You'll get a bound printed text.
Java: An Eventful Approach has been written from the ground up to help students master objects and events firstso they can begin accomplishing serious programming tasks with Java far more quickly.
Authored by three leading experts in computer science instructionincluding 2005 SIGCSE award-winner Kim Brucethis book reflects a fundamental rethinking of how Java and object-oriented languages are taught. To give students the "training wheels" they need to rapidly begin using sophisticated Java features, the authors introduce a complete objectoriented graphics library. Using it, students can immediately begin programming simple graphics and animations, and literally see the results of their code. Students learn core language features as they're readyand master powerful features such as concurrency far sooner than in conventional treatments.
This book's object-first approach, content, and features have been systematically proven at many of the world's leading universities, four-year colleges, and two-year institutions. Features include:
- Strong focus on event-driven programming with GUI components: a paradigm students recognize from their experience with point-and-click environments
- Early introductions to simple concurrency and threads, focusing on correct programming style
- Thorough, step-by-step coverage of all typical introductory material, including arrays, strings, recursion, files, sorting, searching, inheritance, and more
- An exceptionally effective approach to teaching exceptions
- A practical primer on the fundamentals of object-oriented design
- Embedded chapter exercises for assessing progress
- End-of-chapter review exercises and programming problems that reinforce key concepts and techniques
- Appendix explaining how to navigate and read any Java API
Table of contents
(NOTE: Most chapters conclude with Summary, Chapter Review Problems, and Programming Problems.)
1. What is Programming Anyway?
2. What’s in a name?
3. Working with Numbers.
4. Making Choices.
5. Primitive Types, Operators, and Strings.
7. Control Structures.
8. Declarations and Scope.
9. Active Objects.
11. Graphical User Interfaces in Java.
13. General loops in Java.
15. Multidimensional Arrays.
16. Strings and Characters.
19. Streams 481.
20. Searching and Sorting.
21. Introduction to Object-Oriented Design.
Appendix A. Objectdraw API Summary.
Appendix B. Programming without objectdraw.
Appendix C. Creating runnable applets and applications.
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