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Download Guide to Java: A Concise Introduction to Programming by James T. Streib, Takako Soma PDF

By James T. Streib, Takako Soma

Trying to research quick easy methods to application in Java with out past adventure? This consultant to Java offers a centred and obtainable primer at the basics of Java programming, with vast use of illustrative examples and hands-on exercises.

Addressing the necessity to gather an exceptional operating version of gadgets so that it will stay away from attainable misconceptions, the textual content introduces the center innovations of object-oriented programming at an early level, supported via contour diagrams. every one bankruptcy has a number of entire courses to demonstrate a number of the principles awarded, and to aid readers how one can write courses all alone. bankruptcy summaries and functional routines also are incorporated to assist the reader to study their development and perform their skills.

Topics and features:
* offers an advent to variables, input/output, and mathematics operations
* Describes gadgets and contour diagrams, explains choice buildings, and demonstrates how new release buildings work
* Discusses object-oriented ideas akin to overloading and periods tools, and introduces string variables and processing
* Illustrates arrays and array processing, and examines recursion
* Explores inheritance and polymorphism, and investigates trouble-free files
* offers a primer on graphical input/output, discusses basic exception processing, and offers the fundamentals of Javadoc
* contains workouts on the finish of every bankruptcy, with chosen solutions in an appendix, and a thesaurus of key terms
* offers extra supplementary info at an linked website

This concise and easy-to-follow textbook/guide is perfect for college students in an introductory programming path. it's also compatible as a self-study advisor for either practitioners and teachers.

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Extra info for Guide to Java: A Concise Introduction to Programming (Undergraduate Topics in Computer Science)

Example text

22 1 Variables, Input/Output, and Arithmetic Fig. 14 Prompting a user to input a number Furthermore, a prompt should be user friendly. A user-friendly prompt is one that clearly describes what the user should input, as in the case above where it asks for an integer. A user-friendly prompt can be polite such as “Please enter a number: ”, but typically a prompt should avoid the use of first person words like “I” and “you”, as in “I would like you to. ”, since the computer is a machine, not a human.

Once a problem statement has been given, the requirements can be determined by analyzing the problem. The program will: • Prompt a user to enter values for a, b, and c • Compute the two roots • Display the two roots During the design stage, pseudocode can be used to outline the program. At this point, one does not need to be concerned with the details of the implementation, such as the name of the class or the parameters in the main method. It lists the steps that need to be taken to accomplish the task.

2 Classes and Objects In object-oriented terminology, the master blueprint would be called the class definition, and an actual house would be an instance of that class or what is known as an object as shown in Fig. 1. This can be a source of confusion for some beginning programmers which sometimes use the words class and object interchangeably. However, if one keeps the distinction between the plans or blueprints as the class and the individual houses as instances of the class or the objects themselves, it makes the learning of object-oriented programming easier in the long run.

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