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Java How to Program, Sixth Edition doc
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Java™ How to Program, Sixth
Edition
Table of Contents
Copyright
DeitelR Books, Cyber
Classrooms, Complete Training
Courses and Web-Based
Training Courses published by
Prentice Hall
Preface
Features in Java How to
Program, 6/e
Teaching Approach
Tour of the Book
A Tour of the Optional Case
Study on Object-Oriented
Design with the UML
A Tour of the Optional GUI and
Graphics Case Study
Software Included with Java
How to Program, 6/e
Teaching Resources for Java
How to Program, 6/e
Java in the Lab
OneKey, CourseCompassSM,
WebCT™ and by
Blackboard™
Java 2 Multimedia Cyber
Classroom, 6/e Through
OneKey
PearsonChoices
Computer Science AP Courses
DeitelR Buzz Online Free Email Newsletter
Acknowledgments
About the Authors
About Deitel & Associates, Inc.
Before You Begin
Software and Other Resources
on the CD That Accompanies
Java How to Program, Sixth
Edition
Hardware and Software
Requirements to Run JDK 5.0
Copying and Organizing Files
Copying the Book Examples
from the CD
Changing the Read-Only
Property of Files
Installing the J2SE
Development Kit (JDK)
Setting the PATH Variable
Chapter 1. Introduction to
Computers, the Internet and the
World Wide Web
Section 1.1. Introduction
Section 1.2. What Is a
Computer?
Section 1.3. Computer
Organization
Section 1.4. Early Operating
Systems
Section 1.5. Personal,
Distributed and Client/Server
Computing
Section 1.6. The Internet and
the World Wide Web
Section 1.7. Machine
Languages, Assembly
Languages and High-Level
Languages
Section 1.8. History of C and
C++
Section 1.9. History of Java
Section 1.10. Java Class
Libraries
Section 1.11. FORTRAN,
COBOL, Pascal and Ada
Section 1.12. BASIC, Visual
Basic, Visual C++, C# and
.NET
Section 1.13. Typical Java
Development Environment
Section 1.14. Notes about Java
and Java How to Program,
Sixth Edition
Section 1.15. Test-Driving a
Java Application
Section 1.16. Software
Engineering Case Study:
Introduction to Object
Technology and the UML
(Required)
Section 1.17. Wrap-Up
Section 1.18. Web Resources
Summary
Terminology
Self-Review Exercises
Answers to Self-Review
Exercises
Exercises
Chapter 2. Introduction to Java
Applications
Section 2.1. Introduction
Section 2.2. First Program in
Java: Printing a Line of Text
Section 2.3. Modifying Our
First Java Program
Section 2.4. Displaying Text
with printf
Section 2.5. Another Java
Application: Adding Integers
Section 2.6. Memory Concepts
Section 2.7. Arithmetic
Section 2.8. Decision Making:
Equality and Relational
Operators
Section 2.9. (Optional)
Software Engineering Case
Study: Examining the
Requirements Document
Section 2.10. Wrap-Up
Summary
Terminology
Self-Review Exercises
Answers to Self-Review
Exercises
Exercises
Chapter 3. Introduction to
Classes and Objects
Section 3.1. Introduction
Section 3.2. Classes, Objects,
Methods and Instance Variables
Section 3.3. Declaring a Class
with a Method and Instantiating
an Object of a Class
Section 3.4. Declaring a
Method with a Parameter
Section 3.5. Instance Variables,
set Methods and get Methods
Section 3.6. Primitive Types vs.
Reference Types
Section 3.7. Initializing Objects
with Constructors
Section 3.8. Floating-Point
Numbers and Type double
Section 3.9. (Optional) GUI and
Graphics Case Study: Using
Dialog Boxes
Section 3.10. (Optional)
Software Engineering Case
Study: Identifying the Classes in
a Requirements Document
Section 3.11. Wrap-Up
Summary
Terminology
Self-Review Exercises
Answers to Self-Review
Exercises
Exercises
Chapter 4. Control Statements:
Part I
Section 4.1. Introduction
Section 4.2. Algorithms
Section 4.3. Pseudocode
Section 4.4. Control Structures
Section 4.5. if Single-Selection
Statement
Section 4.6. if...else DoubleSelection Statement
Section 4.7. while Repetition
Statement
Section 4.8. Formulating
Algorithms: Counter-Controlled
Repetition
Section 4.9. Formulating
Algorithms: Sentinel-Controlled
Repetition
Section 4.10. Formulating
Algorithms: Nested Control
Statements
Section 4.11. Compound
Assignment Operators
Section 4.12. Increment and
Decrement Operators
Section 4.13. Primitive Types
Section 4.14. (Optional) GUI
and Graphics Case Study:
Creating Simple Drawings
Section 4.15. (Optional)
Software Engineering Case
Study: Identifying Class
Attributes
Section 4.16. Wrap-Up
Summary