers to Bi­nary Numbers  466
E.4 Converting from Binary, Octal or Hexadecimal to Decimal  466
E.5 Converting from Decimal to Binary, Octal or Hexadecimal  467
E.6 Negative Binary Numbers: Two’s Complement Notation  469
F  Unicode   474
F.1 Introduction  474
F.2 Unicode Transformation Formats  475
F.3 Characters and Glyphs  476
F.4 Advantages/Disadvantages of Unicode  477
F.5 Unicode Consortium’s Web Site  477
F.6 Using Unicode  479
F.7 Character Ranges  481
G  Using the Java API Documentation  485
G.1 Introduction  485
G.2 Navigating the Java API  486
H  Creating Documentation with javadoc  495
H.1 Introduction  495
H.2 Documentation Comments  495
H.3 Documenting Java Source Code  496
H.4 javadoc  503
H.5 Files Produced by javadoc  504
I   Labeled break and continue Statements  507
I.1 Introduction  507
I.2 Labeled break Statement  507
I.3 Labeled continue Statement  508
J  Using the Debugger  510
J.1 Introduction  511
J.2 Breakpoints and the run, stop, cont and print Commands  511
J.3 The print and set Commands  516
J.4 Controlling Execution Using the step, step up and next Commands  518
J.5 The watch Command  521
J.6 The clear Command  523
J.7 Wrap-Up  526

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